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Old 11-09-2019, 05:51 PM   #1
FotRSU Mod Team
Team Leader
 
Join Date: Nov 2019
Posts: 15
Downloads: 1
Uploads: 1
Default Fall of the Rising Sun Ultimate - Full Release




Announcing 14th May, 2020
Please note that we expect typos here and mistakes in the mod. Just let us know!

Version 1.1 of Fall of the Rising Sun Ultimate Edition mod
This is not the download link - this is a title - do not click on this more than three times or we will begin to worry about you
Note: This mod is for "Silent Hunter 4: Wolves of the Pacific" v1.5 only - with Uboat Missions Add-on
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ATTENTION: If you need help troubleshooting an issue - POST IT IN THIS THREAD - if you have a potential "bug" to report - POST IT IN THIS THREAD - We want to keep all FotRSU information together for other user's future reference. In all cases, it is required that you supply more information than just "... and then it CTD'd..." Your post may very well be ignored otherwise. We shouldn't have to ask twenty questions across multiple posts, besides the fact that we are old folk, and forget where other posts are, or who started them... You should supply your computer information, such as cpu, gpu, RAM, hard drive(s) and free space, whether you emptied the old Save folder, your OS, whether 32-bit or 64-bit and where the game you have modded is installed. We also need what mods are activated (use the JSGME "Export activated mods list to..."). As for a potential bug, besides the previously mentioned, we also need the date of the occurrence and the location - the more accurate, the better - THIS IS IMPORTANT - it is also nice to know what submarine you are in, the date you sailed, where did you sail from, what were your orders and what are the surrounding circumstances... The more information you supply, the better. Without it, the task of finding what you consider as an issue is much more difficult. Pictures and / or video are greatly appreciated. Thank you.
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================================================== ==============
| We must give a special shout-out and thanks to Onkel Neal and Sailor Steve for their
| help in getting all of this set-up, and making certain that the mod is listed in the
| correct Downloads section, not that we're pointing fingers at anybody - propbeanie!
================================================== ==============

Be sure and read the "Last Minute Notes for FotRSU v1.1" pdf in the Support folder
New For This Version:
Note: This version is unfortunately NOT backwards compatible with v1.004.a due to changes in all aspects of the mod. You might get lucky and get by with overwriting, but I doubt it... Click the "Spoiler" button below:
 
  • The Add-In Mods are found in the Extras folder now. You, the player must copy them over to the MODS folder for their use.
  • VonDos is now a full contributing member to the FotRSU Mod Team. No longer just a consultant, he is now fully engaged as a person to complain to. Welcome VonDos and the VonDos Shipyard!
  • Special thanks to ETR3(SS) for above and beyond in the consulting department
  • Notice that the version numbering paradigm has been changed again. Besides being simpler, it is easier to do the title, though the image shining through the text doesn't help this time, we'll "fix" that for the next round - if we ever figure out how... lol - we do not have fancy tools, nor the knowledge of their use.
  • There is a "new" COKaibokan model, with the intention to segregate the various classes into their own designation instead of the encompassing nature of the original model.
  • Mark 10 torpedoes will be availble to the Fleetboats early. Just not initially, since it was assumed that the Mark 14 were nearly perfect, but will be there after about January or so. They will cost you a premium in renown however... They will eventually be phased-out later in the war.
  • The issues in Post #5 below, with the green (+) plus signs have been dealt with. If you notice issues, please let us know asap. These will be listed in the new version announcement posting also, for posterity, since they will now disappear off the first page here. The red (-) minus sign ones have not been repaired. We need user feedback on these.
  • The "Extras" and "Support" folders have been re-worked again. Of note is that the antilag utility, along with other add-in mods, have been moved into an "AddInMods" folder. Be sure and consult the ReadMe file there. A version of LAA and MultiSH4 are now found in the root folder of the game after activation, with either links or the JSGME file for the other utilities now being in the "Extras" folder. There have been further edits to the Support folder pdf files.
  • Numerous edits to the Campaign files, for clarity, typos, time constraints, etc. See that ReadMe. You might notice some files edited that are not used. These will be used in future add-ons and updates.
  • More new ships, other ships edited, airplanes and Loadouts edited, etc.
  • The S-Boats now creak when getting to, and below periscope depth.

After downloading the mod to your MODS folder, the only tool needed is an archive program, and it is recommended that you use 7Zip to extract the mod's 7z file. After 7zip is installed on your computer, you will be able to put the mod in your MODS folder, right-click the 7z file, and choose "7-zip --->" from the Context Menu, and then choose "Extract Here", which will result in a proper mod folder structure. If you instead use the Windows archive tool, you would right-click on the 7z file, and choose "Unextract here", and you should then have a proper file structure. If you are using Windows XP, you most likely will need to use 7-zip. In any case, make certain that your folder structure is correct, in that you have a "D:\Games \SH4 \ MODS \ 100 FalloftheRisingSun Ultimate Edition v1.x.x.x \Data" folder structure, where "D" equals your hard Drive, "Games" is a folder of your making, "SH4" is your game folder, whatever you name it, and "MODS" is a folder either you or JSGME creates. If you want / need a set of smaller download files, let us know, and we'll post a set for you. Otherwise, be aware that this is approximately a 1.5GB (1,488,338kb) download file. (We will attempt to remember to post a checksum with the download.) After the extraction, most of the other tools needed are in the game's 'root' folder (LAA and MultiSH4 - JSGME is in the Extras folder).

Please read the pdf documentation in the Support folder
There is a "01_FotRSU_Support_TOC.bat" file in the 'root' folder of the mod / game (after activation) that will start the "01_FotRSU_TableOfContents.pdf" file, which contains a list of pdf support info, some of which is very verbose and boring to some, but useful to others... There are ReadMe files that attempt to give justice for the incredible work done by the team and others, also found in the mod Support folders. Be sure and explore the folders below the Support folder for other interesting information and help.

Computer recommendation (minimum):
  • Intel Core 2 Duo, dual-core cpu
  • 4 Gig of RAM (Random Access Memory)
  • Mid-grade PCIe video card with 512MB of onboard RAM
  • 10 Gig of free hard drive space on the game install drive for both the game and the mod (which expands to 4.76Gig once extracted)
  • Sufficient hard drive space for a good Windows swap file, preferably on a 2nd, fast hard drive
There are folks running this mod set on lesser computers, of course, and onboard video cards on laptops do seem to function, but usually at lower settings. This will also run on a single-core machine, but the faster the cpu, the better. The more RAM, the better. If you get a lot of stuttering while trying to play the game with the mod enabled, first check your LAA setting on the SH4.exe file. A rather common mistake with the use of LAA is to not check the write-enable status of the SH4.exe file's attributes. Be certain that the "Read-only" attribute is cleared. The next step would be to lower the eye-candy settings in the game's Options menu, Graphic Settings, such that the level of detail is lower. Make certain the game's resolution for the display matches the Windows setting, which should match your display's 'native' setting. All you need is a reliable 30fps for proper game function. There is no need for higher, and too much higher will adversely affect some aspects of the game, including proper time-of-day keeping.
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Installation pointers:
  1. You will initially only need an 'archive' program, such as 7Zip or WinRar, or the Windows "UnExtract" utility in File Explorer, to extract the mod's 7zip file. After that, the other utilities will be in the mod's folder structure (see above and below).
  2. Be sure the folder structure for the mod is correct, such that you have something similar to "C:\Games \Silent Hunter 4 \MODS \100_FalloftheRisingSunUltimate... \Data" - if you do not, it will not activate correctly. The most common error is having two "100_FalloftheRisingSunUltimate..." folders, one inside the other.
  3. When you attempt to activate FotRSU v1.1 the only safe way to proceed unfortunately, is to not use previous Saved games. Delete the Save folder. The game will re-create that when next starting. This also ensures that all of the mod's files are properly copied over to the new Save folder (generally "C:\Users \UserName \Documents \SH4"), which should result in a proper activation of the mod on top of SH4.
  4. Also, please ensure that your base SH4 files are absolutely stock. Reinstalling from scratch is the gold standard here. Uninstall, completely delete your SH4 Wolves of the Pacific folder and everything in it, then reinstall SH4. The use of a back-up archive, so long as it is truly clean, an absolute Stock set, works fine for this.
  5. Do not use the default path that the Ubisoft installer gives you, which is "C:\Program Files..." - you want to alter that install path to NOT be in a Program Files folder. Name a folder yourself, or delete the "\Program Files..." portion from the intended install path, such that you then have "C:\Ubisoft..." instead.
  6. It is highly recommended that you use JSGME to activate the mod
  7. If you want to use MultiSH4, it must be done prior to the use of LAA or the like, otherwise MultiSH4 will fail
  8. Be certain to activate Large Address Aware.exe (LAA) on the SH4.exe file - and do it properly. The FotRSU mod, applied on top of the game, is quite large in the computer's RAM, and the use of a LAA utility is a necessity.
  9. After you start the game the first time with FotRSU enabled, you will have to use the "Options" menu to set your screen resolution and other options to the settings you desire, exit the game, and then re-start it again for those choices to be enabled. Do not forget that v1.5 of the game will start you on the German screens, and you will have to "Change Sides" on either the Single Mission, or Quick Patrols screens to be able to use the scenarios included there with the mod.
  10. There is a 2nd Options screen for gameplay and the like in the Captian's Office prior to your going on Patrol. That must be set for each career that you start

Files and instructions for the utilities are found in the mod's Support folder after extraction, in same-named sub-folders. JSGME and MultiSH4 are included, also with instructions, found in sub-folders off the Support folder. Activating the mod will put Large Address Aware and MultiSH4 into your Silent Hunter Wolves of the Pacific (whatever you've named it), and JSGME into the Extras folder.
  • Run Large Address Aware, choosing SH4.exe as the "target" file you want to be made Large Address Aware.
  • More detailed instructions can be found by activating the "01_FotRSU_Support_TOC.bat" file in the game's "root" directory
  • Or by double-clicking the "01_FotRSU_TableOfContents.pdf" file in the Support folder, and then using the list in that to choose a pdf to read.
*** The Add-In Mods have been moved to the Extras folder ***

Whew! That's all for now folks! Lots of new stuff in the mod to check-out! Have fun with it, and if you have issues, let us know ASAP (As Soon As Possible). We like pictures or video of what happens in your game, but we really desire the detailed information, as much as possible, such as the OS you use, the type of computer, how much RAM, etc., but also the type of submarine you are using, where you sailed from, the date of the incident you encounter, and the circumstances surrounding is, such as "Balao boat from Pearl, June 17th, 1944 off the the coast of Honshu near Yokohama, approaching convoy, and a small escort is levitating six feet above the water, using laser-guided missiles to sweep the sea of all opposition"... We would know which files to look in then. Thank you!
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History:
Fitzcarraldo, XTBilly, Bleiente, cdsubron7 (okay, you're drafted with the right to opt out!) and Rockin Robbins announce the foolhardy project to 1) Save FOTRS, 2) bringing all three versions home to Subsim where they will be preserved, and the foolhardy part 3) to consolidate the best features of 1.2 and 1.3, which are for SH4UBM and FOTRS 2.0, written for SH4 v1.4, into a single FOTRS Ultimate mod for SH4UBM, since close to 100% of people are playing that 1.5 version.

Propbeanie has volunteered as a guinea pig, but in this organization, we don't like guinea pigs, we use crash test dummies! Propbeanie, you're our first. Thanks for volunteering for the punishment.

I'm in the middle of the first part of the project, importing and protecting the three versions of FOTRS directly in the Subsim downloads section. I have FOTRS 1.2 uploaded now but not linked to the downloads section. 1.3 and 2.0 will follow. I expect that to take a couple of days as uploading is very, very slow.

Then we'll talk about how to proceed. So far the sketchy and overly-optimistic plan is to take v1.3 as a base, add Vickers interiors from 1.2, fix the sound problems, then take the extra ships from 2.0 and sound effects plus whatever else looks really great and add it to 1.3 to produce FOTRS Ultimate. The aim is that as far as possible, what comes out will remain the work of AOTD_MadMax and we will add as little of our own work as we can. This will still be an AOTD_MadMax mod when we're done.

If you can help please feel free to join the thread. I'm no Hitman, CapnScurvy, iambecomelife or Kpt. Lehmann, but we'll have to make do. We''ll do it by surrounding me with better modders than I am.

Onward! Into the fog!

100_FalloftheRisingSun_Ultimate_Edition_v1.1_EN
== ^ Download Link ^ == Note: This mod is for "Silent Hunter 4: Wolves of the Pacific" v1.5 only - with Uboat Missions Add-on

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The FotRSU Mod Team
We would like to dedicate this mod to Florida Sailor and to aanker, both of whom were invaluable to our team's efforts, and both of whom we lost much too early during this past year. We still have a couple of add-in mods of aankers that we have to adapt to FotRSU.

"Let me square the yards, while we may, old man, and make a fair wind of it homeward."



Top graphic is a re-worked AOTD_MadMax image. The USS Sea Devil surfacing is courtesy of cdrsubron7, and is the splash screen for FotRSU. Last image of the S-Boat sailing into the sunset is courtesy max-peck.
__________________
=========================
The FotRSU Mod Team

Last edited by FotRSU Mod Team; 05-15-2020 at 11:05 AM. Reason: New Release
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Old 11-09-2019, 05:52 PM   #2
FotRSU Mod Team
Team Leader
 
Join Date: Nov 2019
Posts: 15
Downloads: 1
Uploads: 1
Default What Happens When I Push This Button?...



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What This Mod Is and Does:
This mod is untested on any other super-mod, and may CTD your game if other mods are applied in conjunction with Fall of the Rising Sun Ultimate Edition. It is recommended you only use other mods “certified” as compatible by the FotRSU team. The player who uses "un-authorized" mods does such at their own risk. Doing so may result in undesired effect(s), even if no CTDs are encountered. If you have an add-in mod you would like to see converted, let the Team know, and arrangements will be attempted.

The idea behind the mod was to use AOTD_MadMax’s vision and mod packs to build as immersive of a mod as is possible with the Silent Hunter 4 game. There are restrictions to doing such, involving our skill-levels of modding, but also issues with the game itself. There are some aspects of the game that do not take to modding, and actually will degrade the intent of what we were after, and as such, have been left as-is, or put back to Stock standards. What we have done is include almost all of the ships found in the “Fall of the Rising Sun” series of mods, and added others. You will find one of the largest libraries of Land units (37), Air units (76), Submarine units (13 playable), and especially Sea units (295) in any of the Silent Hunter series mods. It has been intended that they all work as a cohesive whole, and to this end, have all been adjusted for the FotRSU environment and the other aspects of the game. We will continue working through damage models as time permits.

In line with these changes, the Campaign files used in the game have been extensively altered, mostly to comply with the new "calls" for the new ships added, but also to split large files into smaller "layer" pieces. More will be attempted as time permits. You will find somewhat “historical” assignments for your first missions from Manila and Pearl Harbor. Since it is realized that a lot of the submarines’ early assignments were to “dead” areas with little to no enemy traffic, the player is usually offered multiple mission objectivess in those assignments and the possibility that their assigned area will be moved about, similarly to what happened in “real life” with re-assignments enroute, as the ComSubsAF tried to keep up with the Japanese invasion onslaught. The player is given renown point awards for following their orders and doing the assigned Objectives. While some of these first missions might bore you to tears and be long in time length, you will find that you will get close to what happened to the real skippers: “Days of shear boredom, followed by hours of shear terror.”

This is NOT a difficulty mod, and in many aspects is easier to play than Stock. The modders assume that you will not "game" the system and cheat, but instead, attempt to conduct yourself in a manner becoming an officer of the US Navy Department. It is recommended that all US Pacific players of SH4 get themselves a copy of Clay Blair Jr's Silent Victory for further research. (That is an Amazon link, as an example only - it is recommended that you shop through the SubSim Store Site)
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Known Issues:
These may or may not be fixable:
1. The "S" Boats will take on any torpedo the game offers. You will not see them offered in the system management Torpedo screen, but if you come back into port and End Patrol without re-fitting first, you most likely will end up with Mark 14 torpedoes in the empty Mark 10 stores. The work-around is to re-fit first, and if necessary, reload the tubes and then re-fit again to fill your boat's stores, then End Patrol. If you forget to do that, or would rather do it the other way anyway, just End Patrol, and when you next get ready to go out on patrol, just remember to visit the Torpedo page when in the Captain's Office, and drag the Mark 14 torpedoes out of your sub, and drop them in the section to the left on the torpedo screen. Then drag the Mark 10 torpedo in the left section into the empty spots. The "new" Mark 10 torpedoes do not cost you any renown.
2. The SJ radar is squirrelly - kind of like Eichhörnchen... - but anyway, if you are at any given station on the boat, and you use the keyboard short-cuts to turn the radar on, and turn it to continuous (don't forget, there is an updated "SH4_Q-Ref_Card_Back.jpg" and "SH4_Q-Ref_Card_Front.jpg" in the game's 'root' folder), and if you then exit that station and go elsewhere on the boat, your SJ will most likely now be on "Focused" instead of continuous sweep... If you are at the radar station, and turn it to "continuous", you can go to the NavMap and use it to make your targeting marks, but if you go elsewhere, the SJ radar goes back to "Focused". Also, the SD was made to be user controlled for On / Off, and no longer raises and lowers as in some of the past versions, or in other mods. This was so that the player could turn it off when coming close to friendly areas, or if desiring some "stealth" when the IJN acquires radar detectors. We will gladly borrow from another mod (in an appropriate manner, of course ), if anyone knows of one that the SJ functions correctly once the "continuous sweep" is turned on...
3. The Deck Gun and Crew issue are still with us, in spite of having "anchored" guns on the sub decks. When the player is offered an upgrade, the possibility exists that the gun will be placed where your current gun is, but will not have any crew berthing for the gun positions. If you are allowed to place the gun yourself, do so after moving your current gun crew off the positions prior to accepting a new gun, so you do not lose them to this possibility. You might be able to implement techniques discussed by wolfeinsamer in Fix for deck gun crew slots disappearing to open the slots for use. There are several other similar posts. This issue may, or may not overwrite your current gun, which seems to be situationally dependent... You might end up with dual deck guns on a non-Narwhal boat, of which, there were a few in the USN. At this time, we are not too worried about that possibility, but if further issues are discovered, this will be updated. Consult the 'ColetrainsAndOthersDGfix.pdf' file in the Support folder for more on the subject.
4. Be aware that the Game's Save system is slow. Be sure that you give the game plenty of time to write to your hard drive. A few seconds after you click the "Save" button (do it twice!) is usually sufficient. So "click", "click", pause, then go elsewhere...
5. In the same vein, after you load one of your saves, you will hear various noises from your previous session as the information loads into your computer. This is "normal behavior", unless of course, it keeps repeating and repeating... Also be aware that when you re-enter with the saved game, if you had a set course on the NavMap, that your boat will not follow the previously set route on the NavMap until you use the "Return to course" button on the NavMap (F5) page, or use other methods to coerce your boat into "complying" with your command. If you did not have a set route, then your boat will continue at whatever speed and heading you were on when you Saved, even if this included a direction change that was not complete. The turn will be executed.
6. v1.004 of the mod had more reports of bad saves and other anomalies. We are reasonably certain we have it tracked down to two main issues. Number one was an improperly configured "Rescue_Raft" (thanks propbeanie ) that was not configured for the Japanese. When an airplane is shot down or otherwise crashes, the game chooses from all of the Type=106 "Survivor" assets in the game to fulfill any "Survivor" requirements (percentage based). If the plane that is shot down is Japanese, and the only nation represented is New Zealand, the game has a problem... That has been corrected. Also, planes coming from areas on the other side of mountains were spawning inside of said mountains if the player's sub was close to the spawn location. Smaller, closer airbases have been used to attempt to rectify this. We need lots of input from users for this. If you are in Empire Waters, let us know about the airplanes!
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We have added the Chinese nation to the roster files. This new nation has both Air & Seaborne assets.

New land units have been added; these include the following:
 
> Australian Large Air Bases, Normal Air Bases & Small Air Bases.
> Chinese Large Air Bases, Normal Air Bases & Small Air Bases.
> Japanese AA Defence Platforms with functional AA guns
> Russian Small Air Bases
> A clone of the Stock AA Platform, without guns, so that ships and planes have a docile target to shoot at during "invasions" (forthcoming Lifeguard Duty).
> A clone of the Small AirBase with fewer airplanes for VSmAirBase

New Sea units have been added; these include the following:
 
> American
- AI Fleetboat Submarine
- AI Fleetboat Submarine [Static]
- AI S-Class Submarine [Static]
- Heavy Cruiser Salt Lake City Class
- Destroyer Robert H.Smith Class
- Assault Landing Craft
- Battleship Missouri Class
- US River Gunboat Panay Class
- Submarine chaser PC-461 Class
> Australian
- HMAS Groves [Bathurst]
- Assault Landing Craft
>British
- Assault Landing Craft
> Chinese
- Gunboat Luzon Class
- Gunboat Panay Class
>German
- AI Type IX D2 U-Boat
> Japanese
- Auxiliary Cruiser Aikoku Class
- Heavy Cruiser Aoba Class
- Heavy Cruiser Mogami (Late War) Class
- Light Cruiser Katori Class
- Light Cruiser ASW Katori Class
- Light Cruiser Tenryu Class
- Fleet Carrier Hiyo Class
- Fleet Carrier Unryu Class
- Destroyer Escort Kisaragi Class
- Submarine Tender Jingei Class
- Parker's Tincan . . . . . . ; not called in the campaign Used in training
- Parker's Tincan II . . . . .; not called in the campaign Used in training
- Patrol Boat 102 . . . . . . ; Rarely called in the campaign
- Shinshu Maru Landing Ship
- Armed Daihatsu 25mm
- Armed Daihatsu 37mm
- Battleship Yamashiro Class
- Heavy Cruiser Haguro Class
- Daihatsu Landing Craft
- Light Cruiser Nagara Class-Isuzu
- Seaplane Tender Yoshino Class
- Destroyer Menaki Class
- Destroyer Escort Tachibana Class
- Ada Maru Old Freighter
- Aden Maru Passenger-Cargo Merchant
- Ansyu Maru Auxiliary Transport
- AI Type A1 Submarine
- AI Type AM Submarine
- AI Type C3 Submarine
- AI Jyunsen Type B Submarine
- AI Jyunsen Type 1 Submarine
- AI Kaidai Type IV Submarine
- AI Ko-Hyoteki Midget Submarine
- AI Sentaka-Dai Type Fast Submarine
- AI Sen-Toku I Carrier Submarine
- Light Carrier Ryuho Class
- Seaplane Tender Nisshin Class
> Netherlands
-Submarine chaser P01 Class
> Red Cross
- Hikawa Hospital Ship

* The escorts have been re-worked for v1.1, such that there is a better spread of large, medium and small vessels, spread across the war's timeframe.
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New Air units have been added; these include the following:
 
> American
- Fighter Grumman Martlet AL246
- Heavy-bomber Boeing B-17F Flying Fortress
- Heavy-bomber Consolidated B-24H Liberator
- Patrol-bomber Lockheed PV2 Harpoon
- ASW Patrol Vought OS2U Kingfisher
- Floatplane Consolidated PBY Catalina
- Fighter Grumman F6F Hellcat
- Medium-Bomber B-25 Mitchell
- Fighter Curtiss P-40 Warhawk
- Fighter Curtiss P-40N Kittyhawk
- Dive Bomber US Army A-24 Banshee
- B-17 combat boxes from Kendras . . . . . ; Late war
> Australian
- Fighter Supermarine Spitfire Mk XVIE
- Patrol-bomber Lockheed PV1 Ventura
- Fighter Curtiss P-40N Kittyhawk
> British
- Torpedo-bomber Bristol Beaufort
- Heavy-bomber Handley Page Halifax Mk III
- Light-bomber Lockheed Hudson Mk 3
- Heavy-bomber Handley Page Halifax Mk VI
- Medium-bomber Vickers Wellington GR Mk XI/XIV
- Medium-bomber A.W Whitley Mk V
- Scout Plane Vought OS2U2 Kingfisher
- Fighter Curtiss P-40N Kittyhawk
> Chinese
- Fighter Curtiss P-40 Flying Tiger
> Japanese
- Mitsubishi G4M Betty with MXY-7 Ohka
- Dive-Bomber Mitsubishi G4M Betty
- Zero Kamikaze Bomber
- Fighter-bomber Floatplane A6M2-N
- Aichi Floatplane E13A Jake
> Netherlands
- Light-bomber Lockheed Hudson Mk 3
- Floatplane Consolidated PBY Catalina
> Russian
- Fighter Curtiss P-40 Tomahawk

* The Loadouts were once again re-visited, and we are not 99.9% sure of 100% compliance, and most airplanes will attack. We are still working on a few that are rather docile...
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What’s also been included:
• Active AI Torpedo’s from warships & Submarines (CapnScurvy & s7rikeback) *see note
• Merchant Shipping now in their finest Razzle Dazzle (max-peck)
• New Flags graphics, plus new roundels. (s7rikeback)
• Multiple texture corrections (various)
• Thousands of data edits on unit .eqp & .sns files… (various)
• Various sound corrections… (CapnScurvy & propbeanie)
• Radar… (CapnScurvy)
• Submarine Batteries… (CapnScurvy)
• Equipment upgrades… (CapnScurvy & s7rikeback)

*Note: The AI Torpedo idea has been hashed around by the likes of DarkFish, jhapprich, Sergbuto, and polyfiller, among others, with all ideas combined by CapnScurvy and s7rikeback to make a fully-functional "device". The "range" of the launch is shortened in FotRSU, both of necessity for accuracy, but also to minimize the complete annihilation of all vessels afloat and submerged...
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This mod was originally created by AOTD_MadMax and his team, and is based upon Ducimus' widely popular TMO v1.7 mod. Of note is this small quote from the original FOTRS ReadMe file:
In addition we would like to note, that “Fall of the Rising Sun” is just a modpack and not a mod for itself. That means, that “FOTRS” is a bundle of many already existing modifications. The copyright of each modification belongs to its developer. We just have modified and supplemented these modifications with our ideas...
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Be sure and read their full ReadMe file in the "Support / FOTRS Original" folder of the FotRSU mod.

Also Included in FotRSU, are newer works from:
* NCO_Bathurst – the_Frog
* P-40 Warhawk & Variants – Testpilot1978, edits by s7rikeback
* NPT_Schnellboat – Sergbuto
* Original NMMO Mod – Nbjackso (re-worked by CapnScurvy) = See his ReadMe for his contributor list
* F6F Hellcat - Alx Novoros and the KSD II Team at http://brat01.mybb.by/
* B-25 Mitchell – HanSolo78
* CVE_Ryuho – miner1436
* CL_DeRuyter – miner1436
* KLCS_Heian (and derivative) – miner1436
* W-19 - miner1436
* Aichi E13A "Jake" – ZUIKAKU1944
* CL Isuzu, Nagara Class – noshiro
* CL Katori - ZUIKAKU1944
* DaihatsuLandingCraft (3 versions) – ZUIKAKU1944
* Shinshu Maru IJN Attack Transport – ZUIKAKU1944
* Ada, Aden & Ansyu Marus - Hitman
* All those deadly IJN subs you’ll encounter – keltos01 and his team, especially Peabody
* Aleutian Patrols – cgrimes, in the Quick Patrols section of the game
* Single Missions – cdrsubron7, in the Single Missions section of the game
* Large Life Boat – a combination of Privateer’s and Webster’s mods - Edited for FotRSU (CapnScurvy)
* Webster’s Life Rafts – Webster Edited for FotRSU (CapnScurvy)
* Japanese seaplane tender Nisshin for SH4 – JapLance
* Heavy Cruiser Tone for SH4 – JapLance
* NPC_461 – Originally built by the_Frog, and converted to SH4 by AOTD_MadMax, edited for conformity by s7rikeback
* B-17s Over Europe from Kendras, adapted to B-17s Over the Pacific (s7rikeback)
Do not pester these authors with any support questions for their creations as used in Fall of the Rising Sun Ultimate Edition. While they are nice guys and would try to help you, you should instead bother the FotRSU team members. Post in the thread here and ask your questions.

We must make special mention of CapnScurvy and the combining of his Day of Infamy mod into the FotRSU mod. We must also specially thank keltos01 for the use of his Japanese submarines, which were adapted to AI by s7rikeback and CapnScurvy. propbeanie would also like to mention "Thanks" to CC Price for his invaluable donation of an nVidia GTX 560 Ti video card, which helped inmeasurably in helping complete this mod. If you see an over-sight for a proper thank you from us, please let us know so that we can correct it. If you see something used improperly, please let us know so that we can correct it. Again, thank you!

See Fall of the rising Sun for SH4 V1.5 for info on the original FOTRS

Small disclaimer: We liberally thieved from all modders that came before us, their ideas and work, some of whom are not named here, but should be. If you notice any omission, big or small, please let us know so that the situation may be rectified. Thank you.



For more install help with Silent Hunter and FotRSU:
SH4 installations - “Install Notes For the Various Versions of SH4 in Windows.pdf”
Mod activation help - “ActivatingFOTRSU.pdf”
For better game play’s “TipsForStableGameplay.pdf” (CapnScurvy - edited)

All of those files (and others) are in pdf format in the Support folder of the mod.

Thank you.
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Old 11-09-2019, 05:53 PM   #3
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Default The Crew



The Team
Now, there are definitely pieces and “thanks” we missed here, so please forgive us our errors, and point any out to us for inclusion in the next ReadMe file. This file is still a work-in-progress version, but we’re getting close! Now, for the team:
Rockin Robbins – Leader of the cauldron and holder of the brew stick…
CapnScurvy – Master of the mod. The wizard of all aspects. Most of what you encounter in the game has “CapnScurvy was here” written on its bulkhead… He has tweaked more game assets into submission than any three other modders (this ain’t no fish story neither). Just what you “see” in the mod is stunning, but most of the “tools” and the sounds have CapnScurvy written on them as well. We’d have to do a separate file to credit him with all of his “Day of Infamy” work included here.
s7rikeback – The journeyman-modder who is an expert at his craft. Taught by the best, he is a quick learner, and already a veteran. He also has his “Kilroy was here” (Mr. Chad) avatar on the bulkheads… tic
cdrsubron7 – The mage of the Single Mission. A lot of the Single Missions you see in the game are courtesy of him, as are a lot of campaign ideas and edits. He has also done a Quick Patrol, and is able to find a problem in the game inside of a day, and this is after CapnScurvy and propbeanie have done three weeks of testing and finding nothing wrong… simply amazing. More mayhem is planned!
max-peck – Most of the dazzle schemes you see on the merchants in the game are courtesy of max-peck and his touch at the controls in PhotoShop.
propbeanie – Worker of wonders in the campaign files, and able to bring a CTD inside of 12 seconds, or with only one mouse button click. He is responsible for making, and then finding typos in the Flotillas upc file more than once…
XTBilly – Did some initial work on a sinking model for FotRSU, as well as initial conversions of FotRS v2 to SH4 v1.5 standards, and then life got ~really~ mean to him and his family. Just now getting back on his feet. Say “Hey!” (“Hello!”) to Billy!
Then we have the best “consultants” a team could have. These people are full-fledged team members, entitled to the privilege of bearing of equal blame for any malfunctions the Fall of the Rising Sun Ultimate Edition should exhibit (just kidding). They include but are not limited to:

- Jeff-Groves who got us through several issues with ID conflicts and other nigglies that would have us still spinning our wheels in the mud.
- ETR3(SS) who knows all things submarine, and willingly shares his knowledge of it (them) with us dum-dum dummies.
- Florida Sailor, Dave Grayson and author of Trigger Maru Overhauled with Training Wheels, helped cdrsubron7 & propbeanie get through early issues with ship calls in the campaign files. Calm seas & smooth sailing!
- Hitman has several ships included, and helped talk us through several situations. We still have one of his vessels yet to finish for inclusion in FotRSU. He contributed quite a bit of experience (he has been modding since the SH1 days) for us.
- fitzcarraldo was an original instigator of the foray into Fall of the Rising Sun Ultimate, and is a valued consultant, helping guide things more than once.
- keltos01 who has more than enemy submarine goodies and modifications in here...
- VonDos - model & texture adjustments on Hitman's Maru models and other ships - Plus additional help with the damage models.
- aanker – What can we say? There are still a couple of Art’s ideas yet to incorporate into add-on mods for FotRSU. Very helpful young man, and is the person responsible for helping propbeanie get the SubSim bug, back in the early days and going on patrol with Kim Ronhof’s Tools. Those were the good ole days – but these are the good new days!...
Then we have our wonderful “Crash Test Dummies” squad (beta testers), without whom, we would not have found some of the issues encountered so that they could be rectified.

Our closed beta testers, who gave of themselves so we could all enjoy this mod:
• AVGWarhawk
• BarracudaUAK
• fitzcarraldo
• Gray Lensman
• Jeffg
• Lt commander lare
• Moonlight
• Navigator857
• Newinger
• Platypus65
• Rabid Wolverine
• Wizz
Plus there is a plethora of other open beta testers who participated and help make this mod better. To name just a few from 14 February, 2019, to present:
 
• bstanko6
• burki
• CadBac94
• Canonicus
• Capt.seamus
• captnmike
• CDR_Resser
• Chucktown
• divemonkie
• don1reed
• Drakken
• drakkhen20
• Fifi
• fisch1914
• Front Runner
• Frost1349
• G_Man
• G97_BoKeRoN
• graniteOO
• h4rdliner
• hauangua
• Hoster1472
• ImBatman
• Immelmann
• italianmarine
• Jackdaw
• JapLance
• jlan5031
• jldjs
• J0313
• KaleunMarco
• Kieldk
• Krieg_Francis
• Larrywb57
• Lato79
• LCQ_SH
• libik
• Lord_Kane
• merc4ulfate
• Michael Wood
• MrMojok69
• patton610
• Pyryck
• Randomizer
• relfin
• Rich8
• SilentPrey
• Skipper44
• Slyguy3129
• Smss
• Sniper297
• Sniper450
• sperril
• succerpunch
• swdw
• THEBERBSTER
• Thrackerzod
• torpedobait
• Treetop64
• TS13
• u_crank
• VIIC1941
• wlaneer
• YellowFin
• zeus
• Zunaka
All of your comments have been greatly appreaciated, and useful - Please continue. Forgive us for any name mis-spellings or omitions. If we made a mistake, let us know and we'll correct it. Report all issues, whether you think them important or not. We'll look into it. We do need the details, as mentioned above, of the OS you are using, your computer info, including cpu, graphics card, display, amount of RAM, etc. We also need to know the submarine you are using, the port sailed from, the date and location, as accurately as possible, as well as the circumstances surrounding the issue / incident. We thank you!
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Old 11-09-2019, 05:54 PM   #4
FotRSU Mod Team
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Default Team and Other Videos



If you are into watching vidz, here is a new one from Wolfpack345:

 

Fall of the Rising Sun Ultimate Cinematic This is from Wolfpack345, using grabs from a later war mission, with the opening vid soundtrack from the game's "splash" opening. Nicely done.
--------------------------------------------------------------------------------
As a team though, we don't have much of anything recent, except the last one by propbeanie, but you can get an idea of the mod from these:


 

Battleship Night ActionThat is from Rockin Robbins, and is very early in the development cycle, so you will see some glitches from ships that don't match each other, plus the fact that there is a LOT going on there. A similar battle scene runs better now, but we have not "produced" one yet...
--------------------------------------------------------------------------------

 

Japanese Fleet ParadeAlso from RR, this one is "obsolete" now, in that more ships have been added, some altered, but could still be found to be useful.
--------------------------------------------------------------------------------
 

Explosions Smoke Fire Mayhem - From propbeanie (forgive him the use of a strange username for his vidz), and can show daylight arendering of smoke and fire, but also shows why some viewing angles look different from others. Just remember, your submarine is the expected "stage" view, and if you change the angle or the distance much, you will see things that are supposed to be "behind the curtain"...
--------------------------------------------------------------------------------
 

Robert H. Smith - A surface engagement between two DD, with the Robert H. Smith being the victor every time... It even took out IJN heavy CA, with minimal damage to itself. That has been changed of course, since.
--------------------------------------------------------------------------------
 

Sole Survivor - This is an early vid, as all of the above are. This uses the game's music soundtrack for its backing track, and might be restricted in some countries, due to DRM.
--------------------------------------------------------------------------------
 

No Sunrise Today - Nothing fancy and rather boring, this is the USS Narwhal just after surfacing, having avoided a sub-hunter off Truk (need some fresh air in there!). It had been a boring patrol, and the sub-hunter just passed us on by, never sniffed us. The boat will be taking off on the surface in 15ms churned waves - looks like a Nor'Easter! The watch crew get their snoots full of water while the view is through the skipper's binoculars, so we do miss getting to see the wave wash over the conn and poop the boat. Oh well. For whatever reason, the sides of the display were cut off during either the rendering or uploading process, so you cannot see too well that it is after 0700 hours by a good bit, and sunrise should be about 0730 hours. The boat is submerged just a bit after the end of the video so we can "lay in wait" on the next unsuspecting merchant to pass by...
--------------------------------------------------------------------------------

We plan to have more, time permitting of course, and will remove some of these, due to their age. You might notice that some are from v0.3 beta, and all of them were used as "test" views of what we had thus far. You might also notice "issues" with certain aspects of the game. All possible effort was expended in attempting to correct the same...
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Old 11-09-2019, 05:55 PM   #5
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Default Known Issue Tracker and Announcements


--------------------------------------------------------------------------------------

Known Issues and Resolutions
  1. (+ / -) Location: All Date(s): All Assignment(s): All Circumstances: TMO style plotting option desired Fix?: No, In process Resolved?: No
  2. (+ / -) Location: End of Soerabaja Date(s): (1 report) Late February into April 1942 Assignment(s): After patrol, home port moved to Fremantle Circumstances: Attempting to end patrol April 13, 1942, CTD - unable to replicate Fix?: Unknown Resolved?: Unknown, but issues from previous version and the Rescue_Raft may have contributed
  3. (+/-) Location: Game-wide Date(s): various Assignment(s): All Circumstances: When taking damage internally, steam pipe breaks and Steam Burst.wav file plays. After damages are repaired, audio file continues to play (unable to replicate) Fix?: Maybe - edits completed - tests completed but inconclusive. Audio exceeded 0 db scale, reduced both the pipe burst and the steam sound. Resolved?: Unknown - need player input please!
  4. (+ / -) Location: Game-wide Date(s): full game Assignment(s): All boats Circumstances: Radar dishes are not consistent with rotation Fix?: None yet - new version might help some. Resolved?: Not really.
  5. (+ / -) Location: Possibly All Date(s): Possibly All Assignment(s): S-Boats Circumstances: All boats in the game will experience "changes" to their engine sounds as the game plays, but S-Boats seem more inclined to change to the electric motor sound when on the surface and the player uses TC greater that 8x and another audio event occurs Fix?: Eh... Somewhat. The player can change the engine speed in 1x TC and get the diesel sound back. This reminds me of Airplane (the movie) Resolved?: No - fixed the "Creaks", broke the "Engine" sound... sigh...
  6. (+ / -) Location: Manila Bay Date(s): Possibly All, but seen on December 10, 1941 Assignment(s): All SubsAF early Circumstances: A DD Clemson runs aground near the North Dock Manila Harbor. Unknown at this time as to whether it is in the US_NavalBases or the US_HarborTraffic file yet. Fix?: Not yet Resolved?: No

===============================================

Announcements

New version 1.1 is posted!

--------------------------------------------------------------------------------------
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Old 11-10-2019, 05:40 AM   #6
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A big congratulations to the team for making this happen!

You have kept improving this game and brought it way beyond anyone's expectations for our enjoyment. Salute!
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Old 11-10-2019, 06:09 AM   #7
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Congrats to the team for making this fantastic SH4 base still alive and enhanced!
Great job!

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Old 11-10-2019, 07:51 AM   #8
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CONGRATULATIONS FotRUS Mod Team!! A job well done! Now please enjoy the holidays with family and friends. And thank you for a great mod.

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[C:\Ubisoft\Silent Hunter Wolves of the Pacific\MODS]
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Old 11-10-2019, 08:45 AM   #9
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It looks great. I'm glad the modding community stuck with SH4 for so long.

Does this version include features from or similar to RSRDC and Improved Ship Physics, and if not - what would be likely to break using them with FOTRSU?

How do the subs "feel" in version 1 compared to TMO or RFB?

e: Some quibbles about S Boats in the Asiatic Fleet, Dec 8, '41

1) I was initially assigned S-23, which was undergoing a refit in California at this time
2) The S Boats in the Asiatic Fleet on 8 DEC 41 start date have 3 inch guns rather than the 4 inch guns they were equipped with
3) Similarly, they are equipped with air detection radar sets on 8 DEC 41 which is not accurate


Sources:
https://www.submarinemuseums.org/docs/sboats3_v2.pdf
http://pigboats.com/subs/s-boats2.html
https://fleetsubmarine.com/s-class.html
https://maritime.org/doc/subsinpacific.htm#pg4
https://www.ibiblio.org/hyperwar/USN.../ships-ss.html

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Old 11-10-2019, 10:57 AM   #10
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Hi Guys

Let me add my congratulations to the team for making FOTRSU such an enjoyable game to play.

Never had a ctd to date.
Peter
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Old 11-10-2019, 10:59 AM   #11
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Quote:
Originally Posted by Skipper44 View Post
It looks great. I'm glad the modding community stuck with SH4 for so long.

Does this version include features from or similar to RSRDC and Improved Ship Physics, and if not - what would be likely to break using them with FOTRSU?

Do not add any mod to this. No mod in the download section is made compatible with it. This is a brand new version and as such no previous mod has been tested or created to be used with it.
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Old 11-10-2019, 03:36 PM   #12
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Icon1

FotRS Mod Team,

After much deliberation, I decided to download this awesome mod. The reason for my indecisive was I wasn't able to go more than two patrols before my current computer would freeze up causing me to end my campaign. I'm currently in the process of having a new one built. But I couldn't resist trying the mod out on this old one. I noticed something and I'm indecisive about reporting it because of this computer. But so far, the mod has performed well.
I'm using the lowest settings on graphics and gameplay.
[IMG][/IMG]
[IMG][/IMG]
But here is what I've noticed.
[IMG][/IMG]
As the Operation orders were being written, I noticed the word null with parentheses. And when I bring up the Mission Objective Clipboard (F8), I see the text is missing.
[IMG][/IMG]
If no one else has seen this, it could be my rig. But as I said so far has worked great. I followed the directions in the pdfs, 'Activating Fall of the Rising Sun Ultimate Edition', 'Install Notes For the Various Versions of Silent Hunter 4 in Windows' and 'Notes for FotRSU Play and Reporting'.
I also read the pdf, 'Of Refits, New Commands, Rank, and Retirements.'
I wasn't going to try this masterpiece until I was able to give it a platform that could handle it. But it has been a joy today to set up and run this old piece of equipment that I believe that Noah left on the river bank as his ark when by close to the community I resided. Thank you Team doesn't seem like it is enough to say.

Regards,
Larry
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Old 11-10-2019, 03:53 PM   #13
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Quote:
Originally Posted by Skipper44 View Post
It looks great. I'm glad the modding community stuck with SH4 for so long.

Does this version include features from or similar to RSRDC and Improved Ship Physics, and if not - what would be likely to break using them with FOTRSU?

How do the subs "feel" in version 1 compared to TMO or RFB?

e: Some quibbles about S Boats in the Asiatic Fleet, Dec 8, '41

1) I was initially assigned S-23, which was undergoing a refit in California at this time
This is a Stock issue, and is not an easy one to deal with. The S-23 went with the 18 to Alaska, after "shakedown" in the canal zone and San Diego. They had 4" guns at the time.
2) The S Boats in the Asiatic Fleet on 8 DEC 41 start date have 3 inch guns rather than the 4 inch guns they were equipped with
This is a work-around to the other boats' gun problems, and the S-Boats' gun issues from 1942 onward. We might attempt to try the 4" guns on them again. The Fleetboats went out with the 3" guns, and the quick-fix for their under-performance was to take the 4" guns off the S-Boats as they came in for overhaul, and put those on the new Fleetboats, giving the S-Boats the 3" guns after their overhauls. For whatever reason, the game does NOT like doing that...
3) Similarly, they are equipped with air detection radar sets on 8 DEC 41 which is not accurate
Some of the boats did have SD air radar. We've got the same sources, and more. Keep in mind, that the first PPI was installed on an S-Boat. Of course, that was due to some finagling and flim-flamming on the crew's part, but more power to them. Anyway, this is a similar situation as to the sonar. There is only so much you can do with the game to bend it to your will. If you try to tweak certain aspects of the game, you compromise others. As stated in the ReadMe stuff above and with the mod, we chose the smoothest path with the most predictable results we could. Witness the bow and stern gun issue. Or look what happens on the German side of the game with the turms. Sometimes, you are better off without any "upgrades" at all, because if an upgrade breaks the game, what good is it? Another example is the original ST periscope mounted radar. When the player went to use it, the periscope just went round and round in circles. The scope rotated, but the radar antennae did not... That's not very realistic. We'll attempt to fix some things, but others, we're better off leaving alone - not failing to mention that the game has SD as "standard issue" on all boats anyway. The game only lets you carry one sim file (or cfg or eqp, etc) per asset through the game...

Sources:
https://www.submarinemuseums.org/docs/sboats3_v2.pdf
http://pigboats.com/subs/s-boats2.html
https://fleetsubmarine.com/s-class.html
https://maritime.org/doc/subsinpacific.htm#pg4
https://www.ibiblio.org/hyperwar/USN.../ships-ss.html
Reply in yellow above
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Old 11-10-2019, 03:59 PM   #14
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Quote:
Originally Posted by Larrywb57 View Post
FotRS Mod Team,

After much deliberation, I decided to download this awesome mod. The reason for my indecisive was I wasn't able to go more than two patrols before my current computer would freeze up causing me to end my campaign. I'm currently in the process of having a new one built. But I couldn't resist trying the mod out on this old one. I noticed something and I'm indecisive about reporting it because of this computer. But so far, the mod has performed well.
I'm using the lowest settings on graphics and gameplay.
[IMG][/IMG]
[IMG][/IMG]
But here is what I've noticed.
[IMG][/IMG]
As the Operation orders were being written, I noticed the word null with parentheses. And when I bring up the Mission Objective Clipboard (F8), I see the text is missing.
[IMG][/IMG]
If no one else has seen this, it could be my rig. But as I said so far has worked great. I followed the directions in the pdfs, 'Activating Fall of the Rising Sun Ultimate Edition', 'Install Notes For the Various Versions of Silent Hunter 4 in Windows' and 'Notes for FotRSU Play and Reporting'.
I also read the pdf, 'Of Refits, New Commands, Rank, and Retirements.'
I wasn't going to try this masterpiece until I was able to give it a platform that could handle it. But it has been a joy today to set up and run this old piece of equipment that I believe that Noah left on the river bank as his ark when by close to the community I resided. Thank you Team doesn't seem like it is enough to say.

Regards,
Larry
I think that's enough info for me to figure out which of the Marshall missions that is, and we did have trouble with them earlier... I'll double-check that. Surely I didn't break one while fixing the other?... - In the meantime, I'll look up a site I know of Larry, and Pm you a link for how to enable more than 2Gig of ram on your 32-bit Windows...
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Old 11-10-2019, 04:16 PM   #15
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Very nice. Thank you so much everyone.
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