![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#241 |
Watch
![]() Join Date: Dec 2018
Posts: 21
Downloads: 39
Uploads: 0
|
![]()
Guys, how did you attack ships when you're in heavy fog at night? even when i turned my gamma higher i still cant see anything :'(
|
![]() |
![]() |
![]() |
#242 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
Sonar, follow the sonar “lines”. You get direction and an estimate of distance. If you have Map Contacts On, you can guess at speed. Likewise, if you have radar you get a position plot which you use to track, get speed, etc.
|
![]() |
![]() |
#243 | |
DILLIGAF
Join Date: Feb 2007
Location: florida
Posts: 2,058
Downloads: 210
Uploads: 0
|
![]() Quote:
In other cases I will hit the merchants and leave the DD alone, confused and pondering what to tell command about all its escorted vessels going down but it remain untouched. Fog is your friend. If you are running with Cuties even more so if you want to use them. Just fire them manually 5-10 ahead of the target at about 2000 yards or less. I took out the Yamato in a typhoon this way once. I had used Cuties to slow it down and then after it slowed and or stopped, Mk 14 until it sank. I had no idea what it was only that I was hitting it until it sank and I saw the log. I was within 2000 yards of it the whole time and there were CA, CL and DD around but as she slowed they all kept going.
__________________
Self-education is, I firmly believe, the only kind of education there is. ![]() ![]() Mercfulfate 将補 日本帝國海軍 |
|
![]() |
![]() |
![]() |
#244 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
Has anyone else experienced a steam burst in your control room after taking some minor to major damage? It's an extremely load, shrill noise that does not seem to go away even when the repairs are complete.
My question is this: How do we stop this noise when repairs are complete? I've had to return to port for refit just to get rid of the noise. This is the path to the offending sound file: SH4/Data/Sound/Steam burst Any comments or opinions? Update: I remembered that my Sargo had a bow 50 cal for some unknown reason did not have crew spaces. So, without a gun crew in place it was impossible to repair the gun, thus repairs were incomplete and we had to put up with the noise until refit. I did find a slightly quieter, less shrill Steam burst sound file that I used to make a JSGME mod. Last edited by von Zelda; 12-20-19 at 03:37 PM. |
![]() |
![]() |
#245 |
CTD - it's not just a job
|
![]()
The Steam Burst is irritating, and when it doesn't go away, is indicative of a problem with your game, whether that would be player induced, or modder induced, I don't know. We keep discovering "anomalies" in the mod, but thankfully, the flooding has been slowed, and the pumps are back online, but the sound...
![]() As for the Brisbane problem, what I had already fixed was an S-18 mission, which you mentioned being in the Sargo when having your 2nd issue with the error... This presents a nasty situation in that I am now having to go through practically the whole set of Asiatic Fleet assignments. The Sargo out of Brisbane can be assigned "Celebes Sea", "South China Sea", "Philippines", "Sulu Sea" and the "Molucca Sea", as well as the Solomon and Bismarck Objectives. This entails testing over 100 missions, of which I am about 1/3 of the way through, so we'll eventually get there. Along those lines, I have lost over a day to an "unanticipated" illness, in which a "fast food" scarfing establishment apparently is attempting to drive away all of their business by food-poisoning their patrons... I had a miserable 28+ hours while I "eliminated" their handiwork from my system... sigh... Just to say, that I am behind schedule now... plus, my brain ain't where it really needs to be right now anyway... Doing what I can when I can. ![]()
__________________
"...and bollocks to the naysayers" - Jimbuna Last edited by propbeanie; 12-19-19 at 07:32 PM. Reason: forgetfullness... sheesh! |
![]() |
![]() |
![]() |
#246 |
Watch
![]() Join Date: Dec 2018
Posts: 21
Downloads: 39
Uploads: 0
|
![]()
is this mod support for uboat campaign?
i almost finish my american campaign, after that i want to switch side to sink some murican ships hehehe ![]() |
![]() |
![]() |
![]() |
#247 | ||
CTD - it's not just a job
|
![]() Quote:
![]() I sank four ships in a convoy, 3 merch, 1 DD, and 2 of the 3 merchies shot red flares. The other 2 ships did not, so it is ship dependent now. When the next version comes out, pay attention to any frame rate hits. I did not notice any hitch at all. However, the flares go off too quickly, but it is just before the lifeboats come out... ![]() Quote:
![]()
__________________
"...and bollocks to the naysayers" - Jimbuna |
||
![]() |
![]() |
![]() |
#248 |
CTD - it's not just a job
|
![]()
Here's some more fitzcarraldo. Apparently, some of the larger warships also shoot 'em. You can see my boat's U-Mark in #1 & #2...
The CL Naka: ![]() and just as the 2nd torp hit... The ML Okinoshima: ![]() Two torps were needed ... and a few moments later: ![]() I didn't catch the enormity of the explosion here either. She slipped beneath the waves just a few moments later Just before that massive explosion: ![]() The both of them. Big city lights: ![]() - er... wait, those are star shells... they're coming for me! So that was the AD01 Tokyo Express mission, converted to FotRSU, and added to (do be careful). I can report that the Naka now functions as intended, and that the Asashio do not crash the game, and they do sink, but one of them took three hits, 'cause it has an iron chin... "down the throat" do not work on it - be forewarned!... lol ![]()
__________________
"...and bollocks to the naysayers" - Jimbuna |
![]() |
![]() |
![]() |
#249 | |
DILLIGAF
Join Date: Feb 2007
Location: florida
Posts: 2,058
Downloads: 210
Uploads: 0
|
![]() Quote:
__________________
Self-education is, I firmly believe, the only kind of education there is. ![]() ![]() Mercfulfate 将補 日本帝國海軍 |
|
![]() |
![]() |
![]() |
#250 |
DILLIGAF
Join Date: Feb 2007
Location: florida
Posts: 2,058
Downloads: 210
Uploads: 0
|
![]()
Even in past version I noticed something at Truk. There is a CL at dock that is normally within the dock or sometimes standing almost straight up in the air on fire.
There is a CV or sometimes a Chitose or seaplane tender, then this one ship embedded in the dock or in flames sticking out out of the water then sometimes a merchant then DD. In a row on the north docks. Today I was there July '43. Finished off 2 CV, CL two DD and had one DD and Yamato to go. This was in an area east of the Dublin Docks. Just as the last DD fire from my 180 I dropped the scope as I fired a fish ... SILENCE. No pings, no sonar lines. I push the periscope back up and the DD and Yamato had disappeared in a flash. I went to Tulugi to reload. Went back. Took out an Ise BB, Furataka, DD, Naka was trying to leave Truk are and was at least 100nm south east of truk when a plane came up. I dove ... then CTD. No clue if it was a bad save, to many tonnes, the plane or its ordinance.
__________________
Self-education is, I firmly believe, the only kind of education there is. ![]() ![]() Mercfulfate 将補 日本帝國海軍 Last edited by merc4ulfate; 12-24-19 at 12:06 AM. |
![]() |
![]() |
![]() |
#251 | ||
CTD - it's not just a job
|
![]() Quote:
Quote:
![]()
__________________
"...and bollocks to the naysayers" - Jimbuna |
||
![]() |
![]() |
![]() |
#252 |
Watch
![]() Join Date: Dec 2018
Posts: 21
Downloads: 39
Uploads: 0
|
![]()
greetings modders of FOTRSU
![]() ![]() ![]() ![]() best regards, Wzartz ![]() |
![]() |
![]() |
![]() |
#253 |
Sonar Guy
![]() Join Date: Feb 2013
Location: Sarasota Florida
Posts: 391
Downloads: 68
Uploads: 0
|
![]()
first: the info, SH4 Gold, FOTRSU v1.0.1 Win 7 64 bit with LAA.
Second time it has happened. Almost out of torpedoes, over 50 K tonnage. I have something on sonar, go to the sonar view, what I see is: Sonar indicator pointing to 0 degree, will not rotate with mouse. When using home/end, the pointer does not move, but bearing text in upper left will change and note presence of sound. I checked in Control room, all gauges point straight up. I first noticed this when I went to check rpm. At 2 knots, it showed 200 RPM. at all stop it was still 200 rpm. I've done more checks, ALL gauges are straight up, everywhere I looked. After I ended first patrol, did a quick return to sea.. everything worked. I'm in Patrol 2 headed back to Pearl with gauges in-operative.. Any thoughts on this? Happen to anyone else?
__________________
I spent the cold war under water. |
![]() |
![]() |
![]() |
#254 |
CTD - it's not just a job
|
![]()
As a mod-induced incident, it happens when there are two submarines in the scene that are "sharing" assets, such as an AI submarine and your own submarine, with the same conning tower, or deck crew, or guns, etc. That should have been "banished" from FotRSU quite a while ago. Not saying that it couldn't possibly be that, but that it shouldn't be that.
A 2nd way that happens is if something wonks the game's running information, which is why after you save, exit, come back in and load the Save, that things are back to normal. Generally speaking, the most common way that happens is by shelling out to Windows, whether accidental or purposeful. It used to be generally accepted practice to pause the game, shell-out to windows, say for the purpose of looking up a detailed map of a given area, and then coming back into the game, but that is NOT recommended. Do not leave the game at all for any reason. If you need to leave, Save the game, exit, do what you need to, reload the game and then the Save and continue. Another way for that to occur is if you change the game "Mode". This just refers to Career, Single Missions, Quick Patrols, Multi-player Missions, and the Museum. Each of those "Modes" load a different set of files. If you run a Single Mission and then go directly into your Saved career from the Main Menu, you will have issues, some obvious to see, but mostly the little things, like you encountered. Generally speaking, if you use the Museum, and then try to load any other "Mode" of the game, it will not run at all. My suspicion of this behavior is insufficient buffer memory handling by the game. The devs just assumed no one would use the Menu the way it's layed-out, I guess. This is much more noticeable with the larger mods... ![]()
__________________
"...and bollocks to the naysayers" - Jimbuna |
![]() |
![]() |
![]() |
#255 | |
Sonar Guy
![]() Join Date: Feb 2013
Location: Sarasota Florida
Posts: 391
Downloads: 68
Uploads: 0
|
![]() Quote:
I did NOT shell out to windows, or use the museum, or change game modes. It was just simple career mode, both times. I never overwrite save games. I always exit to main, then windows. I will admit, I'm not sure when the gauges when south: during play, or right after a load. Thanks for the quick response.
__________________
I spent the cold war under water. |
|
![]() |
![]() |
![]() |
|
|