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01-07-20, 01:29 AM | #331 | |||
CTD - it's not just a job
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I will look for an Insertion mission for Okinawa, but I do not recall FotRSU as having one... Are you sure you've got a "clean" FotRSU install? Did you empty the Save folder after activating the mod? I just got to thinking - are you running FotRSU (Ultimate), or are you using FOTRS, such as v1.2 or v1.3?? - If you have FOTRS, there are "run-a-way" spawns that FotRSU corrects, and the Okinawa corridor is where you potentially see two giant groups of DD. I mean groups of 60+ DD have been reported, sometimes congregating into a mess when none of them can move. The result from the player's perspective is a framerate that drops to the single-digits, and eventually crashes. |
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01-07-20, 04:36 AM | #332 | |
Stowaway
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Slowing Okinawa frame rate problem
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I'm using the new FothRS UE by the way. The time period is Oct, Nov, Dec 1944. This 20nm area around Okinawa is the only area that I've found where the frame rate drops so low the game stops. I'm not receiving any radar or sonar signals, just a slowing down. Per your DD description above, maybe there's a large task force or convoy positioned in or near the Okinawa harbor causing an issue? Thanks for looking into it. |
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01-07-20, 06:23 AM | #333 |
Stowaway
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Okinawa Harbor UPDATE
propbeanie,
Dec. 19, 1944 after dark in Heavy Rain and Heavy Fog: Eastbound at top speed on the surface, approx. 25 nm due west of Okinawa Harbor itself. Game now close to zero frame rate and could make no more orders or changes to the game. Had to quit. Observed at least 68 ships by radar and sonar, probably more, mostly stationary, located mostly in deep water on the southern, shallow portion of the gulf some 8 nm to 24 nm due west of the Okinawa Harbor in groups of 11, 9, 8 and 39 (in 2 long rows) with multiple battleships and carriers of the same class or type. Could not proceed any further due to low frame rate. Most likely more enemy ships out of radar and sonar range! Hope this helps indicate the problem. |
01-07-20, 07:43 AM | #334 | ||
CTD - it's not just a job
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In the immediate area are 3 coastal groups. No convoys, no task forces, no major groupings of any ship, other than those, of which two are sets of fishing boats, calling for one boat each 100% of the time, and a 2nd fishing boat 50% of the time. Those groups spawn about 80% of the time every 25 hours, and they do terminate after their runs. The 3rd group is a set of Daihatsu barges, with up to four of them in the group, with an armed one "escorting" them at times. In the harbors themselves, with Naha being the main one (lower-middle-right), and another just south of there, both having over a dozen ships along their respective docks, but each only spawning one ship - which is reduced from the highs back in 1943, to simulate the impact of the US subs and CV Attack Groups on Japanese shipping late in the war. That's all that shows for multiple runs in the ME. I cannot come close to replicating what you are experiencing. The US invasion occurs in April, and the IJN had already withdrawn most of their warships either to Singapore or the home islands. I'll ask again, did you clear the Save folder contents after activating FotRSU, and do you have only FotRSU files in there? No RFB stuff or anything else from experimenting with the sonar on the subs? Any files from any other mod will render FotRSU useless and full of errors. We have completely different calls on most major ships, as well as different airplane calls. |
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01-07-20, 10:34 AM | #335 |
Stowaway
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I'm going to clear the save folder and try everything from the beginning.
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01-07-20, 02:41 PM | #336 |
CTD - it's not just a job
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- btw, if anyone has issues with being near harbors in general, you could always open the Data / Campaigns / Campaign folder, find all of the *_HarborTraffic.mis files, open them one by one, and delete all test out of them, and then Save them as an "*.*" All file, with the "MIS" extension, which even MS Notepad should be capable of doing without prompting. Write or Word, or any word processor would need to be lead by the nose to do that correctly, as does Notepad if you aren't careful. The files are called by the Campaign.cfg file, so have to be "found", else you'll bomb, but the game doesn't care if they're empty or not. Just be aware that doing such will eliminate a LOT of traffic. There most likely isn't anyone that would need to do that, unless you are on a computer barely above the Ubisoft minimum recommendations
-Minimum Configuration:We recommend a dual core machine with at least 4 gig of RAM and a 64-bit OS, to ease the application of memory management beyond 2 gig. You can do that in a 32-bit OS, it's just more difficult and "dangerous" to do... That said, as I've mentioned, I've had it running OK on a 2 gig machine with an nVidia 6200 AGP card, but with most everything turned down - and you will NOT get the Museum to run... |
01-08-20, 01:08 AM | #337 |
Commander
Join Date: Jun 2007
Location: Uruguay
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Thanks for the mod!
I see easy aob is being used, nice. So, i played 3 patrols, my first time with fotrs, and at first i crash dived when detecting airplanes but i was surprised on the surface by airplanes and decided to stay on the surface: they do not attack, now it happened like lots of times that they pass very close and don't seem to see me, weird, everything else is working perfectly until now. I am on a s boat. One other question, i modified the days spent at base in basic.cfg but the game it seems is not reflecting that, so this is correct place to modify that? i searched with google but i couldln't find an answer. Or that was for sh3 and obsolete? Thanks! |
01-08-20, 04:16 AM | #338 |
Commander
Join Date: Jun 2007
Location: Uruguay
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Bug:
Ok, so i don't know what happened but the deck gun crew dissapeared after installing an AA gun (20 mm) and a refit of the same. I went on patrol and no slot for crew on deck gun. I tried removing "AdditionalRepository" in that file but i can't find this text in that file. Also, like i posted, aircraft didn't attack even when passing right above me, |
01-08-20, 08:37 AM | #339 | ||
CTD - it's not just a job
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As for the deck guns. They were 'cemented' in position, under the hope that an update would not cause any issues. This apparently has introduced a new problem. When you did your AA upgrade, there was probably already a deck gun upgrade that the game 'gave' you. When the game attempts to upgrade the deck gun, the one that is placed on the sub already is not editable, so therefore the game goes ahead and puts the new one in the empty deck gun position. ie: You have a submarine with an aft-mounted deck gun. When it comes time for the 'upgrade', the aft-mounted gun is seemingly "write-protected" and cannot be removed, for whatever reason. The fore-mount on the submarine is empty, so that's where the game puts the new one. Unfortunately, the positions are no longer there, but the game doesn't care, and once again overwrites what the modder intended... - Once we get the new version out, that will be wrenched on, and we might end up with the player having a choice once again for deck gun placement, and probably still losing the crew slots, but at least being able to recover from it... maybe... lol - |
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01-08-20, 09:45 AM | #340 |
Electrician's Mate
Join Date: Dec 2016
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Officer Ranks
Began new campaign at Manila in the S-35 on December 9th.
Noticed that Glynn Summers (O2), Bruce Rosencrans (02) and Blish Greco (01) were all wearing the collar insignia of O3. As I always like my officers to wear long sleeve shirts with proper insignias at all time (like crew to look sharp since my service on the USS Caine), I fixed this and corrected the insignias in ActiveUserPlayerUnits.upc file. Was ordered to patrol Verde Bay and Verde Is. area. December 12th, while on station at 3 pm and 5 pm, I was on surface (I know, I know) and was attacked by single Kawanishi H6K Type 97 Large Flying Boat on both occasions. Went to battle stations, manned Ma Deuce and told Petty Officer 2nd class Ian Callaghan, manning the AA gun to fire at will. The first aeroplane made a strafing run and then a bombing run with a near miss, no damage to boat in either case. The second aeroplane made his bombing run and then his strafing run, again with a near miss and no damage. In both cases Callaghan got hits on aeroplanes and both left on fire. So, it would seem that some planes do sometimes see boats. Last edited by Michael Wood; 01-08-20 at 02:09 PM. |
01-08-20, 11:58 AM | #341 | |
Commander
Join Date: Jun 2007
Location: Uruguay
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Looking forward for the next update. I had to discard one patrol and go back to fix the gun sadly. |
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01-08-20, 01:26 PM | #342 | |
CTD - it's not just a job
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Some planes do attack, so you do still have to be careful. The big floatplanes are rather cumbersome, but can hit every once in a while, plus they have more bombs and more chances to try. Some of the smaller planes are rather precise in their attacks - but only the ones that see you. This issue is 'fixed' in the next release. Still stepping through them all though to make certain they aren't blind as the three blind mice... |
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01-08-20, 05:06 PM | #343 |
Stowaway
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Patroling Guam in Dec. 1941
propbeanie,
On my 1st patrol of my second career in a Porpoise (with a new SAVE folder) out of Midway on Dec 9th. I'm sailing southbound along the coastline of NW Guam on Dec 25, 1941 at 10pm and tracking a sonar signal for a slow moving warship. ID'd it as US Bagley class destroyer at 9300 yards that looks like he's just (merrily) patrolling the waters off Guam; but Guam has already been captured by the Japanese? Why is he out here tooling around by himself? Found the harbor on south west side of Guam and had difficulty with the photo recon mission. Got a sonar line for a stationary vessel and even briefly, a little photo icon but could not see or lock onto a ship to photograph. Maybe these items have already been examined? Looking forward to the upcoming update. Will I need to create a new SAVE folder? Thanks. |
01-08-20, 09:25 PM | #344 |
CTD - it's not just a job
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I'll look for that DD. I may have missed terminating one, and it's stuck in a continuous loop. As for the photo recon, there's not much to be done about that at this time and it is mentioned on page 1 of the thread, but you do have to get within as close as 900 yards at times, depending upon the sea state and visibility. I've never gotten one from further away than 1200 yards, sometimes have to get even closer. That particular mission, the FotoRecon isn't worth very much, and are secondary objectives.
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01-09-20, 03:27 PM | #345 |
Commodore
Join Date: Apr 2007
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Have this strange thing on both night and attack periscope.
I don't know if that's a stock game bug or not so I thought I let you know. Happens on s-class boat. |
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