![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1126 |
Sea Lord
![]() Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,721
Downloads: 107
Uploads: 4
|
![]() ![]() Attacking in ports is not very difficult in SH games except SH1 which has decent patrol defenses. In SH3,4,5 the ships in port are for decor only, they cannot be active without messing-up the player's campaign anihilating the traffic nodes, any modder who tries to make 'active' ports has failed to my knowledge, the game has limitations and traffic must be created at least at 25-40 miles away from ports for not clashing with the 'special insertion missions' etc. which indeed will have active units. In essence, attacking in ports in SH3,4,5 can be considered CHEATING THE GAME, so don't do it, stay away from enemy ports, that's also true for FOTRSU like for any other mod. I call it 'medal pumping' ![]() @FOTRSU Team, Take away all stationary units in enemy ports and you will deal with less trouble and a faster game performance, these units are useless because of the reasons above. Or place so many mines at the entrance of a port that players will get their fair share when cheating the game ![]() XS Last edited by XenonSurf; 05-28-20 at 01:08 PM. |
![]() |
![]() |
![]() |
#1127 | ||||||
CTD - it's not just a job
|
![]() Quote:
![]() Quote:
Quote:
Quote:
Quote:
Quote:
![]()
__________________
"...and bollocks to the naysayers" - Jimbuna |
||||||
![]() |
![]() |
![]() |
#1128 |
Frogman
![]() Join Date: Dec 2010
Posts: 291
Downloads: 56
Uploads: 0
|
![]()
Interesting. I have not run into a harbor mine yet, though I have poked and prodded many Japanese-held ports throughout the war.
Especially later in the war, merchant traffic drops off such that I get bored and go port-poking on my way home to find something torpedo-worthy.
__________________
Windows 10 Pro (x64) |
![]() |
![]() |
![]() |
#1129 |
CTD - it's not just a job
|
![]()
The odds will eventually catch you!... also, when that traffic gets "thin", you have to go hunting... Sometimes, you can use your surface weapons, though I have not tried it myself after the first attempt. I thought I'd jump one of my "new" convoys along the Chinese coastline, and found that this particular one had not only armed sampans, but also three escort vessels
![]() ![]() ![]() ![]()
__________________
"...and bollocks to the naysayers" - Jimbuna |
![]() |
![]() |
![]() |
#1130 |
Frogman
![]() Join Date: Dec 2010
Posts: 291
Downloads: 56
Uploads: 0
|
![]()
I ended up doing the same thing - patrolling between Japan and China for the little remaining traffic.
Ran into a lot of armed sampans and small steamers. And tugboats.
__________________
Windows 10 Pro (x64) |
![]() |
![]() |
![]() |
#1131 | |
Sea Lord
![]() Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,721
Downloads: 107
Uploads: 4
|
![]() Quote:
If you stay away from enemy ports you will notice that you get more traffic in your campaign, the reason is, as I told above, prolunged port actions will break your campaign traffic, except with special missions where you are ordered to sneak in a port; and after you are done with these missions, be sure to save the game as soon as you are away from port with no unit in sight, this should reset correctly the campaign traffic after reloading game, but no guarantee. If not in special missions, better stay away from ports. How can you tell if your traffic is broken? You will not get any contact reports anymore like before, as long as you get reports now and then (even when you are out of range to intercept these units) you are ok. But in some early war periods there is little traffic overall in some regions, usually you get reports in a range of 500 miles and not further. XS Last edited by XenonSurf; 05-28-20 at 05:17 PM. |
|
![]() |
![]() |
![]() |
#1132 | |
Silent Hunter
![]() |
![]() Quote:
if you keep sniffing around ports, you'll find out soon enough. ![]() ![]()
__________________
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 |
|
![]() |
![]() |
![]() |
#1133 | |
Silent Hunter
![]() |
![]() Quote:
are you referring to sinking in-port merchies or any ship? ![]()
__________________
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 |
|
![]() |
![]() |
![]() |
#1134 |
CTD - it's not just a job
|
![]()
FotRSU has the "reporting" of Convoys "restricted", not as many reports as stock, but more than TMO. We also restricted the Status Report mileage, such that you aren't sent to the other end of the Pacific for a mission as before. As for "breaking" the traffic, what can and does happen is if you get in too close while on the surface or PD or above, the RGG cannot spawn in that area. But only in that area. In other words, anywhere in the world that your submarine is located with a human possibly on the bridge or periscope, no RGG (Random Generated Groups) can spawn, and "Scripted" group cannot appear either. You would see them suddenly appear "out of nowhere" and start shooting at you if they did. The ones in existence when you enter the game stay. If you do certain of the War Patrols in the Aleutians, you might notice a couple of fleet boats coming in to Dutch Harbor as you are getting ready to leave, and then right before your very eyes, they "disappear", in spite of have several more waypoints yet to reach... but they are within the "termination range", so they up and disappear on you. As soon as you leave though, RGG and scripted units can go back to spawning. This would be roughly 24nm away from you, just beyond what the horizon can show at 20nm... or is it km?... hmmm - now I ~know~ I'm gettin' old... Ahh Magoo, you've done it again!...
![]() Now, along with the above, if you have ever encountered a Task Force, with anything that carries airplanes, or even a "convoy" with an escort carrier or cruiser with float planes - if your submarine is detected, the group is on the "alert" - of course they are... but say they have spotted your periscope, and you see that they are sending some DE your way to start dropping whoop on you, so you go deep, change course and speed up for a while, then go silent and change course again. You avoid the DE with aplomb. You are good at this. Now secure in your stealth and knowing that you now have this group in your grasp, you come up toward periscope depth... well, long about 75-80 feet, you start getting depth-charged... What in the world? It's airplanes! That shtinking plane-carrying so-and-so has spawned airplanes when you were deep! So be aware of that! If you so much as go below periscope depth, they can and do spawn airplanes at the outer edge of their spawn limit, just beyond your "reach"... We saw this in testing multiple times. Very cool stuff. ![]()
__________________
"...and bollocks to the naysayers" - Jimbuna Last edited by propbeanie; 05-28-20 at 06:54 PM. Reason: clarification |
![]() |
![]() |
![]() |
#1135 |
Sea Lord
![]() Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,721
Downloads: 107
Uploads: 4
|
![]()
Interesting, Propbearnie. I have to attenuate what I say above about 'broken campaigns' because it's mostly based on what I know about SH5 (apart that my post sounds a bit too absolute which I don't want). Just because the folder/file structure and their contents in SH4 are pretty identical to SH5 doesn't mean that the hard-coded part is the same, and which I ignore, so I may be wrong. If really you can enter ports without the campaign traffic suffering, then all the better, I'll be the first to clap my hands, but somehow I suspect that the same limitations of SH5 will apply (and where you should avoid ports; TWoS author vdr1981 can for sure tell more about this issue.)
Because you may not get any traffic for *valid* reasons it's hard to proof or test this behavior I think. But all this sounds too much like I would question how others are playing - which of course is not my intention. I will keep doing helpful reports if I encounter any real issues in FOTRSU, for the moment I'm fully enjoying thsi mod without any problems, quite the contrary, the challenge level can be very high and unpredictable; very good ![]() XS |
![]() |
![]() |
![]() |
#1136 | |
Sea Lord
![]() Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,721
Downloads: 107
Uploads: 4
|
![]() Quote:
No, sinking stationary ships in port or not has no effect on this behavior. What I mean is if you stay for too long time in enemy ports - and especially getting somehow in sight of units that are not meant to stay in port (transiting units nearby, that's unlikely but could happen somehow) then this could be a critical situation for the entire campaign traffic. I'm not saying it will happen all the time, my above post wrongly could suggest that, and it's only what I know from SH5 and still I could be wrong to say it's 1:1 in SH4. I will keep observing it and do some experiments. XS |
|
![]() |
![]() |
![]() |
#1137 |
Frogman
![]() Join Date: Dec 2010
Posts: 291
Downloads: 56
Uploads: 0
|
![]()
Bit of closing the barn door after the horses are gone. This sounds like a good thing to test when I am done with Dark Waters. Looking forward to the improvements in FotRS 1.1!
__________________
Windows 10 Pro (x64) |
![]() |
![]() |
![]() |
#1138 |
CTD - it's not just a job
|
![]()
Now, just to let you all know, when we went through the files, making the small corrections needed for the reports we have thus far, it was discovered that another file we just assumed had been OK over the years, really wasn't. There were quite a few duplicate names used for the various anti-sub nets, and the various minefields... The first-named will load, but none of the next three do, so they all now have unique names, and should ~ALL~ be fully functional next version... Aren't you happy?... lol - Now if we could only get that FM Sonar working before Lockwood sends us into the Emporer's Bathtub...
![]() ![]()
__________________
"...and bollocks to the naysayers" - Jimbuna |
![]() |
![]() |
![]() |
#1139 |
Planesman
![]() Join Date: May 2020
Location: South Ayrshire, UK
Posts: 199
Downloads: 5
Uploads: 0
|
![]()
I was wondering if it is possible for me to alter the colour that the game applies to the unit icons on the map?
I think the shape of the unit icons is stored within the folders for each ship and I am happy with those but I am interested in taking the red and blue tint that is applied to them and replacing it with the neutral grey. If this is possible it will of course mean that if I see a Merchantman contact I will actually have to go and have a look to determine its nationality rather than being able to glance at the colour and deduce it is Allied or not.
__________________
Caselabs S8 : Intel i7-7700K 4.5GHz / 32Gb DDR4 3000 / Asus 1080 Ti / Samsung 960PRO 1Tb / Dell U2715H 27" 2560x1440 / Corsair AX1200i / APC SMT1500I / Windows 10 PRO Last edited by DanielCoffey; 05-30-20 at 04:52 AM. |
![]() |
![]() |
![]() |
#1140 | |
Silent Hunter
![]() |
![]() Quote:
i suggest that you read some impartial history of the Pacific War. the US Submarine Fleet had their greatest effect beginning in 1944. This is attributable to many factors, most notably the capture of the Marianas and the admission that the Mk14 torpedo had several defects which were (finally) mitigated. try Silent Victory by Clay Blair, jr. ![]()
__________________
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 |
|
![]() |
![]() |
![]() |
|
|