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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1306 |
Sea Lord
![]() Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,721
Downloads: 107
Uploads: 4
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I have revised the campaign files of FOTRSU to see how I can increase traffic while keeping the 'spirit' of playability and realism. I did this because I have become tired to start careers and not find any traffic after hours of play. I will probably do the same for TMO, RFB and maybe also adjust RSRDC.
By looking at the files, I see that the spawn probabilities are way too low for a *game* while they are ok for a pure simulation and for people who (God bless them...) want to spend hours in the game and not making any encounters. I have changed the numbers in 2 ways: one version that will increase traffic by about 50%, and one that will have traffic frequencey like in the stock game. My tests are very enjoyable and I will however stick to them personally. I will release a mod for it free to use for everyone (or not), explaining in detail what I have changed. Here the technical details for the purpose to help the FORTSU mod team if they make changes in the future: ----------------------- ReportPosMin=xxxx Reduced in half all values as for this scheme: original values > changed values 1000-2000 > ReportPosMin=750 2000-3000 > ReportPosMin=1250 3000-4000 > ReportPosMin=1750 4000-5000 > ReportPosMin=2250 5000-6000 > ReportPosMin=2750 6000-7000 > ReportPosMin=3250 7000-8000 > ReportPosMin=3750 8000-9000 > ReportPosMin=4250 9000-9999 > ReportPosMin=4750 ReportPosProbability=xx Changed to be at minimum 35 All values changed to smoothly and proportionally increase their value relative to 100, which is: original values > changed values 00-20 > 35 (minimum) 20-30 > 44 30-40 > 51 40-50 > 59 50-60 > 66 60-70 > 74 70-80 > 81 80-90 > 89 90-99 > 92 100 > not changed SpawnProbability=xxx For all occurences where this value comes together with... SpawnProbability=\d\d\r.RandStart (regular expression),... ...the stock game has a constant value of 75. I change all FOTRSU values to 55 for the 'increased' traffic version and to 75 for 'like stock game' traffic version. Values of 100 were not changed, values in all 'Subhunter' files were not changed. Only values for the main group missions were changed, the single unit values were not changed. The overall result will be: Without adding any new groups or units into FOTRSU, the existing traffic will have higher chances to materialize in the game and the chances for radio reports will also be increased. XS Last edited by XenonSurf; 06-14-20 at 12:14 PM. |
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#1307 |
Sonar Guy
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Minor issues, but if anyone's interested...
Convoy College assignment, but somehow found ourselves in the Sibuyan Sea on 10/24/44. As we passed directly underneath the Takao in the port vanguard, we noticed its screws weren't operating, despite it traveling at high speed. The Maya CA was also affected. The game uses the same video sequence to depict both planes dropping torpedoes and surface ships firing them, despite the file showing a shipboard launch. Would it be possible to edit that small part out for the aerial attacks? They can take place kilometers away while the shipboard ones always seem to be aimed at us. FWIW, of one spread intended for the Archerfish, one narrowly missed to starboard as we went left full rudder flank while two others slammed into the Kongo class BB to port. Captain AI may be in for a court-martial should he ever make it home from Samar and Coron Bay. |
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#1308 |
Planesman
![]() Join Date: May 2020
Location: South Ayrshire, UK
Posts: 199
Downloads: 5
Uploads: 0
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I have spotted scope for a tidy up of some of the vessel definitions should the opportunity arise. It appears that several of the Submarines are in the Sea folder instead of the Submarines folder.
The candidates for moving out of Sea and into Submarine are AI_Fleetboat, AI_Fleetboat_Static, AI_Pigboat, AI_Uboat9d2, NSS_A1, NSS_AM, NSS_C3, NSS_Jyunsen_B, NSS_Jyunsen1, NSS_Ko, NSS_Sen_Taka and NSS_Sen_Toku_I It caught me on the hop when I was thinking of starting the silhouettes for the subs under the impression that there were only a few of them... then I bumped into the real Submarines folder while searching for a texture.
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#1309 |
GLOBAL MODDING TERRORIST
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It really does not matter which folder they are in for the Game.
They use the AI for surface ships no matter the folder. Now. If you look? There is an AI fleet boat in the submarine folder. Why? AI boat is probably surfaced in the Sea folder. AI Boat is probably Submerged in the Submarine folder. How did they submerge the sub in the Submarine folder? They moved the 3D model down! Probably not a question you have I can't answer about crazy stuff. |
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#1310 | |||||
CTD - it's not just a job
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2) Yes, there is a multi-player. There are several missions in the game, and they should be compatible with FotRSU. Ubisoft dropped their servers for any SH game multi-player play, but it can still be done online with the likes of Hamachi, or have a LAN party at your house. Everyone has to have the same exact mod loadout as the "host". I used to use my kids for testing those missions, but I have scared them off somehow... ![]() ![]() ![]() ![]() 3) The Steam game should work like any other, with a <Ctrl><F11> key combo. You will sometimes see the screen focus go back to the initial F12 view, and sometimes not... the files are saved in the game folder with names such as "SH4Img@2020-06-04_22.26.56_200.bmp" which designates date and time. You do have to edit them usually, since they are at your screen resolution, and are ~HUGE~ if used directly online. 4) Not in the US Pacific side, but there are some in the Indian Ocean for the German side. The US did not use re-fueling boats as SOP, but would add Forward Bases as they gained territory. Quote:
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The AI Captain, whether using guns or torpedoes, or any weapon at his disposal, including depth charges, will saturate the area, and fratricide will ensue... I have a video of the Flying Dutchman sailing through the middle of an IJN task force, and the IJN does themselves massive quantities of harm shooting at the Dutchman, even to the point of sinking their own ships. This is a Silent Hunter game problem, and is not fixable. I also have a Davao Gulf vid online, where seven airplanes were attempting to bomb my submarine, but in their zeal, they took out the little DD trying to sonar me... As for the Event Camera, if you are in a busy scene, you may or may not see all of the torpedo launches that can occur. Air planes have a launch sequence, ships have a launch sequence & subs have a launch sequence. If something is already playing on the Event Camera, the next one cannot. Anything within "sight" of your submarine might be on the display, even though they are 8nm away, shooting at a different vessel. Another thing to remember is that for whatever reason, the AI of a ship will shoot torpedoes at airplanes also... I do not think we will find anyway to "tame" the AI and its aggressiveness in that regard. But we shall not stop looking. We shall fight them in the Sea folder, we shall fight them in the Land folder, we shall fight them in the Air folder, and we shall ~nevah~ surrender... sorry, got carried away there... ![]() Quote:
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"...and bollocks to the naysayers" - Jimbuna |
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#1311 |
Sonar Guy
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Convoy College area, Dec 1944, heavy fog, medium precip, upgraded to a newly constructed Tench:
Encountered a H/K TF at close range, just in time to dive deep to safety. Radar was operating and there was nothing unusual about the watch. Several days later, encountered the same TF in identical conditions. Radar first indicated a large group at long range, then flashed the TF at close range. Again, just time to dive deep. Both times the TF had the drop on us, despite using the standard SJ-1. We were running for home at TC of 3-4k in anticipation of the two-week slog back. Never experienced this behavior prior. EDITED TO ADD: Presumably the nonfunctioning ST radar is a known issue for the latest release? I think Marco mentioned it for the previous version, but didn't find anything for the new one on a Q&D search. Last edited by Mios 4Me; 06-16-20 at 01:02 AM. |
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#1312 |
Planesman
![]() Join Date: May 2020
Location: South Ayrshire, UK
Posts: 199
Downloads: 5
Uploads: 0
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Bad Model Report : Data \ Objects \ Turm_AM_1.dat
Node : 76 - Node - TurmJP_1_Antena13 Sub-Node : 75: 3D Model Issue : When trying to Export the TurmJP_1_Antena13.obj, the error "Material 0x6b4fa4f2e50ebe0c is not found in this file. Unable to continue" is displayed. NOTE : This object is also used in Turm_Jyunsen_B_1.dat where it is Node 60 Bad Model Report : Data \ Library \ AI_IJNSubParts \ IJN_7mmAA_Gun.dat Node : 19 - Node - Gun_sight Sub-Node : 18: 3D Model Issue : When trying to Export the Gun_sight.obj, the error "Material 0xce97542e040c22a8 is not found in this file. Unable to continue" is displayed.
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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; 06-16-20 at 10:05 AM. |
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#1313 | |
Sailor man
![]() Join Date: Jan 2011
Location: Madrid
Posts: 50
Downloads: 83
Uploads: 1
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Thanks for your answer. finally I got the gold the gold edition from the ubi store for 5€. Not a bad deal at all |
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#1314 |
Navy Dude
![]() Join Date: Dec 2014
Location: St. Petersburg, FL
Posts: 175
Downloads: 233
Uploads: 0
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I'm doing some research,looking through the various files and trying to understand better what all you've included in the Support materials that you released with this mod.
In the Shipsdata.PDF there is an entry for AITypeIXD2 When I look through the ...\Data\Sea files in the game, I can match up most of the entries in the PDF with directories, I see a folder for AI_Uboat9d2. While it seems perfectly clear to me that they must be the same, I'm guessing that it's the kind of difference computer programs usually object to. Thought I'd mention it here partly out of curiosity and partly in case it causes any issues. Another weirdness... JPFish01_sil.dds is in the JPGunBoat01 folder. It seems odd for it to be there. Similarly there's an entry for JP_ShinshuMaru in the Sea directory and the PDF has an entry for ShinshuMaru. I'm assuming that they're the same and that it's causing no problems? Co-incidentally I can see directories for CMD_small_boat which looks like a life-raft that has a zero value for renown, and HeianTender which awards 425 renown is not in the Shipsdata.PDF at all. I'm guessing that you've altered the scripts so that those don't spawn? I see that the Icebergs which yield zero renown are still listed. Inquiring minds...
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![]() ![]() AMD Ryzen 7 2700X Eight-Core Processor, 3700 Mhz, 8 Core(s), 16 Logical Processor(s) Windows 10 Home Installed Physical Memory (RAM) 16.0 GB NVidia RTX2070 16 Gig Last edited by Havan_IronOak; 06-16-20 at 07:48 AM. Reason: added a few |
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#1315 | |||
CTD - it's not just a job
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"...and bollocks to the naysayers" - Jimbuna |
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#1316 |
Planesman
![]() Join Date: May 2020
Location: South Ayrshire, UK
Posts: 199
Downloads: 5
Uploads: 0
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Added another bad model with the same error to my post above. It is merely a gun sight on a 7mm AA gun but the fewer excuses we can give it for crashes the better!
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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 |
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#1317 | |
Sea Lord
![]() Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,721
Downloads: 107
Uploads: 4
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I have only changed ReportPosMin=xxxx ReportPosProbability=xx SpawnProbability=xxx But of course I didn't change everything, only those values in range from probability 5-90, and not values with a combo of -1 and prob=100 which clearly means those groups must spawn in all cases. Also I didn't touch the xxx_subhunter files for the same reason. An exhaustive list of the changes is in the link below (or here above, I didn't left anything out.) For me the mod plays very well now, give it a try ![]() https://www.subsim.com/radioroom/dow...o=file&id=5621 Cheers, XS Last edited by XenonSurf; 06-16-20 at 08:50 AM. |
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#1318 |
Ocean Warrior
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Whoever thought up that bright idea of putting 2 medium coastal bunkers near the Ishinomaki agent insertion mission has got a bleeding screw loose.
![]() We're going back to Midway as half the equipment on our sub is beyond repair, thank you for that you bloody dolls head. ![]() This is the first time I've ever headed back to base without sighting a single ship. ![]()
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#1319 |
Swabbie
![]() Join Date: Oct 2012
Posts: 9
Downloads: 37
Uploads: 0
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Quick update, I do have my save file still, although I've started a new game. I would be pretty interested to try the fixes to see if I could get it going again, but I also wouldn't lose any sleep over it.
I'm grateful for everything ya'll have put into this and fixing my issue. When I said I didn't know if it was applied I meant the patch, I've definitely been running FOTRSU since I fired back up. Sorry for my sporadic replies and my lack of quotes, I'm in LE and I work nights so when my work schedule hits, it hits hard. Lacking the quotes, I hope all the pertinent people see this. Thank you all, I'm having more fun that I can express. |
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#1320 | |
Sonar Guy
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I went back to the "entering port" autosave and restarted the patrol in order to retain the SJ-1. The issues below stem from this: This is probably a game engine issue but fired two torps at a LEO: one impacted normally; the second exploded prematurely (against settings) somewhat off-course. When I went to the periscope screen to fire a third torpedo, tube #1 was reloading and #2 was already fully reloaded, despite only a couple of minutes having passed and torpedo reload being set to realistic. Also a large ship spawned on the eastern docks at Aomori, materializing inside the dock itself and exploding. |
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