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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1411 |
Planesman
![]() Join Date: May 2020
Location: South Ayrshire, UK
Posts: 199
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The NDD Mutsuki may also need a weapons review as there is a possible mistake in its .EQP file.
Currently : A1 25mm triple A2 25mm double A3 25mm double Both of the A1 and A2 weapons spots are on the port and starboard wings of the forward cabin and should probably match but one is a 25mm triple and the other is a 25mm double. The A3 spot is the aft heavy-AA platform and houses the remaining 25mm double. I think the roster should be... A1 25mm double A2 25mm double A3 25mm triple ...then the weapons would match the hardpoints better. EDIT : The same edit needs to be made to the .EQP file for the NDE_Kisaragi too as it shares the same three AA hardpoints.
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#1412 | |||||||
CTD - it's not just a job
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#1413 |
Planesman
![]() Join Date: May 2020
Location: South Ayrshire, UK
Posts: 199
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If I can pass on a tip that may be useful...
Since you don't have a single long cable to run the whole length between the mast on the Mutsuki, you could copy what was done on one of the Merchantment and run several (three in the case I am thinking of) cable segments along and just line them up carefully with an overlap to hide the excess at one end. To the eye it looks like one cable and is not resource heavy. I have made the lifeboat update to the Evarts and it doesn't really warrant a new silhouette file as I had just left the lifeboats off when making the original picture. The new boat location cunningly hides the boats just below the visible deck line with only the hoists peeking up a bit. I don't really think a sub captain taking a hasty peek through his scope at 3000 yards while flicking through the RM is going to notice... he will be more worried about whether the Evarts has spotted him or not. By the time the Escort is close enough to see the boats, he has far bigger problems!
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#1414 |
Planesman
![]() Join Date: May 2020
Location: South Ayrshire, UK
Posts: 199
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Please can I ask for a review of the armament of the NDD_1936C as it does not resemble the actual specification at all.
According to the wiki ( https://en.wikipedia.org/wiki/Type_1936C_destroyer ) it should have... 3x twin 5in turrets 3x twin 37mm AA 8-14 20mm single AA 2x quad torpedo launchers 4x KGun depth charges My best guess of the .EQP file shows... 4x single 5in turrets 3x twin 37mm AA 4x 20mm single AA 4x KGun depth charges It has the wrong main turrets and no torpedo launchers and (perhaps deliberately) too few 20mm AA. The .EQP is also full of 5-in turrets that the .DAT has no locations for. I will put the silhouette on hold until it has been reviewed.
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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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#1415 |
CTD - it's not just a job
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Drop the 1936C altogether. That was a "fantasy" ship, and none were ever completed, much less made it to the PTO, so we will remove it. Thanks for the tip, btw.
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"...and bollocks to the naysayers" - Jimbuna |
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#1416 |
Sonar Guy
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Earlier I reported several issues on a new Balao Sea Trials career which seemed to be related to a corrupted Save folder. After two cycles of full deletion, rebooting, and creating new careers, the following have occurred on the last career:
Patrol 1: Sea Trials off SF (battery related, but seemed to refer to having completed the dive trials on the previous, deleted career), then assigned to Patrol Area 4. Home port remained SF; requested transfer at some point. The Patrol Log is confusing in this regard; the last sinking is in late July, the patrol ends on August 9, but the log ends with the Base Change to Brisbane dated June 3, 1943. On patrol SF-Eniwetok-Truk-Tulagi-Truk-Area 4-SF, we did not encounter a single merchant ship or convoy at sea. Ultra directed us to one TF off Truk and we chanced upon a second there after refitting in Tulagi; otherwise we saw nothing but crab boats, etc, plus docked merchants and a tanker in the second TF. Patrol 2: On the first patrol from our new home port, we were ordered to Area 6 and again paid a social call at Truk. An Akitsu Maru under attack between two finger piers in Dublon harbor repeatedly physically shifted from side to side and back again. Movement was strictly in one plane and episodic. Mission orders post-trials were dated August 10, 1943, but referred to departing on June 3rd 1943. Sinkings for this patrol, which is still in progress, follow the June dating sequence. Not sure which patrol this was on: Ordering crew back outside to man the deck gun after weather forced them inside again resulted in uncommanded changes; this time it was to blow ballast. On the suspected corrupted Save patrol mentioned earlier, doing so activated the Dive command. |
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#1417 |
CTD - it's not just a job
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"...and bollocks to the naysayers" - Jimbuna |
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#1418 | |
Navy Dude
![]() Join Date: Dec 2014
Location: St. Petersburg, FL
Posts: 175
Downloads: 233
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As true as all that may be... I didn't HAVE a save file prior to adding the FotRSU mod back in May. I'm on a new computer since the last time I played SH4 before that. All of the special abilities I asked about were added to my USN crewmen when I promoted them. I'd agree that many of the "special abilities" are overpowered but I'm just trying to understand what they do.
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#1419 | |
Silent Hunter
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if you want to enhance the description of a special ability, edit the UPClocalization.tsr with Notepad and include your own text descriptions. make sure that you make a backup copy just in case you make a mistake while editing. ![]()
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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 |
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#1420 | |
Navy Dude
![]() Join Date: Dec 2014
Location: St. Petersburg, FL
Posts: 175
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I actually did something like that (actually placed the descriptions for a few directly in SpecialAbilities.upc) and the descriptions I've put in now appear in-game. My one reservation in doing that was that none of those had the descriptions I was seeing in game.. I kinda felt that there had to be another file with the actual in-game descriptions to simplify translations into other languages. I'm guessing that what's entered in SpecialAbilities.upc as a description is looked up in UPClocalization.tsr and if nothing is found the raw description from SpecialAbilities.upc is used. That would explain why I was seeing things like "Ability-Active-Bombard-Description" as the description text.
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#1421 |
Ocean Warrior
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A couple of annoyances I've come across in these latest versions of fotrs Mr beanie.
Firstly, having to turn the SD unit ON, it should be on by Default and turned off when you want it off, that button thingie should also be lit up as well. Secondly, if I find out who is making that knocking noise while I'm looking at the navmap I'm going to feed him to the sharks, needs looking at sharpish or I will eventually overwrite it with the stock game version. That's all I've come across for now, I'm sure there are other players who have some other annoyances that they want to bring to your attention. ![]()
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#1422 | |
Navy Dude
![]() Join Date: Dec 2014
Location: St. Petersburg, FL
Posts: 175
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I agree that the SD (Air radar) should be on by default, but turning it on at the beginning of each patrol seems to do it for me. After that its on til I turn it off. I'm guessing that some folks find it to be a pain in that it slows down time compression when leaving base even if the contacts are pretty certain to be friendlies. Seems that the SJ (Surface Radar) starts off each patrol in the off position as well. I was told in an earlier post that the SD light can't be turned on for some reason (the developers?) That's why when you hot-key a T to get it turned on you get the message in the text area. You'll note that the Surface Radar button DOES light and they opted to NOT notify you in the text box. As to that sound you're hearing.... Does it disappear if you adjust your speed by a knot? I know that there is a MAJOR problem with stuck sounds in the game, but that generally clears the more annoying ones for me. Course with me it could just be the battery in my hearing aid... ;-)
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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; 07-01-20 at 11:04 AM. |
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#1423 |
Navy Dude
![]() Join Date: Dec 2014
Location: St. Petersburg, FL
Posts: 175
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I'm reviewing the renown one gets by sinking various kinds of vessels.
I see values of 50 renown for a small oiler and 450 for a light Ryuho fleet carrier, et. al. but I see a value of 2500 for a Hikawa Hospital Ship. I'm assuming that that would be negative if I were to sink, one no?
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#1424 |
Sea Lord
![]() Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,721
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Easy question here: In order to refuel and rearm only (not docking and ending your patrol), can you go to ports that are marked in black wihout the US flag, like Darwin in Australia, or do you need to head to ports with the US flag only?
Thanks, XS |
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#1425 | |
Navy Dude
![]() Join Date: Dec 2014
Location: St. Petersburg, FL
Posts: 175
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Dumb question but... if you're running FotRSU don't you have anchor icons that show all submarine capable bases? Pretty sure that the fouled anchor is your home port and the vertical anchors are still the only other places that you can refit. Pretty sure that the black ports can't handle submarines at all. Pretty sure that Singapore shows in black for a time. I know that there's a mod that made it a sub base for a short time but I don't think that that's part of FotRSU. There is an anchor icon up in the NorthWest corner of Australia but it looks to be near Exmouth, I think that there's another near where Darwin is but I'm not certain.
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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; 07-01-20 at 06:14 PM. |
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