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Old 07-05-24, 02:26 PM   #6001
Front Runner
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Default Happy Independence Day from Front Runner

I hope you are all enjoying the 4th of July Sink 'em All using FOTRSU. It remains one of the best SH4 Mods ever!
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Old 07-06-24, 03:33 PM   #6002
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Front Runner! Always good to "see" you around! Yes, we had a wonderful 4th here, fireworks at the local high school for the county, and it was great, wonderful weather. Thank you for the compliments. We keep running into delays with the next FotRSU, but we should have it soon - whatever that word means...
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Old 07-07-24, 07:22 AM   #6003
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Originally Posted by propbeanie View Post
Front Runner! Always good to "see" you around! Yes, we had a wonderful 4th here, fireworks at the local high school for the county, and it was great, wonderful weather. Thank you for the compliments. We keep running into delays with the next FotRSU, but we should have it soon - whatever that word means...
"Soon" - Jesus from "The Chosen"
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Old 07-07-24, 12:41 PM   #6004
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Quote:
Originally Posted by Front Runner View Post
"Soon" - Jesus from "The Chosen"
or from any software development pre-release paper...
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Old 07-08-24, 01:35 PM   #6005
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Default FoTrSu new

Hey Beanie, encouragement to the team here... great, I'm delighted to hear that... Take the time it takes, there's no rush...
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Old 07-08-24, 04:55 PM   #6006
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Default I sure Agree

The best MOD going!!! Great work and thank you from us "Old" sub fans

Capt RAP
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Old 07-13-24, 12:38 PM   #6007
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I've been playing RFB and TMO over and over but wanted to try this mod because of all the great reviews.

Is there a Ship Physics mod that works with FotRS that keeps ships from accelerating and decelerating like they are small pleasure craft? I really enjoyed TorpXs ship physics mod but cant find anything like that for FotRS. Any help would be much appreciated!
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Old 07-13-24, 12:57 PM   #6008
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Originally Posted by Capt RAP View Post
The best MOD going!!! Great work and thank you from us "Old" sub fans

Capt RAP
Thanks for that!

Quote:
Originally Posted by Archerfish View Post
I've been playing RFB and TMO over and over but wanted to try this mod because of all the great reviews.

Is there a Ship Physics mod that works with FotRS that keeps ships from accelerating and decelerating like they are small pleasure craft? I really enjoyed TorpXs ship physics mod but cant find anything like that for FotRS. Any help would be much appreciated!
No. Most add-in mods will break aspects of FotRSU due to the different "calls" FotRSU uses, which is why we made an AddInModzPak for it. But since most of the ships in FOTRS (the original mod FotRSU came from), there was already a ship sinking physics mod in it. FotRSU edited the ships further for less "jack-rabbit" starts, especially the DD/DE. Unless you want really hyper-realistic ship physics, the mod by itself should be fine. You will still find some ships that take a while to sink, and some sink right away, but torpedo placement also plays a part in that as well. Some ships will accelerate faster than others while others take forever.
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Old 07-13-24, 02:49 PM   #6009
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My longest patrol ever... or at least it seemed so .

Started at Cavite NB with the start of the war, and was sent to patrol the China coast next to Hong-Kong. Not much there, so after the standard 10 days I sent a report and got orders to reach Northern Formosa.

Got to the patrol zone and this time I could have some fun. Bagged two small escorts first, then a medium-sized merchant and later a small oiler. So far so good. On my third or fourth day of patrol in the area my sonar reports two merchants. Maneouver my boat to get into position, and decide to attack the first one, which is larger. 2 torps... 2 duds. OK. Still have time to fire tubes 3 and 4... 1 hit (not enough for a large ship) and another dud. Damn!!!

They turn around and leave zig-zagging so I thought that 4 wasted torps were enough. When I thought they were far enough,I surfaced the boat... Apparently, not far enough... shells start raining on my boat with impressive accuracy. Hits... injured crew, holes in my boat... Since we were on completely divergent courses the shelling didn't last long, but there I was, with damage all around ,my hull at 081 integrity (no bueno, ehm?) and like 1000 miles to the nearest base . I decided to ignore all contacts with enemy shipping and try to bring my boat home.

My home base was not Cavite anymore, since it had been destroyed just a couple of days after I set sail, and my home port was now Darwin but I thought I could make it to Mariveles, get some more fuel and then make it to Australia. I thought wrong. Before I could make it there Mariveles was also destroyed, leaving me with the only option to fuel at Balikpapan, Borneo. With the slight problem that this was just on the verge of my range.

To make things better, when I was on my way to Balikpapan I got a message with a warning that Balikpapan won't be working as an operational base in about a week.... I think I grew 10 years older with this patrol , but finally made it to Balikpapan with my fuel tanks on the verge of collapse, fueled and left for Darwin with the Japanese Army on my trail.

My way back home


The patrol


I think they scrapped my poor old sub. They offered me another one or to quit my career . I chose another sub to trash but that will be another day.

Great mod . Absolute killer immersion
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Old 07-13-24, 10:00 PM   #6010
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Quote:
Originally Posted by JapLance View Post
My longest patrol ever... or at least it seemed so .

I think they scrapped my poor old sub. They offered me another one or to quit my career . I chose another sub to trash but that will be another day.

Great mod . Absolute killer immersion
yes, i've had a few patrols like that. congrats on making it to a port. you were fortunate that Darwin was still open. it was bombed Mid-February 1942 and subsequently evacuated by Allied navies until later in 1944.


the last time this happened, enemy attacks left us with hull damage over 90%. fortunately, our engines were not seriously damaged and we were able to boogie home (Pearl) to claim our bag of sinkings. interestingly, we were sailing in a salmon/sargo and our new boat was a porpoise. (lol) gotta love this game.
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Old 07-14-24, 01:25 AM   #6011
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Originally Posted by KaleunMarco View Post
yes, i've had a few patrols like that. congrats on making it to a port. you were fortunate that Darwin was still open. it was bombed Mid-February 1942 and subsequently evacuated by Allied navies until later in 1944.


the last time this happened, enemy attacks left us with hull damage over 90%. fortunately, our engines were not seriously damaged and we were able to boogie home (Pearl) to claim our bag of sinkings. interestingly, we were sailing in a salmon/sargo and our new boat was a porpoise. (lol) gotta love this game.
Yes, I was quite nervous about the Darwin Raid, as I knew it was in early 1942 but I couldn't remember the exact dates and didn't want to ALT-Tab to check.

I had a Salmon Class to start with and have been moved to a Sargo, so no complaints here . I have the option to change the 3in gun from aft to forward, but I remember reading about problems doing that long ago. Has this ever been fixed in FOTRSU or is it a SH4 unsolvable bug?

Oh, I remember now. When I started the career at Cavite Naval Base on Dec 9th I spent some time watching the area with the free camera and noticed a pair of P-47 Thunderbolts overflying the bay. Maybe they could be changed for more accurate P-40s for that time.
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Old 07-14-24, 07:34 AM   #6012
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I'm having trouble getting the mod to run. The main menu is working but it crashes when I start the game.

I have the Steam version.

I've done the following:

1. Moved the game files off of Program Files.
2. Enabled Compatibility Mode on the exe.
3. Enabled the 4 gig patch and the mod using JSGME

When I try to play, the loading screen completes but the screen goes black. If I tab out the game gives the following error:
Data/Shaders/VolumetricFog/VolumetricFogPS.fx

Please Help
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Old 07-14-24, 11:22 AM   #6013
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Quote:
Originally Posted by AuraOfIce View Post
I'm having trouble getting the mod to run. The main menu is working but it crashes when I start the game.

I have the Steam version.

I've done the following:

1. Moved the game files off of Program Files.
2. Enabled Compatibility Mode on the exe.
3. Enabled the 4 gig patch and the mod using JSGME

When I try to play, the loading screen completes but the screen goes black. If I tab out the game gives the following error:
Data/Shaders/VolumetricFog/VolumetricFogPS.fx

Please Help
you are missing a file (volumetricfog).

a couple things to change before we can help you:

first, unenable LAA via JSGME. move it to the folder that contains SH4.exe and then run LAA and enable SH4.exe.
second, post your JSGME config here. launch JSGME, then click Tasks, Export to, Clipboard, then paste it here (ctrl+v).

from that maybe we can help you figure out how you came to be missing a file.
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Old 07-14-24, 12:55 PM   #6014
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I think the LAA being in the wrong location is what caused it. The game seems to be working fine now.



Here is my JSGME log though:

Generic Mod Enabler - v2.6.0.157
[C:\Games\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
FI-OQ_FotRSU_v1.8f_upcPatch
4gb_patch



Thank you.
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Old 07-14-24, 01:08 PM   #6015
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Default welcome aboard!

AuraOfIce & Archerfish
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