SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
09-01-20, 02:22 PM | #1711 | |
CTD - it's not just a job
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In the meantime, it is being shared for testing in private, and hopefully by this time tomorrow -IF- there are no further curbside issues, should be being uploaded and hopefully available come Friday morning - maybe... s7rikeback did hit the Shinano hard enough with whatever implement he used, and it is back in the mod, and there is a run for it, if you happen to be off Yokosuka in Sagami Wan and can catch it headed for Kure. A few other updates, and near as we can tell, it is still backwards compatible with v1.2 - Tentatively titled 1.21 - Keep your fingers crossed, burn some incense, rub some chicken bones together after you eat the chicken (no need to wipe your fingers first), and repeat "Yes you can" 112 times in less than 42.37 seconds, and we might make it... |
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09-01-20, 03:30 PM | #1712 | |
Helmsman
Join Date: Apr 2010
Location: Denmark
Posts: 103
Downloads: 505
Uploads: 0
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Please dont run it over again perhaps you should stay at home until the patch is released sounds good, ill keep my eyes out to hit the download button ! |
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09-01-20, 05:15 PM | #1713 | |
Fastest Gun Around
Join Date: Aug 2019
Location: Agua Fira, New Mexico
Posts: 2,367
Downloads: 527
Uploads: 5
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Yes, here it is: https://www.subsim.com/radioroom/sho...&postcount=911 Post #911. Page 62 and 63. All the stuff you need to know is in those pages and the surrounding ones. This was in the original V 1.00 since the 1.1 update didn't come out until May 14.
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There are no secrets to success. It is the result of preparation, hard work, and learning from failure. — Colin Powell I'm not very active on the forums anymore. If you have a question, please DM me and I'll respond ASAP! |
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09-01-20, 07:19 PM | #1714 | ||
CTD - it's not just a job
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I did remember some of the other things coming, with Moonlight's Sonar Lines mod, as well as several UMark mods he did. I still can't decide if this AI mod we made does anything... I hate it when that happens. Might have to twist the dials some more. The Italians have joined us in the Pacific with a few ships, of which you may or may not (more likely not) see until 1943. They will be rare, but are on the Roster. No AI subs yet though... and I'm forgetting something... maybe I'll remember before we post it. |
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09-02-20, 03:30 AM | #1715 | |
Helmsman
Join Date: Apr 2010
Location: Denmark
Posts: 103
Downloads: 505
Uploads: 0
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That’s easy to find out In version 1.2 the escorts are blind ! As in can’t see or hear You could try get near some escorts and get spotted See if they put up a challenge and can get near you with the depth charges In version 1.2 you could go flank speed at 40 meters and they would never get near you:-) |
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09-02-20, 08:52 AM | #1716 | |
CTD - it's not just a job
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09-02-20, 09:40 AM | #1717 | |
Helmsman
Join Date: Apr 2010
Location: Denmark
Posts: 103
Downloads: 505
Uploads: 0
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Processor: AMD Ryzen 3600 4.2GHz AMD Wraith Spire cooler Graphic card AMD RX 5700 8GB ASRock B450 Pro4 Ram: 16GB G.Skill AEGIS 3000MHz DDr4 500gb SSD I use stock FOTRSU nothing else |
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09-02-20, 09:55 AM | #1718 |
Admiral
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I remember posting about the escorts being deaf in the 1.2 version, infact they were the same in the 1.1 version as well. I've been at ahead standard when the escorts were about 1000 to 1500 yds away and they never seem to hear the sub, you get the odd one who wants to win the war on its own but going deeper while staying at ahead standard soon gets you away from it. We haven't tried mooning at the escorts as yet but if that's what it takes to get those japanese interested I'll surface and get the crew on the job. My mod file list is nothing spectacular, 3000 Yard Bearing Tool, sonar lines, UMark, extra traffic by XenonSurf and my Torpedo loading warrant officer and that's about it.
PC Specs Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz Gigabyte Z97X-SLI-CF 16.00 GB ram 3x Crucial 480 SSD NVIDIA High Definition Audio NVIDIA GeForce GTX 970
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09-02-20, 11:14 AM | #1719 |
Sonar Guy
Join Date: Feb 2013
Location: Sarasota Florida
Posts: 391
Downloads: 68
Uploads: 0
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Large Composite Freighter in ID Manual
I have run into this twice. FOTRSU 1.1 with patch.
Unable to ID ship using the manual. The ship on the water is NOT like the ship in the manual. The Museum shows the same as the ship on the water. Is this part of future changes? Thanks SH4 Large Composite Freighter .jpg
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I spent the cold war under water. |
09-02-20, 11:46 AM | #1720 |
Planesman
Join Date: May 2020
Location: South Ayrshire, UK
Posts: 199
Downloads: 5
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@mikesn9 - That is the NKLCS_Nagara model and the silhouette should look like this...
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09-02-20, 03:24 PM | #1721 |
Sonar Guy
Join Date: Feb 2013
Location: Sarasota Florida
Posts: 391
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I agree, but the ID manual doesn't match any of those, and that profile is not in the ID manual.
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I spent the cold war under water. |
09-02-20, 03:53 PM | #1722 |
Planesman
Join Date: May 2020
Location: South Ayrshire, UK
Posts: 199
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If you check Data \ Roster \ Names.cfg you should see "KLCSNagara=Large Composite Freighter" down around Line 286 or so. That explains where the title of the vessel comes from and you have correctly identified it.
That will tie to both Data \ Roster \ Japan \ Sea \ KLCSNagara.cfg and the files in Data \ Sea \ NKLCS_Nagara including NKLCS_Nagara_sil.dds which is the silhouette that is to be displayed. If you don't have the latest version of the FotRSU mod you will see the silhouette does not actually match the vessel in the game. This is what you are seeing on your screenshot above. There are several vessels that had this problem. If you are running the latest version (FotRSU 1.2) you will hopefully see my new silhouette (and accurate height, draft and length values in the NKLCS_Nagara.cfg file).
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09-02-20, 04:42 PM | #1723 |
CTD - it's not just a job
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Here is v1.21, which would be the same as v1.2:
What you have in your attachment pic looks to be maybe: I am not certain when we added DanielCoffey's Merchant sil files in, but I thought it was around the time of v1.1... but anyway, prior to adding-in his excellent work, the sils were a bit of a mess. Some of the ships had "stunt doubles" and were barely close-looking, with some of them only ugly cousins. Also, if you didn't clean the base SH4 game folder and the Save folder, you can end up with a mix of mods and Stock, which would show in your RecMan. ----------------------------------------------------- Now, we are going to delay the v1.21 release a couple-three days, because we did manage to discover the issue as to why some of you are experiencing deaf IJN escorts, and that's because some of them are. It all depends upon which ship you encounter, as to which sensors they use. Some of the sonar and hydrophones do not work properly. We'll need some time to adjust things in that regard. We definitely do not want to go too strong, and we do want to include the choice for the player to go stronger if desired. So give us a couple of days, and we'll shoot for Friday or Saturday for the release. |
09-02-20, 06:23 PM | #1724 |
Frogman
Join Date: Dec 2010
Posts: 291
Downloads: 56
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I'm pretty sure my boat just took a torpedo dropped by an airplane.
It dropped something a couple hundred yards off the side. I assumed it was ditching its bomb load because my guys were giving it hell with the AA guns. Some seconds later, BOOM, lots o' damage to the boat. Holy smokes, didn't know that was actually possible in this mod! Nice work, guys.
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09-02-20, 08:17 PM | #1725 | |
Admiral
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Re: FotRSU-EN v1.2, to date...
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Prior to actually getting to My assigned patrol area, (based out of Manila, before it's eventual fall to the IJM, in a Sargo class sub..) of patrolling 5 days around the northern side of the Philippines, the Luzon Straights (SW quad area) came across a task force, consisting of at least 2 Kongo BB's, 2 cruisers (can't recall off the top of My head if they were heavy or light versions...) A tanker ship of, I believe European type (don't hold Me to that 100%, I do recall it being a tanker) & assorted escort destroyers...on a base course of 190 degrees. Reported it in & got the orders to attack the task force. End result, I fired a full spread of 8 fish, initially.. 3 fish each @ both BB's... 1 each @ a cruiser & that big fat tanker... end result, seriously damaged the BB's... totally missed both the cruiser & tanker... before I could get reloaded.. most of the rest of that task force moved on... leaving the stricken BB's behind. The escorts.. did NOT take note of the torp's that slammed into both BB's.... which to say was weird, to say the least.. much less the torp's that missed both the cruiser & tanker... Didn't begin to have them even try to hunt for Me (quite unsuccessfully, I might add at that... go figure... would expect early on that they would have some deep water ASW experience, not great but not as dumb as fence posts.. ) UNTIL after I sank the 2nd Kongo.. which was the furthest back in the line up. After that 1 started for the bottom, did the hornets nest even begin to stir... and even having 1 of them escorts near to dead on top of Me, never even sniffed in My direction.. not once.. I attacked from the side of their warship convoy with them to the NW of Me ( I was on a heading of 010, that way so as to be able to unload both fore & aft tubes, which.. hey, it worked.. mostly.. 6/8 fish hit.. not too shabby, if I say so Myself... ) & the island (off to the SE of My posit) behind Me with that 1 lone escort, between Me & the islands... Any way, that's My report thus far to date.. am waiting with bated breath for the main mod update.. and 1 for the interiors mod & the more contacts & reports mod as well, to be updated... M. M.
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Last edited by Mad Mardigan; 09-03-20 at 06:45 AM. |
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