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#1831 | |
Ace of the Deep
![]() Join Date: Feb 2004
Location: Colorado
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![]() Oh, and I can assure you that I had not tried to move a deck gun on any boat in that or any previous career since around Version 1. Just took it as it came. And there were zero crew slots for a deck gun.
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#1832 |
Ace of the Deep
![]() Join Date: Feb 2004
Location: Colorado
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While transiting to a patrol area (naturally, I didn't record the details) I came across a freighter identified by my crew as a Medium Heavy Load Freighter. Wanting to confirm the ID, I brought up the same entry in the Recognition Manual. To my surprise there is a significant difference between the vessel pictured in the manual and the one I was looking at in the scope.
The one in the manual shows a ship with the superstructure built on the stern, not unlike a tanker. The one I was seeing in the scope had a central superstructure and looked considerably different overall. Not a biggie in the great scheme of FOTRSU, but still... ![]()
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#1833 |
CTD - it's not just a job
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Do you happen to remember the mod load-outs, such as whether you had a patch applied or not, and maybe the approximate dates of the incidents torpedobait?
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"...and bollocks to the naysayers" - Jimbuna |
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#1834 |
Planesman
![]() Join Date: May 2020
Location: South Ayrshire, UK
Posts: 199
Downloads: 5
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Torpedobait - according to Names.cfg the "Medium Heavy Load Freighter" should be associated with the NL_C vessel.
Roster/Japan/Sea/NL_C.cfg says it uses the NL_C model. The NL_C model in my new silhouettes looks like this (apart form the paint job - I just picked the _T01 skin)... ![]()
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#1835 |
CTD - it's not just a job
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In the "fog of war", things get missed, and this is a case in point. The NL_C 3D model in the dat looks like this
![]() and the NL_B looks like this ![]() The Names.cfg lines are NL_B=Medium CoolerSo, we are in fact, missing the NL_C sil in FotRSU. We'll see if DanielCoffey can get us a new one. ![]() btw, is that "Cooler" designation supposed to be "Collier"?? for a coal hauler?... lol
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"...and bollocks to the naysayers" - Jimbuna |
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#1836 |
Planesman
![]() Join Date: May 2020
Location: South Ayrshire, UK
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Hmm... looks like it may be my fault then with a cut and paste error. I will look into the NLK_B and NL_C models.
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#1837 |
Planesman
![]() Join Date: May 2020
Location: South Ayrshire, UK
Posts: 199
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Merchant Pack 02 updated in the main Silhouettes thread with a new NL_C model. Dimensions remain the same.
I had forgotten to move the "cabina" block forward to its Z coordinate so it ended up looking just like the NL_B instead. By the way, only 8 Battleships (out of 28) left to do but feeling pretty frazzled today as I managed to do three of them back to back.
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#1838 |
CTD - it's not just a job
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"No biggie", as we used to say as a kid. Of course, we used to also say "far out, man", "right on", "that's hip, bro", etc... lol - but we do have an updated version set to go out the door with the v2 Shinano in it, and we're waiting on replies from torpedobait, jldjs and WH4K about their recent gun reports, so we have time to wait on a good sil file. I am beginning to think though, that what we thought was a compatible update ain't so "compatible", and whacks the Save folder data...
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"...and bollocks to the naysayers" - Jimbuna |
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#1839 |
Planesman
![]() Join Date: May 2020
Location: South Ayrshire, UK
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NL_C sil is done for you
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#1840 | |
Stowaway
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I await further orders and remain you humble servant even though I did alter history by sinking the Hiryu and Kaga carriers and should at a minimum get another deck gun ![]() |
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#1841 |
CTD - it's not just a job
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Tired, old eyes, and I might be missing it, but do you have vickers03's patch applied? See Post 141 of Fleetboat Interior: Officers Quarters. FotRSU v1.2 has updated gun mounts in the upc file that we neglected for vickers03's mod (originally written for v1.001), hence that patch. Let me know please, if you were indeed missing that.
![]() Edit: Also, for those doing extra mods, it would be best to put all of your "FotRSU 'Authorized' Mods" in the list first, those that come with the mod in the Extras folder. Then put the add-in mods that you are experimenting with, then do Vickers' interior 2nd to the last, and his patch last. Try to see and note which files are overwritten by the extra add-in mods. We know that the extra clickable items on the tracking table in FotRSU are overwritten by vickers' mod, but no loss there, other than convenience. However, his mod does have a upc file for each interior, so you need to apply his patch last then... That way, it's also easier to "see" any adverse effect from the "experimental" mods, or if they get overwritten. In other words 1. FotRSU
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"...and bollocks to the naysayers" - Jimbuna Last edited by propbeanie; 09-18-20 at 11:57 AM. Reason: clarification |
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#1842 |
Stowaway
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No I haven’t patched the Vickers interior mod. I’ll look for it.
EDIT: I got the patch with the Sub UPC files. If I JSGME it in can I go back to my Save prior to ending patrol in Midway will it allow me to take the new Gato sub with deck mounted gun or I also need to something else? Last edited by jldjs; 09-18-20 at 04:57 PM. |
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#1843 | |
Silent Hunter
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never ever ever change mods or mod order while you are at sea on a mission. changing mods while you are at sea on a mission is a surefire way to get CTDs. ![]()
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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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#1844 |
CTD - it's not just a job
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I am inclined to agree with KaleunMarco, jldjs... There are a couple of options though. First, copy and safeguard your Save folder, like if you have it named FRS or whatever in MultiSH4, then copy it and move it to a different folder, but name it something memorable, so you do NOT lose it for this crazy experiment... You could either try what you suggest then with the other, copied file-set as a "safe-guard" (remember though, it does probably have "corrupt" data in it...), but you will most likely either crash while loading, or while entering the sub. If you try that first and it fails, delete from "data" on down in your current Save folder, and bring back in the "safe-guarded" copy from "data" on down.
Come on in to port, and dock. Accept your new boat. Once back in the office, save and exit. Do NOT look at your new boat, do not go on patrol, etc. Now apply the patch. Start the game again and look at your new boat. Does it have a gun? If it does, fantastic. If not, look at your system clock and note the time, and make a new Save, different name of course, and exit the game. Go into the Saved game files and find the timestamp for the latest save folder, then use either the "ColetrainsAndOthersDGfix.pdf" file, as found in the Support folder of the FotRSU mod, or KaleunMarco's package, as previously linked. See if you can get gun positions back that way. If not, it is probably hosed... sorry. You could attempt to go on a short "training" patrol that goes outside the "home port" area (go beyond the green circle and for at least 24 hours) and see what happens when you dock the 2nd time and then come back into the game. A third option would be to copy that "safe-guarded" Save data back in to the Save folder, and come into port and dock. Refuse the new boat. Once in the Captain's Office, exit the game and apply the officer country patch. Now re-start and do some more patrols, and accept the new boat the next time you are asked, and see what happens then. Be sure you are saving each time you come in, and to a new name each time... Let us know though, how it goes for you! ![]()
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"...and bollocks to the naysayers" - Jimbuna |
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#1845 | |
Ace of the Deep
![]() Join Date: Feb 2004
Location: Colorado
Posts: 1,074
Downloads: 397
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I'm thinking it was probably in the version just before "p" because I had it long enough to move my career up through a Sargo, Tambor, Gato, and then the Balao. That takes at least 10 patrols. I always started 12/8/41 out of Manila, then Surabaya, then Perth/Fremantle. No transfers; no changes to deck gun placement, no changes to crew as to a deck gun. The new Balao just didn't have one. Current Mod List: 100_FalloftheRisingSun_UltimateEdition_v1.21pv02_E N 101_Palawan_Fix 399_NoScrollNavMap 449_FOTRSU Umark Removal 450_Lite Fog v2 + 300' Underwater Visability 901_strategic_map_symbols Like I said, I don't remember which Edition I was using; probably v1.2 or v1.21. ![]()
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![]() ![]() ![]() Run Silent, Run Deep, and Sink 'em All Last edited by torpedobait; 09-19-20 at 05:39 AM. |
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