SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
09-20-20, 08:21 PM | #1861 |
Swabbie
Join Date: Apr 2020
Posts: 6
Downloads: 49
Uploads: 0
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New FOTRSU fan!!!
First of all, I love the TMO2.5 mod, which I have played almost exclusively.
Taking the new release of FOTRSU for a spin, and I didn't get but about thirty minutes in it (and no engagements yet) before the wife and kids pulled back into the driveway, but GOSH GOLLY does the scenery look more beautiful than ever. Honestly, if I don't find a jap ship for the first month or so, I think I could just walk around the inside of my shiny boat and admire the sea from the bridge and not feel out of sorts at all. Having not even scratched the surface of it yet, I can see the hard work that went into this already, and I have to say AWESOME JOB to the hardworking sub simmers who worked on this project! Looking forward to taking her out again soon, with more time on my hands! |
09-20-20, 10:46 PM | #1862 | ||
Silent Hunter
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battery damage is like hull damage: a kaleun must return to his home base and end the patrol in order to fully repair either one of them. stopping for a weapons reload will not repair batteries or hull damage (or destroyed equipment). on a side note, i have been in both forward and aft battery rooms of a WWII US sub. they are located a level below the normal deck and are accessible via only one vertical steel ladder. the grate over each hatchway weighed at least 100 lbs. each room would be crammed with batteries (54hx21wx15d) and have very little room for humans to maneuver. lighting is in the form of protected incandescent bulbs which only made a warm space even warmer. it is hard to verbalize the claustrophobic feeling one gets even when visiting a battery room...and then try to imagine having to go down there, holding a lantern in one hand, while you are underwater (condensation dripping) and being depth charged...trying to figure out what the problem is before actually fixing it. a daunting task to say the least.
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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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09-20-20, 10:50 PM | #1863 | ||||||
CTD - it's not just a job
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In the game, once an airplane is aloft ("spawned"), it stays there until it is done, either range or ammo being the "normal" dictator. So therefore, night attacks are not as rare in SH4. If you look at the night attack multiplier in the AirStrike.cfg, for FotRSU, that is set to 0.46, lower than stock. Don't forget the AirBase "experience" level modifier, and whether you have sent any radio messages, or if you have been seen, all of which can increase the odds of an airplane coming as a "response"... You should NOT have a mess of airplanes on the hillsides. Why airplanes can't gain altitude in SH4 to clear a hill is beyond me. You will see the fluorescent flares, because that's what survivors do, even if on land, but those are what drag the game down, so we want to avoid airplanes crashing into the mountains... I can only guess, because I have not managed to replicate the issue on my system yet, but similar to what others encountered off the coast of Japan, we are getting an inappropriate response to Japanese ships - I think - because I have gone up the slot closer to Shortland in early November, and I am seeing quite a few B-25s, Wildcats, and PBYs coming out and attacking the Tokyo Express... so we'll noodle some with the American Airbases, and try to calm that response down. This might also explain why surface traffic is light, because I watched as about six B25s took out a small Task Force (one CL and about 4 DD) in less than five minutes... Quote:
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One thing to remember about these issues though, is that in order to facilitate chasing things down, we need 1. The submarine you have, and the one you're getting Quote:
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09-20-20, 11:21 PM | #1864 | |||
Sonar Guy
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09-20-20, 11:29 PM | #1865 |
CTD - it's not just a job
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Got it... what is your mod load-out though? As for the stopping at a turn in TC, how high of TC were you using (512, 1024?), and what did you do to get it to go again, or was it like a "glitch", where it paused for a flash, and then continued on?
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09-21-20, 07:06 AM | #1866 | |
Sonar Guy
Join Date: Feb 2013
Location: Sarasota Florida
Posts: 391
Downloads: 68
Uploads: 0
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I have had this happen in Fotrsu 1.1 and 1.1 with patch. Last time was a balao out of Brisbane. east china sea. TC 1024 (my normal patrol setting) Sept '43. Win '64. NOT at battle stations, traveling on surface. I checked to see if I had run into anything. no. props running speed 0. Rang up All Stop, then Standard, ship started moving again. Mios, thanks for posting.. I had thought of asking if anyone else had seen this.
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I spent the cold war under water. |
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09-21-20, 09:19 AM | #1867 |
CTD - it's not just a job
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I was going to mention Battle Stations, but one important aspect is the shelling out to Windows, which seems to be one of my favorite "go-to" excuses, but really can affect all aspects of the game, including contributing to bad data in Save files. Not that either of you did that, but just to over-state the obvious. So the telegraph actually goes to All Stop, and it's not just a "glitch" kicking into the display of the game... I've added that (watching for stops) to a "watch list" of things to look for in my testing procedure, especially in light of all of the TC I use doing the tests, being at 4096x just as often as being at 128x - all in the name of "science".,.
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09-21-20, 10:44 AM | #1868 |
Seaman
Join Date: Apr 2012
Location: Arizona
Posts: 37
Downloads: 361
Uploads: 0
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Strange Smoke
I have large smoke plumes that follow the sub submerged or on the surface. I've never seen this before.
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09-21-20, 10:47 AM | #1869 | |
Sonar Guy
Join Date: Feb 2013
Location: Sarasota Florida
Posts: 391
Downloads: 68
Uploads: 0
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In my cases the Telegraph was still at standard, making 0 knots. I selected stop, standard to get it started again. I had not shelled out to windows.. I have a reminder program that pops up once in a while, but if it happens, I save & exit, or just exit if a save was recent.
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I spent the cold war under water. |
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09-21-20, 10:53 AM | #1870 | |
Sonar Guy
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[C:\Games\steamapps\common\FotRSUE\MODS] 100_FalloftheRisingSun_UltimateEdition_v1.21p_EN 301_MoreDifficultAI01 302_MoreDifficultAI02 399_NoScrollNavMap 452_MoonlightzSonarLines 901_Strategic_Map_Symbols TC was probably ~2000-4000 as these were dead patrol zones (at least on Patrol 2). I hit the return to course button once more and it behaved normally afterward. The plotted courses were fairly complex search patterns and each failed on the first turn. Each instance cost several hours of game time. Now that you mention the possibility of a glitch correcting itself, I seem to recall that happened once. It was as if the sub had dropped out of warp/paused on a turn (or was spinning in place), then went back to the selected velocity. If I'm correct, that happened on Trout's Patrol 1 in the Bungo Suido in Jan 1941, meaning that the two instances of complete stoppage were on Patrol 2 (Haha Jima/Area 4 and Convoy College in March 1942). Last edited by Mios 4Me; 09-21-20 at 11:02 AM. |
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09-21-20, 10:56 AM | #1871 | |
Silent Hunter
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it will not affect your detection by the enemy AI. i forget what the actual reason is. best bet: just ignore it.
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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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09-21-20, 11:26 AM | #1872 | ||||
CTD - it's not just a job
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09-21-20, 08:11 PM | #1873 | ||
Sonar Guy
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However.... I just loaded the Single Mission Battle of Midway and there were those bloody Shokaku CVs. I suppose this could also explain the odd CTDs when trying to load two Patrol 2 saves. How can I ensure a full mod activation? EDIT: Quote:
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09-21-20, 09:00 PM | #1874 |
CTD - it's not just a job
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The Single Mission version of the Battle of Midway was only "made compatible" for FotRSU, and we did not mess with any of the ship calls or the "timing" of events, so seeing multiple Shokakus in it is way it is written and plays. The BOM in the career has been more-accurately scripted, and does carry the proper (almost) ships. Shokaku and Zuikaku were back home licking their wounds from the Battle of the Coral Sea.
As for a "clean" Steam game, what I finally did with my SH3 game was to deactivate my mods, selected the MODS folder and used <Ctrl><X> to cut it, then pasted it outside of the Steam folder for later use. I then logged into my Steam app on the computer, and validated the game files, which basically will download a "fresh" Steam version of the game. I then went and worked around the house for a while, stopping by to check on things every once in a while ( ) once the validation process was complete, I then navigated into the Steam / SteamApps / Common / SH3 folder (my particular path) such that I had Data, Support, etc folders, as well as all of the dll and act files visible. I then used <Ctrl><A> to "select all", and then <Ctrl><C> to copy all. I then went up one level to the common folder, and created a new folder (in this case, it was for GWX). I went into that folder and did a <Ctrl><V> and pasted it all into the GWX folder. I then did <Ctrl><A> again to select all, and then right-clicked in the selected area, bringing up the Windows context menu, which I have 7-Zip on, and select "7-Zip --> Add to archive", and named it "SH3Pristine" and got up and walked away for a bit while 7-Zip created my pristine SH3 set of files. When that completed, I cut the zip file and put it in it's own folder off of the Games folder for easy access, as well as copying it elsewhere, and backing it up to DVD-R. I then left the Steam install alone, and modded the copy of the Steam install. When I experiment with another mod, I use the "SH3Pristine" copy, create myself another folder off of the common folder, and paste the archive to it, uncompress it, and I have another copy. With the use of MultiSH3, I have a separate Save folder for each of my copies of my Steam SH3. I can then mod them, and then add them to the Steam Start with "Add non-Steam game to the Library" if needed for licensing (my Win10 laptop requires that). btw, when you go to re-use a MODS folder, be sure and delete the JSGME.ini file in there, as well as the hidden folders "!BACKUP" and "!INSTLOGS"... it might be easier to just copy the mods out of the safe-kept folder, leaving the JSGME files behind... I tried the same with SH5, and it does not function correctly... sigh... my SH4 Ubisoft UPlay version does though. The one part about the Steam SH4 I am not certain about of course, is that you have to have "Silent Hunter Wolves of the Pacific ~and~ U-Boat Missions Add-On in order to have an SH4 v1.5 to mod, and I'm not certain how they (Steam) handle that. I have heard that they are both in the same folder, but use a different short-cut on the Steam menu, so I am not sure this would work for SH4, but it should... The use of MultiSH4 and a different name for the Save folder helps immensely. I have several SH4 copies, each with their own FotRSU mod of various versions and stages of modding, and one is FRE, another FRS, a third FRU, etc., such that they never "cross paths" with each other and thus do not cross-contaminate each other... I do also have TMO, Ralles, RFB, etc. on the computer also, so I am not completely FotRSU-centric. Close maybe... |
09-22-20, 10:45 AM | #1875 |
Admiral
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I'm not sure if this is supposed to happen Mr beanie but, I decided to accept a Midway Gato on the 29th November 1942 and all I was given with it was a basic loadout of a .50 Cal, 3" Deck Gun, SD Radar and no SJ Radar.
I installed a 20 mm AA Machine Gun, a 4" Deck Gun, SJ Radar, and Improved SD Radar. No problems encountered so far after 5 patrols.
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