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12-15-19, 10:29 PM | #226 | |
CTD - it's not just a job
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In the meantime, which of your guns is the 4" gun? Go into the equipment room on the sub, and click on the pictures of the guns on your boat, and see if they are both 4" guns, or if the bow-mount is 4" and the aft-mount is a 3" gun. We can try to get the forward gun manned if need be. There is a relatively easy way to do it (as in Michael Woods previous post), if your particular file has the stations. If not - which is a distinct possibility - we might be able to get rid of the gun... |
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12-16-19, 12:22 AM | #227 |
Swabbie
Join Date: Aug 2008
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THANK YOU to the team for putting this together, I am thoroughly enjoying it. I noticed a few odd things (I am now on my 5th patrol) -
Graphics on the fleet class submarines - when on the Bridge station, the perspective makes the conning tower look like the empire state building! I am hoping i get a different conning tower soon (I started with a Gar, received a Tambor after taking 70% hull damage and am now on patrol with my Gato). On my last patrol I was chasing a Large Ocean Liner, 41,000 tons. After launching 6 torps at it (3 made it) I turned 90 degrees, dove and reload. When I surfaced, there was a hospital ship right next to me that I saw in the Convoy but had no idea why it was hanging back. The sonar showed the convoy's destroyer escort looking in the wrong direction, and a medium split freighter and my Large Ocean Liner continuing on course. Now here is where things get odd - when I catch up to the Large Ocean Liner and the Medium SplitFreighter and get a visual, I see the Hospital Ship! So, to recap, my map id'd the Large Ocean Liner, laying crippled where i hit it, as a Hospital Ship. When I catch up to the convoy, the Hospital Ship shows as being part of the convoy. When I go back for the Ocean Liner, it takes a few more hits and limps away as I expend my last ammo. And finally, I came across a Japanese Carrier, hit it with all 6 torps, sank it! I saved. The game crashed soon after. Loading that save crashed the game too. I lost the Carrier Looking forward to seeing what is next. I've never been 5 misions deep into a career in SH4 before. Looking forward to what happens next and appreciate the polish you all put into this mod. |
12-16-19, 01:57 AM | #228 | |
Stowaway
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The guns which do not adversely affect game play are a very minor problem compared to the airplanes that cause CTDs. I cruise around within my assigned patrol area for five or six days without seeing a surface vessel (except occasional fishing boats) while I encounter flights of one or two aircraft hourly during daylight. I'm constantly changing course or diving to avoid aircraft. FotRS seems to be too heavily waited toward air traffic with insufficient surface vessels. Where are the lone merchantmen or lone merchantman with destroyer escort? I remember stock SH4 and stock + GFO having way too many aircraft relative to time and I used a Mod to reduce the amount of aircraft in them. The game becomes dull and I begin to fall asleep at the wheel with insufficient surface action. Just my humble opinion. Hope you can figure out the aircraft CTD issue. KEEP UP THE GOOD WORK. |
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12-16-19, 02:13 AM | #229 |
Stowaway
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That's a tough lose. I'm beginning to save more frequently, especially before as well as after battle. And I delete older, unneeded saves (on the Save Screen) as I go.
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12-16-19, 06:41 AM | #230 | |
Sonar Guy
Join Date: Feb 2013
Location: Sarasota Florida
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A good plan, I have been saving before an engagement, and shortly after, just to be sure. Have avoided a lot of OH Damn's since stock SH4 and various MODs.
__________________
I spent the cold war under water. |
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12-16-19, 07:57 AM | #231 |
Watch
Join Date: Dec 2018
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RIP Skipper Wzardz
Commanded: USS-Nautilus Total patrols: 7 Patrols Total Tonnage: 420,782 Fate: Lost at sea during 7 patrols because can't load his saved game :'( |
12-16-19, 11:10 AM | #232 |
Stowaway
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Oh Damn's and Restarts
Ya'll don't know how many "OH Damn's" I've experienced since Silent Service in 1985. That's about 35 years of "Oh Damn's" and restarts. I've seen these games come a long way since my first DOS computer.
Lift your glasses and let's hear it for another 35 years. |
12-16-19, 05:04 PM | #233 |
Stowaway
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CTD Update with aircraft encounters
Spent at least 20 days north of Bougaunville sinking only 5 small, fishing boats. Did not fire a single torpedo. Not one good target in sight, hydrophone or radar.
Numerous aircraft, mostly Zekes in tandem, spotted within visual range. Dove on some at first and then let others just fly by without gunfire. We had CTDs on all four occasions where we manned the machine guns and fired at the enemy aircraft as they approached; each and every time a CTD as they flew away after they attacked, but they did not appear to fire guns or drop bombs or torpedoes. But, here's the really weird part, NO CTDs when we did NOT man the guns and fire; none, not one time. The enemy planes just flew on by. Returned to Brisbane to have another Patrol Error. Had to exit, reload and enter port again. Still have the Sargo with 4" on the bow that does not shoot because there's no crew spaces to man the gun and apparently a 3" aft that's not supposed to be there but it has crew spaces, so it does shoot. Both guns are visible but only the aft fires. At least this does not materially affect game play like the aircraft CTDs. |
12-16-19, 10:51 PM | #234 | |||||
CTD - it's not just a job
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We may have found an issue with the airplanes, and more than one model, so the list is being worked through as we "speak". This is not a crash issue per se, but it does steal a lot of clock cycles and will bring down a computer under certain circumstances, so check your LAA and make certain it is properly applied. In testing today, I found another anomaly that is not easily explained, and that is almost identical set-ups on a Win7 machine as compared to a Win10 machine, other than the Win7 is a quad-core Core Duo and the Win10 has a Core i7 6th gen, and the Win7 gives me airplanes that see me and attack - repeatedly, while on the Win10 machine, the very same planes, same mission, fly on by overhead... - There ~has~ to be something different between the 2 games... Anyway, that's why you crashed after the CV - there is a naughty Zero in there somewhere causing mayhem. As to the liner versus the hospital ship, there are multiple convoys that will have more than one hospital ship. They might also have multiple liners. There are some invasion convoys that have 12 of one model, and 8 of another. It might also be that you identified a Liner, shot at it, but Hospital took the hits. Tough to say. It takes a while to reload though. It might also be that you hit liner, and the 3 misses went to the other side of the convoy, beyond vision or accurate sonar tracking, and you hit a hospital ship over there. Submerged, who knows where who moved to?... The Conn graphics, or "camera" has been synced as close to "real" as is CapnScurvy possible, which rumor has it, he wore tights underneath his outer clothing, and the tights have a big "S" on 'em... - but in reality, you are about 20 foot up at the start, and then since the camera has a "memory", if you move up and then exit the view, when you come back, your "height" is where you left it. Check and see if that isn't the case here. Quote:
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As for the deck guns, Michael Wood posted at the bottom of page 15: Quote:
Fix for deck gun crew slots disappearing You may or may not find those "CrewMemberSlotAdditionalRepository" mentions in your Save file. This is a different configuration for the deck guns as compared to other mods. I would not be surprised to find that you don't, because the guns in FotRSU are "anchored" where they are, and the other gun position is removed from the submarines "inventory", but here again, we have the game completely ignoring what is before it, and running over the modder(s). But give that suggestion from Michael Wood a try. You wouldn't have to edit them, if you don't feel comfortable doing that, and maybe someone can help you do that, but it might get you a gun crew on them... Of course, then you'll have to pack more vittles for the trip... |
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12-17-19, 01:04 AM | #235 |
Swabbie
Join Date: Aug 2008
Posts: 6
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Wow propbeanie, what a response! Darn Zeroes haha.
Is it normal for torpedo depth to be set when you lock onto a target? I don't have manual targeting on. I don't remember that from sh3 and 4. |
12-17-19, 01:55 AM | #236 | |
Watch
Join Date: Dec 2018
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my base was at pearl harbor from the start, never request a transfer yet, my last position was in between marshall island and dublon, just sunk a Nihon light cruiser and if I remember my sub was submerged and that's where my last saved game I don't know what caused the corrupted saved file yet, after that I just load from my last saved departing port and it still works (it's just a light cruiser there's no much to lose right? :'[) from now on if I want to save, I need to surface my sub and stay at zero knot.., I don't know why and couldn't confirmed yet, but it seems to me it could reduce the ctd from loading a bad save game? Update: guys i've just met a yamato and here's the thing.. i've delivered 8 torpedoes, 4 at her starboard and 4 at her port side but still guys still.. i cannot sunk her.. i mean i know she's the biggest battleship ever build but uuh wasn't that too OP?? I met kongo before and i can sunk her with just 3 torpedoes.. did u guys alter yamato in this mod or i just having a bad luck ? Last edited by wzartz; 12-17-19 at 07:17 AM. |
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12-17-19, 08:28 AM | #237 | ||
CTD - it's not just a job
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As for the Yamato, there are several things to remember about it in the way you attacked. First point is that when you punch holes in the side on the port, the weight of the ship will make it lean. If you then go over to the other side and punch holes in it, that will "balance" the ship, and allow it to "stabilize" in its continued journey to get away from you. Also, unlike the Fuso and Ise type BB, the Yamato has heavier armour underneath also, and it is much more difficult to hit the magazine to get more help with destructive explosions, and it is also more difficult to damage the engines and make it stop. You might be able to slow it down some. Last thing is that in all of my testing (just a small portion of SH4 game-play), I have only rarely gotten the ship to sink on less that ten torpedoes, especially in FotRSU. Every once in a while, maybe nine, but usually, I might have to put a dozen "fish" into her... That can be a challenge... -------------------------------------------------------------------Now, as to the differences I was seeing in my testing of the airplanes between two computers, I hate to admit failing to do Noob Point One, and that is to "Empty your Save folder"... I still had old configuration files in the Save folder on the Win7 machine, so the planes were attacking, since they still had loadouts with weapons... I probably messed-up s7rikeback's attempts at helping me... I am going to attempt to put the rest of the fixes that we have together today, hand-off, and fix the planes for the next version, since we have two mission assignments that can mess with a person's game enjoyment in a bad way... |
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12-17-19, 09:10 AM | #238 | |
Watch
Join Date: Dec 2018
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.. and now for that yamato incident,.. im sorry my reaction just a bit overboard just having a shock first impression for that one "girl" and i think i might want to change my nautilus for any six forward tubes.. need to have more rate of fire bruh |
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12-17-19, 12:12 PM | #239 |
Commander
Join Date: Apr 2005
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I sunk her with 7 of those Mark 16 peroxide torps last week. They however have ~50% more explosive than the other US torps.
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12-17-19, 04:29 PM | #240 |
CTD - it's not just a job
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'magine that, 7 mark 16 are equal to 10+ mark 14 then... lol
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