SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
04-13-21, 01:01 AM | #3031 |
Engineer
Join Date: Jan 2014
Location: Serbia
Posts: 208
Downloads: 198
Uploads: 0
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about German side career
this is mostly for american sub...is there a purpose to try uboat career...german sub
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04-13-21, 01:48 AM | #3032 | |
Admiral
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Operation Monsun: Dark Waters v6 found here: https://www.subsim.com/radioroom/sho...d.php?t=243322 Make sure to use multiSH4 to keep the save game folder for it, separate from the FotRS save folder.. as well as making sure to use either 4GB patch or Large Address Aware. M. M.
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04-13-21, 03:31 AM | #3033 | |
Engineer
Join Date: Jan 2014
Location: Serbia
Posts: 208
Downloads: 198
Uploads: 0
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About Uboat german career
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04-13-21, 10:47 AM | #3034 |
CTD - it's not just a job
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The German career in FotRSU should function, but it is only the Stock version. If you want more, do as MM says and use Dark Waters or OM.
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04-13-21, 02:51 PM | #3035 |
Team Leader
Join Date: Nov 2019
Posts: 35
Downloads: 50
Uploads: 3
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++++++++++++++++++++++++++++++++++++++++++++++++++ There seems to be a disconnect somewhere here. We have received numerous PMs, and noticed quite a few of the postings on the Download page, as well as in the thread here, have to do with simple instructions found in the first post and on the download page, but also in the mod itself in the Support folder. We will reiterate, very basically one more time: ++++++++++++++++++++++++++++++++++++++++++++++++++ You WILL have fun, and you WILL like it... Please read the instructions though!
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========================= The FotRSU Mod Team |
04-13-21, 03:34 PM | #3036 | |
Admiral
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blasted, young whipper snappers... don't they get any of that fancy smancy, readin' writin', rithmatic any more... *begins snoring, after falling asleep, drooling, looking like gran pa on The Simpsons* M. M.
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04-13-21, 08:14 PM | #3037 | |
Grey Wolf
Join Date: Sep 2011
Posts: 955
Downloads: 247
Uploads: 0
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The first thing I do when I see a new mod pop up is subscribe to that thread - oftentimes the answer to an issue is buried on like page 53 of a 100 page thread - and I continue reading as new posts pile up. The second thing I do is a search here. The third thing I do is a search in Google or duckduckgo. 99% of the time the answer shows up using one of those three resources. The other issue I've seen is an inability to actually read and answer when someone trying to help them asks questions or makes a probing statement of inquiry. If we're asking you a question, it's to your benefit to answer it because we're building a picture of how you've installed something, what mod order things are in, where you've installed it, etc... |
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04-13-21, 09:35 PM | #3038 | |
Weps
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Sadly, either there is no solution or my post was lost as the page turned. -C |
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04-14-21, 12:22 AM | #3039 | |
CTD - it's not just a job
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Did you happen to remove your gun crew prior to changing the weapon fore to aft? Did you happen to check for the slots prior to departing on patrol with the new gun position? If you had the slots after departing, did you Save the game, exit the game, then come back into the game and Load that Save, so that the game "initializes" the new gun location? Either way though, refer to Section 3 of the "NewColetrainsAndOthersDGfix.pdf" file in the Support / HowTo folder, also linked to in the "01_FotRSU_TableOfContents.pdf" file in the Support folder... This is a Stock game issue that will apparently always haunt the game... |
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04-14-21, 12:00 PM | #3040 |
Weps
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Thanks, PB, last posts on any page often fall down the memory hole, it is the nature of the beast.
I changed nothing and just selected the aft deck gun option then left for patrol. I guess that I assumed (which one should never do because of the whole a$$ thing) that if it was offered, it would probably work. It was in a loaded save that I discovered the missing crew slots. Then I rolled eyes, shook head and like a true curmudgeon, deleted the career. I will refer to the references and try again. Thank you! -C |
04-14-21, 01:10 PM | #3041 |
Sonar Guy
Join Date: Feb 2013
Location: Sarasota Florida
Posts: 391
Downloads: 68
Uploads: 0
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ship respawned
FOTRS 1.46, (the Only mod), Tambor out of Pearl Dec 9, 1941
Mission: scout out Eniwetok, etc. Got the photo, went hunting got 2 ships in northern 'pool' of deeper water, headed south to get Fleet tanker west of Parry. Got the fleet tanker Dec 20. returned to deep water the same way I came in: back north west of Engebi. did a counterclockwise circle of the Atoll, found an Airplane tender sitting west of Parry on Dec 22. Set up for a long shot on the tender, discovered a Fleet Tanker in exactly the same spot as the one I sank. Not my first go-around.... I figure, as far as the game is concerned, that is exactly the same ship: no points for sinking again. Just passing it on, in case it's important to the Modders. Mike
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I spent the cold war under water. |
04-14-21, 01:48 PM | #3042 | |
Silent Hunter
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through experience, i have noticed that the recurring-ship-i-already-sunk problem seems to occur when the TF/convoy/ship spawns near some land, even an island. i had not experienced this in years until just a couple of weeks ago when i was passing one of the Ryukyu islands and a small convoy surprised me. i took care of business and went on my way and then, for the first time in a while, they re-spawned and went on their merry way. i stopped routine patrolling near land masses quite a while ago and so i do not experience the recurring-ship-i-already-sunk problem. PB will respond with his stay 20-30-mi-away-from-land-when-engaging-enemy-ships rant however sometimes even the best of us are set-upon near land.
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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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04-14-21, 02:03 PM | #3043 | |
Mate
Join Date: Jun 2014
Location: Nevada
Posts: 57
Downloads: 88
Uploads: 0
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04-14-21, 03:18 PM | #3044 | |
Mate
Join Date: Jun 2014
Location: Nevada
Posts: 57
Downloads: 88
Uploads: 0
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Im a bit confused with the American TDC. The range dial seems too small or i cant read it so i cant cross check it with map measurements. Is there any mods that i can add or alterations in the files to make it more legible? I tried to use the stato/range finder tool and was getting way wonky off measurements, cross checked with the classification of ship and it was trying to throw my torps a miles ahead of the ship i was targeting. I Used the officer ID ship button and then did it myself and found it in the book and clicked the check mark. Only after several attempts i got it locked up with a semi decent solution. I seriously could of shot with zero solution and guessed my launch times better than the computer was giving me. Im not sure if this deals with having postion keeper on or off. Or if im just a tard with the american TDC. Is there a Tutorial or something on how to use it properly? I like to sharp shoot convoys from near max range and can do this almost every time in SH5 or SH3 with manual targeting even with crap tastic Steam torps. Or is there a way i can maunally input target data to shoot at pre defined spot on the map? aka the Dick O'Kane targeting method? Thank you for ur time and amazing work. |
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04-14-21, 05:06 PM | #3045 | |||
CTD - it's not just a job
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A bit like the repair crew having to start all over with the damage, if you Save the game and exit at the wrong time, only to have the "repair time" start all over again, or the weather "clock" to do similar, if you leave the "spawn range" prior to the ship actually dying, then it can and will re-spawn, given the opportunity, and not have any damage. Even if you see a distress flare, and / or get a "She's taking on water and going down!" message. This happens especially when you are bird-dogging a convoy, shoot one, toot scoot and boogie for a run-around and do it again, and then wonder "didn't I just sink that Medium Merchant?"... I had one the other day while testing that broke in two and "sank" in about 10 minutes, but the bow and stern pieces kept hanging around. Nothing else in the neighborhood, so I popped-up to put a few rounds of 4" through one or both pieces, only to get caught topside by a plane that proceeded to put a bomb through the forward torpedo room... sigh - the sun was in my eyes! Now, I have no idea how the game decides when a ship is "fully dead", like they hit their "crush depth" or something?? Quote:
which is a range dial... s-s-shweet... Our fingers are still crossed that he will take a break from his vintage vehicle overhaul long enough to give us an add-in mod of OTC for FotRSU. Fingers crossed, but not holding my breath... lol |
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