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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#3841 | |
CTD - it's not just a job
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"...and bollocks to the naysayers" - Jimbuna |
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#3842 |
Stowaway
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Just to add to torpedobait, I see the same TC drops especially when entering/leaving a a US base. TC of 128 is the max ans is still choppy. Also, get the "radar" announcement even if the boat has no surface radar or if it's turned off. Like wise when SD antenae is not up. The "radar" announcement is from the circling aircraft. Only clears up about 25nm from the base.
I've noticed this .52 and .53. Doesn't seem to matter which boat, as I've usded Gars, Porpoise, Gato and Balao. |
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#3843 |
Navy Seal
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We've been kicking around the idea of eliminating the CAP aircraft around US bases since we can't turn off the air radar.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#3844 |
CTD - it's not just a job
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Over half of the cap has been eliminated, especially around Pearl where it's down to about 1/4 of what it was. Midway has also been modified, as has Dutch Harbor, but only down about 50% each. The Australian area has not been touched. The only boats that don't have the "radar" issue is the "S" boats, before you add SD to them. The SD is always active, fake antennae up or not. The airplanes are probably the biggest hog of resources, but as an example, here's a shot of Kyoshu:
![]() Those are just a glimpse of the RGG in the area. Each of those little ports might have 12-15 docked vessels, in addition to 2-4 patrol vessels. This is most of the layers in the area, but I might have missed one or two... Not showing in this is the CoastalBatteries and AirStrips, which add even more... This is the main issue near land, whether friendly or enemy. There is a LOT going on. Granted, the game doesn't draw those groups until you're within 20-30km, but it still tracks all this. You might be looking at about 10% of the game here... maybe. This is actually ~LESS~ than stock, since we've been editing it...
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"...and bollocks to the naysayers" - Jimbuna |
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#3845 |
Navy Seal
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For those who have expressed an interest in this thread:
SH4CMS v1.5 is hereby released! Some goodies I've added:
Enjoy everyone and thank you for all the great suggestions! Since the development of SH4CMS came about to address problems brought by FOTRSU research, and FOTRSU is such a monsrous mod that mod soup is almost a foregone conclusion, SC4CMS will be incorporated into the FOTRSU installation routines and will be automatically installed along with FOTRSU.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS Last edited by Rockin Robbins; 02-14-17 at 08:47 AM. |
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#3846 |
Ace of the Deep
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USS Balao (SS-285). But it happens regardless of the boat. One other thing, and I noticed this in TMO also, which may or may not be coincidental. On this last patrol, I had phenomenal luck, running into a number of small convoys or single ships of great tonnage (European liners, Whale Factory ships, and a large modern tanker. I do use auto targeting, but even with dud torpedos (several duds and at least one circular) I amassed slightly over 100,000 tons on this one patrol! As the tonnage scored reaches that number, the available TC drops considerably. The best I could manage without the game stuttering was 1024x, and after finding and sinking a modern composite freighter of modest tonnage with the deck gun, the max usable TC was 524x, which makes for a long and tedious crossing from the East edge of the Philippine Sea to Pearl Harbor. But as I said, I also noticed this slow down with a high tonnage score in TMO. I wonder what it is carrying in the software or files that could have this effect? Very strange.
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#3847 | |
Ace of the Deep
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#3848 | |
CTD - it's not just a job
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__________________
"...and bollocks to the naysayers" - Jimbuna |
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#3849 |
CTD - it's not just a job
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We've been discussing the weird spawn that Larrywb57 had experience of, which is really not too unusual - for Fall of the Rising Sun, Ultimate Edition, anyway. You may remember some of these shots, the first two are from s7rikeback at Brisbane:
![]() tail to tail and fire - these are two different sets of two each... the two above are the same class. ![]() Notice that these two vessels are not of the same class? There were two separate RGG set to spawn next to each other at the quay, and the one was not set to be a "Docked" ship, probably by accident. Our thinking was that it "drifted" into the second ships spawn "space". I had always been under the impression that a 2nd ship could not spawn into another. However... At Pearl Harbor, December 8th, 1941, in a new career, I encountered this: ![]() This has been posted before, but this is a spawn on top of a spawn. No 'bout adoubt it... The evidence, and cause of the fire: ![]() Here's another way similar can happen, in the same round leaving Pearl, with an inbound ship coming into Pearl Harbor: ![]() Notice the fire from the above shots?... The small inbound merchant is turning toward Battleship Row in order to "miss" a little corvette putt-putting around just off-screen to the right. Since he can't manuever this way, the vessel backs up, basically coming from whence it came, only not as accurately (why'd they program the backing this way??). ![]() As the merchant backs, he now trespasses on the Sub Tenders charges and their space. Notice the subs are already "deflecting" from the Merchant's backing into them, but no smoke, no fire, just lots of creaking and crashing noises... ![]() By the time the vessel is finished backing up, it has "merged" into the dock, and pushed the 3 subs into the dock also. Notice two of their conning towers above the merchant in the dock. The third sub in in the merchants superstructure... Something similar to either of these scenarios may have happened. Notice that there are no explosions or fire in this case? They will blow up and explode, burning in a blaze, if either of the vessels attempt to extricate themselves, since then the "collision detection" kicks in, and "damage" is incurred... "What thuh?" is all I can ask... I have no idea how many of the ships in FotRSU, or stock or any other mods that might have this issue, where when backing up, they have no idea that they are colliding with something. Why do the vessels being backed into not have their collision detection set off? These and many more questions have been asked by others besides us... ![]()
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"...and bollocks to the naysayers" - Jimbuna |
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#3850 |
Stowaway
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I've become used to the three repeated "Yes Sir" messages but on my patrol (Gato)from Midway at position 171 42'E - 20 10'N, Aug 14 '42 around 05:50 base time, after radar contact with that pesky Aux Toro Maru cruiser (at 171 35'E - 20 04'N) I received a continuing stream of "Yes Sir" for maybe 10 or more seconds after a command I issued (can't remember that command). This was a one time event which did not happen again.
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#3851 | ||
Admiral
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I could spend another 24 hours fixing the whole lot of them. ![]() Without you giving me a better description of what command you gave...from what particular crewman you heard the "Yes Sir" from....I'd just be spinning my wheels on fixing the stock game with little to show for it. Frankly, I don't see where I'm getting a paycheck for this (I'll go look again around the shrubs under my mailbox)......to "patch" the whole stock game. To go over your issue, you state "I've become used to the three repeated "Yes Sir" messages......" What are you talking about? If your playing the FOTRS Ultimate v0.53 (without any other mods) you shouldn't be getting used to hearing many repeats at all. So what commands are you giving to hear a repeat "Yes Sir"?
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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#3852 |
Stowaway
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[QUOTE=CapnScurvy;2466273
I could spend another 24 hours fixing the whole lot of them. ![]() So what commands are you giving to hear a repeat "Yes Sir"?[/QUOTE] Well I wouldn't want you to do that, so, I'm still playing and I'll make sure I recall the command and get back to you. |
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#3853 | |
Navy Seal
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#3854 | |
Admiral
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Ok, that would help.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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#3855 |
Ace of the Deep
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I get multiple "yes sirs" from the "fire at will" command, and when changing depth commands (can't remember who is acknowledging the order).
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