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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#4216 |
CTD - it's not just a job
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I have been attempting to come up with work-arounds to this issue, and the only one I can "see" to do is to just allow for every crew person in the boat to be stripped of all clothing upon coming top-side, and receiving new deck watch uniforms when top-side... If I can come up with the proper sequence for one, it should work for all... maybe. lol
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"...and bollocks to the naysayers" - Jimbuna |
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#4217 |
Sea Lord
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Is it okay, If I add FOTRSU harder AI mod to my KSD Ace Edition 1.3 release? I will credit you.
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#4218 | |
Team Leader
Join Date: Nov 2019
Posts: 35
Downloads: 53
Uploads: 3
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Permissions granted, ![]() Good luck and fair winds.
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========================= The FotRSU Mod Team |
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#4219 |
CTD - it's not just a job
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OK folks, the cause of the issue torpedobait found has been identified. We aren't going to do a patched release just yet, because the identified issue might just involve other locations that have not been found before, so a thorough search of the files for similar configs will be done. Needless to say, we discovered that the game handles white space in the text files differently in different sections of the game... "exact" spellings do not function as expected...
However, we do want anybody with other issues to please get with us ASAP. I am not certain if we are going to attempt fixing the Porpoise boat's issue with the cabling that Kal_Maximus_U669 found or not, because that poor boat has 3 additional uv maps associated with it, which really complicates edits on it. We'll see if vichers03 might be brave enough to attempt to at least do the cabling, but we do really want to remove the flagpole from the cigarette deck railing on the 3rd conn also... two files then, each with those extra uv maps... yeesh! Anyway, let us know of any issues you may have found please. ![]()
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"...and bollocks to the naysayers" - Jimbuna |
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#4220 | |
GLOBAL MODDING TERRORIST
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Just import the adjusted model with the Main object and it's UV2 You shouldn't even need to change the UV2 as long as you don't add or remove anything. If it makes you feel all warm and cushy? Just re-import the UV 3 and UV 4. Not that they do a damned thing except add to file size. Last edited by Jeff-Groves; 01-09-22 at 04:17 PM. |
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#4221 |
CTD - it's not just a job
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Copy that Jeff, thanks. When we did the Gato 04 tower and removed the flag pole from the railing, we had to re-do the UV2, not too much of an issue with it, since it was just a delete of the same parts, so easy enough to match, after a private consult with kapuhy that cost us ~huge~ (just kidding of course. we only had to give up the next three year's worth of first- and second-round draft picks). Just the flag pole, and it glitched the conn. With the Porpoise, that flag pole is part of the rear stanchion of the railing making it much more difficult to match, since it would be either a precise cut, or precise replacement. Not matching the UVs does result in shadow glitches, especially on the Porpoise. Beyond my skills currently. However, vickers03 has volunteered his services, and given time, will get to the issues eventually - lol -
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"...and bollocks to the naysayers" - Jimbuna |
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#4222 |
GLOBAL MODDING TERRORIST
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There are ways to fool S3D in some cases that avoids issues like that.
![]() The current program I'm working on, Almagest, does just that! ![]() Written mostly for SH5, I did Ghost files for S3D by hand and the same rules kind of apply. What happens if you 'CUT' parts? Well now you've upset vert counts and such and file sizes in those areas don't match and usually fail on import or you get bad JUJU! I've solved that by Fooling S3D and TDW's program for SH5! The main IDEA is this! IF you know a files format? You can duplicate that format. If you KNOW how any program does the Import to said format? You can step in and adjust things to take advantage! Now say your import goes fine but you still have shadows that shouldn't be there. How do you ADAPT! You EDIT the AO texture! You have no idea how many times I've done that just testing things. Never mind the Man behind the curtain! ![]() Last edited by Jeff-Groves; 01-09-22 at 05:11 PM. |
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#4223 |
CTD - it's not just a job
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Yes yes... following the Almagest thread with as rapt of attention as I can muster, good sir! Others should direct their browsers to Almagest. Strict Import for SH5 - start with the first post and read your way through. Along the way, imagine the possibilities and ramifications for SH4...
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"...and bollocks to the naysayers" - Jimbuna |
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#4224 |
CTD - it's not just a job
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Alright - step one in releasing a Patched version of the whole mod, is to be certain the patch actually works, therefore we give you
FotRSUv17_Patches.7z This is a combination of what torpedobait tested with a Nippon Maru modded FotRSU game, and what Woozle tested, with a Fleetboat Interiors modded FotRSU, in addition to testing from propbeanie, s7rikeback and vickers03 for the same and various other parts, also included. Thanks to those two and to Mad Mardigan and Kyle_Maximus_U669 for finding these issues. Here is the ReadMe for the patch: v17Patch_ReadMe.txtIf you have any issues or questions, just kindly holler and we'll attempt to accomodate.
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"...and bollocks to the naysayers" - Jimbuna Last edited by propbeanie; 01-11-22 at 07:10 PM. Reason: name please |
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#4225 |
Grey Wolf
![]() Join Date: Feb 2003
Posts: 757
Downloads: 110
Uploads: 0
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Does this mod work with the steam version of the game? I've not played in years and fancy diving back in but i've lost my physical copy.
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#4226 |
Bosun
![]() Join Date: Nov 2018
Posts: 64
Downloads: 148
Uploads: 0
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Guys, just before I download, will this patch break a campaign I've already started? Don't wanna lose all my tonnage over these changes? Thanks.
Been enjoying this mod so far ever since I got the game during Steam's recent winter sale. |
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#4227 |
Bosun
![]() Join Date: Nov 2018
Posts: 64
Downloads: 148
Uploads: 0
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There is also a bug I have found relating to using sonar.
After sinking an Otori-class patrol boat, pointing the hydrophone at the bearing of its wreck will cause the game to crash to desktop. Here's a screenshot that shows sunken ship in question. This was right before I reproduced the bug. It also happened on another occasion before this. I'm not sure if it was mentioned in the previous patches. So sorry if it's been found. ![]() |
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#4228 |
Argentinian Skipper
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Thanks for the new update. Going for it
![]() Best regards. Fitzcarraldo ![]()
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My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
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#4229 | ||
CTD - it's not just a job
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Now had this happened prior to your applying the patch, or had you applied the patch? The patch would possibly interfere with a Salmon boat out of Cavite in 1941, but that should be about it. Stranger things happen with this game though... Let us know! Thanks. ![]() Quote:
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"...and bollocks to the naysayers" - Jimbuna |
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#4230 |
CTD - it's not just a job
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I have been able to get a CTD while in a SingleMission with a Tambor dated March 1st, 1942 after sinking an Otari and then spinning the Sonar head. However, I did not have to spin to the Otari, which had not fully sunk yet, but instead got the CTD when the sonar head spun to the sub's screws... We'll have to dig deeper here. Be back in a while with more, but we do still want more details on what you have goldmastersims, please. Thanks
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"...and bollocks to the naysayers" - Jimbuna |
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