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08-12-17, 08:44 AM | #5146 | |
I break things
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Yes I agree, with that statement, lazy coding all over the place.
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08-12-17, 09:54 AM | #5147 |
I break things
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Updates / Fixes in Area 51
All in a combined package called: FOTRSU v0.64x fixes
===================================== Names.cfg Edit Correction to the Data > Roster > Names.cfg Corrected "DEKisaragi=Escort Destroyer Kisaragi Class" to the correct format of "DEKisaragi=Destroyer Escort Kisaragi Class" ===================================== Names.cfg Edit Re-Added the following unit to Data > Roster > Names.cfg ;FotRSU Public Beta v0.60 COBathurst=HMAS Groves It was added with this "100_FOTRSU s7rikeback Fixpack 09-04-2017" and has since gone missing from the list. ===================================== "V0.62 Yubari Gun Fix" This will update the NCL_Yubari with two files dated 3/10/2017. This will correct version 0.62 of Ultimate in having a Deck gun for the Yubari. For some reason, older sets of files have been included in this Yubari folder causing no Deck Gun for the ship. ===================================== NBB_KGeorgeV Added missing HMS_Walrus Plane, from the starboard catapult. ===================================== NBB_Montana The NBB_Montana unit has an error in the the EQP file, line 116. This was causing the M04 node not to show in-game. - The Stern 16inchIowaTriple is now available... ************************************* NCA_Kent Corrected HMS_Walrus Plane positioning on catapult. ===================================== NCL_Fiji Added missing HMS_Walrus Plane, from the central catapult. Squandron details added to enclosed cfg file. ===================================== NCL_ModLeander Re-Positioned the flag, so that it's more easy to view and connected better to ship mast rigging. ===================================== NCL_Omaha Error in the EQP file, no X02 position included. Now been included - now carries two US Hydro planes. ===================================== NCV_Illustrious Default AA Guns not showing in game. Swapped out for similar sizes already within Library folder. Added Crew Nodes to DAT & EQP. ===================================== NDE_River Added missing A0 Nodes to DAT, and adjusted the EQP as unit had no air defenses Thanks goes to Bubblehead1980 for spotting this from Stock. Also corrected L0 nodes (Search Lights) Moved suicidal crewman from the front of the bow's main armament. ===================================== More to follow as I find and correct them. ===================================== NCA_Tuscaloosa This fix corrects two typo errors in the EQP on the X01 & X02 nodes, causing no planes being shown on the two catapults in game. ===================================== NCA_Maya Corrected Float Plane positioning on starboard catapult. ===================================== NCV_Saratoga Corrected 2 crewman who were floating in the lift shaft. ===================================== NBB_Nevada Corrected a bad texture on US_Hydro Plane on rear 14inch double Turret. ===================================== NBB_TennesseeEarly Corrected a bad texture on US_Hydro Plane on rear 14inch double Turret. ===================================== NPT_Br Reduced the overly large spotlight on the unit. Added > Rear 20mm_Single_base_US Updated Starboard Gun to > AI_12mm_Browning_soclu Updated Port Gun to > AI_12mm_Browning_soclu I had to clone the original DAT for the 12mm_Browning_soclu , remap I.D's and renamed the node. ====================================== Latest fix included in the above fix pack.
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Last edited by s7rikeback; 08-13-17 at 09:10 AM. Reason: additional fixes |
08-12-17, 11:16 AM | #5148 | |
Navy Seal
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Given, much of what we're fixing doesn't keep the game from playing, but it sure improves the game not to have a group deployment on February 29.......or a Japanese crew manning an American ship.
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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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08-12-17, 11:21 AM | #5149 |
Silent Hunter
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keyboard funkness
guys,
Running FOTRS .63 and i wanted to make a keyboard change by adding Weapons_mng. Well...easier said than done. [Cmd59] Name=Weapons_mng Ctxt=1 Key0=0x78,,"F9" i have used both SHKeymapper and manual edits and whatever key i assign Weapons_mng to becomes a no-op AND the key for Toggle_battle_stations also becomes no-op. as soon as i remove the keyboard command for Weapons_mng Toggle_battle_stations comes back right-as-rain. it's probably something stupid but i cannot figure out why these two commands dont like each other. Have you encountered this before...where two keyboard commands become mutually exclusive for no reason?
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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 |
08-12-17, 11:23 AM | #5150 | |
I break things
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Quote:
As an update, it also affects all of the DD's and lower units from other allied nations. The Armament is called: DCRack_SH4 in guns_radars.DAT and also used by the IJN units... Ok, got a line on the DC Rack issue, in Data > Library > guns_radars_new, I found this "DCRack_SH4_US" I have ran a test and it's the missing link. So I will now go through every EQP file to make sure all crews now match their respective rosters on the DCRacks. And during this check, I'll also make sure the gun crews also have a match... Once the warships are sorted, I'll take a look at the merchants units also. The Guns cover just two units, at this time. I still have plane texture issues to chase down on the Nevada & Tennessee Early units, look at the catapults above the main stern armaments. I'm doing roster by roster checks... Looking forward to the RedCross one
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Last edited by s7rikeback; 08-12-17 at 12:48 PM. |
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08-12-17, 06:53 PM | #5151 | |
CTD - it's not just a job
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@ s7rikeback: - excellent |
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08-12-17, 07:15 PM | #5152 |
I break things
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08-12-17, 07:19 PM | #5153 |
I break things
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Oh my!!!
Errm, this is our German NPT_Schnellboat ?!?!?!? Oh dear me, will have to sort that out next...
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08-12-17, 10:05 PM | #5154 |
CTD - it's not just a job
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Ja! Das schnelle boot hast zwei (that's tue in anglish) torpedo tubes, not four on deck... They look like twins there...
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08-13-17, 07:55 AM | #5155 | |
Silent Hunter
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Quote:
that's what makes this problem so tough to figure out.
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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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08-13-17, 08:32 AM | #5156 | |
Ace of the Deep
Join Date: Feb 2004
Location: Colorado
Posts: 1,062
Downloads: 397
Uploads: 0
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Torpedo Door Button?
Quote:
Thanks.
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Run Silent, Run Deep, and Sink 'em All |
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08-13-17, 03:59 PM | #5157 |
Silent Hunter
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CPU hogging convoy
another FOTRS .63 feature....
July 4, 1944, approx 135-25 E 32 N i just successfully attacked and evaded a task force when a troop ship convoy shows up, traveling approx course 225. i am evading NW (approx 310). everything sloooooows doooown. SH4 actually CTD...twice. on the third try, i evaded way-north (nautical term) before RTB-Midway. the whole way east the most TC i could use was 128. SH4 acted as it did before LAA and GameBoost, etc. it was really weird. trying to make it back to Midway after a very successful patrol. what should i look for in the convoy.mis file?
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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 |
08-13-17, 04:39 PM | #5158 |
Grey Wolf
Join Date: Nov 2010
Location: Texas
Posts: 887
Downloads: 1823
Uploads: 0
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08-13-17, 08:17 PM | #5159 | |
CTD - it's not just a job
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Das ist richtig, mein herr! - we haven't figured out what prize we'll give out for that, but it'll be ~good~... |
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08-14-17, 01:36 AM | #5160 |
I break things
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Oh dear,..
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