SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
03-17-18, 12:09 PM | #5821 |
Torpedoman
Join Date: May 2015
Posts: 113
Downloads: 170
Uploads: 0
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The FOTRSU project has come a long way in the nearly two years since it began in May 2016. Originally, a plugin was envisioned that would allow the player to select his/her difficulty level. Has this been abandoned?
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granite00 |
03-17-18, 06:04 PM | #5822 |
Captain
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Gents,
I had planned to post this sooner, but things got busy again... In stock you have a "both" option, but only for certain boats, and only for the 5. It doesn't remove any other options for using it. Barracuda |
03-17-18, 07:09 PM | #5823 | |
CTD - it's not just a job
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But once those sensors are ironed out, and there is a "base" with which to work, a good "middle ground", then we'll do an "Easy" version, and a "Difficult" version. All we have to do for the "Insane" version is give you v0.63... |
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03-18-18, 09:04 AM | #5824 | |
Admiral
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I'm not sure what you're thinking? Can you explain what you're referring to?
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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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03-18-18, 12:38 PM | #5825 |
Swabbie
Join Date: Dec 2015
Posts: 5
Downloads: 8
Uploads: 0
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I tried the mod, itīs nice but the Hydrophone did not work.
I canīt hear any ships, is there a bug? |
03-18-18, 12:40 PM | #5826 |
Gefallen Engel U-666
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welcome aboard!
Jagdfalke!
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"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
03-18-18, 08:55 PM | #5827 | |
CTD - it's not just a job
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As it currently stands in the v0.63 of the mod, there are certain situations where if a player goes to the sonar station and turns the heads, he'll not pick up a ship unless it is going fast enough. This situation applies in a lot of the mods, not just FotRSU. That has been worked on and is improved. However, are you using the mouse wheel to "aim" the sonar head to listen? Do you see the little light turn "green" at all? That signifies a sound contact (unless of course, your heads are pointing between 178 & 182 degrees, and then you're hearing your own boat. In all cases, the sonarman should be able to hear as well as his "qualifications" allow him to (his "skill" at his job)... |
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03-19-18, 11:17 AM | #5828 |
Captain
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03-19-18, 11:51 AM | #5829 | |
Admiral
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Don't get into the deep water my friend.
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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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03-19-18, 12:06 PM | #5830 |
Captain
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I'm always in deep water, drives the DDs nuts. To clarify, just in case you were seriously asking what I meant... I meant that in stock, some boats can use the 'both' DG option (fore & aft), but only with the 5/25. Also you keep both of your AA 'slots' on the tower if you choose this option. Barracuda P.S. your "" at the end of your first message led me to believe that you knew what I was talking about, and that your reply was 'pure sarcasm'. |
03-19-18, 12:47 PM | #5831 | |
Swabbie
Join Date: Dec 2015
Posts: 5
Downloads: 8
Uploads: 0
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Quote:
Ok, i trie to explain with my poor english If i start in Midway mid 1943 in a Balao Class, i see a green light between 178 & 182 degrees and hear the own Sound. But i canīt hear the Fishing Boat or other ships in the Harbour, if i aim with the sonar on them. If i activate the "contact on map" i see a grey line on the map, but donīt hear the target and see no green light. Then i tried to hunt ships at the marshall Islands, some ships i can hear on the sonar, but many cargo ships not I will try the next tour with map contacts on and test. I played with a fresh sh4 1.5 and copy the 0.63 mod files in. Do i need the 0.62 files before |
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03-19-18, 01:36 PM | #5832 | |
Sink'em All
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BTW, Welcome to Subsim. Happy to have you with us.
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Head Deep and Keep'em Astern" - LtCDR Samuel D Dealy SHIV Guide | Imperial Japanese Navy | US Submarines |
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03-19-18, 02:40 PM | #5833 | |
CTD - it's not just a job
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While we weren't "scientific" about experiments, nor for an explanation previously, CapnScurvy has discovered that certain ships will "disappear" to sonar if their speed falls roughly below half of their rated speed. Certain ships - but not all. Not only that, but some ships go silent to sonar when they're traveling above that halfway speed mark. In other words, a fishing vessel might be rated for 12 knots, but it is only doing 3 knots in the shallows as the crew "fishes". You'll not hear that boat. Or, for example, a certain Destroyer (DD) can do 38 knots, but it disappears when it goes below 20 knots (for example, as an escort), but another doesn't "disappear" until going slower than 10 knots. Other vessels never disappear. It depends upon the source of the vessel, whether a Stock ship, or a modded ship, etc. This issue has been worked on and improved, though I don't know if CapnScurvy wants to call it "solved", coming for the next release. It is a strange issue, sort of like the AI Visual detection CapnScurvy is working on now... |
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03-20-18, 05:20 PM | #5834 |
Seaman
Join Date: Jan 2014
Posts: 35
Downloads: 146
Uploads: 0
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Battery charge times
I was playing with my Tench class off Japan in Feb 1945 and noticed that the batteries were taking a long time to recharge so I did some experimenting.
I ran the battery completely flat and then went ahead one third, one engine on propulsion and 3 on charge and it took 41 hours to completely recharge the batteries. I know that batteries charge faster when they're completely flat and then you have to slow the charge rate as they get more charged up but from flat the battery was only at 37% after 12 hours. I would have thought that with 3 engines on charge a fleet boat would recharge its batteries a lot faster than that. Does anyone know how long a fleet boat took to recharge its batteries? Can this be adjusted to be more realistic? |
03-20-18, 07:32 PM | #5835 |
Sink'em All
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I was patrolling south of Tokyo Bay this afternoon and encountered a troop convoy consisting of a Conte Verde and five escorts (probable Akatsuki class). The date was somewhere around the beginning of May, '44. I was able to sink the Conte Verde and was starting to make my escape when the game CTDed.
The closest to iding the culprit I can come is in the 44a Japanese_Troop Convoys_121. The route you see in the ME is correct but there were 5 escorts instead of the three described in the group contents. The CTD happened between WP3 & WP4. Hey pb, if you need any more info give me a jingle, you've got my number.
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Head Deep and Keep'em Astern" - LtCDR Samuel D Dealy SHIV Guide | Imperial Japanese Navy | US Submarines Last edited by cdrsubron7; 03-20-18 at 08:01 PM. |
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