SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
05-25-18, 10:03 AM | #5956 | ||
CTD - it's not just a job
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05-25-18, 04:48 PM | #5957 |
Exec
Join Date: Apr 2002
Location: ponte vedra beach,fl
Posts: 228
Downloads: 1507
Uploads: 0
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i just got my new laptop and have installed SH4 but will wait now before installing FOTRS .63, and wait for the next release.
JeffG
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Jeff Gerbert |
05-27-18, 01:37 PM | #5958 |
Navy Seal
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[REL] 100_FalloftheRisingSun_Ultimate_v0.71_PublicBeta_E N
Wait no longer, Jeffg, it's here and it's a monster upgrade!
New version as of 5/27/2018. Lotsa changes! 100_FalloftheRisingSun_Ultimate_v0.71_PublicBeta_E N 1. "Ultimatev0.63 Carrier_Plane Fix v0.7 Akitsu Gunz" from s7rikeback (see his README). 2. "Sb's_Cumulative_update_17May" from s7rikeback (see his README). 3. "Shinshu Maru Class Japan Transport Ship Mod" and the Daihatsu Landing Craft boats from ZUIKAKU1944. Also his NCL_Katori, and AFS_E13A_Jake Floatplane. 4. The NCL_Isuzu (Nagara) from noshiro. 5. AI Subs with Torpedoes, 9 Japanese subs whose original models came from keltos, one American Fleetboat, one German U-boat. All are considered to be “Surface Craft”, they will not submerge. More on the AI Torpedoes in #9. 6. Added two new American subs for "static" display (no visible crew/no guns to fire) for use in Harbor setups. The "AI_Fleetboat_Static" a Tambor class; and the "AI_Pigboat_Static" an S-Class boat. 7. Made new Recognition Manual pictures for the AI_Subs, and a few of the other ship units. 8. The changes made to the ship "Type" to allow for plane spawning from specific ships (see the following list), over 41 in all. 9. Changes made to the AirStrike and Sim .cfg files to have better plane activity, and to control the AA/Cannon "Range" of fire. The AA Gun "Range" change is necessary to have the AI Sub Torpedo fire correctly. 10. Correction to the Flotillas.upc file in section [Flotilla 2.Base 3], changed "AvailabilityInterval=1942-02-29" to "AvailabilityInterval=1942-02-28". 11. Updated the Data/Roster/Names.cfg file to include the newly added ship units, and renamed the following: * Type17=Submarine * Type18=Light Warship with Scout Planes * Type19=Heavy Warship with Scout Planes These new "descriptions" will be displayed in the RM under "Class:". 12. Added AI Torpedoes to 82 of the warships of different nationalities that had them as weapons. They will fire at various intervals once a target has reached the range of 1400 yards. Each ship “class” will have varying numbers of torpedoes: * Japanese Submarines will have a total of 24 torpedoes Bow facing * Japanese Midget Sub will have a total of 4 Bow facing * American and German subs will have 24 torpedoes per Bow; the same to the Stern. * PT Boat and Schnellboat will have 8 total; 4 firing to Port, 4 firing to Starboard * Specific Heavy Cruisers, Light Cruisers, Destroyers will have a total of 17 torpedoes per side Due to the fact that the torpedo is unable to “lead” a target, a higher number of torpedoes were required to provide a better sense of accuracy in some situations. 13. The Hatsuharu DD has been changed to be more accurately displayed, following a Shiratsuyu class model. The Shiratsuyu has been modified to use only one "Loadout" model, to appear slightly different than the Hatsuharu. 14. Changes made to the "Air" folder include the addition of the Aichi E13A Jake Floatplane. Reworked the equipment files for the IL2 Sturmovik Fighter Bomber, B24 Model H Heavy Bomber, B24 Model C Liberator to better have these planes carry weapons...as well as the Jake Floatplane. 15. The Sensor file (.sns) was reworked for many of the units (Ship/Plane) per s7rikeback's corrections. 16. Changed the floating behavior of the Survivor Rafts/Boats to have them appear more natural in mild to heavy seas. No more "heavy bobbing", leading to capsizing while the sea state is moderate. The Special Opps Raft was modified as well. 17. Speech was reworked in the specific area of “Yes Sir” to eliminate it repeating, plus reworking the length of its duration that prevented other phrases to be heard. Also eliminated most of the "shouting" of sub crewmen when circumstances arise. 18. Many new images were added/reworked to accompany the new added models, or personnel that inhabit these models. 19. Revisions to the Roster/Names.cfg to include the newly added units; plus changes made for spelling/different descriptions of units. 20. Many other tweaks were made to the units regarding “Dates” primarily to make sure the dates conform to the correct time the game expects changes to take place. Also, changes made to gun placements, traverse bearings, elevations too numerous to count were made throughout the file. 21. Changed the Captains Room "Options" Radio to have a greater highlighted image when mousing over it. 22. Corrections to the Kent and Sirtori torpedo spawn gun's where they were not hidden from view. 23. Changes made to the player subs Hydrophone/Sonar equipment and upgrades, to better have the equipment show as expected when on the sub or when offered when in-port. 24. Revisions to the "Help" and "Mouse over" text messages to better reflect information for the player. 25. Attempted to change the player subs overall performance in duration of mileage. and battery use and recharge capabilities. 26. Added the Moon to the night sky which had been eliminated by FOTRS....made it 100% smaller in size than stock. 27. Changed the color of the Crewmen "picture" that are killed on the Crew Management page to blue. 28. Added a "Watch Crew's Lounge" compartment to the players sub for keeping the Watch crew from unnecessary harm when receiving damage from depth charges. A player will need to manually move each crewman to the "Lounge" for them to stay safe. Make sure you move them back into the Watch Crew Compartment to perform their duties when surfaced. 29. The "Repair Team" compartment has been expanded to keep the Deck Gun crewmen (both main Deck Gun and AA/Flak crewmen) safe when submerged (much the same as the Watch Crew Lounge). You will be required to move the crewmen to the specific gun stations in order for the guns to fire when surfaced. 30. Units added by S7rikeback: DDSmith=Destroyer Robert H. Smith Class FBP40Kittyhawk=Curtiss P-40N Kittyhawk (!!!) FBP40Tomahawk=Curtiss P-40 Tomahawk (!!!) FBP40Flyingtiger=Curtiss P-40 Flying Tiger (!!!!) CHGunBoat01=Gunboat Luzon Class CHGunBoat02=Gunboat Panay Class AND! ================== The following units have been added or changed: ADDED: LAA_AAPlatform (Allied Anti-Aircraft Bunker with 40mm Quad Bofors) LAA_AAPlatformJP (Japanese Anti-Aircraft Bunker with 25mm Triple Turret) LAB_LargeAirBaseCH LAB_NormalAirBaseCH.....both Chinese Air Base's LAB_SmallAirBaseRU.....Russian Air Base AI_Fleetboat_Static; Type=17 AI_Pigboat_Static; Type=17 AFS_E13A_Jake Floatplane AI_Fleetboat; American; Type=17 AI_Uboat9d2; German; Type=17 JP_ShinshuMaru; Japan; Type=103 NA25Daihatsu; Japan; Type=0 NCA_SaltLakeCity, Type=19.....has Planes NADaihatsu; Japan; Type=0 NCDaihatsu; Japan; Type=104 NCL_Isuzu (Nagara); Type=6 NCL_Katori; Type=18....has Planes NKLMS_Ada; Type=102 NKMSS_Aden; Type=102 NKMSS_Ansyu; Type=102 NLCVA; Type=103...Higgins Landing Craft NPT_Schnellboat, Type=0....3D model change NSS_A1; Japan; Type=18....has Planes NSS_AM; Japan; Type=18....has Planes NSS_C3: Japan; Type=17 NSS_Jyunsen1; Japan; Type=17 NSS_JyunsenB; Japan; Type=18....has Planes NSS_Kaidai4; Japan; Type=17 NSS_Ko; Japan; Type=17 NSS_Sen_Taka; Japan; Type=17 NSS_Sen_Toku_I; Japan; Type=18....has Planes USS Robert H. Smith....DD, American CHGunBoat01=Gunboat Luzon Class.....Chinese Nationality CHGunBoat02=Gunboat Panay Class.....Chinese Nationality ================ CHANGED: NAuxCru; Japan; Type=18....has Planes NBB_Alabama; American; Type=19....has Planes NBB_Fuso; Japan; Type=19....has Planes NBB_Ise2; Japan; Type=19....has Planes NBB_KGeorgeV; British; Type=19....has Planes NBB_Kongo; Japan; Type=19....has Planes NBB_Montana; American; Type=19....has Planes NBB_Nevada; American; Type=19....has Planes NBB_New_Mexico; American; Type=19....has Planes NBB_North_Carolina; American; Type=19....has Planes NBB_Pennsylvania; American; Type=19....has Planes NBB_Queen_Elisabeth; British; Type=19....has Planes NBB_Tennessee; American; Type=19....has Planes NBB_TennesseeEarly; American; Type=19....has Planes NBB_Tirpitz; German; Type=19....has Planes NBB_West_Virginia; American; Type=19....has Planes NCA_Aoba; Japan; Type=19....has Planes NCA_Baltimore; American; Type=19....has Planes NCA_Deutschland; German; Type=19....has Planes NCA_Lutzow; German; Type=19....has Planes NCA_Maya; Japan; Type=19....has Planes NCA_Myoko; Japan; Type=19....has Planes NCA_Northampton; American; Type=19....has Planes NCA_Pensacola; American; Type=19....has Planes NCA_Pensacola_II; American; Type=19....has Planes NCA_Portland; American; Type=19....has Planes NCA_Quincy; American; Type=19....has Planes NCA_Takao; Japan; Type=19....has Planes NCA_Tone; Japan; Type=19....has Planes NCL_Agano; Japan; Type=18....has Planes NCL_Brooklyn; American; Type=18....has Planes NCL_Cleveland; American; Type=18....has Planes NCL_Fiji; British; Canadian; New Zealand; Type=18....has Planes NCL_Katori; Japan; Type=18....has Planes NCL_Kuma; Japan; Type=18....has Planes NCL_Naka; Japan; Type=18....has Planes NDD_Hatsuharu; Type=4....3D model change NDD_MomiII; Type=109.....3D model change from the Momi DD NDD_Shiratsuyu; Type=4....3D model change NDE_PB102; Japan; Type=0....Changed this from a Type=17 NKSS_CAT; Japan; Type=18....has Planes NL_B; Japan; Changed Dates NL_C; Japan; Changed Dates NLUS_Bremen; German; Type=18....has Planes The CV's And CVE's are corrected per s7rikeback text document. Plus, the following mods have been added/merged: 200_Ultimate Cumulative Fix for v0.6xxx 07.02.2018 - SH Validator v2.0.6 Fixes CrewFix for Tenders UPCchangesFeb2018 QE_gun_fix 738_FotRSUv0.7xCampaignH 10_Cumulative Fix Ultimatev0.63 Carrier_Plane Fix v0.7 Akitsu Gunz Sb's_Cumulative_update_17May And we're on hold for planned AI changes. CapnScurvy hit us a long time ago with the "unexpected" news that FOTRSU was way too tough to reflect the real situation in the war. We were all shocked (not) and listened long enough to see that he can take this mod in a direction that only Real Fleet Boat tried before, but without great success. The sensors are mocking us, so stand by. This is impossible, so it'll take a bit. Also, propbeanie is working on campaign changes that you'll really like. See all those ships above that have torpedoes and planes? Brace for action! When you install v0.71 unfortunately the only safe way to proceed is to not use previous savegames. Please ensure that your base SH4 files are absolutely stock. Reinstalling from scratch is the gold standard here. Uninstall and reinstall SH4. As always, documentation is available in the root and Data folders. Whew! That's all for now folks!
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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 |
05-27-18, 03:08 PM | #5959 |
Grey Wolf
Join Date: Jul 2011
Location: Verona, Italy
Posts: 924
Downloads: 1404
Uploads: 0
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Thanks for this great work
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Parked under the balcony with my U-27 waiting Juliet finish makeup |
05-27-18, 04:01 PM | #5960 | |
CTD - it's not just a job
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Notice also those Type=17 and Type=18 Japanese Submarines... Type=17 in Stock is an Elite Destroyer Escort - think of Bungo Pete in TMO. They will chase you! They will shoot at you, first with their deck gun, then with their torpedoes as you get within range. Type=18 in Stock is an Elite Escort Carrier. They will prosecute the air war against you to the fullest extent of their endless "talent", and remember: they are Elite... Their planes will hunt you down, as will the Type=18 & 19 ships... With all of this in mind We are wanting folks to express your opinions on what you encounter, but also please be descriptive, with date, time of day, location & circumstances. This will be a balancing part of the act, and we definitely need user input before we start tweaking things too much. Also, a little advice from "experience": Don't be seen by planes, yet you can use them to your advantage. If you see a Zero out in the middle of nowhere, it came from a carrier. Follow it home. If you see a Jake, it possibly came from a BB, CA or CL. Follow it home. Of course, it may have also come from a JyunsenB sub, but... Another thing to bear in mind with these vessels with airplanes: the planes will not spawn if you are in too close to their "home", so you won't "see" them launch from the deck... If you are seen by airplanes, try to describe for us their "attack" on you. External camera works for this. We are in "beta", and we'd like to know if they come directly at you all of the time? Or, do they seem just a bit too "smart" for our own good & well-being? Do they "magically" know exactly where to drop the bombs / depth charges, even though they were over 6nm out when you dove? The ship / plane tweakers will want the info so that they can adjust the planes and AI, and the campaign tweakers want the info so we can adjust the individual units' CrewEfficiency levels. So, detailed description, with date time & location. The more accurate, the better, as always, but especially if you do happen to CTD. That would almost always be the Campaign tweakers' fault, and that guy's name is Bob Smith... - actually, it'll be me you can blame |
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05-27-18, 06:52 PM | #5961 |
Seaman
Join Date: Oct 2014
Posts: 35
Downloads: 18
Uploads: 0
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Thanks, team! Heading to download it now!
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05-27-18, 07:21 PM | #5962 |
I break things
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All hands Battle stations, this is not a drill.
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05-27-18, 07:27 PM | #5963 |
Watch
Join Date: Nov 2013
Location: Japan
Posts: 22
Downloads: 251
Uploads: 1
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Thank you very much your wonderful work!
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05-27-18, 08:06 PM | #5964 |
Gunner
Join Date: Dec 2016
Location: London
Posts: 95
Downloads: 129
Uploads: 1
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Bravo!!!! Thank you for your amazing job!
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Do not go gentle into that good night. Last edited by yyzBegonia; 05-28-18 at 10:21 AM. |
05-27-18, 09:01 PM | #5965 |
Exec
Join Date: Apr 2002
Location: ponte vedra beach,fl
Posts: 228
Downloads: 1507
Uploads: 0
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This work you and your group have done is Great,thank you.
JeffG
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Jeff Gerbert |
05-27-18, 09:07 PM | #5966 |
Exec
Join Date: Apr 2002
Location: ponte vedra beach,fl
Posts: 228
Downloads: 1507
Uploads: 0
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Can the New Harbours and Late War Traffic mod be used? I remember Propbeanie was hoping to put in the latest version?
JeffG
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Jeff Gerbert |
05-27-18, 09:26 PM | #5967 | |
I break things
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We need to fix what we have first, before we add additional campaign layers, and believe me. Propbeanie is our wizard in this field, and his hands are currently tied, sorting out our own campaigns. Please remember we have inherited the files from a previous team, and it takes a lot of time to bend them to our own will. The above mod is on our radar, and will be added, with full permissions once we sort out what we currently have.
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05-27-18, 09:29 PM | #5968 |
Seaman
Join Date: Oct 2014
Posts: 35
Downloads: 18
Uploads: 0
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I got USS Seawolf out of Cavite, December 9 1941. Already I can see a lot of changes and it has me super pumped. I was tied up next to several other subs and as I am just looking around taking in the sights, off goes one of them out into the channel. Man, what a cool thing to see ai subs going out on patrol. The air traffic and sounds seemed improved to me as well. I saw three fighters and a PBY. Excited to take her out and put her through her paces!
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05-27-18, 09:37 PM | #5969 | |
I break things
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05-27-18, 09:56 PM | #5970 | |
CTD - it's not just a job
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btw, we do need some adventurous skippers who don't mind putting their crew's lives at risk, to attempt to penetrate Truk Atoll and take a look-see there during 1943. I've done "fly-overs", and it looks OK at various times of the game, but the more eyes, the better. Just remember that the minefields and sub nets have the potential to change throughout the game, so what is an open channel today, might be closed when you attempt to withdraw... |
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