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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#6166 |
Gunner
![]() Join Date: Aug 2014
Location: Wilhelmshaven
Posts: 96
Downloads: 388
Uploads: 0
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So there is no way to get a player controlled ship to funktion as tactical unit (like airfield) on the map and to spawn/send recon planes out at all? That is to be regretted :/
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#6167 |
CTD - it's not just a job
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Sadly, no. Not with the current knowledgebase... unless someone isn't sharing... and as I mentioned before, a person would be world famous if they got something - anything - to resemble a player launched (and possibly usable) scout plane... Just imagine Climb Mount Niitaka (or Climb Mount Niitaka), sailing the ocean blue in your JyunsenB, launching a scout plane and finding the Wasp...
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"...and bollocks to the naysayers" - Jimbuna |
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#6168 | |
Navy Dude
![]() Join Date: Feb 2011
Location: Texas
Posts: 171
Downloads: 58
Uploads: 2
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Thanks again, Capn. As a long time OTC player I am more than willing to wait patiently for your efforts to improve the recognition manual. Excellent work, guys! SilentPrey |
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#6169 |
Bosun
![]() Join Date: Aug 2017
Posts: 64
Downloads: 73
Uploads: 6
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First off, great job on the new version.
![]() Hadn't had the chance of finishing my first patrol in the new version, but I'd like to give my impressions and comments: - Started on January 2nd, 1944, at Freemantle. Ordered to patrol W of the Philippines for 5 days. - N of Austrailia. No less than 8 IJN aircraft attacked me over the course of several days. Discovered gunners had to be manually put on positions. - Choose to pass through a narrow straight where I knew no japanese defenses would be. No attacks during passage. Near Balikpapan onwards, I received constant air attacks. - Passed a convoy NNE of Balikpapan. 2 tankers, 3 cargos (1 small, 2 medium), ignored. - Shot down a Judy in shallows, but battery nearly consumed. Decided to sink to the bottom and wait for the night. That's where I've stopped at the moment. - As other people have already said, aircraft are an extreme nuisance. They are like flies, always coming back, and you never seem to cull their population. I don't know what has been changed, but right now it makes 1945 U-Boat patrols feel like an argument between two canadians. It's impossible to travel on the surface by day. - Has radar been improved for IJN ships? Could they be detecting me for the planes? - I saw a Nelson in Freemantle, but it's missing it's Oerkilon guns, or at least the gun barrels. Maybe change them for SH4 guns? I'll get a photo. - Like the detail of the AI Fleetboat leaving the harbour. Nice to feel you're not alone in the war. Strange that other big super mods didn't do the same. - During a custom mission I made, I believe that one of the new ships (the smallest one) could not move forward. But I'm not sure. Maybe it was just for this mission (a massive convoy with every japanese merchant in game). I'll check again. Some other opinions: - I don't like the new classes in the recognition manual, specifically in the IJN section. It's become a mess. It starts alright, but then passes to a mess of heavy and light cruisers, subs, and auxiliary cruisers. I realize that's because the new classes have been coded for plane spawning, but I don't feel the result is worth this. Is there a reason the plane spawning couldn't be done within the existing classes? Or is it impossible ? - I don't agree with the new Shinshu Maru remaining a troop transport. It's a completely unique vessel, one that the US Navy wasn't even aware existed during the war (as far as I know). It feels better placed in the "Rare Troop Transport" class. Thus, it won't appear among the generic troop transports in harbours, and in convoys with "generic" ships, preventing duplicates. |
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#6170 | |||
Admiral
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Will it take time to get from point A to B...….Why, Yes it will!! But that's what it took......This isn't a quick "hop" across the "Channel" from one side to another! Quote:
The plane spawning occurs due to the warships "ClassType". This ClassType is what the hard coded files use to makeup the Recognition Manual. Each "Nationality" starts with (if there is one) the Super Elite Battleships, then the Battleships, then the Carriers and so on......These ClassTypes have a numbering sequence attached to them which is what is used to put the ships in-order within the RM, regardless of what name you call them. A Japanese Submarine that has the ability to fly a Scout Plane will be lumped into the same category as a Carrier, or a Sea Plane Tender. The developers didn't give us the "tools" to rearrange the RM or even provide some other way to categorize the entries. We're pretty much stuck with how they planed things...….one they didn't count on was for us to have Scout Planes on warships!
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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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#6171 | |
CTD - it's not just a job
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Got my replies in "orange" below
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![]() ... and CapnScurvy beat me to it! I had to step away, and there he is! ![]()
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"...and bollocks to the naysayers" - Jimbuna |
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#6172 |
CTD - it's not just a job
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OK Faith, it's these guys, correct?
![]() and it's all of them that have the "LinkName=20mmGBSingle" listing in the EQP file. the other AA guns are OK ![]() ![]()
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"...and bollocks to the naysayers" - Jimbuna |
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#6173 |
I break things
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OK, I found the problem and I am testing a new file. Standby...
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#6174 | |
Admiral
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The problem is in the dates and the original gun that's starts the .eqp file.
I've got it fixed.
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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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#6175 |
Stowaway
Posts: n/a
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Last save was June 2 19:12 hours at 177E'40, 31N'0. Continued on course 120 until 22:29 hours at speed of about 11 knots, in a Gato, when crash occurred. Repeated it twice. I'm running Win 7 on MacBook Pro using Bootcamp.
I've added mod Big Better Protactors and been testing successfully for a couple of campaigns when I had the opportunity on a patrol to Honshu to try snd intercept the TF headed for Midway. I did see this TF on the map around May 30 near 175E, 33N. Testing had been going well, annoyed though with all those pesky aircraft. |
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#6176 | ||
CTD - it's not just a job
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![]() I circled the approximate location of jldjs' sub, and designated it with a CA Pensacola so I wouldn't lose the spot. There are at least two other groups over in Empire Waters that do not show in this capture. Midway is just below and slightly East of where jldjs' sub is, approximately 160nm away. As you can see, he is in the confluence of the opposing forces, hoping for a Nautilus shot, but with a better outcome. Unfortunately, the layer crashes. Either one, two or all of the groups have naming issues, specifically for the "Leader" of the group designations. I have no idea when this occurred to the mod, but we have "quick-fixed" most of the "battle" files for the next minor update. Probably what caused this was my mis-use of "Search and Replace" scripts looking for Type= "6" or "7" or "11" ships, and getting the 'names' of Group Leaders, such as a " EAC_JP DD Fubuki#6" that was used in another similar file. Replacing that "6" with an "18" value, as would happen doing a Type=6 CL to a Type=18 "Light Warship with Scout Planes", would then affect an existing group further down the page, led by " EAC_JP DD Fubuki#18". This would be a major name 'conflict', and the file will not work, and would most likely cause a CTD as soon as the player got close enough for the Group's spawn point... Not being totally dedicated to "precision scheduling" in the mod for the dynamic cammpaign, we had ignored the "battle" files - until now... Can't do that now. 'Sides, we need some IJN submarines in the mix... Thanks for the report jldjs! ![]()
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"...and bollocks to the naysayers" - Jimbuna |
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#6177 |
Bosun
![]() Join Date: Aug 2017
Posts: 64
Downloads: 73
Uploads: 6
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Sorry for the late reply. I hadn't got the chance to do an extensive test.
The new Ansyu Maru does in fact move in the test mission, but the propeller doesn't. There's a similar but also peculiar situation with the Aden Maru. The first time I looked, it was moving, but the propellers weren't. I looked again as it was changing course to avoid a ship, and they were turning. 15 seconds later, they weren't. Maybe it only happens with the ship starting at a set speed, and begins turning after an RPM change ? ![]() I also noticed an issue with the Oerkilons on the NPL_Hap (single stack liner) of the same kind as on the Nelson. ![]() ![]() I'll continue testing in a few days. |
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#6178 | |
I break things
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I have now patched this, and it's now running normally. I have looked at the other two new Maru's and these are also working correctly in the museum. Thanks for the heads-up. ![]() Files on it's way to area 51.
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#6179 |
Machinist's Mate
![]() Join Date: Jun 2016
Location: DFW Texas
Posts: 123
Downloads: 106
Uploads: 0
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June 26th, 1942 in a Tambor trying to insert troops on Okinawa. Game crash video from twitch stream. Running FOTRSU v0.71 with the only change being that I have gone into the .cfg file and opened up time compression to the max value of Maximum=8192. This to make those long trips from Pearl take less time. A few observed anomalies in this 6 minutes of video. I don't think any of this is self inflicted, but who knows? And before anyone starts thinking in terms of processor workload due to streaming gameplay, I have to tell you this. I run a 2 pc streaming setup, so all my Skulltrail is doing is running SH4. Optical audio out to the streaming PC and HDMI video run to a splitter so that the monitor and capture card can both receive the video. Thanks again to the dev team.
![]() https://www.twitch.tv/videos/275130243
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https://www.twitch.tv/immelmann_burn Acer Predator G6-720 Intel Core i7 7th Gen 7700K (4.20 GHz) 16 GB DDR4 NVIDIA GeForce GTX 1080 8 GB GDDR5X 256 GB NVMe SSD 2 TB SATA III SSD 2 TB SATA III HDD Creative Sound BlasterX AE-5 Pure Edition Windows 10 Home 64-Bit, FOTRS Ultimate v0.90_RC3, LAA |
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#6180 |
Stowaway
Posts: n/a
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Hello Mod Enthusiast's,
FORTSU v_071 is great and getting better all the time so thought I would add my 2-cents worth of issues..... The (war patrol option) in start of game (for me) has an issue with saving anytime after leaving base. After exiting game back to desk top then restarting game and choosing the saved patrol all gauges in control room are stuck in the 12-o'clock position. However I never have this issue when I start and play a( career option), save, then restart? I believe others on this forum are having same issue? captnmike......(run silent run deep)! |
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