SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
06-01-20, 01:39 PM | #1156 | |
Admiral
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If you don't have SH3 & SH5, and would want to, then keep a weather eye on Steam for them to do a 3 in 1 bundle pack, else I don't know what to tell you. This mega & Operation Monsun Enhanced: Dark Waters, requires having SH4 v1.5 that includes the Uboat Missions add in... else this mega or the other 1 I mentioned is not going to work. Don't know if the version of FotRS, is still available for the SH4 v1.4 any more or not.. much less if there is a version of Operation Monsun Enhanced: Dark Waters or even the base of that mega, Operation Monsun is even available for SH4 v1.4 to be quite frank about it... doesn't mean I couldn't be wrong about that, but... Maybe more knowledgeable sub-simmer's might pipe up & confirm or deny My assertions here. Any way, fair winds, smooth seas & plentiful hunting otherwise. Mad Mardigan
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06-01-20, 01:51 PM | #1157 |
Navy Seal
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Wanted to congratulate the team. While have not had a chance to do a full patrol I ran a couple missions, great job. Look forward to a full patrol, AI subs etc. Neat little touch is enemy vessels shooting off flares when sinking.
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06-01-20, 03:21 PM | #1158 | |||||
CTD - it's not just a job
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06-01-20, 04:23 PM | #1159 | |
Argentinian Skipper
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Many thanks! 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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06-01-20, 04:26 PM | #1160 |
Navy Seal
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"Thanks! Appreciate that. We will have a beta patch for the next potential release hopefully by tomorrow, that will go on top of v1.1 for a few fixes. It will also include a splitting of the US_HarborTraffic file into the separate 41a, etc. "layer" files, which should improve "efficiency" further, and eliminate those ugly multiple spawns at the docks on the Allied side... Keep your eyes pealed!"
[/QUOTE] Thanks will do.Only issue I have noticed so far(aside from CTD when have vickers interiors enabled but I think its because didnt have LAA activated properly, going to toy around with it tonight) . The zoom on the map is a bit "squirrely" as well. I forget, how do I go about getting the "black marks" back representing ships, planes etc, I enjoy the fog of war that that presents |
06-01-20, 04:49 PM | #1161 |
Nub
Join Date: May 2015
Location: Pleasant Grove, Alabama
Posts: 3
Downloads: 30
Uploads: 0
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OK...Technical question.
I just got a new gaming Laptop. Dell Windows 10 Home, 64 bit, 16 GB RAM, NVIDIA GeForce RTX 2060 grachics. Like I said, new laptop so fresh install. Finally got the MOD working Saturday night and started a campaign (looks great BTW). Saved the game after I sank a medium cargo ship (thanks for having the stadimeter work right). Called it a night (like I said FINALLY got it working). Come back the next day, start the game, it goes thru the intro, then gets stuck on a black screen with a movable cursor. Any ideas? I'm a chemist, not a computer guy. Let me know if you need any more info. Thanks |
06-01-20, 08:29 PM | #1162 |
Gefallen Engel U-666
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Welcome aboard!
rebelchemist!
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"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
06-01-20, 09:05 PM | #1163 | |
Admiral
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Re: Technical questins asked free... charged 4$ for answers.. lol
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Ok, details are major important in finding solutions... What is the mod load out that you have in the JSGME Mods folder & order activated via JSGME.? After that bit of info, what sub did you run with... what was the date service started for your career, what sub base are you based... what was the area you were when you saved.. (if you can remember this, it helps, but if not.. then hanging by thumbs keelhauling is the order of the day for you shortly, no court martial just joshing... ) outside of that, what were your orders before leaving home port.? Details, RebelChemist... details.. very important, tattoo them down if needs be.. but never forget them...
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Last edited by Mad Mardigan; 06-01-20 at 09:11 PM. Reason: Corrected postdue to asking about info that the person I quoted had already provided... :oops: |
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06-01-20, 09:40 PM | #1164 |
Fastest Gun Around
Join Date: Aug 2019
Location: Agua Fira, New Mexico
Posts: 2,367
Downloads: 527
Uploads: 5
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Strange I am having an issue almost exactly like Rebelchemist.
The game worked fine last time I played it which was yesterday. Today I go to launch it and the FOTRSU splash screen appears, it loads to like maybe 65-75% and then it CTDs. Before that I could see my mouse cursor on the splash screen, not sure if that is supposed to happen. I've tried clearing out my save game folder to no avail. I was in Pearl Harbor, commanding the USS Trout I believe and my mission was to patrol in the Marshall Islands and perform reconnaissance.
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There are no secrets to success. It is the result of preparation, hard work, and learning from failure. — Colin Powell I'm not very active on the forums anymore. If you have a question, please DM me and I'll respond ASAP! |
06-01-20, 10:06 PM | #1165 | |
Nub
Join Date: May 2015
Location: Pleasant Grove, Alabama
Posts: 3
Downloads: 30
Uploads: 0
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I started a new career in Asiatic fleet out of Manilla Dec 8, 1941. Porpoise Class (in fact, USS Porpoise). Was sent to patrol off Hong Kong for 10 days and got a medium freighter (don't remember the specific ship) during the day of Dec 14. Freighter was on a course of ~100. I had just returned to my patrol course after the ship sank when I saved the game. The only Mod i'm using right now is FOTRSU. |
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06-02-20, 04:36 AM | #1166 |
Sea Lord
Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,708
Downloads: 107
Uploads: 4
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Is there a issue in FOTRSU 1.1 with supply missions when you play the german sub? I had a supply to deliver in Tokyo, I didn't get the anchor symbol to dock, but when I stopped all engines a dialogue poped-up saying I was ready to deliver and launch the boat.
Clicking on Launch Boat will crash the game. XS |
06-02-20, 05:04 AM | #1167 | |
Admiral
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Re: Technical questins asked free... charged 4$ for answers.. lol
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Sounds about similar to something that happened to Me, only with a serious twist.. with My incident, I did NOT ctd... I got patrol Hong Kong (forget but think original name for it, but suspect it was Kowloon I do believe...) any way... Right at the tail end of patrolling for 10 days, I came across a Medium Modern Split freighter... sank it, then as I was headed on to Convoy College per updated orders, to get there soonest, I ran across a 2nd identical ship & sank it as well, figuring what the heck, go for ALL the gusto. As with it's twin, I sank it with 1 hit with fish. Yeaahhh Me , you'd figure (seeing as how I got credit for the 1st 1.. ) Welp, 2nd ship, same kind as 1st... was a no go... NO ship sunk icon, NO credit for having sunk it. Nada, a big fat goose egg... The worst is yet to come... get to where I'm supposed to be, get more updated orders, patrol off Formosa. Ran into a IJN Corvette Kanamura... That ship was the Superman of the IJN fleet. I pumped 2 fish into it & it kept chugging right along as if I had only just tickled that sucker... end result, is, it sank Me & ended My career. Just hold on & am sure the mod team will get with you about this with some info or to acknowledge it as a bug or something to investigate. They are quite good... Mucho respect for the team. Major props to them... Mad Mardigan p.s. If you want to read up on it, can start with this: https://www.subsim.com/radioroom/sho...&postcount=776 & just follow the trail from there to post #785 . I leave that for you to decide...
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06-02-20, 07:13 AM | #1168 |
Planesman
Join Date: May 2020
Location: South Ayrshire, UK
Posts: 199
Downloads: 5
Uploads: 0
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Just a heads up to let you know that there appear to be some very large discrepancies between the Height of Mast value given in the ship .cfg files added by the mod and the actual height of the mast in the model used.
For example the NKLCS_Nagara.cfg states a Height of Mast to be 20.2m but when comparing the Length value to the length of the model, it gives an actual height of 33.4m which is a long way from the stated 20.2m. Please could someone check my method for me? From NKLCS_Nagara.cfg Code:
[Unit] ClassName=KLCSNagara 3DModelFileName=data/Sea/NKLCS_Nagara/NKLCS_Nagara UnitType=102 MaxSpeed=18 Length=147 Width=18.1 Mast=20.2 Draft=5.8 Displacement=7070 A 100% Orthoganal image from Blender of the ship model... Assuming the Length of 147m is correct, the image above is 858 pixels which gives 5.837 pixels per meter. A Mast Height of 20.2m therefore comes out to only 118 pixels which isn't even as tall as the mast itself. You would need 195 pixels to go from the waterline to the tip of the actual mast yielding an actual height of 33.4m which is WAY off the stated 20.2m. An error this large will make the Stadiometer completely useless as it will have no idea what the range to the target actually is. What I propose to do is that as I create new Ship Silhouettes I will use the above method to draw up a revised Actual Height based on the stated Length and submit it to you at the same time as the Silhouettes. Speaking of Silhouettes, the one shown for the Nagara Maru is not even of the same ship. The mast combination and funnel do not resemble the model used. All those issues will be resolved with my new Silhouettes.
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06-02-20, 09:22 AM | #1169 | ||||||
CTD - it's not just a job
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06-02-20, 09:42 AM | #1170 |
Planesman
Join Date: May 2020
Location: South Ayrshire, UK
Posts: 199
Downloads: 5
Uploads: 0
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Ship Length is easy to determine from the Model in Blender. Using the Iowa as a yardstick as you suggested, I looked at the wiki (270.43m), checked the .cfg file (270.4) and checked the hull in Blender (27.40). This gives us a very quick "at a glance" hull length in Blender.
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