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Old 02-02-2018, 08:35 AM   #5731
vmialpha454
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While we’re on the topic of flags, the national ensign should be shifted from the stern to the after portion of the cigarette deck when surfaced and underway.
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Old 02-02-2018, 08:53 AM   #5732
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Well - crazy people like to do crazy things...
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Old 02-02-2018, 10:25 AM   #5733
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Originally Posted by merc4ulfate View Post
I use the FOTRSU for the first time last night on a clean install.

Start up was wonderful began with a Tambor and all ran well.

First ship was a Greek Vessel running a German Flag.
Auto targeting was used but it would not keep a lock for more than 3 seconds. Most likely due to distance and being at night. Sank it with 6 fish. First was a single shot that hit. I would have done a salvo but I wanted to see how the fish and damage could be on one.

Zig zag then three misses. Next two hit sank it about 3000 yrds away. It was heavily armed. It had seven cannons. Three on deck and two on each side hidden under the main deck with slots cut out for the barrel. Axillary cruiser Widdler class I think it said. An interesting find to say the least.

Issues I had with the mod:

Men on deck have eyes suck into their heads about 1 - 1 1/2 inches. Men below had normal eyes.

No moon but at night I could see two dark spheres in the sky like where a moon could be. Was odd there were two on the same night.

Small convoy lead by one corvette. One ship out of the four merchants was sitting so low her decks were awash but still keeping speed with the others. Corvette was also decks awash she sat so low. This was a clear daylight run and even at less than 3000 yards the target lock would only keep for 3 seconds. Most fish missed ahead. I do not know if this was due to a fault in the angle indicator or fault in the speed recognition. Merchants were recorded at nine knots. I noticed that even at zero angle with the ship right in front of me the fish are coming out and taking a ten degree port turn. I was chased away by the corvette. One hit out of 13 fish. One premature detonation.

After I left the above encounter I came across a merchant also decks awash it sat so low. I do not remember the class but it was the same as the earlier one. Again the same ten degree turn to port on firing and three misses. At zero angle I had to aim astern in order to hit and sink it at less than 2000 yards.

Next was a bad storm with sonar picking up a warship. Maneuvered to intercept. Periscope depth, MOMI class, 1100 yards in a storm, it only came into view at 1000 yards and had a constant positive lock on targeting. Sank with one fish no issues with turning ten degrees port on launch.

Summary:

Some ships are sitting to low in the water and this may be giving false speed or AOB readings for auto lock.

Some ships have trouble being locked on to on a clear day while others get a positive lock in storms.

No moon

Can the flag on the fantail be removed for under water? It just looks weird flying in the breeze at 300 feet.

Questions:

Can I run environmental mods with this? I always enjoyed how some look. Can I run improved ships physics with this? I really loved the work on this mod and need to know if it can be ran with FOTRSU.

I only ran one mission with this mod last night but I do love it already. That Greek vessel with the German flag really through me off. I'm glad I didn't try to gun it.
Hi merc4ulfate

what was your mission? I want to try if I have same problems
You no have other Mod install, right?
First installation of SH4? Or not

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Old 02-02-2018, 11:39 AM   #5734
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Hi merc4ulfate! As hauangua mentions, just to make certain, do you have any other mods installed now, or just FotRSU? When you activated the mod, had you emptied your SH4 Save folder? Do you have the LAA activated on the SH4.exe file? That is almost a necessity. What is the home port you sailed from, and what dates and locations were you when you encountered "the strange". Ships sitting low in the water can be bad spawns, which we are trying to track down, and that's a lot easier if you have an approximate location, date & time - the more accurate, the better. Don't forget to open your torpedo tubes with the "Q" key before attempting to fire.

As for adding mods to FotRSU, we're in the "beta" stage, and would prefer that you wouldn't. However, it is your computer, your game, so do as you will. However, we cannot troubleshoot things as easily if you do add more mods. That said, the ISP will not work properly with FotRSU, mostly because the "catalog" of ships is much larger than what ISP had. Compatibility is an unknown. Environmental mods could be tried, but again, compatibility is an unknown. You definitely will overwrite some important areas of FotRSU with most of them... Some of the issues you describe sound like a mod incompatibility, but could also be caused by cross-contamination from the Save folder, or not having the LAA activated. See CapnScurvy's thread Windows10; Large Address Aware; SH4 Install. Even though it's written from a Windows 10 perspective, it does apply to include Vista 64-bit with small changes to the instructions.
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Old 02-02-2018, 01:03 PM   #5735
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Hi sorry for interrupting you, but you are making a really impressive work with FoTRS Ultimate, the realism for the new version (with enemy subs and torpedoes) is incredible, but in my opinion, it's a great lack of realism that in the game there aren't the Siamese Navy and the Manchukuo Navy.
in the "story" of SH4 there are not mods with these navies, so it will be great if they'll appear in the next patch of this mod
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Old 02-02-2018, 01:24 PM   #5736
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As Probeanie and other members have repeatedly pointed out, FORTSU is still in beta status. Currently, all the great work on this Mamut project is unobtrusively done by individual members of this association with much diligence and work to present a fabulous product to the inclined user.
FORTSU will be the star among all mega mods after completion - the perfection in it ... I expect a Giga mod for SH4.
Who can not wait - there are still enough options to let off steam in the meantime; the possibilities are almost impossible.

FORTSU team ... you do a great job.
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Old 02-02-2018, 03:05 PM   #5737
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Quote:
Originally Posted by Kapitain Oliver Leinkraunt View Post
Hi sorry for interrupting you, but you are making a really impressive work with FoTRS Ultimate, the realism for the new version (with enemy subs and torpedoes) is incredible, but in my opinion, it's a great lack of realism that in the game there aren't the Siamese Navy and the Manchukuo Navy.
in the "story" of SH4 there are not mods with these navies, so it will be great if they'll appear in the next patch of this mod
Do you know where the Manchukuo Navy would have been encountered, and what vessels they had at sea? Similarly with the Siamese Navy. Either that, or a research source to use? It'd also be good to know the correct flag to use for the time periods of the game from December 1941 to September 1945. Is wikipedia.org accurate with what they have, such as: https://en.wikipedia.org/wiki/Manchukuo_Imperial_Navy? How about https://forum.axishistory.com/viewtopic.php?t=66245 for the Siamese Navy? Are those US S-Boats there in the first picture?

I would also like to see some Panamanian Merchants (as well as some missing smaller countries) in the game, as other mods have...
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Old 02-02-2018, 04:34 PM   #5738
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Come to think of it, I haven't seen a moon yet either.

Maybe just a random chance of moonless nights on my playthrough?
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Old 02-02-2018, 05:49 PM   #5739
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Do you know where the Manchukuo Navy would have been encountered, and what vessels they had at sea?
Well they were mainly active in rivers... Yes they did have a few armed merchants at sea and that's all.
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Old 02-02-2018, 10:27 PM   #5740
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FOTRSU was played on a clean install and it was the only mod. It was also the first mission in a new campaign started with a Tambor Class from Pearl Harbor. There were no saves since this was a clean install and the first patrol. There was no LAA but it is now active and I will run another mission to see if I notice any changes.

I do understand this is beta and I do hope my words were not interpreted as criticism. I do enjoy this mod and from the very first ship I was wowed. My words were only intended to be an analysis of the first mission from Pearl to Kii Suido.

My first patrol was to leave Pearl and spend five days in an area of Kii Suido.

I remember the mod Improved ship physics. I hope aspects of that are added.
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Last edited by merc4ulfate; 02-02-2018 at 10:56 PM.
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Old 02-03-2018, 07:25 AM   #5741
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Quote:
Originally Posted by yyzBegonia View Post
Well they were mainly active in rivers... Yes they did have a few armed merchants at sea and that's all.
We'll see what we can do for this yyzBegonia


Quote:
Originally Posted by merc4ulfate View Post
FOTRSU was played on a clean install and it was the only mod. It was also the first mission in a new campaign started with a Tambor Class from Pearl Harbor. There were no saves since this was a clean install and the first patrol. There was no LAA but it is now active and I will run another mission to see if I notice any changes.

I do understand this is beta and I do hope my words were not interpreted as criticism. I do enjoy this mod and from the very first ship I was wowed. My words were only intended to be an analysis of the first mission from Pearl to Kii Suido.

My first patrol was to leave Pearl and spend five days in an area of Kii Suido.

I remember the mod Improved ship physics. I hope aspects of that are added.
We want and love analysis ~and~ criticism. Even complaints. After all, the definition of "criticize" is "To judge the merits and faults of; analyze and evaluate." That means it's helpful to have. ~All~ input is useful to us. I can take that Pearl start and first patrol info to "narrow the field", as it were. Had you traveled as far as the Kii Suido when you saw those low-sitting ships? This helps me hunt down possible groups to look at. We have found dozens of RGG that were spawning in shallow water, and / or that were set with a too-wide grouping to pass through straits when traveling, and that can cause those odd sitting vessels. We've even found some escort DD that were above the surface of the water, making it impossible to sink them. - The more of the bad spawn settings we can find and alter, the better the game play later... thanks!
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Old 02-03-2018, 09:13 AM   #5742
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I’m pretty sure that when you uninstall the base game it doesn’t automatically delete that saved games folder, so unless this was a legitimate first installation is there not still a chance of corruption from that folder’s contents? That got me on my first go around and caused all sorts of screwy stuff.
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Old 02-03-2018, 09:17 AM   #5743
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Quote:
Originally Posted by vmialpha454 View Post
I’m pretty sure that when you uninstall the base game it doesn’t automatically delete that saved games folder, so unless this was a legitimate first installation is there not still a chance of corruption from that folder’s contents? That got me on my first go around and caused all sorts of screwy stuff.
A clean install means you start with nothing. As a matter of point. New Solid State drive, new install of windows 7, new install of JSGME, new install of SH4, only FOTRSU mod being used. You would have had to lick the SSD in order to get this install any cleaner.
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Old 02-03-2018, 09:20 AM   #5744
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Does anyone know if any environmental mods or ship physics were added to this mod and if so which ones?
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Old 02-03-2018, 10:01 AM   #5745
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Quote:
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Does anyone know if any environmental mods or ship physics were added to this mod and if so which ones?
This mod was originally based on TMO v1.7. when it was turned into FOTRS. Over time I know that Madmax and his group tweaked the environment. As for our group I know of no specific mods that were added to the environment by us. CapnScurvy may have tweaked certain elements along the way.
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