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Old 01-06-19, 12:19 AM   #7051
J0313
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Also some of the IJN ships have type 93 fish when they should have launchers for a 21" fish instead.
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Old 01-06-19, 06:03 AM   #7052
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Default deck gun sound

Hi all
I have a prob with deck gun sound. I don't hear it. I enabled v0.8 , 0.71, 0.63
with also some sound mods and during tests i enabled-dissabled them but with no luck


now i have them enabled
100_FalloftheRisingSun_Ultimate_v0.71_PublicBeta_E N=1
Japanese DD skins correction - FotRSU 0.71=2
Webster's Better Air Patrols=3
Webster's Better Sub Marker=4
Webster's Improved US Torpedo v3=5
AIZuikaku=6
conline & dashline=7
new ship siluets EQP ZON=8


please help
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Old 01-06-19, 06:22 AM   #7053
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Quote:
Originally Posted by nik112 View Post
now i have them enabled
100_FalloftheRisingSun_Ultimate_v0.71_PublicBeta_E N=1
Japanese DD skins correction - FotRSU 0.71=2
Webster's Better Air Patrols=3
Webster's Better Sub Marker=4
Webster's Improved US Torpedo v3=5
AIZuikaku=6
conline & dashline=7
new ship siluets EQP ZON=8
Remove or disable the red marked modes.
They are not part of FortsU and are certainly not compatible with the main modification.


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Old 01-06-19, 07:25 AM   #7054
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Default Diesel Sound Direction may be reversed

Just completed an equipment upgrade to replace an aging liquid CPU cooler. While I was at it I replaced the onboard sound with a new Sound Blaster Z card.

The new card is set up for my 5.1 Surround speakers, which check out positionally as intended. The rear speakers play sounds as they should for everything I tested, except for FORTARSU.

I was wanting to hear the new engine sound on my Tambor class boat with the RC2 release, which come through with a nice rumble. However, I immediately noticed that when standing on the bridge with the diesels running and me facing the bow, the engine/ exhaust noise comes from the bow. When I turn and face the stern, the sound fades to a much lower volume! Shouldn't this be reversed, with the loudest engine/exhaust sound coming from the stern?

I suppose it COULD be something in my setup, but would appreciate someone else checking to see if they get the same effect.

Thanks.
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Old 01-06-19, 08:11 AM   #7055
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Does the Blaster have "profiles"? That might be about the easiest way to change SH4, if it's the game. Its 3D sound is simulated. I do know though that engine sounds in the game are swapped in places, and some mods do change their positioning. I'll look and see if I can "hear" something. My 5.1 set-up though s different from yours... .
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Old 01-06-19, 10:45 AM   #7056
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Quote:
Originally Posted by torpedobait View Post
I was wanting to hear the new engine sound on my Tambor class boat with the RC2 release, which come through with a nice rumble. However, I immediately noticed that when standing on the bridge with the diesels running and me facing the bow, the engine/ exhaust noise comes from the bow. When I turn and face the stern, the sound fades to a much lower volume! Shouldn't this be reversed, with the loudest engine/exhaust sound coming from the stern?
The "reverse" sound is probably a stock game issue. Like most of the issues being brought up since the v0.80 release. It might be fixable....might not!

You guys look at us as being able to "fix anything"...….we can't! We don't have the capability to "reverse engineer" the game, we don't have access to the hard coded files that make the game actually work. We can only make the game "appear" to be doing something different than what it's designed to do.....the rest is written in stone by the game's mechanics.

If you only knew how many stock game errors there are in the game, and Ubisoft actually cared about your complaints, we'd have "Patch 48" being readied for us to use!!

As it is, they gave us "Patch 5", AND we had to pay for it extra since they wanted the Nazi's in the Pacific!?!
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Old 01-06-19, 10:55 AM   #7057
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Quote:
Originally Posted by propbeanie View Post
Yes, the scrolling can be controlled... but where was that mod?... it did cause other issues though, and I do not recall what they were... or who did it...

Double-check your video settings if you would KaleunMarco. Either like
[Current]
DepthBufferEffects=1
Filters=1
Glare=1
UnderwaterDispMap=1
LightShafts=1
3DShipWakes=1
DetailedWaveRipples=1
UnitNormalMaps=1
ShipCausticsEffects=1
Ship3DDamage=2
CharacterDetail=1
ParticlesDetail=10
TerrainObjectsDensity=10
TerrainObjectsLODSize=10
GammaCorrection=50
VolumetricFog=1
or:



or however yours are set... and make cerain-fershure that the monitor, Windows, and the game, match resolution, like mine is 1280x1024. Not to be questioning your previous answers, but just to be certain. Thanks
You ask re controlling scrolling the Nav map?
The"fix" is to change the sections in menu_1024_768.ini labeled as
"scroll bottom", "scroll top", "scroll right", "scroll left", without the "" where the line
ParentID=0x31000000 is to

ParentID=0x3F000000; Original ParentID=0x31000000

Since it is within the file menu_1024_768.ini I have to do this manually, unless you know how to make a MOD of doing this.
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Old 01-06-19, 12:45 PM   #7058
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Default FOTRSU.v* Career Mode - Save Game - Reload Save Game Issues

If you are having issues with Day-Night Cycles vs Time of Day (Base Time) after loading a save game while already playing FOTRSU.v* in Career mode, please read this post.

http://www.subsim.com/radioroom/show...1&postcount=28

I've done quite a bit of testing to verify that this is a FORTSU.v* issue in Career Mode. My testing shows that this issue does not effect War Patrols, Single Missions or Training.
I suspect this issue may have something to do with one, or a combination of FileManager.dll , MultiSH4 , and the way FOTRSU.v* interacts with FileManager.dll
I have tried having MultiSh4 rename my save folder SH4 but that didn't solve the issue. I think FileManager.dll may play a role in this.
It comes down to this, when in Career Mode in FOTRSU.v*, the save games "write" the correct data, and, "read" the correct data only the first time it is loaded, after that, loading or re-loading any subsequent "load game", it seems that there occurs an "incomplete reading" of the data. I've tried using an old archived copy of FileManager.dll. The game worked but the same issue persisted. I made sure that MultiSH4 was running as administrator. That didn't solve the issue.
Anyone have any suggestions?

Meanwhile, I can still play Career Mode FOTRSU.v80 making sure that I don't load one save game over another without first quitting and re-starting the game.

Now, where did I put my "Can o' Worms" opener?

I was unable to replicate this issue in either WOTP Vanilla, TMO/RSRD, and TMO/RSRD/OTC/ISP.
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Old 01-06-19, 04:40 PM   #7059
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Quote:
Originally Posted by KaleunMarco View Post
you have been terribly lucky, my friend.
if i get caught by an enemy with a cannon (something more than an AA weapon) i am a goner. 100 hull damage...multiple (if not all) equipment damage...widespread crew injuries. say hello to davy jones.
I did got caught once on a shelf up the Bungo Suido after a shelling. Flooded aft to the bottom and sat there doing some very slow repairs while some DD searched for me. Went over a day before being able to come back to the surface and escape. Those are fun.
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Old 01-06-19, 05:26 PM   #7060
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Quote:
Originally Posted by J0313 View Post
Also some of the IJN ships have type 93 fish when they should have launchers for a 21" fish instead.
What is the problem with Type 93 61 cm (24") Torpedoes on surface ships they started using them in 1935? Almost all of the DD and Cruisers of the IJN ships who carried fish had them. They accounted for losses on the United States side of 11 cruisers, 11 destroyers, and one fleet aircraft carrier.


Nothing like dumbing down the mod huh? I really like those ships firing fish at me. It is fun.

Now The Type 95 53.3 cm (21") Torpedoes were assigned for IJN submarines boats.


Many times you only needed one Type 93 to sink a ship where as the Americans had lower yield warheads (357 lbs less) and needed more for each ship ... after they corrected their depth and detonation errors.

It was also very quick to reload for it's size and during the campaign for Guadalcanal Canal they became invaluable against of the American ships. It wasn't until 1943 that the Americans got to see a Type93 and exam it. The Americans had no equal to the Type 93 until 1945.
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Old 01-06-19, 05:32 PM   #7061
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Quote:
Originally Posted by Front Runner View Post
If you are having issues with Day-Night Cycles vs Time of Day (Base Time) after loading a save game while already playing FOTRSU.v* in Career mode, please read this post.

http://www.subsim.com/radioroom/show...1&postcount=28

I've done quite a bit of testing to verify that this is a FORTSU.v* issue in Career Mode. My testing shows that this issue does not effect War Patrols, Single Missions or Training.
I suspect this issue may have something to do with one, or a combination of FileManager.dll , MultiSH4 , and the way FOTRSU.v* interacts with FileManager.dll
I have tried having MultiSh4 rename my save folder SH4 but that didn't solve the issue. I think FileManager.dll may play a role in this.
It comes down to this, when in Career Mode in FOTRSU.v*, the save games "write" the correct data, and, "read" the correct data only the first time it is loaded, after that, loading or re-loading any subsequent "load game", it seems that there occurs an "incomplete reading" of the data. I've tried using an old archived copy of FileManager.dll. The game worked but the same issue persisted. I made sure that MultiSH4 was running as administrator. That didn't solve the issue.
Anyone have any suggestions?

Meanwhile, I can still play Career Mode FOTRSU.v80 making sure that I don't load one save game over another without first quitting and re-starting the game.

Now, where did I put my "Can o' Worms" opener?

I was unable to replicate this issue in either WOTP Vanilla, TMO/RSRD, and TMO/RSRD/OTC/ISP.

So it creates a Burn After Reading scenario. Fun. I recall the day night cycle always being odd since the the game went by base time only and did not take into account time changes across the map in its day night cycle. Would have been nice but I learned to ignore it.
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Old 01-06-19, 10:31 PM   #7062
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Default Cross-posting this from the TMO thread; just encountered the same issue in FOTRS

I recently encountered a frustrating little bug in TMO, where anytime a crew member got promoted in the field, his original face would be swapped for another (always the same red-headed guy).

This means that as I play my first few patrols of a campaign, my crew slowly shifts from a diverse, flavorful bunch of sea dogs to a boat full of creepy twins. It's a real immersion-killer.

I got so annoyed by the issue in TMO that I finally decided to give FOTRS a try (love it so far, btw!). But tonight, as my first bunch of watchmen started to level up, I found the same thing happening.

This is on a 100% fresh install, with no mods other than FOTRS installed.

The copied post below has a little more info, mostly from another player who encountered the bug in TMO years ago. I'm very curious if this issue happens to everyone, and people just don't notice, or if we're just a couple of the unlucky ones. In either case, I'd really love to find a solution. I tend to get attached to my crew members in these types of simulators, and it's a bit disconcerting to watch them all get body-snatched.

Thanks!

Quote:
Originally Posted by Me
Quote:
Originally Posted by razark View Post
Missing heads? Haven't had that problem.

My problem is that my boat is crewed by a whole bunch of identical twins...


I would kinda like to see someone else on the boat once in a while.

Anybody have any input on what I could do to fix this?
I know it's been eight-ish years or so since this original bug report, but I'm nonetheless curious... Did anyone ever have any luck fixing this issue? I recently got back into SHIV, and I'm absolutely loving TMO, but this silly face bug is really gumming up my immersion.

I was doing a little testing, and found some potentially useful information about the problem... The face replacement seems to happen whenever a crewman is promoted in the field. During missions, I've seen seamen with their correct/original/diverse faces hit the level up mark (going from, say, 3rd class to 2nd class) and immediately transform into Mr. Redhead Goatee Clone Man. It's no wonder that people end up with boats full of this guy; they're slowly popping in and bodysnatching crew members in a way that most captains wouldn't notice until it's too late.

I don't have any SH modding experience (beyond tweaking a .txt file here and there), but I'd love some assistance in making this problem go away.

Thanks, and happy new year, all!
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Old 01-07-19, 01:38 AM   #7063
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Default Something isn't right.

Almost got killed by my own fish. CIRCULAR RUNNER !!!

Was nice to see that in this mod. Thank you for that.


I just finished my third patrol on a fresh campaign and I am finding there is almost no planes at all now and the AI ships are just way to easy. I'm thinking I should have ships seeing my position from the periscope and maybe trying to ram it. Warships and merchants speeding up and doing better evasive maneuvers but I am just not seeing it.



The photo above shows the results of my second patrol. When I began my attack all the ships actually slowed down to like 5 knots ... all of them. I chased the Kongo down under water at flank speed and sank it after I had finished off the others.

My last patrol had four merchants, Passenger Liner, Heavy Mine-layer, Cruiser, Chitose, escort carrier. I found them off shore after an agent insertion. I sank all the war ships and Liner with torpedoes from less than 2000 yards with realistic reloads then surface and finished off the merchants with the deck gun. The merchants should have gained speed and at least tried to ram me or turned away.

The initial attack they slowed down and stayed slow never gaining more than 7 knots when they were doing 12 and could have done more.

Did something happen to the AI when the planes were minimized in this latest version? They are just not aggressive enough.

Help your AI reach ...


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Last edited by merc4ulfate; 01-07-19 at 02:09 AM. Reason: I'm old and decrepit
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Old 01-07-19, 06:31 AM   #7064
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Quote:
Originally Posted by CapnScurvy View Post
The "reverse" sound is probably a stock game issue. Like most of the issues being brought up since the v0.80 release. It might be fixable....might not!

You guys look at us as being able to "fix anything"...….we can't! We don't have the capability to "reverse engineer" the game, we don't have access to the hard coded files that make the game actually work. We can only make the game "appear" to be doing something different than what it's designed to do.....the rest is written in stone by the game's mechanics.

If you only knew how many stock game errors there are in the game, and Ubisoft actually cared about your complaints, we'd have "Patch 48" being readied for us to use!!

As it is, they gave us "Patch 5", AND we had to pay for it extra since they wanted the Nazi's in the Pacific!?!
Didn't mean to stir you up, Capn. I was trying to point out that the diesel sound in at least one previous release was correct in that it was louder when on the bridge and facing the stern. It seemed to me that since it has changed to the opposite effect in this latest version that perhaps it was changeable and someone or something had done so.

If it is something in th original stock version and you can't change it, so be it, but the anecdotal evidence says otherwise. I'm not a member of your test team - just some user who runs the game and tries to point out possible flaws. We all have the same goal, that of producing the best possible product. If it can't be fixed, then just say so. No need to vent. We appreciate all the effort the team has put into it, believe me!
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Old 01-07-19, 08:27 AM   #7065
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Quote:
Originally Posted by merc4ulfate View Post

hey merc,
stop bragging. i had one of these when i was young, too.
but one of the features of adulthood is the realization that the volume knob also turns to the l-e-f-t.


seriously, nice comments on the action. i agree with some of what you said in that the enemy's first reaction seems to be to slow down...especially large convoys...of which we don't see too many playing the US side but see a lot of playing "the dark side". sometimes, the merchies slow down to 1 knot or less. that type of behaviour makes it easy to pick them off, if we can evade the escorts...which is a big if when they start shooting torpedos at us (me).
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