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Old 09-15-19, 07:15 PM   #8521
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Quote:
Originally Posted by Jeff-Groves View Post
If the CG is to low in the sim? You'll not get proper actions on sea states.
CG Coast Guard?
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Old 09-15-19, 07:23 PM   #8522
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CG=Center of gravity
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Old 09-18-19, 12:13 PM   #8523
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Default 3" Gun on S-Boat

Driving the S-18 in January 1942, ran across unescorted convoy of two large passenger carriers (9500 tons each) and one European Ocean Liner (18500 tons) north of Luzon.

Had no torpedoes. Decided to use deck gun. Allowed crew to man and fire gun. Sank all three and had 70 rounds of HE left. Odd, that. Surface raider!

Complaining, not bragging.
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Old 09-18-19, 12:25 PM   #8524
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Copy that... the shells are a "pinch" on the H of the E scale... A detail we have not tried to correct (yet). Same with the fact that you had a 3" gun on an S-Boat. The problem of course, being that players years ago complained about how "weak" the 3" pea-shooter gun was...
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Old 09-19-19, 07:17 AM   #8525
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Ran across a Fuso in a Task Force. One torpedo sank it. Hit under the aft turret.

While traveling from Hong Kong towards Formosa at 150 feet to avoid the planes I was struck by something. Instant 73% hull damage and wide spread flooding. I manage to get to the surface and travel on scared to go under 100 from that point on due to the damage but made it home to Brisbane.

I recall reading other stories of deep hits but I do not recall what caused them. Water was around 600 feet deep.
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Old 09-19-19, 04:36 PM   #8526
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There are mines around all sides of Formosa. The later the date, the more of them there are. Pulling one down by its anchoring cable is not unheard of. However, a mine strike usually results in the screen of death shortly thereafter, the deeper the worser... While working on the Yamashiro, several issues have been discovered in it, the Fuso and the Ise. I can make them ~not~ sink on one or two torpedoes, actually making it to where you have to give them 6-8 torps without exception. However, all of the smoke, fire and secondary explosions quit, so I was trying a different tact. Most of the BB have two "glass jaws" that simulate the magazines, one fore and one aft, while the CA and CL usually only have the one up front. They are perhaps a pinch too easy to hit, so we'll experiment some more on them.
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Old 09-22-19, 08:28 PM   #8527
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ive noticed that the subs have little to no movement in medium to heavy seas. slight forward and backwards but seems very stiff in the way of rolling with the seas and such.
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Old 09-22-19, 08:33 PM   #8528
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ive noticed that the subs have little to no movement in medium to heavy seas. slight forward and backwards but seems very stiff in the way of rolling with the seas and such.
True. I observed the same.

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Old 09-23-19, 11:51 PM   #8529
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does this mod use the same key commands as Trigger Maru (the SH3 layout)?
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Old 09-24-19, 05:24 AM   #8530
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Quote:
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does this mod use the same key commands as Trigger Maru (the SH3 layout)?
Yes.

It is based on FOTRS 13/20, based on TMO 17

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Old 09-24-19, 06:39 AM   #8531
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Quote:
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ive noticed that the subs have little to no movement in medium to heavy seas. slight forward and backwards but seems very stiff in the way of rolling with the seas and such.
The COG was lowered on the boats because of complaints about un-stability...

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does this mod use the same key commands as Trigger Maru (the SH3 layout)?
It is close, because as fitzcarraldo mentions, it is based on TMO v1.7. However, there are a few changes. There is no longer a raise / lower SD antennae, but in its place it is now on / off. There are also some slight alterations to a few others. After the mod activation, refer to the "SH4_Q-Ref_Card_Back.jpg" and "SH4_Q-Ref_Card_Front.jpg" images, which CapnScurvy so slickly edited, though there are still a few missing from the lists.
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Old 09-25-19, 05:49 AM   #8532
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How does FOTRS compare to TMO because when i play pacific theatre i tend to play TMO with RSRDC with ralles modpack on the side and it is really good. What makes FOTRS different?
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Old 09-25-19, 07:10 AM   #8533
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The varied type of ships and planes encountered, "torpedoes" and scout planes. It cannot do RSRDC on top of it though, but you do have a re-worked and expanded set of campaign layer files (and a greatly expanded PatrolObjectives set) from TMO v1.7, such that all of the ships added by AOTD_MadMax and others are called and used (which is also why RSRDC can't be used with FotRSU). There are tweaks to sound, environment etc, and it is much "prettier" than TMO. Ralles MpdPack is a very good TMO / RSRDC / OTC mix that is also very pretty to look at. One thing that none of the other mods have is ships that shoot torpedoes not only at you, but at each other. You can see very impressive surface engagements in FotRSU that you'll not see in any other mix for the game. There are also "scout planes" that the BB, CA and CL can "launch" ("spawn" is the correct term). Also, there are enough campaign files that the game probably would not play the same way ten different run-throughs. I know I'm gorfetting something, but hopefully, Rockin Robbins or cdrsubron7 will correct me!

Edit: Whoops, you've posted in the FotRSU thread, but mention FOTRS, and I missed that. This thread is about the "Ultimate Edition" of AOTD_MadMax's original Fall of the Rising Sun mod. Max had release several versions, adding and dropping ships as he made his revisions. We took and combined all of Max's mod versions together, and then added to it. FotRSU also plays differently from FOTRS, due to the edited campaign files.
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Last edited by propbeanie; 09-25-19 at 07:18 AM. Reason: FotRSU versus FOTRS
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Old 09-25-19, 04:11 PM   #8534
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How close do you guys think this mod is to an official release?
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Old 09-25-19, 04:33 PM   #8535
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It would have been out a couple of weeks ago, but then Larrywb57 just had to find another issue ( )... - I'm attempting to run through every last Group, RndGroup and Unit in the game and determine its MaxSpeed (not the cfg file's, which might not be correct), and then compare that to all of the Speed= lines for all of the given groups and their Units. I have found quite a few WayPoints that have speeds that exceed the set MaxSpeed for a Unit, which can cause an odd spawn if you happen to encounter the group and it spawns near one of those WayPoints that are incorrectly set. I might just give up on where I am and hand off to Rockin Robbins, and then just step back from modding a few days and write a little applet that can do all of my searching and editing for me. This macro stuff is not very fast, and prone to errors...
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