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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#5386 | |
CTD - it's not just a job
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#2 is necessary for the functionality of the "free travel" from compartment to compartment, and therefore, the hot keys and buttons do not function the same. The interior is the whole interior. You are correct in your assumption that you do have to move there. Like so many aspects of the game, the devs only coded in one or two ways to do things, either/or, and not both... As for #3, each of the boats, especially with vickers03's Interiors are different, and the radio will be found in different places. For some of the boats, you might have to use the shortcut keys, or the button to access the radio, since the "radio room" (not at all accurate anyway) was removed when the Officer's Country portion of the Interiors was built. On most of the fleetboats, the radio room was right behind the control room, and they could pipe the audio into the MC1 throughout the boat. That room is not modeled yet in the Interiors mod, so on the Tambor (and most of the boats), go into the Officer's Mess, and above the cabinets on the after bulkhead in there, to the left (oops! sorry - "starboard" side), is the radio for mouse manipulation. For the menu buttons, click on the "movie camera" button, and then on the shortwave radio button. In both cases, the radio is a little "box" in the lower-right of a map image that will display. #4 is another unexplained mysteries of the game... almost like they wrote the manual for the game before they knew what the game could (or could not) do. Besides that, it was two different teams that apparently did not have each other's phone numbers to talk and find out what the other had... We call those "Sink" missions, since they are named like "Sink Sulu Sea 01" and the like. In any case, they are all the same in that you are instructed to proceed immediately to a given area. Once you get close to the marking "star", you then receive the "Sink all you can find. Skipper has autonomy", or similar. What the game insinuates is "sink anything anywhere", so you are free to roam about the cabin - er, world. Where ever you can find a ship, you can go and sink them. The stock game had it to where you had to sink 10,000 tons. In FotRSU, that figure for the most part is 5,000 tons. If the ship you sank is a Nittoku Maru, it is 6450 tons, so you may have found one of the few missions still set to 10,000 tons to sink, so you have to sink at least one more ship to fulfill the requirements. The part I don't much like about the Sink missions, is that you have to fulfill its requirements before you can radio in a Status Update and get another assignment, but that is the "shakes" of the game. Go find another target of at least 3550 tons - IF you want to fulfill the Objective. If by chance, it still does not fulfill, look at where the original assignment star was, and let us know, so we can track the bugger down, please! ![]() |
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#5387 |
Sparky
![]() Join Date: Apr 2012
Posts: 151
Downloads: 502
Uploads: 5
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As this document said, The JP sonar should appear in late 1942, but in this mod it has been installed for all boats from the very beginning. So in the future version of FotRSU, is that possible to make it an upgrade pack and player could purchase it at the proper time?
![]() ![]() Reference: http://pwencycl.kgbudge.com/J/p/JP_sonar.htm |
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#5388 |
CTD - it's not just a job
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Those were supposed to be "showing" in the v1.8 of the mod, but someone grabbed the old set of files... sigh - the JP is active on most boats from the start, but the 3D "artwork" is missing on most boats. This is rectified in the next version, but there will be no "purchases" per se, just regular, routine "upgrade" via the upc files and the date structure.
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#5389 | |
Sparky
![]() Join Date: Apr 2012
Posts: 151
Downloads: 502
Uploads: 5
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![]() But why not "purchases"? It will be fun to buy new sonar at base, like the radars. If no purchases, how can player get new equipment during career campaign? ![]() |
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#5390 |
CTD - it's not just a job
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It will show based upon the date. While the JP was "ordered" into use in 22d February, 1942, getting into the field and into use took a while, but as boats rotated in, it was added, so that is the way we've done it in FotRSU. As a little side note, besides the JP being activated from the beginning in the mod (done to reduce confusion for the player), there was an oversight as to the "H" node that the subs used. Some boats have H01-H04, with the first and last being the under hull-mount, and the 2 & 3 being the deck-mounted points. However, just like with the R01-R04 nodes for radar, there was minimal consistency in their use. Combine that with various mods and the combining of the same for other mods, and some of the boats use the H04 node (Starboard head) for the mounting of the JP "T"... so you would have to use the external camera, go below, and then inside the hull, to be able to "see" the rotating JP "T"... They should be pointing to node H02... lol
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#5391 |
Chief
![]() Join Date: Nov 2012
Posts: 323
Downloads: 27
Uploads: 0
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@propbeanie I was able to complete that mission. The Nikitoku Maru is only 3700 tons. So I sank another 8k+ ton maru and mission was complete. It would be great if they make it clear how many tons needed to complete the mission in the future.
I am currently using "more duds" mod, but felt Mk14's success rate is still too high. So if I want to swap in "alotdudz" mod, do I need to restart my campaign? Also another bug, not sure it's from stock game or something introduced by the mods: 1. "No1 Motor Torpedo Boat" is undetectable on sonar. Last edited by Wolfcat; 04-24-23 at 11:07 AM. |
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#5392 |
CTD - it's not just a job
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More Duds is just a pinch worse than what the Stock game does. The Original FOTRS Duds is more than that, frustrating, but not near enough, eh? So yes, Lotsa should be an "improvement". Yes, you can enable it without starting a new career, but only in between patrols in-base. So come in from patrol, do a Save game, exit. JSGME the mod, and re-start the game, load your Save, and off you go!
As for the torpedo boat, we broke that between 1.7 and 1.8 - maybe. I can't seem to get any of my SH4 installs to run just now... hmmm ![]() |
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#5393 |
Chief
![]() Join Date: Nov 2012
Posts: 323
Downloads: 27
Uploads: 0
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@propbeanie Thanks for the tips and explanation. I found another few "bugs" or weirdness:
1. One of the Japanese twin-engine bombers can be detected on Sonar. ![]() 2. Airplanes can be detected by SJ radars (at close range). I always thought SJ radars are for surface contacts only. |
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#5394 |
CTD - it's not just a job
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You're not hearing the Betty on sonar, you are hearing the torpedo they dropped at you!...
![]() SJ could detect some air contacts, if they got low and close enough. The "band" is a pinch wide in SH4, but it has to be, since the game doesn't do the pitch and roll and "aiming" with the radar so well. We could narrow the band down more, so that it would be more like "real life", but then we would get complaints of "my SJ isn't working!" because as you go through the waves, the angle of the radar band going our shoots higher or lower from where the "targets" are... ![]() |
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#5395 | |
Chief
![]() Join Date: Nov 2012
Posts: 323
Downloads: 27
Uploads: 0
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It would be great if the AI can have two different types of radar contact reports. Like when crew calls out "radar contact", the message below would show either SD or SJ in text. Right now when the AI crew report radar contact, it would be hard to determine whether it's surface or air contact sometimes, especially when the aircraft is getting detected by SJ radar as well. I know it's stupid of Ubisoft to have SD radar but there is no radar scope for a player to see. |
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#5396 | |
Silent Hunter
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__________________
there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ![]() ![]() ![]() ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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#5397 |
Chief
![]() Join Date: Nov 2012
Posts: 323
Downloads: 27
Uploads: 0
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1. For Betty and torp thing, I am pretty sure there is no torp dropped from Betty. a. the sound appears when Betty is still beyond visual range. Back then there was no guided torp. b. the bearing shift matches exactly that of the airplane itself. It feels as if the "torp" is hanging into the water by the airplane with a rope attached to it. But anyways, this is not a huge issue
2. Random damages to the boat when loading a save. The boat was perfectly fine. When I came back to play the game and loaded the save, whole bunch of damages showed up. |
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#5398 | |
CTD - it's not just a job
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1. What is the path to the SH4 install you modded with FotRSU?There are 3 main Betty plane varieties in FotRSU. One is the torpedo bomber that if it sees you, will spiral down to wave top level and drop its torpedo, then come and attempt to strafe you. If you dive too soon, it might fly over your location and come back for multiple strafing passes. Next is the level bomber Betty that carries regular impact bombs, ranging in size from 100kg to 500kb. Lastly, is the ASW variety that carries either all depth charges, or a mix of depth charges and impact bombs. In all cases, they are "programmed" to do multiple passes, usually at least strafing, and dropping ordnance dependent upon where you are and what you are doing at the time of their initial attack run. There is a fourth version of the Betty that shows after October, 1944 that carries the Ohka rocket bomb, which can be quite deadly to all vessels... but let us know the above. |
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#5399 |
Chief
![]() Join Date: Nov 2012
Posts: 323
Downloads: 27
Uploads: 0
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@propbeanie Thanks for helping me looking into this.
1. Path of installation: D:\Users\{user_name}\Games\SteamLibrary\SteamApps\ common\Silent Hunters Wolves of the Pacific\ 2. Generic Mod Enabler - v2.6.0.157 [D:\Users\{user_name}\Games\SteamLibrary\SteamApps\ common\Silent Hunters Wolves of the Pacific\MODS] 100_FalloftheRisingSun_Ultimate_v1.8 101_FotRSUv18_FixPak Nippon_Maru_v1.9b_FotRSU Nihon Kaigun v1.3a_FotRSU Combined Roster 305_LessJapaneseAirRadar 801_UMark Invisible 803_NoPlayerSubFlags Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN FI-OQ_FotRSU_v1.8f_upcPatch 650_MoreDudz 851_Red_FotRSU_Logo 3. Yes, I had deleted the Save folder per instruction 4. Yes, but clueless on how to fix it. I didn't know there were multiple types of Betty. Let me test it out and report back. |
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#5400 |
CTD - it's not just a job
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Hmmm... that D:\Users \Username folder, is that something you created, or did you move your Documents folders etc off of your C: drive? Windows does protect folders in what it considers "system" folders, such as Program Files folders, but it had been known to put its sticky fingers in other folders, such as My Documents... but not everyone's computer is like that. What kind of cpu and how much RAM do you have in your computer? Do you know what level your User Access Control (UAC) is set to? Are you playing other mods in another SH4 install? If you right-click on your SH4.exe file in the game folder, then left-click on Properties, on the first "General" tab, there is a "Read-only" tick box. Is that clear or have a check mark in it?
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