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Old 02-01-21, 12:02 PM   #2671
propbeanie
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Quote:
Originally Posted by KaleunMarco View Post
... it is something i noticed with this version of FOTRSU and i thought i would mention it.
This might be a holdover from early versions of the FOTRS mod, where the size of a group is defined. We'll look into that "Single" nomenclature.

Quote:
Originally Posted by KaleunMarco View Post
... the sampan's survivors are either flying a kite or frickin parasailing. Brave souls, that's all i have to say!...
They are also stellar origami-ists... but serioiusly, previously reported, and has been fixed for the next release.

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Originally Posted by KaleunMarco View Post
... during our approach, they zigged to course 305T. the strange part was the the merchies zigged but the escorts more-or-less stayed on the 246 course and just milled around...
Did you follow-up on the contacts and "ATTACK ATTACK ATTACK" as Fife was fond of x-mitting? My guess is that you "saw" two separate groups. The "Merchies" may have been Kaya transports, and the "Escorts" may have been a DD group headed south for the Shortlands Basin...

Quote:
Originally Posted by Mad Mardigan View Post
... On doing so, popped scope to take a quick look see to ID the target.. & it is a Destroyer escort Tachibana... when I 1st got a lock on it, it was making 12 knots. Over the course of time, waiting for it to get closer, I noted the speed had dropped to 6 knots & then down to 4 ... can't recall if this issue was resolved or not... but here is the snap...

[pik]
Tachibana was an early find due to its issues with its "skin", and it was discovered that there is a configuration problem with some of the ships, which results in them spawning, doing their set speed, but the config problem disables their prop and/or rudder, so they "coast" to a stop eventually. The "rooster tail" of course, is from their "set speed", and not their props, so a failure of a prop to rotate is not readily apparent at first glance. We've gone through the list once, but we'll be double-checking it to see who is naughty or nice - wait, wrong season... As for the image, that was previously discussed, and we don't really know why a certain "device" was appended to the periscopes in FOTRS and then kept in FotRSU, but you are seeing the "outline" of them there. The graphic settings between your video card and the game do affect those, and it might take some experimenting with those settings to minimize that effect. In the meantime, if we hear back about our inquiries and we can get any enlightenment, we'll update. For now though, removing the device does result in an eventual CTD in the game, so they will stay... As someone advised earlier, "don't look up", and let the deck watch handle looking for airplanes...

Quote:
Originally Posted by eat_it_vid_boi View Post
idk how much messing around with the auto targeting you guys did but it feels great, as long as i make sure i've got a good quality solution my torpedos pretty reliably hit...except when the mk14 does its thing lol. targeting is the thing ive always struggled with the most in SH so its really refreshing to play a mod where i feel like the attack periscope isn't my enemy
Glad you like it. The more detritus we get "cleaned-out" of the game (thank you s7rikeback & Jeff-Groves), the better things like this get. Hopefully, the next release will be better still.

Quote:
Originally Posted by torpedobait View Post
After 5 or 6 missions out of Tulagi and turning down at least 3 new commands, I saw an opportunity to transfer to Milne Bay, which would put me about 650 NM closer to the Celebes Sea, the usual destination from Tulagi in May 1944. After starting the first patrol out of Milne Bay I looked a the Nav Map to see where to mark the 10 Nm point out of Milne Bay. I usually scribe a circle around the base so I know when I'll be close enough on the way back to anticipate the end of patrol notice.

There was no Home Base designation on Milne Bay, or on any US Base marked with an anchor. No tilted anchor anywhere. Period. I did get into the patrol, reaching the Celebese Sea as directed, but then realized I'd never be able to end the patrol. So I reloaded a previous Save that put me back in the office on Tulagi, and tried a transfer to Midway. That went just fine, with Midway showing the tilted anchor.

Very strange. I suspect a file problem on the new Milne Bay Advanced Base. I leave it your capable hands.
Quote:
Originally Posted by KaleunMarco View Post
i do not see anything out of the ordinary in the Flotillas definition.
which boat are you driving? and what date is it?
If you are still in the Gato, I also do not see a problem torpedobait. What is your mod list? By May of 1944, Manus should be open also... When you entered the mission after your transfer, did it show you starting from the new base, even if it was not "tilted"?

Quote:
Originally Posted by Mios 4Me View Post
USS Balao, ex-Saipan to Polar Route (heh), encountered a MMCF that had spawned into the dock at Wakaya on 8/4/44.

- The Saipan option is appreciated, even for the polar route. We were at sea at least a day, maybe two, before the radio notification that it was open for service.

- Declined an upgrade to a Tench for the first time ever. Unnatural. Hope you can work out the kinks in that class.

- Ditto the Mark 16, assuming that's why it's absent. Can we still look forward to the second 5"/25 option?

- Is the SV radar fully operational now? 9/23/44

Thanks for all the hard work; it's appreciated.
The Polar Circuit was run from all CenPac bases from 3rd quarter 1942 onwards, since the S-Boats out of Dutch Harbor were so unreliable. All boats though, had issues up around the Arctic Circle. Not a fun place to patrol. I have however, "narrowed" the window for getting a Polar assignment, and hopefully removed the chance of a Kiska or Attu assignment later, which should give more Kurile and northern Hokkaido assignments instead, later in the war. Wakaya issue is tentatively IDd, and hopefully fixed. Kinks are worked out of the Tench - in theory. The only "problem" should be from the game ignoring restricting dates, so do not take a Balao prior to 1943-05-24, nor a Tench prior to 1945-01-01, or you will run afoul of the game. The Mk16 should be available in the "stores" window when in the captain's office while in port. I do not remember off the top of my head what they "cost", if anything. The next release will have them mixed into "standard" onboard stores. Again, not tested as thoroughly as we want, but the SV should function as intended, as well as all other radars.

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Old 02-01-21, 12:51 PM   #2672
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SHO Re: Tachibana

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Originally Posted by propbeanie View Post
Tachibana was an early find due to its issues with its "skin", and it was discovered that there is a configuration problem with some of the ships, which results in them spawning, doing their set speed, but the config problem disables their prop and/or rudder, so they "coast" to a stop eventually. The "rooster tail" of course, is from their "set speed", and not their props, so a failure of a prop to rotate is not readily apparent at first glance. We've gone through the list once, but we'll be double-checking it to see who is naughty or nice - wait, wrong season...
OK... useful tid bit to know. I used my phone to post about it, so as to NOT shell out & do so.. did note, when I sent off 2 fish at it.. spaced out a bit on timing, since I was NOT sure it was a glitch or what & to be on the safe side to boot... just as torp 1 got very close.. probably 300' or less... rough guess... that Tachibana all of a sudden kicked into overdrive, not that it did it any good.. the torp caught them in the arse & blew the screws off it. As it drifted torp 2, finished it off.

Some time later & many miles distant, I ran into a 2nd Tachibana... this time it was proceeding at 12 knots as well.. took a look see before it got within striking distance & unlike the 1st run in with the 1st, this 1 the props were turning & not stopped the entire time. It stayed at a consistent 12 the whole time. 1 thing I did note with that 1... the 'skins' issue you mentioned of... some distance from it, it appeared black, except for the funnels... yet got in close & it finally showed up as it should all over to match the funnels... which I assume is the correct scheme for it. Sank that 1, though it took 3 to sink it.. figuring the dud factor kicked in on 1 of the initial 2 I sent off, requiring the 3rd as the 'kill shot' as it were.. which is fine.. as I know early on the issues that were faced with the torps.

Hopefully, the weed issues with it, can be figured out & corrected fully.. but if not, then well.. will just deal with them..

Quote:
Originally Posted by propbeanie View Post
As for the image, that was previously discussed, and we don't really know why a certain "device" was appended to the periscopes in FOTRS and then kept in FotRSU, but you are seeing the "outline" of them there. The graphic settings between your video card and the game do affect those, and it might take some experimenting with those settings to minimize that effect. In the meantime, if we hear back about our inquiries and we can get any enlightenment, we'll update. For now though, removing the device does result in an eventual CTD in the game, so they will stay... As someone advised earlier, "don't look up", and let the deck watch handle looking for airplanes...
hmm... so hanged if you do, hanged if you don't... nice... I'd rather NOT have it CTD.. but, that's just Me...

Ok, As it stands, have all the viz options in game, set to being on... with the exception of course, the windowed option... I rather have it in full screen so that 1 stays unused... if I remember, I think in the graphics control panel, I have the .exe locked down at like.. 40 fps... so if you have any suggestions on those settings to see of dropping.. will try them & see how it goes...

I like the way it looks using them & that is the only thing I've seen thus far that has popped up with regards to them... I don't recall seeing them, when I still had the Sargo class boat... but if worst comes to worst.. will just leave the settings be & just ignore the 3 shiny dots flying over my sub... & label them... 'Foo fighters'...


M. M.

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Old 02-01-21, 12:56 PM   #2673
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Quote:
Originally Posted by KaleunMarco
... during our approach, they zigged to course 305T. the strange part was the the merchies zigged but the escorts more-or-less stayed on the 246 course and just milled around...
Quote:
Originally Posted by propbeanie View Post
My guess is that you "saw" two separate groups. The "Merchies" may have been Kaya transports, and the "Escorts" may have been a DD group headed south for the Shortlands Basin...
if there were two groups then the Nav Map would have displayed two groups, one convoy and one TF. But it didn't display two, it displayed one group of six or seven ships heading 236, both merchies and escorts in formation. the merchies made a turn but the escorts just milled around, as if they became confused.

this is the behaviour that is confusing and unique to FOTRSU. neither Stock or the other megas have escorts that react to a course change like that.

please keep in mind that i am describing behaviour...i am not offering criticism.


Task Forces seem to sail somewhat confused also. within Stock and the other megas, TF are in ordered columns of two or three with a ring of escorts. but in FOTRSU, the TF is never in columns and the escorts are interspersed amonst the capital ships in a rather helter-skelter fashion. in other megas, when we attack, several escorts focus on counterattacking us. However, in FOTRSU, everything slows down or stops, except for the CA/CL and they increase speed and either attempt to ram you, especially if they have hydrophones and sonar, or run off at 90 degrees. Only a close escort will counterattack and some escorts go off in seemingly random directions.
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Old 02-01-21, 03:33 PM   #2674
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Default Missing Milne Bay Tilted Anchor Symbol

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Originally Posted by KaleunMarco View Post
i do not see anything out of the ordinary in the Flotillas definition.
which boat are you driving? and what date is it?
I am driving USS Gato. Requested a Transfer to Milne Bay (granted) on 4/28/1944, following 9 successful patrols out of Tulagi. Departed Milne Bay on 05/15/1944 for a patrol in the Celebes Sea. That's when I noticed that there is no tilted anchor symbol on the Milne Bay base symbol, or on any other base anywhere in the world.

In the course of making the 9 patrols out of Tulagi, I turned down at least two offers of a new command, choosing to stick with the Gato just for the heck of it. Can't think of anything more relevant than in the first paragraph above. Yes, Manus was previously made available, but I did not use it.

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Old 02-01-21, 03:42 PM   #2675
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SHO Re: Task forces...

Quote:
Originally Posted by KaleunMarco View Post
Task Forces seem to sail somewhat confused also. within Stock and the other megas, TF are in ordered columns of two or three with a ring of escorts. but in FOTRSU, the TF is never in columns and the escorts are interspersed amonst the capital ships in a rather helter-skelter fashion. in other megas, when we attack, several escorts focus on counterattacking us. However, in FOTRSU, everything slows down or stops, except for the CA/CL and they increase speed and either attempt to ram you, especially if they have hydrophones and sonar, or run off at 90 degrees. Only a close escort will counterattack and some escorts go off in seemingly random directions.
Yeah... funny that you mention that about Task forces & their odd behavior, as now that I think about it, I recall during that pisser of a storm I ran into, before I got into My assigned patrol, that I commented about last post that propbeanie replied to...

Ran into a task force... comprised of 3 cruisers (no idea if light or heavy) think it was about 6 escorts... & think it was 6 merchies with 'em.

No firm ID's on them, as with the weather conditions... couldn't get in close enough to lock on to them for definitive break down than that as I described.

Escorts were all muddled about, 3 in front of the lead cruiser... the 2 trailing cruisers, were looking like they were in a mad staring contest with themselves... the merchies & the remaining DD escorts, were scattered at random throughout the space between the lead cruiser & those 2 stare down cruisers. all facing different directions that I could tell from the intermittent radar contact info on the nav map.

After a bit, & deciding that discretion was the better part of valor, I disengaged contact & continued on to My assigned 1st patrol area near by Sibutu pass, for 5 days in the Sulu archipelagoes... with heavy interest in tawi tawi... with skippers discretion if I went into the passage to scout about in the north side of tawi tawi.

The whole of it was kinda comical, as if the task force, couldn't make up its mind which way to go... except for the lead cruiser.. which it seemed to keep a straight heading of like... 230'ish to 240, as I recall...

Was shortly after that run in with the task force i described... that I noted during daylight before submerging... of those crazy foo fighters...

M. M.

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Old 02-01-21, 05:41 PM   #2676
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Originally Posted by torpedobait View Post
I am driving USS Gato. Requested a Transfer to Milne Bay (granted) on 4/28/1944, following 9 successful patrols out of Tulagi. Departed Milne Bay on 05/15/1944 for a patrol in the Celebes Sea. That's when I noticed that there is no tilted anchor symbol on the Milne Bay base symbol, or on any other base anywhere in the world.

In the course of making the 9 patrols out of Tulagi, I turned down at least two offers of a new command, choosing to stick with the Gato just for the heck of it. Can't think of anything more relevant than in the first paragraph above. Yes, Manus was previously made available, but I did not use it.

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thank you for that.
i cannot see any issue with a Gato out of Milne Bay in mid 1944. you are able to finish the war at that base, still driving the Gato.
you should have clear sailing...i cannot explain why you lose your base.

as PB suggested in his last, when do you lose during the mission that you notice it? at the beginning of the mission? during the mission?
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Last edited by KaleunMarco; 02-01-21 at 07:15 PM.
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Old 02-01-21, 06:55 PM   #2677
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Hello,
First of all thanks for this great mod. i just discovered and installed FOTRSU 1.39 today and noticed that there is not only a green circle around the assigned patrol area but around the homebase as well. Was playing v1.26 before and there was no such green circle around homebase. So what´s the green circle around home base useful for?
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Old 02-01-21, 06:59 PM   #2678
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Hello,
First of all thanks for this great mod. i just discovered and installed FOTRSU 1.39 today and noticed that there is not only a green circle around the assigned patrol area but around the homebase as well. Was playing v1.26 before and there was no such green circle around homebase. So what´s the green circle around home base useful for?
Ahoy, DSK_Thomsen...

That is basically supposed to pop up the option to dock/rearm sometimes it kicks in just right when you cross that green circle round your base, sometimes it doesn't until you get 1/2 way into it... or there abouts.

M. M.

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Old 02-01-21, 07:32 PM   #2679
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Originally Posted by propbeanie View Post
The Mk16 should be available in the "stores" window when in the captain's office while in port.
Checked the files; they're set for Jan 45, though I could have sworn having used them in the SBS against Kurita, perhaps Ozawa too. I'm very glad to hear they'll be available fulltime next update.

Issue: Hiyo-class should not be impervious to 5"/25 AP or HE shells from 1100 meters, either on the sides, flight deck, or bottom hull. Probably shouldn't be able to withstand a Mk 14 hit 4.5 meters down at a 45 degree angle on the bottom of the hull either.

Anecdote: Also witnessed a Myoko t-bone a DD at the B turret to the point that the DD was driven back and started to roll. The DD seemed fine later, sporting no damage or fire. This wasn't a Mogami-Mikuma shallow angle collision either and it wasn't at slow speed. Would such damage not render?

WTF moment: attacked a Yamato at anchor in Truk lagoon, partially obscured by a DD. The BB sank stern first at a sharp angle, hit the bottom, bounced back to the surface, and moved with a noticeable bow wake past the DD.

My reaction was "Great, just what we need: zombie battleships!", seconds before she slid back down to oblivion.
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Old 02-01-21, 08:36 PM   #2680
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WTF moment: attacked a Yamato at anchor in Truk lagoon, partially obscured by a DD. The BB sank stern first at a sharp angle, hit the bottom, bounced back to the surface, and moved with a noticeable bow wake past the DD.

My reaction was "Great, just what we need: zombie battleships!", seconds before she slid back down to oblivion.
that is an interesting experience.

how did you get a torpedo past the three(3) DD/DE that are parked in front of the BB?
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Old 02-01-21, 08:41 PM   #2681
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maybe i didn't explain the situation properly.

on the Nav Map, Task Forces, Large Convoys, Small Convoys, and Single Ships appear periodically. Some are quite a distance off and not within sensor range. The Single ship icons are actually labeled as Single Ships when you click on them in the Nav Map. however, when they get within sensor range, they spawn into a "group" of ships between 2 and maybe 4 or 5 ships of various types.

if you tell me that it is a native-SH4-thing, i believe you, but i have never seen that behaviour previously.
This is illustrative of what i experienced.
the first announcement in the NavMap is of a single ship @0510.


we track it from 0510 and it spawns to a small convoy of three ships @0630.


why does it morph from one to three?
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Old 02-01-21, 08:54 PM   #2682
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Originally Posted by KaleunMarco View Post
that is an interesting experience.

how did you get a torpedo past the three(3) DD/DE that are parked in front of the BB?
IIRC, that time there was only one DD on the Yamato's starboard side.

My favorite is the Gen. Short iteration.
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Old 02-01-21, 10:29 PM   #2683
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thank you for that.
i cannot see any issue with a Gato out of Milne Bay in mid 1944. you are able to finish the war at that base, still driving the Gato.
you should have clear sailing...i cannot explain why you lose your base.

as PB suggested in his last, when do you lose during the mission that you notice it? at the beginning of the mission? during the mission?
The first thing I do upon starting a mission is set the gunner to fire at will, set the radar range up one click, set torpedo depth to 10' on all tubes, and then go to the Nav map. There I scribe a 10 NM circle around the Home Base symbol before setting course waypoints for the Navigator. At that point, before I even have a course or set a speed is where I saw the missing tilted anchor. Right at the onset of the patrol. There were no "saves" taken, or Alt/Tab out of the game, since I hadn't moved from the patrol start point. I don't take saves within 100 NM of the base.

I did run the patrol for about 10 days before deciding a continuation was fruitless, since I would never be able to end the patrol.

I ended the patrol by loading a save I took in the Office before requesting the transfer. At that point I took a transfer to Midway, where everything was normal. The Midway base had a tilted anchor, etc. That's why I think there is something, somewhere, related to Milne Bay Advance Base that prevents it being recognized as a home port.
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Old 02-01-21, 10:32 PM   #2684
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Originally Posted by KaleunMarco View Post
how did you get a torpedo past the three(3) DD/DE that are parked in front of the BB?
Here's how I do it - I set the depth such that the torpedos pass under the DDs. A depth of 25' will do it. Elementary.
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Old 02-01-21, 10:57 PM   #2685
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The first thing I do upon starting a mission is set the gunner to fire at will, set the radar range up one click, set torpedo depth to 10' on all tubes, and then go to the Nav map. There I scribe a 10 NM circle around the Home Base symbol before setting course waypoints for the Navigator. At that point, before I even have a course or set a speed is where I saw the missing tilted anchor. Right at the onset of the patrol. There were no "saves" taken, or Alt/Tab out of the game, since I hadn't moved from the patrol start point. I don't take saves within 100 NM of the base.

I did run the patrol for about 10 days before deciding a continuation was fruitless, since I would never be able to end the patrol.

I ended the patrol by loading a save I took in the Office before requesting the transfer. At that point I took a transfer to Midway, where everything was normal. The Midway base had a tilted anchor, etc. That's why I think there is something, somewhere, related to Milne Bay Advance Base that prevents it being recognized as a home port.
that is, indeed, a strange brew.
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