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Old 10-24-20, 07:49 AM   #2056
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Originally Posted by torpedobait View Post
I bet had you approached it you would have found another of those stationary Split Merchants.
Yeah I did approach it and it was stationary. It also was a Split Merchant.
As it says here:

It sank too with no problems.

Also, Mr. Beanie. There was no fog or rain, but the waves were really rough. So I don't know how they lost contact with it.
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Old 10-24-20, 09:16 PM   #2057
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I may have found the issue, but I do not understand the "what, when & why" of it, but at least we know the who & where... sort of. But this seems to fall back to the MaxSpeed of a given group, and the old files of FOTRS (basically TMO) violating the "Speed=" setting at the waypoints. I am going to have to knuckle-down and figure-out a script to run through and find the "violation" speeds, which generally is anything over 9.6 knots, but not always. There are some group made of specific ships that would not violate a MaxSpeed setting, but a percentage of the groups do. Why it is always a Split Merchant that gets left behind, I do not know, but maybe it has something to do with their small size... ?? The ship is able to make 12 knots though, and most of the groups that violate are only doing 10 knots... The "easy" way would be to change the minimum speed of a couple of the ships, and the problem is solved... which will be the way we'll do it for the next release, and then see what the groups do after that. But the only "offender" I could find that would result in a Split Merchant where the beast encountered one would be Convoy Group 13, in the GENERIC Merchant calls...
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Old 10-25-20, 05:39 PM   #2058
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Originally Posted by propbeanie View Post
Possible Deck Gun Fix For Failed Balao Boat Upgrade:
there is a universal, documented fix already in the Downloads section.

https://www.subsim.com/radioroom/downloa...o=file&id=5641
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Old 10-26-20, 08:38 AM   #2059
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That would get a person started KaleunMarco, but FotRSU has a different crew structure, and a different gun configuration than Stock or any other mod. Possible Deck Gun Fix For Failed Balao Boat Upgrade is very FotRSU-specific.
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Old 10-26-20, 09:33 AM   #2060
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Default Damage to Gato not being repaired

Just observed that minor damage to numerous pieces of my Gato are not being repaired. Time frame May 23-30, 1943, Eniwitak Marshall Islands. Left Midway earlier after turning down a Balao upgrade continuing with Gato on this patrol. Received damage from an island battery resulting in minor damage (<.02) to bulkheads, diesels, batteries, electric motors, attack periscope head, few others on May 23. Seven days later after sailing mostly surfaced to Caroline’s at battle stations and fully manned damage control section none of the damage indicators (<.02) reduced. Using version 1.26. Usually this minor damage was repaired within hours of surfacing at battle stations. Is this something new with 1.2, or 1.24 or 1.26?
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Old 10-26-20, 11:27 AM   #2061
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Originally Posted by jldjs View Post
Just observed that minor damage to numerous pieces of my Gato are not being repaired. Time frame May 23-30, 1943, Eniwitak Marshall Islands. Left Midway earlier after turning down a Balao upgrade continuing with Gato on this patrol. Received damage from an island battery resulting in minor damage (<.02) to bulkheads, diesels, batteries, electric motors, attack periscope head, few others on May 23. Seven days later after sailing mostly surfaced to Caroline’s at battle stations and fully manned damage control section none of the damage indicators (<.02) reduced. Using version 1.26. Usually this minor damage was repaired within hours of surfacing at battle stations. Is this something new with 1.2, or 1.24 or 1.26?

Have you saved and exited the game and then restarted in the the 7 day interval?


I occasionally have the same issue and exiting/restarting usually fixes it. Happens in all installations, stock/TMO/FOTRS.
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Old 10-26-20, 11:56 AM   #2062
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Originally Posted by jldjs View Post
Just observed that minor damage to numerous pieces of my Gato are not being repaired. Time frame May 23-30, 1943, Eniwitak Marshall Islands. Left Midway earlier after turning down a Balao upgrade continuing with Gato on this patrol. Received damage from an island battery resulting in minor damage (<.02) to bulkheads, diesels, batteries, electric motors, attack periscope head, few others on May 23. Seven days later after sailing mostly surfaced to Caroline’s at battle stations and fully manned damage control section none of the damage indicators (<.02) reduced. Using version 1.26. Usually this minor damage was repaired within hours of surfacing at battle stations. Is this something new with 1.2, or 1.24 or 1.26?
In addition to Gray Lensman's comments, which interrupts the "timer" for repairs, you can also have interior, as well as exterior damage to most of the items you mention. Some of those are non-repairable, and the batteries and motors, no matter what, are ever "fully repaired" while you are on patrol.

Another point, is that while on Battle Stations, you crew "fatigues" faster, and never rest, to the point that your crew will eventually quit working, and then quit following orders, so turning off Battle Stations but leaving the Damage Control Team working is best. You will notice some of them "sleeping" as you are traveling... at least, they should... else you'll over-work them... lol
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Old 10-26-20, 12:34 PM   #2063
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What's really annoying about repairs not starting is when you are being depth charged and you NEED priority repairs RIGHT now. On those rare occasions, I actually save/exit/restart even though I wouldn't normally save while I was submerged. So far I've never had a bad save doing this submerged, but sometimes the escort/destroyer whatever loses contact which one might think was a good thing, but it spoils the immersion.
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Old 10-26-20, 02:20 PM   #2064
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Quote:
Originally Posted by jldjs View Post
Just observed that minor damage to numerous pieces of my Gato are not being repaired. Time frame May 23-30, 1943, Eniwitak Marshall Islands. Left Midway earlier after turning down a Balao upgrade continuing with Gato on this patrol. Received damage from an island battery resulting in minor damage (<.02) to bulkheads, diesels, batteries, electric motors, attack periscope head, few others on May 23. Seven days later after sailing mostly surfaced to Caroline’s at battle stations and fully manned damage control section none of the damage indicators (<.02) reduced. Using version 1.26. Usually this minor damage was repaired within hours of surfacing at battle stations. Is this something new with 1.2, or 1.24 or 1.26?
Quote:
Originally Posted by Gray Lensman View Post
What's really annoying about repairs not starting is when you are being depth charged and you NEED priority repairs RIGHT now. On those rare occasions, I actually save/exit/restart even though I wouldn't normally save while I was submerged. So far I've never had a bad save doing this submerged, but sometimes the escort/destroyer whatever loses contact which one might think was a good thing, but it spoils the immersion.
this must be the topic du jour because i just answered the same question in a different forum.

PB is correct: some repairs that are performed without ending a patrol will NOT restore equipment to working order even though the status board shows them as repaired. the short story is that there is more equipment in use than what is displayed on the status board and it cannot be repaired (or even reported, for that matter)

the only way to know which equipment is affected is to have it happen, go to a repair base for repairs and discover that the equipment is still not usable.

for example, not long ago in TMO, we took some damage to the forward torpedo room and tubes. my valiant crew repaired the damage such that all tubes showed repaired on the status board. then we went back into attack the next ship/convoy only to find out that all six tubes were out of order. so we broke off the attack, sailed to the nearest repair base, refitted/repaired and went back into battle however none of the six tubes would operate. we had to return to home base and end the patrol in order to fully repair the damages.

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Old 10-26-20, 08:47 PM   #2065
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Originally Posted by propbeanie View Post
I may have found the issue, but I do not understand the "what, when & why" of it, but at least we know the who & where... sort of. But this seems to fall back to the MaxSpeed of a given group, and the old files of FOTRS (basically TMO) violating the "Speed=" setting at the waypoints. I am going to have to knuckle-down and figure-out a script to run through and find the "violation" speeds, which generally is anything over 9.6 knots, but not always. There are some group made of specific ships that would not violate a MaxSpeed setting, but a percentage of the groups do. Why it is always a Split Merchant that gets left behind, I do not know, but maybe it has something to do with their small size... ?? The ship is able to make 12 knots though, and most of the groups that violate are only doing 10 knots... The "easy" way would be to change the minimum speed of a couple of the ships, and the problem is solved... which will be the way we'll do it for the next release, and then see what the groups do after that. But the only "offender" I could find that would result in a Split Merchant where the beast encountered one would be Convoy Group 13, in the GENERIC Merchant calls...

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Old 10-26-20, 10:09 PM   #2066
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I didn't think you could get any repairs done anywhere but home port.

When I stop at Tulagi for example, the only choices are "Rearm/Refuel" and "Postpone."


To be clear, does the lighter portion of the red bar (and corresponding decimal value if you hover mouse on said bar) next to a system represent the damage incurred, or function remaining?
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Old 10-27-20, 04:06 PM   #2067
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SHO Re: equipment status bar in game...

Quote:
Originally Posted by WH4K View Post
I didn't think you could get any repairs done anywhere but home port.

When I stop at Tulagi for example, the only choices are "Rearm/Refuel" and "Postpone."


To be clear, does the lighter portion of the red bar (and corresponding decimal value if you hover mouse on said bar) next to a system represent the damage incurred, or function remaining?
To be frank, have been wondering Myself as well, about that same function & how that works exactly...

M. M.

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Old 10-27-20, 05:49 PM   #2068
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Well, once again the "sonar" bug manifested itself and corrupted something in the /User/Name/SH4 folder again ruining all the saved games at once.


Fortunately, after the first time, several days ago, I started saving the entire /SH4 folder and can recover.


Never had this type of corruption in stock SH4 AND yes I have the LAA properly implemented and I reboot frequently to clear out any memory overflows.


edit> I have a clue, I think. It seems multiple "Ship Spotted" dialog boxes are somehow associated with this loss of mouse left click positioning on the sonar display. It never affects the mouse wheel however, and the mouse left click button always works on everything else. Basically, it loses the "focus" points/area for the mouse around the sonar wheel. This could possibly be a "stock" game issue and not just FOTRS.


I had an older save that worked just fine a few hours ago, along with the User/Name/SH4/data folder. When I reloaded it, including the data file in its entirety, the bug was there even though the entire saved data had been replaced with a verified copy that worked. I restarted the same save again and this time I stayed in the internal sub view and dived the boat down to periscope depth, then tested the sonar with the mouse and then it worked, surfaced and it continued to work. Very wierd bug.
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Old 10-27-20, 07:41 PM   #2069
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Just to clarify, this is FotRSU, and not FOTRS. Big thing though, run JSGME, and click on "Tasks..." in the middle. From that, choose "Export activated mods list to -->" and then "Clipboard". Then in your next post, use <Ctrl><V> to paste the list into it. I know you've posted about this previously, but if you would, which boat this time, where are you sailing from, and what date is it in the game? Also, what version of the game are you using, where is it installed, etc.
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Old 10-27-20, 07:45 PM   #2070
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USS Balao out of Midway, latest assignment in Area 5, encountered a stopped merchant on 3/19/44 just north of our position when we resumed course from a lengthy pause. Despite being out of torps and shells, and fully expecting to find a stalled Split Freighter, we investigated and found a Small Personnel Carrier right on the inner boundary of our patrol zone. There were no indications of other ships at any time.

Earlier in the patrol, we observed occasional odd behavior from convoy escorts, who often buggered off while we shelled their charges or simply stopped in place for awhile. Details were sadly left unrecorded, but perhaps someone else has noticed same.

Incidentally, anyone know the troop capacity of Modern Troop Transports?

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