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Old 01-09-20, 07:42 PM   #346
propbeanie
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Quote:
Originally Posted by Kongo Otto View Post
Have this strange thing on both night and attack periscope.
I don't know if that's a stock game bug or not so I thought I let you know.
Happens on s-class boat.
That, and a "steam" pire that seems to follow you, or your U-Mark being up in the sky and moving up and down in relation to where you put the external camera all can happen after shelling-out to Windows - the most common way - which is 'fixed' by avoiding shelling-out (I know, I know "blame the user" syndrome), or it can happen after using high time compression (again, fixed by not using high time compression) [Captain Obvious Interupting]"Er, uh, excuse me sir, how exactly do you define 'High Time Compression'?[/COI] "Why, anything that causes the game to glitch, of course!" But seriously, these kinds of things were the main reason that there was a 2048x TC limit on the game previously, and in reality, 1024x is probably too much sometimes for the game engine... All of that said, the external cameras and the way they are set-up now, seem to contribute a little bit also. It also seems to be very computer specific, including video card specific. Plus, the settings in GFXSetting.cfg also seem to contribute, like the sun shining through the water, or the lighthouses shining through land... Save the game, exit the game, re-start the game, and Load the Save, hold your mouth correctly as you do all of that), and maybe it will clear. Graphic anomalies are very difficult to track down, but I have occasionally seen that on my system. If it keeps doing that, you might want to experiment with the video settings on the Options menu, try one thing at a time, if see if that makes a difference.
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Old 01-10-20, 02:24 AM   #347
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Quote:
Originally Posted by propbeanie View Post
That, and a "steam" pire that seems to follow you, or your U-Mark being up in the sky and moving up and down in relation to where you put the external camera all can happen after shelling-out to Windows - the most common way - which is 'fixed' by avoiding shelling-out (I know, I know "blame the user" syndrome), or it can happen after using high time compression (again, fixed by not using high time compression) [Captain Obvious Interupting]"Er, uh, excuse me sir, how exactly do you define 'High Time Compression'?[/COI] "Why, anything that causes the game to glitch, of course!" But seriously, these kinds of things were the main reason that there was a 2048x TC limit on the game previously, and in reality, 1024x is probably too much sometimes for the game engine... All of that said, the external cameras and the way they are set-up now, seem to contribute a little bit also. It also seems to be very computer specific, including video card specific. Plus, the settings in GFXSetting.cfg also seem to contribute, like the sun shining through the water, or the lighthouses shining through land... Save the game, exit the game, re-start the game, and Load the Save, hold your mouth correctly as you do all of that), and maybe it will clear. Graphic anomalies are very difficult to track down, but I have occasionally seen that on my system. If it keeps doing that, you might want to experiment with the video settings on the Options menu, try one thing at a time, if see if that makes a difference.
For graphical glitches like the one shown on picture above, there are also important files lying in Data/shaders
Many files related to graphical rendering for all game aspects.
Once i managed to solve a visual glitch we had in DW, the sub shape was sometimes doubled when underwater and periscope view underwater was also a bit off…now it’s clean and nice.
But I’m not familiar with the language spoken in those files...just had the chance to find the right file in other game mod
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Old 01-10-20, 11:47 AM   #348
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Yes, if something is there all of the time, there would be a file reason. When it is not always there, then where would one look?
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Old 01-12-20, 07:26 AM   #349
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Default Multi sh4?

Hello,
I'm thinking of a way to install FOTRS while keeping other versions (TMO, WDAD, and vanilla) of SH4.

I've been using Multi Sh4 for this basing it off of a clean install, making copies of the clean install and renaming to the appropriate mod.

Would this clean install work for the installation of FOTRS (making another copy of the game files)

Would I lose the other mods even though they have separate save file locations?

Or.... another idea. Buy the steam version, install in a location not in the default location, and then using that for FOTRS.

It's the whole registry thing that cofusses me.
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Old 01-12-20, 12:13 PM   #350
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I use Multi-SH4 but keep the original installation pristine. So my SH4 library includes installations of Stock, Real Fleet Boat, Trigger Maru Overhauled with Run Silent Run Deep, Soviet Waterways, We Dive at Dawn, Operation Monsun, Dark Waters and Fall of the Rising Sun Ultimate.

Each version has its own saved games folder and they all run just fine on their own. I have never detected any conflicts or issues between the assorted mods.

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Old 01-13-20, 01:41 AM   #351
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Thanks. So using Multi Sh4 should work with installing FotRS?
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Old 01-13-20, 03:05 AM   #352
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Quote:
Originally Posted by cbrown1790 View Post
Thanks. So using Multi Sh4 should work with installing FotRS?
Yes, with one MultiSH4 installed, you can have as many SH4 mega mods you want on your computer, each one will have its own Document folder so no conflicts between them.
MultiSH4 will ask you to name them with 3 digit letters.
Randomizer has explained it very well above!
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Old 01-14-20, 03:25 PM   #353
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I started in 1941 and now i am in late 1943, and after 3 or 5 encounters with escorted groups, i haven't been pinged not even once, i fire the torpedoes and dive deep, some destroyers passed close or even above me, but zero pings, one destroyer depth charged far away from me like 600 yards or something once and that was all the action i got from destroyers in all this patrols.


Is this normal behaviour
????????

I didn't like that in tmo the dd's were always pinging even when the sub didn't 'manifest' its presence, and even made a 'hack' to avoid that, but when i hit some targets i should expect some pinging from escorts that get close, or passing the thermal layer is a safe 'barrier' to being pinged?

Also does this mod have 'depth charge in the water' warning like TMO?
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Old 01-14-20, 10:12 PM   #354
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Yes, an issue was discovered in some of the escorts, and they will be "aggressive" in the next release, but that word is a matter of opinion. They will see you easier and will use more than one tool to try to find you. The thermal layer is stronger than in TMO, but not as strong as Stock.

If memory serves me correctly for a "Depth charges in the water" warning, there is a "splash" sound that you have to listen carefully for, but the vocal warning is generally not there. I have not hunted down all possible ways for it to be triggered, but I have not heard it for a while. I wish there was a way to get a "Incoming torpedo!" vocal warning, but alas... This is why there is no penalty for using the Event Viewer camera in FotRSU. That is like your sound man letting you know what is attacking you.
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Old 01-15-20, 02:57 AM   #355
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Quote:
Originally Posted by propbeanie View Post
If memory serves me correctly for a "Depth charges in the water" warning, there is a "splash" sound that you have to listen carefully for, but the vocal warning is generally not there. I have not hunted down all possible ways for it to be triggered, but I have not heard it for a while. I wish there was a way to get a "Incoming torpedo!" vocal warning, but alas... This is why there is no penalty for using the Event Viewer camera in FotRSU. That is like your sound man letting you know what is attacking you.
Yes, that’s an SH4 issue, Voice sounds are for the least … messed.
Never understood why voices speeches aren’t working even correctly displayed
The splash sound as you said is the only way to hear depth charges coming.
Just make sure of the correct sound in DC.dsd linked to all depth charges in .dat, and I think you can even adjust the volume of the splash so to be sure of hearing it…
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Old 01-15-20, 05:30 AM   #356
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Quote:
Originally Posted by propbeanie View Post
Yes, an issue was discovered in some of the escorts, and they will be "aggressive" in the next release, but that word is a matter of opinion. They will see you easier and will use more than one tool to try to find you. The thermal layer is stronger than in TMO, but not as strong as Stock.

If memory serves me correctly for a "Depth charges in the water" warning, there is a "splash" sound that you have to listen carefully for, but the vocal warning is generally not there. I have not hunted down all possible ways for it to be triggered, but I have not heard it for a while. I wish there was a way to get a "Incoming torpedo!" vocal warning, but alas... This is why there is no penalty for using the Event Viewer camera in FotRSU. That is like your sound man letting you know what is attacking you.

My sonar guy i think it was picked something stationary, and i was curious and went to see, it was a japanese sub, i fired 1 torpedo at it and they evade it and started circling around, they must of saw my periscope because the next thing i see is a torpedo i did not fire on the event cam for my surprise... i crash dived very quickly. Nice. I left that sub alone, hard to hit moving like that anyway.
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Old 01-15-20, 10:06 AM   #357
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Quote:
Originally Posted by Fifi View Post
Yes, that’s an SH4 issue, Voice sounds are for the least … messed.
Never understood why voices speeches aren’t working even correctly displayed
The splash sound as you said is the only way to hear depth charges coming.
Just make sure of the correct sound in DC.dsd linked to all depth charges in .dat, and I think you can even adjust the volume of the splash so to be sure of hearing it…
Didn't someone replace that "splash" file with a vocal "Depth charges in the water" vocal audio file, and found that it played at some inappropriate times for the vocal announcement?

Quote:
Originally Posted by Nicolas View Post
My sonar guy i think it was picked something stationary, and i was curious and went to see, it was a japanese sub, i fired 1 torpedo at it and they evade it and started circling around, they must of saw my periscope because the next thing i see is a torpedo i did not fire on the event cam for my surprise... i crash dived very quickly. Nice. I left that sub alone, hard to hit moving like that anyway.
The subs can be quite interesting. Some are set to be stationary on the surface for a while, and do attempt to give chase if you do not get them first. You definitely have to be careful on the approach, and use minimal periscope, plus "stealth". The Ko Hyoteki mini seems to be capable of submerging while chasing you (possibly just its "sea-keeping", or lack thereof while moving at higher speeds), making it very difficult to do a 2nd shot against. I have not seen any of the others submerge while moving, but there is a submerged Jyunsen B in the mod that could be used if anyone wants a real challenge. They move, they shoot, they scare the daylights out of opponents (they do activate the Event Camera when launching torps)... None of those are purposefully put in the career files, but there is a Single Mission that will have some, for those up for the challenge. Not in the mod yet...

btw, the airplanes are putting up a good fight, cantankerous as ever, but s7rikeback is whipping them into shape (it's actually the Loadout definitions versus the "B" nodes on the platforms), and we should have a fully functional set of them shortly. You will have to dive to avoid visual contact with all of them in the next release, due soon.
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Last edited by propbeanie; 01-15-20 at 10:25 AM. Reason: clarifications - and sprelling
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Old 01-15-20, 10:40 AM   #358
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didn’t know about this!
Basically a good idea for turn around, but i would be not surprised it can’t work as intended
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Old 01-15-20, 01:18 PM   #359
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Quote:
Originally Posted by propbeanie View Post
Didn't someone replace that "splash" file with a vocal "Depth charges in the water" vocal audio file, and found that it played at some inappropriate times for the vocal announcement?


The subs can be quite interesting. Some are set to be stationary on the surface for a while, and do attempt to give chase if you do not get them first. You definitely have to be careful on the approach, and use minimal periscope, plus "stealth". The Ko Hyoteki mini seems to be capable of submerging while chasing you (possibly just its "sea-keeping", or lack thereof while moving at higher speeds), making it very difficult to do a 2nd shot against. I have not seen any of the others submerge while moving, but there is a submerged Jyunsen B in the mod that could be used if anyone wants a real challenge. They move, they shoot, they scare the daylights out of opponents (they do activate the Event Camera when launching torps)... None of those are purposefully put in the career files, but there is a Single Mission that will have some, for those up for the challenge. Not in the mod yet...

btw, the airplanes are putting up a good fight, cantankerous as ever, but s7rikeback is whipping them into shape (it's actually the Loadout definitions versus the "B" nodes on the platforms), and we should have a fully functional set of them shortly. You will have to dive to avoid visual contact with all of them in the next release, due soon.
So there is going to be a release soon, good stuff.
I think they ditched the voiced 'depth charge in the water' because it played in 3d, making the voice of the guy all over the place. ALso it could repeat for every depth charge making it very annoying.
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Old 01-16-20, 09:25 AM   #360
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Originally Posted by cbrown1790 View Post
Thanks. So using Multi Sh4 should work with installing FotRS?
It is included in the mod for that reason.
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