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Old 02-19-18, 12:42 AM   #5776
james_nix
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EDIT: Nevermind. Troubleshooting.

The corruption management system created a FOTRS 1.4 folder.

I copied over the pristine and it works! I love that SH4CorruptionManagmentSystem. Really makes it easy to play GFO/TMO/RFB/FOTRSU

Thanks RR!
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Old 02-24-18, 01:11 AM   #5777
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Hi
I have a problem in "Sink Bismarck "
Single mission,when start mission if I go In the nav map when I approach the last waypoint (My course 90)
Game Crash ..everytime...
Just FOTRSU installed with LAA patch
Thanks
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Old 02-24-18, 08:46 AM   #5778
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The SingleMissions folder was missed for updates last go-round and that mission has a bad "call" for the Bismarck ship. If you have a "Sink the Bismark" (no "C") mission as a choice, it is the same scenario, but should function as intended. The mission with a "C" in the name will be the working test mission this next update, and the other will be dropped.
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Old 02-24-18, 11:16 AM   #5779
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Quote:
Originally Posted by propbeanie View Post
The SingleMissions folder was missed for updates last go-round and that mission has a bad "call" for the Bismarck ship. If you have a "Sink the Bismark" (no "C") mission as a choice, it is the same scenario, but should function as intended. The mission with a "C" in the name will be the working test mission this next update, and the other will be dropped.
Thanks you very much propbeanie
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Old 02-26-18, 01:15 PM   #5780
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Digging through my files looking for something else I spotted a couple DD packs that MadMax released if you're interested, want them, etc:
Quote:
6-01-2011
This DD-Mod was made for bothe versions of SH4 ( v1.4/v1.5UBM ).
AOTD_MadMax

MadMaxs_SH4_DD_Pack V2.0.RAR

AOTD|MadMax´s SH4 Destroyer-Pack V2.0 from 31.05.2011

This is a collection of 1930s/1940s US destroyers and IJN destroyers, as modelled by AOTD_MadMax for the SH4 supermod “Fall of the Rising Sun".

-------------------------------------------------------------------------
US Destroyer Mod by AOTD|MadMax from 21.02.2010

This Mod content 5 US Destroyer Type´s

1.) Benham Class

2.) Benson/Gleaves Class

3.) Allan M.Sumner Class

4.) Robert H.Smith Class

5.) Fletcher Late War Class

6.) Gearing Class

7.) Tacoma Class

8.) USS Atlanta CL-51

---------------
DD_Pack_MadMax_2011
Happy Hunting!
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Old 02-26-18, 03:56 PM   #5781
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The only thing missing (at this moment) from that list is the 4.) Robert H.Smith Class. There are what appear to be skinning issues with it, but the trouble actually lies "deeper". CapnScurvy and s7rikeback are currently taking a body hammer, welder & putty to a lot of the ships in the mod, trying to get the Japanese watch crews to look where they are supposed to for submarines and other enemy combatants. This would also facilitate the guns shooting straight, and in the correct direction! - it's amazing what we've found, even in just the last few days! Once they get things squared away with that, the Smith class might make an appearance later, along with another vessel MadMax just recently built... We do have other new vessels, never seen before in a mod, including a new airplane, courtesy of ZUIKAKU1944 & noshira, ready to add to a commander's worries!
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Old 03-09-18, 07:13 PM   #5782
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Default Where's the moon??

Lately I've been spending my time going over the sensors....exclusively the "AI Visual". I've come to notice a few things. I've had success in getting an enemy to see a raised periscope during the day at 1000 yards, and have success in not being detected at that same distance at night while surfaced. Which for the first time, this game will have a surfaced night attack ability like no other mod has provided (or the stock game). I'm using the feature I added to the external camera that provides a 7x power to the view. By transporting myself onto an enemy ship, I can use the typical 7x "binocular power" to see how the sub appears at night, or at distance during the day. So far so good!

I'm also being shot at a lot and have found some of my crew, especially the deck gun crew, taking a beating! To aid in telling which crewman died I've changed the color for the dead, compared to the injured:



No big deal, just made the dead turn "Blue" in their picture.

What I'm thinking of doing is adding these gun crewmen for all subs (I've been using a Balao lately) to the Damage Control Team slots. When their there, they don't pick up an injury....kind of like the Hogan's Alley that's in RFB. You have the crew in a safe place when they aren't called on to "man the guns". The game will start with these gun crews in this Damage Control area, and you'll have to fill the slots when you want the guns to be manned. Unfortunately, the best way would have been for the game to add these crewmen automatically when you send the command to "Man the deck gun"....but that's not what the game does, so you'll have to go to the above Crew Management screen, and move them over individually.

=========

Ok, on to the Moon.... Alice!!

Where is it??



This is one of my test missions, and couldn't help to notice there's a huge reflection on the water, looking West.....but no moon?!?

So, I went through the FOTRS v0.63 files and added some new modifications. We've got a moon now:



Obviously, I also reworked the reflection too.

Here's the old look at moon set:



Here's the new:



After moon set, at 1:45 AM:




Same time, with the new changes:



The newer night environment is slightly darker.

What this is going to do is require the player to move to the Night Scope (Observation Periscope) to help in conducting attacks.

Here's the Attack Scope I've got in the game now:



I actually darkened it a bit to produce the darker look to the view.

Here's the same ship using the Night Scope:



There's not a lot of difference, the ship is a bit brighter. The advantage in the Telemeter Divisions being lighter makes them easier to read. I really can't do anymore with the lighter scope. If I make the Attack Scope too dark, it will be noticeable when using it during the day....so this is about as good as it gets.

Just wanted to post regarding our work and the coming new Beta for Fotrs Ultimate.
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Old 03-10-18, 06:38 AM   #5783
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Good work CS.
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Old 03-10-18, 09:14 AM   #5784
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Ain't it just ~great~?!?!?! We are fortunate to have CapnScurvy working with us!
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Old 03-10-18, 09:56 AM   #5785
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Those are some exciting changes! I’m especially excited about the night time surface attacks. In most accounts I have read they didn’t attack submerged due to extremely poor visibility through the scopes at night.
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Old 03-10-18, 10:31 AM   #5786
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Quote:
Originally Posted by CapnScurvy View Post
What I'm thinking of doing is adding these gun crewmen for all subs (I've been using a Balao lately) to the Damage Control Team slots. When their there, they don't pick up an injury....kind of like the Hogan's Alley that's in RFB. You have the crew in a safe place when they aren't called on to "man the guns". The game will start with these gun crews in this Damage Control area, and you'll have to fill the slots when you want the guns to be manned. Unfortunately, the best way would have been for the game to add these crewmen automatically when you send the command to "Man the deck gun"....but that's not what the game does, so you'll have to go to the above Crew Management screen, and move them over individually.
If the Damage Control Team slots are filled then there's no room for the deck crew to hide in a situation of being depth charged.We know that deck crew is vulnerable to depth charges.That's why I leave these slots empty.When DDs detect and chase me I transfer all deck watch men to Damage Control slots.
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Old 03-10-18, 09:19 PM   #5787
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Quote:
Originally Posted by nionios View Post
If the Damage Control Team slots are filled then there's no room for the deck crew to hide in a situation of being depth charged.We know that deck crew is vulnerable to depth charges.That's why I leave these slots empty.When DDs detect and chase me I transfer all deck watch men to Damage Control slots.
I'll be looking to see just how many empty slots I can add to the Damage Control Team group. I may be able to add all Deck Weapon's and Deck Watch Crewmen to the existing group. I'll need to make a comparison between sub classes of just how many available slots are needed for each boat, at which times in their weapon type cycle. My image is of a Balao while using the default 1024x768 screen resolution:




Larger resolutions should provide a much larger "work space" for the extra empty slots.

===========

As a follow up on my Moon modeling, I noticed a couple of things that just didn't look right:



I didn't like the amount of moon "hallo" effect the Stock game provided....seemed too bright to me. Plus, since when does the top of the moon become hidden by the earths shadow during its several phases?? It became evident to me the stock game moon has things wrong with its rendering! It's turned 90 degrees to one side. Again, another stock game flaw that's only taken 11 years to figure out.

Here's what I've done:



It took no less than 40 different moon phase images to change to get this result. 30 for the actual image and its Alpha, another 15 for the hallo effect (which I made a bit darker while at it).

Seems to look a lot better now:



I will admit, the game seems to have the hardest part correct!?! As my mission test shows, its July 1, 1944. While looking up the moon phases for the Southern Hemisphere, this phase is accurate for the time period (there are web sites that will give you an entire calendar month of what the moon phase is). I don't know if they produced moon rise/set time accurately, but the phase is spot on...they just couldn't get the thing to sit up straight!
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USS Chesapeake Captain James Lawrence lay mortally wounded...
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.."tell the men to fire faster, fight 'till she sinks,..boys don't give up the ship!"
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Old 03-11-18, 07:56 AM   #5788
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Why there should be regular crew for guns and damage control?Why not just man these slots occasionally?
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Old 03-11-18, 08:39 AM   #5789
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Quote:
Originally Posted by nionios View Post
Why there should be regular crew for guns and damage control?Why not just man these slots occasionally?
I agree. SH3 GWX maintains empty slots for Damage Control, Stern Quarters, and Bow Crew Quarters. With careful allocation of crew specialties, one can keep a cadre of Damage Control chiefs in the Stern Quarters until needed. They can be augmented as needed from other crew members. The deck gun and flak gun specialists generally reside in the Bow Crew Quarters until called to action. They automatically change places with the Deck Watch when directed by the OD.

I've been running SH3-GWX while waiting for the next SH4 FOTARSU release, and as far as crew management goes, it has spoiled me I guess. That said, the crew and space allocations work very well and the team may want to take a look at that. Just my thoughts...
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Old 03-11-18, 10:08 AM   #5790
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Two more cents. I put four crew with high “guns” skill in first four slots of Damage Control, and fill remaining slots with high mechanical and electrical skills. It’s fast and easy to slide the first four into the main gun slots, and then I take two more from deck crew for the AA guns. Just sayin’.
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