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Old 09-03-20, 05:57 AM   #1726
mikesn9
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Originally Posted by propbeanie View Post
Here is v1.21, which would be the same as v1.2:




What you have in your attachment pic looks to be maybe:




I am not certain when we added DanielCoffey's Merchant sil files in, but I thought it was around the time of v1.1... but anyway, prior to adding-in his excellent work, the sils were a bit of a mess. Some of the ships had "stunt doubles" and were barely close-looking, with some of them only ugly cousins. Also, if you didn't clean the base SH4 game folder and the Save folder, you can end up with a mix of mods and Stock, which would show in your RecMan.

-----------------------------------------------------

Now, we are going to delay the v1.21 release a couple-three days, because we did manage to discover the issue as to why some of you are experiencing deaf IJN escorts, and that's because some of them are. It all depends upon which ship you encounter, as to which sensors they use. Some of the sonar and hydrophones do not work properly. We'll need some time to adjust things in that regard. We definitely do not want to go too strong, and we do want to include the choice for the player to go stronger if desired. So give us a couple of days, and we'll shoot for Friday or Saturday for the release.



Thanks, Prop. That answered my question above "Is this part of a future change?"


Great work guys!
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Old 09-03-20, 07:47 PM   #1727
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I love the idea of the player selecting the difficulty of the AI. I think Fall of the Rising Sun looks outstanding. I have two issues..

First the aforementioned ease of the AI and I can't raise my SD antenna while at periscope depth.

As a player of TMO being able to do that has saved my bacon on a number of occasions.

When FOTRSU offers me the choice to have a tough fight and the eye candy I'm going to be all over it.

The new ship models are mouth watering and the periscope gui is really nice.

Nice job and thank you for all of the work!

BRAVO ZULU!!
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Old 09-04-20, 08:24 AM   #1728
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You can raise to radar depth and activate the SD antenna, and SJ if you have it, for the same functionality. But this is another shortcoming of the game. There are a total of 3 rise / lower controllers in the conn. Those are generally used for Attack Periscope, Observation Periscope and the SD Radar antenna in some mods. It could be used for the V-Class diving / surfacing periscope pre-war if desired. The FotRSU Team, during development decided it would be better to have the radars able to be turned on and off. The SJ was generally left as it was, other than it will turn on automatically such that if you are at radar depth, and a wave washes over your radar antenna, it will turn back on as soon as the "wave" clears. Once fully surfaced, the player can turn it off so as to minimize their electronic footprint. The SD antenna was done the same way. You can have it either Rise / Lower or On / Off. Not both, So we chose the On / Off with it defaulted to "Off" so that you can enter and leave the home port without having your TC interrupted by radar messages every 2 seconds by airplanes and ships.
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Old 09-04-20, 08:36 AM   #1729
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Originally Posted by propbeanie View Post
You can raise to radar depth and activate the SD antenna, and SJ if you have it, for the same functionality. But this is another shortcoming of the game. There are a total of 3 rise / lower controllers in the conn. Those are generally used for Attack Periscope, Observation Periscope and the SD Radar antenna in some mods. It could be used for the V-Class diving / surfacing periscope pre-war if desired. The FotRSU Team, during development decided it would be better to have the radars able to be turned on and off. The SJ was generally left as it was, other than it will turn on automatically such that if you are at radar depth, and a wave washes over your radar antenna, it will turn back on as soon as the "wave" clears. Once fully surfaced, the player can turn it off so as to minimize their electronic footprint. The SD antenna was done the same way. You can have it either Rise / Lower or On / Off. Not both, So we chose the On / Off with it defaulted to "Off" so that you can enter and leave the home port without having your TC interrupted by radar messages every 2 seconds by airplanes and ships.


So mr Beanie

Friday has come

Can we expect too play version 1.2.1 this weekend?😅
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Old 09-04-20, 12:25 PM   #1730
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I doubt that very much, Mr beanie is not known for having an accident free week, expect it some time in the near future and that's only if Mr beanie can contain himself for once.
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Old 09-04-20, 12:47 PM   #1731
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Originally Posted by Moonlight View Post
I doubt that very much, Mr beanie is not known for having an accident free week, expect it some time in the near future and that's only if Mr beanie can contain himself for once.
Affirmative 😃!


But I hope your wrong Mr Moonlight
I am ready to depart Manila and go hunting🤞
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Old 09-04-20, 01:04 PM   #1732
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Originally Posted by Moonlight View Post
I doubt that very much, Mr beanie is not known for having an accident free week, expect it some time in the near future and that's only if Mr beanie can contain himself for once.
Quote:
Originally Posted by Kieldk View Post
Affirmative 😃!


But I hope your wrong Mr Moonlight
I am ready to depart Manila and go hunting🤞
You may be surprised to know, that propbeanie has had a trouble free week, and has been fully contained by experienced professional "carers".

He has also delivered a very stable batch of files to my inbox, for which i am fine-tuning a few of my own works. Please standby.
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Old 09-04-20, 01:43 PM   #1733
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Originally Posted by s7rikeback View Post
You may be surprised to know, that propbeanie has had a trouble free week, and has been fully contained by experienced professional "carers".

He has also delivered a very stable batch of files to my inbox, for which i am fine-tuning a few of my own works. Please standby.


Wow!

Sounds good !

Ill stay tuned😀
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Old 09-04-20, 01:53 PM   #1734
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Quote:
Originally Posted by propbeanie View Post
If you guys are referring to "SM01 Battle of Midway", then you'll have to refer to it as such, otherwise, we assume you mean the campaign files. Anything SMXX is a Stock mission, left untouched by us for the most part, save to make the ship calls FotRSU compatible. If however, you are referring to the career Battle of Midway file, then there is this:
[Group 1.Unit 7]
Name=_Kaga
Class=CVKaga
Type=9
Origin=Japan

[Group 1.Unit 8]
Name=_Hiryu
Class=CVHiryu
Type=9
Origin=Japan

[Group 1.Unit 13]
Name=_Soryu
Class=CVHiryu
Type=9
Origin=Japan

[Group 1.Unit 20]
Name=_JP CV Akagi#1
Class=CVAkagi
Type=9
Origin=Japan
As for the Shinano, we did find that a few weeks ago and discussed it, and I believe it was mentioned a few pages ago, but s7rikeback has used everything in his arsenal short of dynamite, to blow that silly Halloween costume off the Shinano, and nothing has worked yet. You can either have a good looking hull and then transparent decking and conn, or you can have the psychedelic panteloons and bloomers showing, and a fine deck and conn, but thus far, not both together, unless you delete quite a bit of SH4 functionality from the ship. Notice the wake "in front of" the ship?... very strange.
Hi Propbeanie,

I was referring to the Single Missions - Fleet Boat Quick Missions for the Battle of Midway if I hadn't been specific enough.

Also, I must have missed the previous mention of the psychedelic Shinano while scrolling through the numerous messages in the thread but I did see the beast's reference, message # 911, page 61, in regard to a similar appearance found on another vessel.

BTW, I too noticed the 'magic' wake in front of my sub.






I thought it was either a special 'invisible' hydrofoil added to increase surface speed or a new camouflage scheme designed to fool enemy aircraft. Those zany 'devs', at it again!

Nevertheless, it's all good so, thanks for the update.

Navelintel
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Old 09-04-20, 03:40 PM   #1735
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Quote:
Originally Posted by s7rikeback View Post
Quote:
Originally Posted by Kieldk View Post
So mr Beanie

Friday has come

Can we expect too play version 1.2.1 this weekend?��
Quote:
Originally Posted by Moonlight View Post
I doubt that very much, Mr beanie is not known for having an accident free week, expect it some time in the near future and that's only if Mr beanie can contain himself for once.
Quote:
Originally Posted by Kieldk View Post
Affirmative ��!


But I hope your wrong Mr Moonlight
I am ready to depart Manila and go hunting��
You may be surprised to know, that propbeanie has had a trouble free week, and has been fully contained by experienced professional "carers".

He has also delivered a very stable batch of files to my inbox, for which i am fine-tuning a few of my own works. Please standby.
Quote:
Originally Posted by Kieldk View Post
Wow!

Sounds good !

Ill stay tuned��
Well... there was the accident with the circular saw... sigh... Not on me, but I did mis-cut a 4x8 sheet of sub-floor... we did survive, but instead of six pieces of flooring, I now have nine... ah well...

But seriously, I have made a list of sensors used by the escort vessels. I am not so worried about the DD, since they were not called upon too often for escorting convoys, and they were a mis-mash of even more-varied gear than the escorts, so actually, beefing the escorts up a pinch will naturally add some variety to the DD with the Troop Transports and Task Forces. These changes will become a part of the mod. There will be a sim.cfg that will then alter the AI response. We will need comments on how well we've done with this. I keep turning down the response for the AI response, so definitely you will have to let us know what you think after the release. I hope to finish testing the files here in a couple of hours, and passing those changes to s7rikeback for his review and final assembly. I hope release happens within 24 hours, maybe sooner...


Quote:
Originally Posted by Navelintel View Post
Hi Propbeanie,

I was referring to the Single Missions - Fleet Boat Quick Missions for the Battle of Midway if I hadn't been specific enough.

Also, I must have missed the previous mention of the psychedelic Shinano while scrolling through the numerous messages in the thread but I did see the beast's reference, message # 911, page 61, in regard to a similar appearance found on another vessel.

BTW, I too noticed the 'magic' wake in front of my sub.






I thought it was either a special 'invisible' hydrofoil added to increase surface speed or a new camouflage scheme designed to fool enemy aircraft. Those zany 'devs', at it again!

Nevertheless, it's all good so, thanks for the update.

Navelintel
As mentioned, since the Single Missions generally ignore "dates", we did not attempt to alter them beyond making the calls compatible. Maybe one of these days, we'll attempt to have them use RGG and set the dating better, along with more accurate ships used, but for now, they are what they are, since FotRSU is first and foremost, a campaign mod with pretty pictures. For the Single Mission minded person, I cannot recommend cdrsubron7's set highly enough. Really really good stuff. The Stock game was never designed to be "historical", and it will fight you all the way. Just ask lurker_hlb3 sometime. He put a LOT of work into what he did with RSRDC and other mods, and one little "sneeze" with the ME, and the whole scenario is ruined. Anyway... which boat are you driving there Navelntel? Is that by chance a Type IXD2?... hmmm?...
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Old 09-04-20, 04:31 PM   #1736
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Originally Posted by propbeanie View Post
Well... there was the accident with the circular saw... sigh... Not on me, but I did mis-cut a 4x8 sheet of sub-floor... we did survive, but instead of six pieces of flooring, I now have nine... ah well...

But seriously, I have made a list of sensors used by the escort vessels. I am not so worried about the DD, since they were not called upon too often for escorting convoys, and they were a mis-mash of even more-varied gear than the escorts, so actually, beefing the escorts up a pinch will naturally add some variety to the DD with the Troop Transports and Task Forces. These changes will become a part of the mod. There will be a sim.cfg that will then alter the AI response. We will need comments on how well we've done with this. I keep turning down the response for the AI response, so definitely you will have to let us know what you think after the release. I hope to finish testing the files here in a couple of hours, and passing those changes to s7rikeback for his review and final assembly. I hope release happens within 24 hours, maybe sooner...



As mentioned, since the Single Missions generally ignore "dates", we did not attempt to alter them beyond making the calls compatible. Maybe one of these days, we'll attempt to have them use RGG and set the dating better, along with more accurate ships used, but for now, they are what they are, since FotRSU is first and foremost, a campaign mod with pretty pictures. For the Single Mission minded person, I cannot recommend cdrsubron7's set highly enough. Really really good stuff. The Stock game was never designed to be "historical", and it will fight you all the way. Just ask lurker_hlb3 sometime. He put a LOT of work into what he did with RSRDC and other mods, and one little "sneeze" with the ME, and the whole scenario is ruined. Anyway... which boat are you driving there Navelntel? Is that by chance a Type IXD2?... hmmm?...

The boat he is sailing is definitely a S-Class submarine


I will make sure to report back what I’ll learn when trying out the new patch

Very exited to try out the new AI and if I understand correctly more enemy dd’s?

Thank you again for your awesome work with fotrsu

Your truly making this game exited to play now 13 years after release 👏
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Old 09-04-20, 05:22 PM   #1737
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Quote:
Originally Posted by propbeanie View Post
You can raise to radar depth and activate the SD antenna, and SJ if you have it, for the same functionality. But this is another shortcoming of the game. There are a total of 3 rise / lower controllers in the conn. Those are generally used for Attack Periscope, Observation Periscope and the SD Radar antenna in some mods. It could be used for the V-Class diving / surfacing periscope pre-war if desired. The FotRSU Team, during development decided it would be better to have the radars able to be turned on and off. The SJ was generally left as it was, other than it will turn on automatically such that if you are at radar depth, and a wave washes over your radar antenna, it will turn back on as soon as the "wave" clears. Once fully surfaced, the player can turn it off so as to minimize their electronic footprint. The SD antenna was done the same way. You can have it either Rise / Lower or On / Off. Not both, So we chose the On / Off with it defaulted to "Off" so that you can enter and leave the home port without having your TC interrupted by radar messages every 2 seconds by airplanes and ships.
I'm not sure I see where the issue is. Then again I'm not as smart as the average bear.

In TMO I can raise and lower my SD air search. I can raise and lower both of my periscopes and I can go into the conning tower and turn off the SJ surface search radar by clicking the little switch on the radar console.

Is the issue that you prefer a "keystroke" to toggle the surface search radar and not have to click a button in the GUI?

I've been into this sim for a just a little bit (2007) I have never had an enemy escort home in on me via the Air Search radar, turning it off or on is a moot point.

The Surface search radar is a different rabbit all together. The will come find you.. But there is a switch built into the GUI to turn that off.

And when you use the radar to get in front of the target and submerge there is no radar emissions at all , on or off makes no difference.

You're underwater.

Last edited by 4H_Ccrashh; 09-04-20 at 05:35 PM.
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Old 09-04-20, 08:07 PM   #1738
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Quote:
Originally Posted by Kieldk View Post
The boat he is sailing is definitely a S-Class submarine
The coloring of the image is quite different than what I get on mine, and I do not have the "shadow" the way Navelintel does. I can now see that the on-deck equipment is indeed an S-Boat, and the IX's bow is much wider that the S's... different vid cards, different set-ups etc.

I will make sure to report back what I’ll learn when trying out the new patch
This will not be a "patch" when released, but a full release. Backwards compatible with your Saves, but a full release
Very exited to try out the new AI and if I understand correctly more enemy dd’s?
No, plenty of DD, DE, Frigates, Corvettes, etc. already in the game, but definitely a new AI set-up
Thank you again for your awesome work with fotrsu

Your truly making this game exited to play now 13 years after release 👏
why, thank you!
Quote:
Originally Posted by 4H_Ccrashh View Post
I'm not sure I see where the issue is. Then again I'm not as smart as the average bear.

In TMO I can raise and lower my SD air search. I can raise and lower both of my periscopes and I can go into the conning tower and turn off the SJ surface search radar by clicking the little switch on the radar console.
The SD in TMO uses a Rise / Lower controller, but that can also be an On / Off instead, but not both. We chose the On / Off functionality instead of the Rise / Lower (that's the SH4 term, "Rise" instead of "Raise")
Is the issue that you prefer a "keystroke" to toggle the surface search radar and not have to click a button in the GUI?
There are both menu buttons, and keystroke short-cuts in FotRSU. I do not remember the TMO functionality for both...
I've been into this sim for a just a little bit (2007) I have never had an enemy escort home in on me via the Air Search radar, turning it off or on is a moot point.
I purchased SH4 prior to its release, so have also been with it since 2007 (SH3, SH2 and SH1 before, as well as early C-64 "sims" ). I have had enemy planes home in on the SD radar all of the time. Try sometime to go across without the SD on, and you might never "see" an airplane. Turn the SD on, and you'll have airplanes come right at you in most inappropriate places. A carrier must be nearby I suppose... I have also been extremely irritated when attempting to leave or return to Pearl (or any of the home ports) by the SD radar interrupting the TC with "Radar Contact, bearing...". You cannot turn the SD off when using TMO. You can with FotRSU.
The Surface search radar is a different rabbit all together. The will come find you.. But there is a switch built into the GUI to turn that off.
Yes, Same with FotRSU. In FotRSU, if you are sitting at radar depth and attempting to use your SJ in slightly rough seas, and a wave washes over your radar antenna, it will turn off, but with the default for the SJ set to "On", it will turn on again for you, no user intervention required. You can turn both radars off, if desired.
And when you use the radar to get in front of the target and submerge there is no radar emissions at all , on or off makes no difference.

You're underwater.
... Unless you order Radar Depth (the "R" key) and they are "On"....
FotRSU does not have a "Decks Awash" setting, but uses "Radar Depth", which varies between subs somewhat, similar to what PD does.
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Old 09-05-20, 11:39 AM   #1739
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Anyway... which boat are you driving there Navelntel? Is that by chance a Type IXD2?... hmmm?...
Hi Propbeanie,

That would be the S-18,



sporting its late war paint.

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Old 09-06-20, 12:03 PM   #1740
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Hello all

I concluded my 13th or 14th patrol a few days ago, and I docked on December 5, 1944. I was offered a new boat, which, I accepted. I received a Tench class boat, USS Tench. I upgraded the boat and I gave out medals and promotions and then I recieved my orders, I was to patrol in Area 10 in the Sea of Japan for 5 days. I started the mission, only for it to get to 25% on the loading bar and then it CTD'd without warning.

I used to have the Fleet Boat Officers Quarters mod installed, but seeing that the Tench interior wasn't modeled I disabled it and tried again, only for it to crash again.

My guess is that I recieved the boat too early and I didn't have a mission that would run for me so it CTD'd.

This is my modlist:

Generic Mod Enabler - v2.6.0.157
[C:\Games\Steam\steamapps\common\SH4-FORTSU\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.1_EN
101_prBetaPatch_v1.1
FOTRSU_Traffic_and_Contact_Reports_Increased
Splash_effect_DC_bombs_bullets_shells_1.0_for_FOTR SU
SH4_original_4k_light_gray_less_rust



I am running a copy of the game as well.

TIA
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