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Old 04-26-24, 06:43 AM   #5926
propbeanie
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Quote:
Originally Posted by KaleunMarco View Post
this one has me baffled. we are 11 or 12 missions into a Gar career. it is late 1943.

as we leave on patrol, our torpedo load looks like this:


as soon as we shove off on patrol, tubes 1-4 change loads:


i've been trying to figure out which torpedoes are the stowaways without any luck. i THINK they are German.

the big question is: why the sudden change?

i have already deleted the Save Folders and it made no difference.
then i removed all mods after 410_Strategic_Map_Symbols and it made no difference.
then i started the next mission and saved it, exited, and browsed the save file for ActiveUserPlayerUnits.upc. Tubes 1-4 are still loaded with Mk18's....even though they appear in the game as German T1(G7a).

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU V1.8\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
200 Nihon Kaigun v1.3_FotRSU
300 Nippon_Maru_v1.9b_FotRSU
301_MoreDifficultAI00
310 Combined Roster
399_NoScrollNavMap
410_Strategic_Map_Symbols
500 Jimimadrid Sailors for FotRSU
550 Jimimadrid SubManagement
600 - 3000 Yard Bearing Tool (1920x)
610 Webster's 300' Underwater Visability for v1.5
999 Flotillas Fix for Argo&Nautilus
We have not attempted to look through jimimadrid's Management mod, but if he brought his torpedoes in with the mod, then that is the problem. It and FotRSU have two different ID calls for torpedoes, and that probably is the Ge7 you have there KM. If you go ahead and shoot one, you will likely have multiple wake trails as it travels. The further it goes, the more tails... Look in his mod folder, and if there is a Library folder with Torpedoes_US.* in it, deactivate the mod, remove those files from the package, then re-activate. His torpedo mod is already in FotRSU with altered ID calls...
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Old 04-26-24, 07:56 AM   #5927
mazzi
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Quote:
Originally Posted by KaleunMarco View Post
as soon as we shove off on patrol, tubes 1-4 change loads:
This is not exact, but in my opinion the error should be looked for in the NSS_Gar.upc file.
If the Tambor boat performs correctly under similar conditions, then let developers make NSS_Gar.upc from the NSS_Tambor.upc file.
There are several lines to change in the NSS_Tambor.upc file, and rename file in NSS_Gar.upc of course.
Or make NSS_Gar.upc from another 'working' *.upc file of other boats, but it will be more difficult.
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Old 04-26-24, 09:49 AM   #5928
KaleunMarco
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Originally Posted by mazzi View Post
This is not exact, but in my opinion the error should be looked for in the NSS_Gar.upc file.
If the Tambor boat performs correctly under similar conditions, then let developers make NSS_Gar.upc from the NSS_Tambor.upc file.
There are several lines to change in the NSS_Tambor.upc file, and rename file in NSS_Gar.upc of course.
Or make NSS_Gar.upc from another 'working' *.upc file of other boats, but it will be more difficult.
the upc files show Mk18, as they should. i think the problem lies elsewhere.
but, thanks for the suggestion!
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Old 04-26-24, 10:19 AM   #5929
KaleunMarco
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Quote:
Originally Posted by propbeanie View Post
We have not attempted to look through jimimadrid's Management mod, but if he brought his torpedoes in with the mod, then that is the problem. It and FotRSU have two different ID calls for torpedoes, and that probably is the Ge7 you have there KM. If you go ahead and shoot one, you will likely have multiple wake trails as it travels. The further it goes, the more tails... Look in his mod folder, and if there is a Library folder with Torpedoes_US.* in it, deactivate the mod, remove those files from the package, then re-activate. His torpedo mod is already in FotRSU with altered ID calls...
jimi's Sailors Mod DOES have US_Torpedo files but they are not the problem.
i think that the activeuserplayerunits file was corrupted a couple of missions ago when our sub was wrecked and we were given a Porpoise as an "upgrade". i had to edit the activeuserplayerunits file to bring my old crew to my new boat and i must have messed up during the multiple-copy-paste operations.

thanks for the hints, though. never thought that jimi's Sailors Mod would have torpedo files. maybe the version i am using included the new torpedos files and later versions did not have that included. i'll check out the current version.


p.s. the current Sailors Mod does NOT have torpedoes files. i will swap it out with the rebuilt config.
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