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Old 03-06-20, 07:50 PM   #541
wokelly
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Default Not sure if bugs or I didn't install the mod correctly

I've been enjoying the mod for the last few days, but I have run into a few issues that makes me question if I activated the mod correctly.


1) The recognition manual is missing images for frontal and 45 degree side views of most of the merchant ships in that section of the guide. When you click the button to view these images, nothing appears where the ship image should be. I'm not sure if this is a bug, or if these images were not added for most of the merchant ships which I think are mods added to the game. The side profile view pictures in the manual are all there, but the frontal and 45 degree images are just not there.



2) I've been running campaigns with the Porpoise class submarine, and it seems like the fuel on the sub is near inexhaustible when you sail at 10 knots (standard). From midway to Japan is about 3000 nautical miles, and the Porpoise had a range of 11,000 nautical miles. So I should burn a quarter of my fuel just getting to Japan from Midway. But I am usually well over 90% of fuel by the time I reach Japanese waters, and usually RTB with over 80% of fuel remaining. The fuel consumption seems awfully low. I haven't tried other sub types all that much so I can't compare.


3) The Deck gun seems awfully powerful, basically deleting merchant ships after maybe 10 hits. This is with the 3" gun, which was historically seen as rather useless and replaced with 4" or 5" guns. Based of the 3" performance in game, the 4" and 5" with their slower rate of fire are a downgrade. Anyways I feel almost dirty using the gun and try to avoid it. I'm not sure if this is a bug or if the mod keeps the gun powerful like it is in vanilla.



I'm not sure if these are bugs, or indicators that I screwed up activating the game (I tried to follow the instructions to the letter), or just how the mod is.
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Old 03-06-20, 11:38 PM   #542
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Originally Posted by Kresner View Post
Firstly, sorry for my english, is not my language.

-I report, the depth of torpedoes does not work properly, for example if I launch at a depth of 10m. to a ship with little draft, (destroyer) the torpedo still detonates in her hull.

-If I want to sink a battleship,(no Yamato) I always have to hit her with 8 torpedoes, I think it's a lot.

-I'm in my fourth patrol, April 13, 1942 with a new submarine USS Stingray, they moved my base from Surabaya to Fremantle and when I get to the base and press end of patrol the game crash, my previous patrols were normal.

Thanks for making FOTRS, new version.
Your English seems technically superior to mine... |;^}

The torpedoes depend upon the way you have the GamePlay settings. For the career, when in the Captain's Office in-base, click on the radio and see if you have the "Duds" set the way you want. Some of the DD are around 12 foots draft, while some are 8.5 foot deep. Depending upon what you have the torpedo set to, and the condition of the sea, as to whether or not the targeted ship is bobbing on the waves, and also whether you have the pistol set to magnetic or impact can all play a part in what happens. The default setting for the torpedoes is "Magnetic", and if you use auto-targeting and "Lock" the target, the TDC will set the torpedo to just above the draft depth, no matter what you set the torpedo to yourself.

The Yamato was a beast, a huge ship with a lot of water-tight integrity. Read about the Musashi and Yamato both, how much it took them to go down. It is not unusual for it to take 10 or 12 torpedoes in the game, which would only be about half of the punishment the ships took "historically". Other ships make up for the difficulty of sinking a Yamato class BB...

I will attempt to replicate your CTD when docking at Fremantle. Was the "April 13, 1942" date when you were coming back in from patrol, or the date you left Surabaya? Did you press the "End Patrol" immediately after it was offered to you at Fremantle, with the big dialog box - or did you use the little icon in the upper-right corner of your display, after you came closer toward Fremantle? Did it crash right after pressing the "Dock" button, or as you exited the game screen? Were you able to continue the career from Fremantle, or did you have to go back to a previous Save? Thank you


Quote:
Originally Posted by Dignan View Post
Just fired up the latest version of FOTRSU and I'm still not getting any "creaking" sounds. Thought I'd mention it. Thanks
OK. Which submarine, where did you sail from? What is the date of your start? Do the "creaks" sound initially, and then quit, or nothing at all from them? How much TC do you use, and how high do you go? Have you shelled-out to Windows any, for any reason? Any other mods? Did you empty the Save folder prior to starting to use v1.004.a? Are you certain that LAA is set correctly on the SH4.exe file? Thanks.


Quote:
Originally Posted by wokelly View Post
I've been enjoying the mod for the last few days, but I have run into a few issues that makes me question if I activated the mod correctly.

1) The recognition manual is missing images for frontal and 45 degree side views of most of the merchant ships in that section of the guide. When you click the button to view these images, nothing appears where the ship image should be. I'm not sure if this is a bug, or if these images were not added for most of the merchant ships which I think are mods added to the game. The side profile view pictures in the manual are all there, but the frontal and 45 degree images are just not there.

2) I've been running campaigns with the Porpoise class submarine, and it seems like the fuel on the sub is near inexhaustible when you sail at 10 knots (standard). From midway to Japan is about 3000 nautical miles, and the Porpoise had a range of 11,000 nautical miles. So I should burn a quarter of my fuel just getting to Japan from Midway. But I am usually well over 90% of fuel by the time I reach Japanese waters, and usually RTB with over 80% of fuel remaining. The fuel consumption seems awfully low. I haven't tried other sub types all that much so I can't compare.

3) The Deck gun seems awfully powerful, basically deleting merchant ships after maybe 10 hits. This is with the 3" gun, which was historically seen as rather useless and replaced with 4" or 5" guns. Based of the 3" performance in game, the 4" and 5" with their slower rate of fire are a downgrade. Anyways I feel almost dirty using the gun and try to avoid it. I'm not sure if this is a bug or if the mod keeps the gun powerful like it is in vanilla.

I'm not sure if these are bugs, or indicators that I screwed up activating the game (I tried to follow the instructions to the letter), or just how the mod is.
Very few of the ships have frontal or 45° angle shots. Few are available, and the book is not big enough anyway, besides the fact that you cannot divide the book into "tabs" with different kingpost, boom, stack and bridge configurations, so the game is sadly lacking there. We went for a bigger, single image. Refer to "ShipsData.pdf" in the Support folder for some ship stats.

The Porpoise Class is set to yield roughly 12,500nm on a "tank of 'pain" at 10knots (also "roughly"). If you look in your engine room, do you have one of those "superman" Special Abilities "fuel" miser guys? You shouldn't, but...

The deck gun, or rather, its ammunition is not near that strong in FotRSU. It is stronger than "historical", but not enough to put a ship down in 10 hits.

Those last two make me wonder what your set-up is? What is your mod list, and did you empty your Save folder before beginning to use FotRSU v1.004.a, even if you used v1.0.1.g previously? Thanks
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Old 03-07-20, 02:03 AM   #543
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Originally Posted by propbeanie View Post

OK. Which submarine, where did you sail from? What is the date of your start? Do the "creaks" sound initially, and then quit, or nothing at all from them? How much TC do you use, and how high do you go? Have you shelled-out to Windows any, for any reason? Any other mods? Did you empty the Save folder prior to starting to use v1.004.a? Are you certain that LAA is set correctly on the SH4.exe file? Thanks.
:
It now appears that it is sub specific. In the most recent version of the mod I experienced it in an S boat out of Pearl Harbor in 1942 but in my next war patrol in a Tambor, the creaks are back.
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Old 03-07-20, 04:00 PM   #544
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Originally Posted by propbeanie View Post
Very few of the ships have frontal or 45° angle shots. Few are available, and the book is not big enough anyway, besides the fact that you cannot divide the book into "tabs" with different kingpost, boom, stack and bridge configurations, so the game is sadly lacking there. We went for a bigger, single image. Refer to "ShipsData.pdf" in the Support folder for some ship stats.

The Porpoise Class is set to yield roughly 12,500nm on a "tank of 'pain" at 10knots (also "roughly"). If you look in your engine room, do you have one of those "superman" Special Abilities "fuel" miser guys? You shouldn't, but...

The deck gun, or rather, its ammunition is not near that strong in FotRSU. It is stronger than "historical", but not enough to put a ship down in 10 hits.

Those last two make me wonder what your set-up is? What is your mod list, and did you empty your Save folder before beginning to use FotRSU v1.004.a, even if you used v1.0.1.g previously? Thanks
Fresh install using steam (bought U-boat missions to get to v1.5), separate folder on one of my second SSD so there is no x86 business, cleared the save folder before I started up with the FotRS loaded in. No other mods. Never tried 1.0.1.g previously, been years since I played SH4 (had the original DVD).



Went from Pearl Harbor to Midway at flank speed, about 1300nm, used only 12% of fuel. Should have been a third according to the in game "max range at speed" estimate.


Steam is a bit confusing in that it has a SH4 and SH4:Uboat Missions icons in the games list. I'm not sure if I am supposed to have only U-boat missions installed, or both installed and use SH4 icon? I need to install U-boat missions to get V1.5, but maybe I only need U-boat missions installed, or I need both installed and launch the game using the SH4 icon only?


No fuel guy in my engine room.

Last edited by wokelly; 03-07-20 at 04:46 PM.
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Old 03-07-20, 08:22 PM   #545
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[QUOTE]
Quote:
Originally Posted by propbeanie View Post
Your English seems technically superior to mine... |;^}

The torpedoes depend upon the way you have the GamePlay settings. For the career, when in the Captain's Office in-base, click on the radio and see if you have the "Duds" set the way you want. Some of the DD are around 12 foots draft, while some are 8.5 foot deep. Depending upon what you have the torpedo set to, and the condition of the sea, as to whether or not the targeted ship is bobbing on the waves, and also whether you have the pistol set to magnetic or impact can all play a part in what happens. The default setting for the torpedoes is "Magnetic", and if you use auto-targeting and "Lock" the target, the TDC will set the torpedo to just above the draft depth, no matter what you set the torpedo to yourself.

The Yamato was a beast, a huge ship with a lot of water-tight integrity. Read about the Musashi and Yamato both, how much it took them to go down. It is not unusual for it to take 10 or 12 torpedoes in the game, which would only be about half of the punishment the ships took "historically". Other ships make up for the difficulty of sinking a Yamato class BB...

I will attempt to replicate your CTD when docking at Fremantle. Was the "April 13, 1942" date when you were coming back in from patrol, or the date you left Surabaya? Did you press the "End Patrol" immediately after it was offered to you at Fremantle, with the big dialog box - or did you use the little icon in the upper-right corner of your display, after you came closer toward Fremantle? Did it crash right after pressing the "Dock" button, or as you exited the game screen? Were you able to continue the career from Fremantle, or did you have to go back to a previous Save? Thank you

- About the torpedoes, I know the weather conditions, I play with metric, no foots, and manual targeting system. Normally a destroyer has metric draft of 3.5 meters, I launched my torpedoes towards a battleship with a depth of more than 9 meters, magnetic mode, but still detonate with taks force´escorts (destroyer was in the way of my torpedoes)

- Yes, I know the history of the big boys class Yamato too, maybe 8 torpedoes weren't enough, but I fired 8 torpedoes to the battleships Fuso, Kongo and Ise. ( historically didn't take more than 4 torpedoes to sink the battleship Kongo)

-Today I tried for the fourth time to dock at Fremantle, and there weren't problems, Now, I'm going to the battle of Midway .The previous times, I was coming back to Fremantle after my patrol,( the
exact date to arrive a Fremantle April 24, 1942 ) and I pressed "end patrol" with the big dialog, and immediately crash right after pressing the "Dock" button, I have to go back to a previous Save.

Many thanks for you reply.
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Old 03-08-20, 02:23 PM   #546
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Quote:
Originally Posted by Dignan View Post
It now appears that it is sub specific. In the most recent version of the mod I experienced it in an S boat out of Pearl Harbor in 1942 but in my next war patrol in a Tambor, the creaks are back.
I don't know why an S-Boat would be different from a Tambor in that regard, but we'll look into it. If anything, it really should make more noise... Thanks!


Quote:
Originally Posted by wokelly View Post
Fresh install using steam (bought U-boat missions to get to v1.5), separate folder on one of my second SSD so there is no x86 business, cleared the save folder before I started up with the FotRS loaded in. No other mods. Never tried 1.0.1.g previously, been years since I played SH4 (had the original DVD).

Went from Pearl Harbor to Midway at flank speed, about 1300nm, used only 12% of fuel. Should have been a third according to the in game "max range at speed" estimate.

Steam is a bit confusing in that it has a SH4 and SH4:Uboat Missions icons in the games list. I'm not sure if I am supposed to have only U-boat missions installed, or both installed and use SH4 icon? I need to install U-boat missions to get V1.5, but maybe I only need U-boat missions installed, or I need both installed and launch the game using the SH4 icon only?

No fuel guy in my engine room.
Thanks for the clarifications. I do not get that good of mileage, but I do know that it seems a bit arbitrary, from what I saw while testing for changes in that regard. We'll do some more testing and see if any adjustments can be done, especially on a Porpoise.


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Originally Posted by Kresner View Post
- About the torpedoes, I know the weather conditions, I play with metric, no foots, and manual targeting system. Normally a destroyer has metric draft of 3.5 meters, I launched my torpedoes towards a battleship with a depth of more than 9 meters, magnetic mode, but still detonate with taks force´escorts (destroyer was in the way of my torpedoes)
OK, I can tell you one thing about the magnetics and the DD - CL also for that matter, since some of them are shallow-drafted also, but if you intend to shoot a magnetic below the keel of a ship to pass under and detonate under the next, it most times will not work. I have taken shots at a BB with the depth set to 32 foot (9.75m), and have had them detonate beneath a 9.8 foot (3m) DD. There really should be no way for that to happen, but it does in the game. I just consider that a "premature detonation". You can however, set it to impact, for say 28 foot (8.5m), and that will pass beneath the DD just fine. I have experimented with the magnetic pistol, and I might have a "fix" for the next release, but it does increase the "dud" percentage of the magnetic pistol, to really high, "historical" levels... which doesn't really improve at all throughout the war (aka: the life of the file, or mod). Also, with no changes, I have also experienced the magnetics detonating beneath a ship and there being no damage from it at all. One of the "odds" thing about the torpedo, in that sometimes it happens that way, like an incomplete explosion of the torpex in the warhead.

There might be a "happy medium" we might be able to find eventually, so we'll keep trying.
Quote:
Originally Posted by Kresner View Post
- Yes, I know the history of the big boys class Yamato too, maybe 8 torpedoes weren't enough, but I fired 8 torpedoes to the battleships Fuso, Kongo and Ise. ( historically didn't take more than 4 torpedoes to sink the battleship Kongo)
Similar to the above, where you might not get 100% performance from your torpedoes, together with the placement of where they detonate on the ship, and you might have a ship with minimal damage from having several torpedoes seemingly detonating under the ship.
Quote:
Originally Posted by Kresner View Post
-Today I tried for the fourth time to dock at Fremantle, and there weren't problems, Now, I'm going to the battle of Midway .The previous times, I was coming back to Fremantle after my patrol,( the
exact date to arrive a Fremantle April 24, 1942 ) and I pressed "end patrol" with the big dialog, and immediately crash right after pressing the "Dock" button, I have to go back to a previous Save.

Many thanks for you reply.
Thank you for the information. That will help us zero-in on the trouble.
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Old 03-09-20, 02:38 AM   #547
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Default Sub ranges off

Hey y’all I have really been enjoying this mod for the last few days, but I have found an issue and tested it out in my current campaign to double check. The fuel ranges for S Boats is way off.

On my first two patrols I noticed that my range kept increasing, especially with staying underwater on battery power during the day. I would plot out a course/patrol of about 3000 nautical miles and when I checked the range at current speed button it would give me about 5700 nm. So I would get done with my course and the file gauge would say I only used up about a 10th or so, and the range button would give me a max range of about 4500 nm which didn’t make sense.

So with this experience I decided to test it out, I left port in July of 42 from Brisbane in S-33, and started to circumnavigate the map. I did it on Ahead Standard, so about 9 knots, the fuel range estimate button told me about 5700 nm’s before I ran out of diesel. I headed due East to South America where I went south through Cape Horn and continued due East through the Cape of Good Hope. Overall the plot says it was about 25000 nm and I finally ran out of diesel south west of Tasmania with only 2751 nm left on my journey.

There is something up with this. S-boats had about a range of 5000 nm’s in real life, if I remember correctly, so I was able to go about 450% farther then I should have.

I am not using any other mods and I am playing on 90% realism.

I have not tried this with any of the other classes, but if you want me to I will try it out when I have some free time.

This is a great mod overall, and I hope y’all can solve this issue with the subs ranges.

P.S. while I am here I was thinking, when you first start out in the Asiatic Fleet you should start out at the docks in Cavite instead of Manila if possible. It’s a small thing and not super important but I think it would make more sense conserdedinf that was where the Asiatic Fleet was based out of instead of Manila proper.

Thanks y’all.
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Old 03-09-20, 07:05 AM   #548
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The testing of the fuel range of the boats was done with the game's "Estimated fuel range" button. Time does not permit testing by running all boats until they are out of fuel, due to all of the other testing involved. We can lower the "fuel levels" for the next version so that you can run out of fuel much sooner though. As a side note, the S-Boats had a 5,000nm range in the 1920's, prior to the use of ballast tanks as "dual-purpose". Prior to WWII, their range was at least 8500nm. Most of the "listing" you see for the historical data also does not denote the most efficient speed setting. They will usually have something like "Range: 8500nm at 10knots" or some-such, and when you do 6 knots, your actual range might list as 11,500nm. Now, whatever you guys do, don't try to run the batteries dead... you can't do it...

Departing from Cavite and Mariveles will be a future choice for an add-on mod. But if you read some of Silent Victory, most of the boats would receive maintenance and be re-fit in the Navy Yard at Cavite / Sangley Point (USS Canopus), then moved to Manila for docking and supplying (USS Holland), just due to the fact that they had too many boats for Cavite to handle. Thus, the Stock game's use of Manila Harbor as the starting location, and FotRSU kept it, adding the bases at Cavite and Mariveles for future use. Note the "confusion" that can be involved with this as you come back to "Home Port" in Manila Harbor, where you'll see three messages about docking on your way back in. Mariveles (USS Otus) was used as a "turn-around", where fuel and some supplies were available, which is why some boats started there. One SubDiv was assigned to Cavite. One to Manila Harbor, but most started from the harbor docks. Cavite was bombed to destruction on December 10, 1941, and Manila Harbor was abandoned before the New Year, with any further attempts at preparing submarines for patrol moving to Mariveles, but only for a little while, and it too had to be abandoned, and what remained of supplies was moved to "The Rock" on Corregidor at the South Dock. The USS Holland and USS Otus left the Manila Bay area on December 10, while the USS Canopus was left in the Manila Harbor for re-fit / re-supply, painted to look like part of the docks from an aerial view. It went to Mariveles for Christmas, and was then scuttled in early April, 1942. One of several things we can't do with the mod is have you start any and all patrols in the Manila area after December 10, 1941 submerged during daylight hours, which is what they did then, surfacing only during the night for topside maintenance and departure.
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Old 03-10-20, 05:44 PM   #549
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I am really enjoining the more aggressive escorts.

I am on my fourth patrol that had started at home base Philippines and now at Fremantle.

My luck is still holding on my targets however. Three of four patrols has gotten me 3 CV, 1 BB, 4 CA and 3 CL. 4 patrols and a CV sinking in 3 of them. It would seem I am a Task Force magnet.

My boldness in maneuvers has begun to cost me however. My last encounter sinking a Taiyo and Myoko wrecked havoc on the boat. I had to limp out having emptied the boat of fish at only 90 feet depth because of 84% hull damage. The DD were very much doing a better job and I am enjoying that fact.

I am seriously surprised they didn't sink us.

Back at base I was offered retirement and I turned it down so they traded my Tambor for a Gar for my efforts.

I built a new system and running this on Windows 10 now. No issues and only one corrupt save. Reloaded the last and went on and all saves after that have been good.
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Old 03-10-20, 09:27 PM   #550
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I have run several different missions in Single Missions, Quick Patrols and Career, and I cannot replicate this issue yet Torpedo. I have not lost my gauges on a Porpoise boat yet. I will change that to a Tambor next, and see what happens with it.

Had the same problem with USS Pike (Porpoise class) lost all gauges in the Kii Suido. Just for your info.
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Old 03-11-20, 06:19 AM   #551
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... I built a new system and running this on Windows 10 now. No issues and only one corrupt save. Reloaded the last and went on and all saves after that have been good.
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Had the same problem with USS Pike (Porpoise class) lost all gauges in the Kii Suido. Just for your info.
Need some details, fellows... When did you have the corrupt Save merc4ulfate, ie: before / after an attack, and "off Honshu" or "Makassar Strait, chasing a merchant, airplane showed, we crash dived, fifteen minutes later, in attack phase, so we Saved. Save wouldn't restore, went back to previouis Save and was OK". etc. As for losing the gauges, the same thing. Where and when with surrounding circumstances would help immensely. Had you Saved Kongo Otto, and upon Loading the Save, did not have gauges? Or had you ordered a dive, and noticed that the gauges were "black' blank, or stuck at the 12 O'Clock position? etc.

We want to minimize bad "Saves", and it might well be related to the loss of gauges, and what happens might only depend upon your proximity to a certain IJN ship, sub or plane - maybe a shore installation... Thanks
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Old 03-11-20, 08:22 AM   #552
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Need some details, fellows... When did you have the corrupt Save merc4ulfate, ie: before / after an attack, and "off Honshu" or "Makassar Strait, chasing a merchant, airplane showed, we crash dived, fifteen minutes later, in attack phase, so we Saved. Save wouldn't restore, went back to previouis Save and was OK". etc. As for losing the gauges, the same thing. Where and when with surrounding circumstances would help immensely. Had you Saved Kongo Otto, and upon Loading the Save, did not have gauges? Or had you ordered a dive, and noticed that the gauges were "black' blank, or stuck at the 12 O'Clock position? etc.

We want to minimize bad "Saves", and it might well be related to the loss of gauges, and what happens might only depend upon your proximity to a certain IJN ship, sub or plane - maybe a shore installation... Thanks

Saved the game while on surface and on reloading said save to continue gaming the gauges were stuck in the 12 o'clock position, all of them also the needle of the hydrophone wasn't moving anymore.
Position was almost exactly the same as in Forumuser Torpedo's screenshots at the Kii Suido. Havent' chased anything was just cruising there in search of enemy shipping. No enemy warships were spotted by crew neither were aircraft spotted.
Went back to a previous save which was before entering Kii Suido but it also had become corrupted.

I went to Kii Suido after finishing my patrol objectives and receiving the usual "do free hunt or go home" message, travelled from Truk to BUn go Strait and from there to Kii Suido, no problems with gauges before saving game in both Truk or Bungo Strait.
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Old 03-11-20, 11:31 AM   #553
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setup: running FOTRSU 1.01.g, no other mods, win 7 64 bit, no recent updates.

I returned to pearl from my 4th patrol (47K tons) was offered a new boat, took it (porpoise).
Finished upkeep, transferred to Midway, and set off west. saved about halfway across. when I clicked save, went straight to windows. restarted SH4, the halfway save was listed, clicked on it, went straight to windows.
Ran SH4 again loaded a save I made before plotting course. it loaded ok, but stated getting the 'passing thermal layer' repeated. I did a restart of PC, still the same. Also got thermal layer message when I loaded "autosave on leaving base'.

I've read a lot here related to the porpoise class. Is it a problem?

Any Ideas?


Also what is the latest full release of FOTRSU?
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Old 03-11-20, 02:23 PM   #554
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Originally Posted by Kongo Otto View Post
Saved the game while on surface and on reloading said save to continue gaming the gauges were stuck in the 12 o'clock position, all of them also the needle of the hydrophone wasn't moving anymore.
Position was almost exactly the same as in Forumuser Torpedo's screenshots at the Kii Suido. Havent' chased anything was just cruising there in search of enemy shipping. No enemy warships were spotted by crew neither were aircraft spotted.
Went back to a previous save which was before entering Kii Suido but it also had become corrupted.

I went to Kii Suido after finishing my patrol objectives and receiving the usual "do free hunt or go home" message, travelled from Truk to BUn go Strait and from there to Kii Suido, no problems with gauges before saving game in both Truk or Bungo Strait.
Thanks for the details update...

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Originally Posted by mikesn9 View Post
setup: running FOTRSU 1.01.g, no other mods, win 7 64 bit, no recent updates.

I returned to pearl from my 4th patrol (47K tons) was offered a new boat, took it (porpoise).
Finished upkeep, transferred to Midway, and set off west. saved about halfway across. when I clicked save, went straight to windows. restarted SH4, the halfway save was listed, clicked on it, went straight to windows.
Ran SH4 again loaded a save I made before plotting course. it loaded ok, but stated getting the 'passing thermal layer' repeated. I did a restart of PC, still the same. Also got thermal layer message when I loaded "autosave on leaving base'.

I've read a lot here related to the porpoise class. Is it a problem? --->>

Any Ideas?

Also what is the latest full release of FOTRSU?
100_FalloftheRisingSun_Ultimate_Edition_v1.004.a_E N

I would not have considered the Porpoise an issue until your report from the previous version... - I've been looking in parts we had changed between the last two versions... I had better widen my search criteria... - I still cannot reproduce what you guys get though. "must... have... more... data..."
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Old 03-11-20, 03:28 PM   #555
merc4ulfate
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Originally Posted by propbeanie View Post
I don't know why an S-Boat would be different from a Tambor in that regard, but we'll look into it. If anything, it really should make more noise... Thanks!



Thanks for the clarifications. I do not get that good of mileage, but I do know that it seems a bit arbitrary, from what I saw while testing for changes in that regard. We'll do some more testing and see if any adjustments can be done, especially on a Porpoise.



OK, I can tell you one thing about the magnetics and the DD - CL also for that matter, since some of them are shallow-drafted also, but if you intend to shoot a magnetic below the keel of a ship to pass under and detonate under the next, it most times will not work. I have taken shots at a BB with the depth set to 32 foot (9.75m), and have had them detonate beneath a 9.8 foot (3m) DD. There really should be no way for that to happen, but it does in the game. I just consider that a "premature detonation". You can however, set it to impact, for say 28 foot (8.5m), and that will pass beneath the DD just fine. I have experimented with the magnetic pistol, and I might have a "fix" for the next release, but it does increase the "dud" percentage of the magnetic pistol, to really high, "historical" levels... which doesn't really improve at all throughout the war (aka: the life of the file, or mod). Also, with no changes, I have also experienced the magnetics detonating beneath a ship and there being no damage from it at all. One of the "odds" thing about the torpedo, in that sometimes it happens that way, like an incomplete explosion of the torpex in the warhead.

There might be a "happy medium" we might be able to find eventually, so we'll keep trying.

Similar to the above, where you might not get 100% performance from your torpedoes, together with the placement of where they detonate on the ship, and you might have a ship with minimal damage from having several torpedoes seemingly detonating under the ship.

Thank you for the information. That will help us zero-in on the trouble.
I have taken out a Yamato, Kongo and Fuso with one fish. It really is where you hit them. You hit that forward powder magazine just right and they can be toast. Than again I have put 8 fish in a Yamato and sailed away with it still afloat.
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