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Old 07-01-20, 09:19 PM   #1426
XenonSurf
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Originally Posted by Havan_IronOak View Post
Dumb question but... if you're running FotRSU don't you have anchor icons that show all submarine capable bases? Pretty sure that the fouled anchor is your home port and the vertical anchors are still the only other places that you can refit.

Pretty sure that the black ports can't handle submarines at all. Pretty sure that Singapore shows in black for a time. I know that there's a mod that made it a sub base for a short time but I don't think that that's part of FotRSU.


There is an anchor icon up in the NorthWest corner of Australia but it looks to be near Exmouth, I think that there's another near where Darwin is but I'm not certain.

Thanks Havan, yes, with 'US flags' I mean those with anchors (the anchor is inside the flag if I look very close).


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Old 07-02-20, 07:44 AM   #1427
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Originally Posted by XenonSurf View Post
Thanks Havan, yes, with 'US flags' I mean those with anchors (the anchor is inside the flag if I look very close).


XS
It's not a dumb question. You can only refit at ports marked with a US flag. You can only end a patrol at the port with the fouled US flag. The ports with black dots are more or less neutral ports, but there are no facilities there that a sub can use (no docking, no refits). The ports in red are enemy ports, likely mined and guarded by shore installations - enter at your own risk, and that of your boat and crew. Enjoy!
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Old 07-02-20, 07:55 AM   #1428
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Originally Posted by Havan_IronOak View Post
You're a saltier salt than me (if not an older one) but...

I agree that the SD (Air radar) should be on by default, but turning it on at the beginning of each patrol seems to do it for me. After that its on til I turn it off. I'm guessing that some folks find it to be a pain in that it slows down time compression when leaving base even if the contacts are pretty certain to be friendlies.

Seems that the SJ (Surface Radar) starts off each patrol in the off position as well.

I was told in an earlier post that the SD light can't be turned on for some reason (the developers?) That's why when you hot-key a T to get it turned on you get the message in the text area. You'll note that the Surface Radar button DOES light and they opted to NOT notify you in the text box.

As to that sound you're hearing.... Does it disappear if you adjust your speed by a knot? I know that there is a MAJOR problem with stuck sounds in the game, but that generally clears the more annoying ones for me.

Course with me it could just be the battery in my hearing aid... ;-)
You are correct regarding the SD radar. It is OFF by default at the start of a patrol. Once you turn it on with the "T" key it stays on until you turn it off again.

The SJ radar is ON by default, both at the start of a new patrol, and every time you resurface, an important point to remember, because the enemy may well track you by your radar emissions. Toggling the SJ on or off is done either by using the CTL+T keys, or going to the radar display screen and engaging the ON/OFF switch. Note that you may have to reset the radar range (and sweep?) settings after loading a saved game. The range always defaults to the shortest setting.
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Old 07-02-20, 09:07 AM   #1429
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Originally Posted by torpedobait View Post
It's not a dumb question. You can only refit at ports marked with a US flag. You can only end a patrol at the port with the fouled US flag. The ports with black dots are more or less neutral ports, but there are no facilities there that a sub can use (no docking, no refits). The ports in red are enemy ports, likely mined and guarded by shore installations - enter at your own risk, and that of your boat and crew. Enjoy!

Thanks torpedobait for the clarification. I should have asked this in the general SH4 discussion.


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Old 07-02-20, 11:44 AM   #1430
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Originally Posted by torpedobait View Post
It's not a dumb question. ...

No offense intended. I meant MY question was a dumb question. I now realize I could have worded that better.
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Old 07-02-20, 04:12 PM   #1431
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I have an issue with the gauges and Christmas trees.

I am running in a Tambor Class submarine out of Pearl Harbor on Dec. 8th, 1941. I start my first patrol to see all of the gauges are just black voids. No markings or anything, they're just pure black. The Christmas trees are the same too, no lights, just pure black. I tried reinstalling but that didn't work.

This is my modlist:

Generic Mod Enabler - v2.6.0.157
[C:\Steam\steamapps\common\Silent Hunters wolves of the pacific\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.1_EN
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.1_EN


Any help would be appreciated.
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Old 07-02-20, 08:48 PM   #1432
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Originally Posted by Moonlight View Post
A couple of annoyances I've come across in these latest versions of fotrs Mr beanie.
Firstly, having to turn the SD unit ON, it should be on by Default and turned off when you want it off, that button thingie should also be lit up as well.
Secondly, if I find out who is making that knocking noise while I'm looking at the navmap I'm going to feed him to the sharks, needs looking at sharpish or I will eventually overwrite it with the stock game version...
The way the game is built restricts the things you can do with it. The SD was a "rise" and "lower" originally, the third "periscope" if you will, in the conn. We made it "on" and "off". I have not dug too deeply into the functionality of it, but it is "off" by default, and the team likes it that way because of earlier complaints (and test experience) about it interfering with attempts to come back in to port, or go out from port, in that it drops you back to 1x on the contact report. For me, it was easier to leave and approach port while submerged so that the radar would be off, than to be on the surface and have to continually punch the "+" key to get TC back up, only to be re-set back to 1x with another contact report - which might be the same one as the previous... Also the menu is constructed the way it is. The button has been, and will continue to be "darK", hence the text box message. We will attempt to add a similar text message for the SJ radars, but at least that menu button does light when you use it. It's "on" and "off" have more to do with "surfaced" or "underwater" than anything... You want it to turn back "on" when a wave splashes over it when at radar depth...

As for the knocking sound, I do not know to what you are referring, unless it is part of the Creaks sounds, which are for the most part variable, unless you are deep, and then they do get more "strident"...


Quote:
Originally Posted by Havan_IronOak View Post
I'm reviewing the renown one gets by sinking various kinds of vessels.

I see values of 50 renown for a small oiler and 450 for a light Ryuho fleet carrier, et. al. but I see a value of 2500 for a Hikawa Hospital Ship. I'm assuming that that would be negative if I were to sink, one no?
The renown is set that way on purpose for FotRSU. It is not desirable from our point of view for a player to do whatever they want and rack up 10 million renown points. The neutrals and friendlies were left high, so that if you accidentally sink one, you are heavily penalized. You will see hospital ships in the middle of convoys, sometimes as "leaders", giving the impression of a "neutral" convoy. It behooves the player to identify ~all~ ocean-going traffic in enemy waters, sink the meatballs and keep the neutrals harmless. Some of those hospital ships are indeed carrying contraband, but it matters little, because they are a hospital ship... You might receive a 3x penalty, or even a 10x, depending upon the circumstances. The renown is made up for in the Objectives. You go out on a mission and follow orders, completing objectives, and you earn renown. Each objective has renown. You still sink ships, but they are not as "important" as they are in the stock game. A very strong reason for this is the game "running over" the dates of new boats' availability. If you score too many points too soon, the game then rewards you with a submarine that is not "active" yet. Not only is it not active, but its equipment is not either. To top it off, there used to not be missions that were assigned for these early "rewards" the game would give you, and you would end up retired after one mission, or the game would CTD... so we restrict the renown on purpose. Most things in the mod are not accidents. Some are - but not most.


Quote:
Originally Posted by the beast View Post
I have an issue with the gauges and Christmas trees.

I am running in a Tambor Class submarine out of Pearl Harbor on Dec. 8th, 1941. I start my first patrol to see all of the gauges are just black voids. No markings or anything, they're just pure black. The Christmas trees are the same too, no lights, just pure black. I tried reinstalling but that didn't work.

This is my modlist:

Generic Mod Enabler - v2.6.0.157
[C:\Steam\steamapps\common\Silent Hunters wolves of the pacific\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.1_EN
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.1_EN

Any help would be appreciated.
What was the first patrol's assignment? Do you remember the orders, or where you were being sent? Apply the 101_prBetaPatch_v1.1.7z mod found in Post #1215. Then empty the Save folder again, and try the same boat, same date, from the same place again, and see what it does. In the meantime, I'll dig into the Pearl Tambor and its 1941 assignments.

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Old 07-02-20, 11:44 PM   #1433
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Finally giving this mod a go and I am happy to report that I got the Donation Narwhal working in FOTRS, I loved the first mission out from 12/8/41. Lots of recon, and tagged a couple ships at anchor. Not a bad first run!

Thanks FOTRS crew for helping bring me back again!
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Old 07-03-20, 07:32 AM   #1434
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Secondly, if I find out who is making that knocking noise while I'm looking at the navmap I'm going to feed him to the sharks, needs looking at sharpish or I will eventually overwrite it with the stock game version.
Quote:
Originally Posted by propbeanie View Post
As for the knocking sound, I do not know to what you are referring, unless it is part of the Creaks sounds, which are for the most part variable, unless you are deep, and then they do get more "strident"...
Have a listen to the amb_Submarineinterior between 2.10 to 2.17 and 2.23 to 2.31, if you don't hear it I'll know that you all need an hearing test pretty damn quick. I did hear in the psyche ward once that a refusal to hear so-called imaginary sounds was the beginning of some ones mental deterioration, if that's true you've got bigger problems than just your bloody ears Mr beanie.
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Old 07-03-20, 07:58 AM   #1435
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Originally Posted by propbeanie View Post
... You will see hospital ships in the middle of convoys, sometimes as "leaders", giving the impression of a "neutral" convoy.


Ah, that explains something else I'd been wondering about. I've had a LOT more neutral convoy sightings than I've ever seen in earlier play-throughs. I was assuming that they were all neutrals and hadn't investigated any. They did seem to be useless clutter and though they added verisimilitude they wouldn't add much else to game-play.



I'm guessing that the Hospital ship needs to be the first non-warship in the convoy for it to be tagged as neutral? I have spotted a hospital ship that was the trailing vessel in a small convoy and it was first tagged as "Red/hostile" convoy.
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Old 07-03-20, 08:21 AM   #1436
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Bug Report : Missing object in NDD_Akatsuki.dat

When checking the NDD Akatsuki I noticed a group of suspended objects hanging in the air...

Node 253 : NDD_Akatsuki_Rad
Node 261 : NDD_Akatsuki_Torpcrane01
Node 264 : NDD_Akatsuki_Torpcrane02

The radar has nothing to stand on and the two torpedo cranes are not anchored to anything in the middle.



Looking at drawings of the real ship shows that there should be a small platform directly underneath the Radar which the two torpedo cranes (which are not always depicted) could anchor to.

Reference : https://en.wikipedia.org/wiki/Japane...katsuki_(1932)
Reference : https://www.the-blueprints.com/bluep...uki_destroyer/
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Old 07-03-20, 10:09 AM   #1437
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Quote:
Originally Posted by Havan_IronOak View Post
I'm guessing that the Hospital ship needs to be the first non-warship in the convoy for it to be tagged as neutral? I have spotted a hospital ship that was the trailing vessel in a small convoy and it was first tagged as "Red/hostile" convoy.
actually, no, it does not have to be the lead ship.
the convoy leader is designated in the dotMIS file that defines the convoy.
any ship can be the leader.
if the leader is a combat ship, then the group is a "task force".
if the leader is an merchie, then the group is a "convoy".
if the leader is a neutral ship, then the group is a neutral "convoy" or "task force".
this is the reason why we see a "task force" turn out to be four merchies with escorts: the lead ship was designated as one of the escorts rather than one of the merchies. in reality (simulated of course), this is a small convoy whose designer probably mis-clicked on the DD/DE as the leader rather than one of merchies.

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Old 07-03-20, 04:48 PM   #1438
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Originally Posted by KaleunMarco View Post
the captain's coffee maker has broken down again.
this is the umpteenth time it has been on the gripe list.
get the chief of the boat to get this fixed...NOW!

I have the same frustrations...
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Old 07-03-20, 04:49 PM   #1439
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Originally Posted by Mad Mardigan View Post


Just out of curiosity, are ships in game, supposed to be trying out for the part of Casper the friendly ghost...???

Don't know if this is happening in career side or NOT.. but decided to try the training side of things, for dumps & giggles.. and noted a very odd incident when I did so.

In the navigation portion, tooling about in a Porpoise class boat.. sailed past a Troopship Queen Mary & literally was seeing the island.. right straight through it... I went to free roam mode, to investigate this.. and sure enough, NO matter what angle but 1.. I was able to see everything on the other side through it.

The 1 view angle that this did NOT occur.. was when I was overhead & looking at it with water backing it..or any angle that included water back behind it, to be frank.. any & all other angles.. it became see through ghost...

strange indeed... just thought I'd mention it.. dunno if this is known about... haven't seen any thing mentioned thus far...

M. M.
We have concerns also with this model, and may have to go back to a previous version...
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Old 07-03-20, 05:23 PM   #1440
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Quote:
Originally Posted by DanielCoffey View Post
Bug Report : Missing object in NDD_Akatsuki.dat

When checking the NDD Akatsuki I noticed a group of suspended objects hanging in the air...

Node 253 : NDD_Akatsuki_Rad
Node 261 : NDD_Akatsuki_Torpcrane01
Node 264 : NDD_Akatsuki_Torpcrane02

The radar has nothing to stand on and the two torpedo cranes are not anchored to anything in the middle.



Looking at drawings of the real ship shows that there should be a small platform directly underneath the Radar which the two torpedo cranes (which are not always depicted) could anchor to.

Reference : https://en.wikipedia.org/wiki/Japane...katsuki_(1932)
Reference : https://www.the-blueprints.com/bluep...uki_destroyer/
Good find & Fixed...

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