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Old 06-18-20, 11:08 AM   #1336
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Those IJN (and American & German) AI subs are basically surface vessels, set to Type=17, which in Stock is "Elite Destroyer Escort". That way, they are aggressive when encountering enemy assets, and will charge their position with guns and torpedo tubes a-blazing. They will alter their speed and direction as dictated by the AI_Ship internal settings in the sim file and executable for the game, but they will not submerge, and if they do, they will "stop". You cannot have them on a given course that you have set with waypoints, and have them submerge. They will attempt to, and they will get a pinch lower in the water, but they will then slow down, and if the weather is rough, and the waves up, they might fully submerge - but when they do that, they are actually sinking. The Ko is a different kind of bird. I have not looked at its dat versus sim yet, but I do know that it will submerge itself when its speed increases, such that if you encounter it in the game, it will come at you for an attempt at a 90° attack on your "estimated" position. As it speeds up for that, it is almost like its shape pushes it under water, but it is able to continue at the speed the AI_Ship dictates for attack / run-away. If it keeps attacking, it will eventually sink itself also. My one thought on that a while ago was that it is running on electric all of the time off of its batteries, and as such, that might allow it to continue, I don't know...

These and other issues with the subs will be looked into though for FotRSU. If you initially set one of the current Type=17 AI subs in FotRSU to say -18 or so, intending it to be at PD, it will do so, but it will not motor about there. If you change it's Type= to 200 for a submarine, it will still sit there usually, because of the way it was built and then altered to be an AI surface vessel. If you instead take the original playable submarine, and clone it and make it into an AI sub, it will motor about. I do have a JyunsenB and the US Fleetboat done up that way, and with the torpguns on them, they will shoot torpedoes at you or any other enemy vessel (or airplane). One bad thing about those as they are now, is that they are "visible" to surface vessels, which will then shoot at them with their cannons, and attempt to avoid them, well outside the 'normal' range of torpedo launching for the sub...

There are still several things in line ahead of getting back into attempting to add the submerged AI subs as an add-in to FotRSU, but when I do, I'll keep you in mind, and see what changes we make for that. In the meantime, look in the Sea folder for the current AI subs, and in the Submarine folder for the AI_SubName_sub folders for the submerged ones, as they stand now. The submerged ones are NOT a finished product yet, and the surfaced ones will all likely be altered some. Also, do remember that keltos01 created the IJN subs, which were then edited by s7rikeback & CapnScurvy to function as AI assets in FotRSU. I then took their work to create the submerged ones that don't work quite right yet...

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Old 06-18-20, 04:00 PM   #1337
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Default blue fleetboat skins?

When in the war do fleetboats get that blue skin for which they became so well known? I played a campaign through to 1943, but the tambor I was using for that campaign never got the new skin, and instead remained black-skinned with the early war conning tower the whole way through. Bug?
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Old 06-19-20, 06:00 AM   #1338
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Default Is in-game CO2 Build-up dependent on crew size?

Just curious... When I submerge at dawn in my Tambor class boat I find that I'm starting to get CO2 warnings about noon. That's maybe 6-8 hours tops.



I do have more than the standard 60 man crew. I know that in Real life it would make a difference but do you know if it does in the game?



The real world Tambor is reported as being able to go 48 hours at 2 knots submerged. And I understood that staying submerged from 12-48 hours was not unusual
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Old 06-19-20, 06:43 AM   #1339
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Originally Posted by propbeanie View Post

The main problem with today's "modern" computer and OS, is that the OS is allowed to interrupt old, single-core, single-threaded apps, and especially with Windows 10, where you cannot turn off Windows Updates, and where User Settings are changed without prior notice, you will find that a goodly portion of those "stutters" are actually the computer doing Windows bidding. "Drop what you are doing, and catalog all of the files in the C: drive for the Indexing Service. You haven't done that in at least three minutes! Get to it! When you get done with that, fone home so we can see where the User has been on the i-net. Never forget - 'advertising revenue'!!!"...



I get that, worked in computers for 38 years. BUT.. Why does the game go from a TC of 1024 down to 8. I do understand a pause while the PC (Win 7 64 bit) does it's 'housekeeping' , but not the game change part.
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Old 06-19-20, 09:22 AM   #1340
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Originally Posted by mikesn9 View Post
I get that, worked in computers for 38 years. BUT..

Hey, neighbor! I feel your pain! Spent a few decades in software development myself. I'm not sure that we'll ever get satisfying answers to all the technical whys and hows. This game was built pre-Vista and has never played nicely with many of Windows features.



Plus it's a bit of a Frankenstein's monster. There are artifacts that appear to have been copied whole-cloth from Silent Hunter III then just never used. Some of it's been repaired over the years with mods (which can easily introduce their own weirdness)



My latest "death" occurred when I plotted a course into Freemantle and came in with Time Compression over 1000. Loaded up a save and ran it again reducing Time compression just before I got close to port... worked just fine. I like to tell myself that TC didn't give some "friendlies" time enough to navigate outta my way.



Of course, there's some confirmation bias. We tend to notice these things more when something goes wrong.
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Old 06-19-20, 10:44 AM   #1341
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Originally Posted by mikesn9 View Post
I get that, worked in computers for 38 years. BUT.. Why does the game go from a TC of 1024 down to 8. I do understand a pause while the PC (Win 7 64 bit) does it's 'housekeeping' , but not the game change part.
Just “listening”, but look in sim.cfg and you see which events cause the TC to drop, some to 8 others to 1. Change them if you’d like!
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Old 06-19-20, 10:56 AM   #1342
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^sim.cfg is for the AI surface ships sensors.cfg, its Main.cfg for time compression.
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Old 06-19-20, 11:25 AM   #1343
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Originally Posted by propbeanie View Post
Very strange (to me).
...and me, too. Thanks for your ideas; I've been using the same 1920x1080 60 hz monitor, windowed or not, vsync or not, adjusted scaling in the Radeon program, and no joy. Isuppose I could just never use an external view, but that seems a bit extreme.
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Old 06-19-20, 11:40 AM   #1344
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Quote:
Originally Posted by Fritz Klum View Post
When in the war do fleetboats get that blue skin for which they became so well known? I played a campaign through to 1943, but the tambor I was using for that campaign never got the new skin, and instead remained black-skinned with the early war conning tower the whole way through. Bug?
Not a bug. The new skin begins on 19430101, but there have to have several pieces in place. You do have to come back in to port after 19430101, and go back afterwards, and even still, it might take a time or two, depending upon which base you're at. Just because the game shows something starting on 19430101 does not mean it will. The conning towers are strange beasts. A person has to have enough points to "qualify" for an upgrade, which only come based on date. The first change can happen sometime after May of 1942, but you are either offered a submarine upgrade first, and if a submarine is not available to upgrade to, then a conning tower upgrade is offered - but only if you have enough points to "qualify". The points awarded are the difficult part to manage in FotRSU, and we are still adjusting the parts for "balance".


Quote:
Originally Posted by Havan_IronOak View Post
Just curious... When I submerge at dawn in my Tambor class boat I find that I'm starting to get CO2 warnings about noon. That's maybe 6-8 hours tops.

I do have more than the standard 60 man crew. I know that in Real life it would make a difference but do you know if it does in the game?

The real world Tambor is reported as being able to go 48 hours at 2 knots submerged. And I understood that staying submerged from 12-48 hours was not unusual
No one, of course, breathes "air" on your boat, and as far as we know, they do not model that in the game. The CO2 gauge comes on with just a slight rise in the CO2 level of the game. The only way to really tell how the CO2 is affecting your crew, is to monitor your crew... If they start ignoring your orders, then you have to surface... I have not attempted to find out when that happens in FoTRSU, but unless we did something we don't understand about (very possible), the settings for that should be close to what Stock has. Perhaps someone else can comment about how long they have managed to stay under... ??


Quote:
Originally Posted by mikesn9 View Post
I get that, worked in computers for 38 years. BUT.. Why does the game go from a TC of 1024 down to 8. I do understand a pause while the PC (Win 7 64 bit) does it's 'housekeeping' , but not the game change part.
In the game's config, these are the settings that will bring the TC directly to 8x:
RadioReport=8
Particles=8
PrayState=8
The Radio Report is the most common, but some don't change the TC at all, others take you to 1x TC. PrayState is when you are being hunted. Particles are generated, such as a torpedo launch... or smoke...

Quote:
Originally Posted by Havan_IronOak View Post
Hey, neighbor! I feel your pain! Spent a few decades in software development myself. I'm not sure that we'll ever get satisfying answers to all the technical whys and hows. This game was built pre-Vista and has never played nicely with many of Windows features.

Plus it's a bit of a Frankenstein's monster. There are artifacts that appear to have been copied whole-cloth from Silent Hunter III then just never used. Some of it's been repaired over the years with mods (which can easily introduce their own weirdness)

My latest "death" occurred when I plotted a course into Freemantle and came in with Time Compression over 1000. Loaded up a save and ran it again reducing Time compression just before I got close to port... worked just fine. I like to tell myself that TC didn't give some "friendlies" time enough to navigate outta my way.

Of course, there's some confirmation bias. We tend to notice these things more when something goes wrong.
1024 TC means every 1 second is 1024 seconds, or over 17 minutes. A lot can happen in that time frame, such as traveling over 5100 yards if at 9 knots...
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Old 06-19-20, 12:01 PM   #1345
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Originally Posted by loftyc View Post
...and me, too. Thanks for your ideas; I've been using the same 1920x1080 60 hz monitor, windowed or not, vsync or not, adjusted scaling in the Radeon program, and no joy. Isuppose I could just never use an external view, but that seems a bit extreme.
Is there a "3D" or "HD3D" or "Stereoscopic" setting on your card? It's not trying to run stereoscopic is it?...

Edit: I did find this AMD Knowledgebase article:
https://www.amd.com/en/support/kb/faq/dh2-012
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Old 06-19-20, 12:15 PM   #1346
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Any chance for an optional sub-mod to remove the flag from the rear of the boat? AFAIK the flag wasn’t flown while on patrol.
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Old 06-19-20, 02:21 PM   #1347
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Default Sea Trials in Sargo

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Originally Posted by propbeanie View Post
Perhaps someone else can comment about how long they have managed to stay under... ??

I tested how long I could stay under. The following was tested in a Sargo-Class Boat on an in-game date of December 11, 1941:


Class: Sargo-Class


Crew Size: 83 Men


Time spend Underwater: 48 hours (6:53 AM December 11 - 6:53 AM December 13)



Remaining Oxygen percent upon surfacing: 5%


Remaining Battery Charge upon surfacing 1%



(Speed was 3 knots, until battery charge dropped below 10%, after which time, speed slowly decreased to 1 knot, which was the underwater speed just prior to surfacing.)


It is true that the Co2 indicator pops up when Co2 levels are over 10%, however you can safely ignore it - focus on your overall level indicator which is located at the bottom right-hand corner of the screen
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Old 06-19-20, 06:18 PM   #1348
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Quote:
Originally Posted by Fritz Klum View Post
I tested how long I could stay under. The following was tested in a Sargo-Class Boat on an in-game date of December 11, 1941:


Class: Sargo-Class


Crew Size: 83 Men


Time spend Underwater: 48 hours (6:53 AM December 11 - 6:53 AM December 13)



Remaining Oxygen percent upon surfacing: 5%


Remaining Battery Charge upon surfacing 1%



(Speed was 3 knots, until battery charge dropped below 10%, after which time, speed slowly decreased to 1 knot, which was the underwater speed just prior to surfacing.)


It is true that the Co2 indicator pops up when Co2 levels are over 10%, however you can safely ignore it - focus on your overall level indicator which is located at the bottom right-hand corner of the screen
did you test CO2 range with a different crew size to see if you could stay under longer with less crew or shorter with more crew?(not sure you can get more than 83 in a WWII sub)
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Old 06-19-20, 11:55 PM   #1349
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Default Still Digging

Still Digging into the files included in the mod. (Am thinking of attempting a small mod of my own)



I noticed when looking in the Sea directory that most of the files in each subdirectory tend to agree as to name with their directory. e.g. the "NCVE_Attacker" directory contains a bunch of files that all start out NCVE_Attacker...



Yet, the NCVE_Bogue directory contains file for both NCVE_Bogue and CVE_Bogue



Is it supposed to be like that or are some of the files leftovers from a rename?



I notice that many of the ships listed in shipdata.pdf show a class without the N prefix that many of the actual directories have. And since you said in an earlier post that shipdata.pdf is out of date I'm wondering if there wasn't a naming convention change.



Really just curious. It doesn't seem to affect my game so far in any way.
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Old 06-20-20, 03:36 AM   #1350
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Quote:
Originally Posted by Havan_IronOak View Post
Still Digging into the files included in the mod. (Am thinking of attempting a small mod of my own)

I noticed when looking in the Sea directory that most of the files in each subdirectory tend to agree as to name with their directory. e.g. the "NCVE_Attacker" directory contains a bunch of files that all start out NCVE_Attacker...

Yet, the NCVE_Bogue directory contains file for both NCVE_Bogue and CVE_Bogue

Is it supposed to be like that or are some of the files leftovers from a rename?

Short answer is that this is a stock game issue, several other units have these different named files also.

Not sure why though, could have been several people working on the same project, using different naming conventions... or a previous SH version being used as a base, and new files just added, without removing the older file works.

If you look at the unit.cfg, you will see which set of files are being currently used.


I notice that many of the ships listed in shipdata.pdf show a class without the N prefix that many of the actual directories have. And since you said in an earlier post that shipdata.pdf is out of date I'm wondering if there wasn't a naming convention change.

In the vast majority of the sea folders, the ships are in Nxx.xxxx names folders, whilst when they are called in-game, the classes have had the "N" removed and possible other symbols and letters.

Again, this has been copied from Stock.


Really just curious. It doesn't seem to affect my game so far in any way.

For more info on the ships and name details, please look here
I have answered your questions in orange..
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