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08-08-19, 10:58 AM | #8431 | |
Tazmanian Devil
Join Date: Dec 2009
Location: NC
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Quote:
After the destroyer escort, passenger liner, freighter, and tanker when down to Davy Jones' Locker, the only vessel left was the hospital ship. I noticed that it stayed in the area and followed the boat when it was on the surface. When submerged, the sonarman reports it as a warship. Could have this been the second warship spawned as a hospital ship? And I forgot to state that weather. Clear skies, no rain, but the waves were at 15 meters per second, as reported when requesting weather update from 'X' key. Regards, Larry
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Win 10 64-bit│AMD Ryzen 3 1200 Quad-Core Processor 16.0GB Ram│ NVIDO GeForce GTX 650 Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\Wolves of the Pacific\MODS] C:\...100_FalloftheRisingSun_Ultimate_v.1.8 |
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08-08-19, 03:53 PM | #8432 | |
DILLIGAF
Join Date: Feb 2007
Location: florida
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Quote:
All hospital ships are reported as warships. I have never seen them reported as anything else in the MOD. Just do not sink it.
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Self-education is, I firmly believe, the only kind of education there is. ~Isaac Asimov~ Mercfulfate 将補 日本帝國海軍 |
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08-08-19, 05:07 PM | #8433 | |
Tazmanian Devil
Join Date: Dec 2009
Location: NC
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Quote:
Roger that! Thanks for the information. Larry
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Win 10 64-bit│AMD Ryzen 3 1200 Quad-Core Processor 16.0GB Ram│ NVIDO GeForce GTX 650 Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\Wolves of the Pacific\MODS] C:\...100_FalloftheRisingSun_Ultimate_v.1.8 |
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08-08-19, 07:05 PM | #8434 |
DILLIGAF
Join Date: Feb 2007
Location: florida
Posts: 2,058
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Is everyone experiencing the blind aircraft or is it just me?
I have Zeke's and all sorts fly within 700 yards of me and ignore me. We wave, they throw me Saki we laugh. Even when I fire at them they ignore me. Seems the only who try to kill me are the occasional Betty's
__________________
Self-education is, I firmly believe, the only kind of education there is. ~Isaac Asimov~ Mercfulfate 将補 日本帝國海軍 |
08-08-19, 08:47 PM | #8435 | |
CTD - it's not just a job
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08-08-19, 09:54 PM | #8436 |
Ace of the Deep
Join Date: Feb 2004
Location: Colorado
Posts: 1,057
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Is it just a naming thing?
Someone may already have questioned this, but if so I missed it in a quick review of previous posts.
I just returned from a 30 day trip out west. Found v0.90, RC3 and downloaded it today. But when I "unpack" it the folder shows RC2. Is that just a file naming thing, or is the wrong folder included in the download?
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Run Silent, Run Deep, and Sink 'em All |
08-09-19, 12:10 AM | #8437 |
CTD - it's not just a job
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Yes, just a typo. It is RC3. We have the toothpicks out to make certain the next version does not have issues like that...
One aspect we'd like you to pay attention to is how well the airplanes pay attention to your boat. |
08-09-19, 10:23 AM | #8438 | |
Ace of the Deep
Join Date: Feb 2004
Location: Colorado
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Quote:
__________________
Run Silent, Run Deep, and Sink 'em All |
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08-09-19, 04:02 PM | #8439 | |
DILLIGAF
Join Date: Feb 2007
Location: florida
Posts: 2,058
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Quote:
__________________
Self-education is, I firmly believe, the only kind of education there is. ~Isaac Asimov~ Mercfulfate 将補 日本帝國海軍 |
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08-09-19, 05:19 PM | #8440 |
CTD - it's not just a job
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That is actually not a bad distance... I know we're not used to it, but it does seem that the sun and moon matters now. If I can find some time over the weekend, I'll do some test missions, and see what happens under differing circumstances, such as calm, medium & stormy weather; early morning or evening versus high noon, etc.
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08-09-19, 08:14 PM | #8441 | |
Machinist's Mate
Join Date: Dec 2016
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Quote:
Last edited by Michael Wood; 08-10-19 at 02:19 PM. |
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08-10-19, 11:00 AM | #8442 |
CTD - it's not just a job
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The mod also has it to where your submarine is visible beneath the surface, sometimes down to 120 feet, if the sea is calm and smooth. I have done extensive tests (previously - v76??) with calm, medium and rough seas. They do have to fly relatively close to your location, though that's kind of hard to determine. Depending upon the angle of the over-flight, they might see my boat with smooth seas, and the airplane would drop bombs, with my boat at 110-120 feet, though they usually were not close to hitting me. Come up to about the 80-90 level though, and they were quite close. At PD, they would get me about 1/2 the time. Make those seas "medium", and they wouldn't see me at 110-120, and at the 80-90 level they would seldom get me, while being at PD, they would get the boat about 1/4 of the time. Rough seas, and they usually didn't see my boat at all, even at PD, but they did occasionally and then drop bombs. I did have the benefit of "recording" (Save with Replay) the scenario, and going back reviewing from multiple angles (if desired), and at times, it was rather comical to see the airplanes twist and dive to drop their bombs, only not able to fully recover, "stall" and then crash into the sea, the one time missing me with their bomb drop, but getting me with their plane crash...
So if you spend much time at PD, especially with smooth seas, you don't even have to stick your periscope up to get bombed and sunk. This is also a "feature" of TMO, and was carried over from there to FOTRS by AOTD_MadMax. FotRSU has kept it... |
08-10-19, 02:07 PM | #8443 |
XO
Join Date: Mar 2007
Location: In your baffles...
Posts: 431
Downloads: 623
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I just recently got back into playing SH 4 with this fantastic mod in mind. I love the look. Just beautiful. I have yet to actually go on a patrol because ive been trying to solve a peculiar sound problem and I'm not sure if its related to the FOTRS mod or not.
Seems that I'm missing many sounds that should play,one in particular is the sound of fire burning on ships, although burning oil on the water plays fine. Also the diving and surfacing interior sound with clackxon will ONLY play once and never again. Same for the exterior surfacing sounds. I have SH4 with the FOTRS mod installed on my Windows 7 AND an older Windows Vista computer and its the same problem for both machines. Both have Soundblaster audio cards I hope i might have missed a fix or a workaround and have searched this thread (and others) judiciously for any hints as to what might fix this. The sounds are so important for immersion and realism. Its my hope that someone on you team will make sure that any sound problems are dealt with before the next release. I appreciate any thoughts or suggestions as to a possible next step to try and fix these problem,althought i understand that certain things are hard-coded an may be impossible to fix. Thank you for you time, Dave |
08-10-19, 02:31 PM | #8444 |
CTD - it's not just a job
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As for certain sounds, there are several possible causes:
1. You've added a mod on top of FotRSU. Remove any mods on top.As for the DiveAlarm and other certain sounds, CapnScurvy and I went through all sorts of gyrations in the early days of the mod, testing and tracking down "The Sound". Thanks to one of the beta testers (name escapes me just now) who suggested deleting the creaks sounds. CapnScurvy has always said "when in doubt, emulate Stock". Upon further investigation, and comparing FotRSU files to stock, it was determined that certain looping 3D sounds should only be "mono" audio, and no more than 15 seconds in length, with "clean" entry and exit points to hide the "seam" when it loops. We went through every audio file in the mod, and made them all conform to the "Stock" paradigm. A few months ago, Slyguy3129 found that some of our files were over 15 seconds in length. I could not find where we accidentally re-introduced this 'error', but my guess is about v0.56, but they are in there incorrectly in v0.90 RC3, back to what they were in FOTRS. We have since edited the files again for conformity, and they'll be in the next release. With a proper-lengthed DiveAlarm and Creaks files, other audio does better also, not getting "run over" by the tails of a file that shouldn't be playing still... |
08-10-19, 09:32 PM | #8445 |
XO
Join Date: Mar 2007
Location: In your baffles...
Posts: 431
Downloads: 623
Uploads: 7
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Thanks for the reply. Seems i did indeed swap out some of my favorite sound files from a previous install of 1.4. When i took a look at them they were way too long by about 2-5 seconds.,So after i cut and polished them to the required 15 second rule they now run as normal and repeat as they should. I think just to be safe I'll do another clean install and follow your stated suggestions and some others i found and hope that will make things better.
I can live without the ship fire sounds as I won't be using external view once i get up and patrolling. I look forward to getting immersed once again in the Pacific theater thanks to FOTRS and all the fine work that's gone into it. |
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