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Old 08-03-20, 02:11 PM   #46
DrJester
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This is the final version. Hopefully no more bugs!

Barring any issues, I'm hoping to get this one added to the downloads section of subsim

https://drive.google.com/file/d/1VS2...ew?usp=sharing
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Old 08-03-20, 07:32 PM   #47
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Got it and testing in FotRSU. Looks good thus far, but I won't be able to put it through its paces just yet, trying to get a new FotRSU version out the door...
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Old 08-03-20, 08:28 PM   #48
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Awesome work. Looks great in my GFO RSRDC. I tried it in FOTRSU, but I'm waiting a new iteration of this mod. The water looks better in my GFO, tough. Using Reshade with your settings.

Many thanks and best regards!

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Old 08-04-20, 12:08 AM   #49
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Default Re: Dr.J's EO v1.0, hopefully final revision...

Got it downloaded, will unpack it & test it out, after grabbing some rack time.

Will give status update after I test it out.

M. M.

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Old 08-04-20, 12:25 AM   #50
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Thanks guys! Hope this version is bug free!

I've decided to drop the scene.dat file from the mod because I saw that the game would load the new textures regardless if I deleted them or not from the .dat file.

And since the modification I did for the rain is minimal(rain length and speed) with it being mostly close to the original(lightning), I saw no need to include it. But kept the instructions if anyone wanted to touch it up.


And that flare was an annoying headache. It uses 3 files for the flares!
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Old 08-06-20, 11:33 AM   #51
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SHO Re: Update thus far...

Ok, status report as of now...

Looks good, no halo's, so that is resolved.. a small wave weirdness to report but not bad enough in My opinion. Just making note of it. watching the waves as I was sailing along in the 1st school test (navigating test, Type II D Uboat, Op. Monsun Enhancedark Waters) waves would build up then get a sort of wiggle to it before fading out... outside of that, no real issues to speak of.

Only light that I have NOT been able to test yet, have been from search lights from escort ships.. operative word here.. YET.

I believe with issues surrounding halo's around light sources (outside of the sun, which looks great, by the way.. very realistic looking, at least in My own opinion..) the search light issues mentioned of before, may have been fixed along with the interior issues reported.. to be frank, this is only a theory & may or may NOT be the case... unless & until I come across a situation to have them used to know for 100% sure their fixed or not.

This report, only extends to Op. Monsun Enhanced: Dark Waters only... I have yet to test it with FotRSU...

M. M.

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Old 08-06-20, 02:02 PM   #52
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For me, I have a heavily modified FotRSU (naturally) that I am attempting to test for compatibility with a few other mods, and with the "Upscaling Textures" installed, the daylight colors and contrast seem to be too dark, with loss of detail in the shadows. Also, the minimal testing I've done thus far, seems to alter the AI response from AI ships - but I think it is an environment thing, since there aren't any AI files in your mod of course. What I get though, is a near-instantaneous response when within gun range of the ships, including torpedo launches within a couple of seconds, instead of 30+ seconds. Also, it seems to take more torpedoes to sink ships, but that might be attributable to the rushed state of shooting at ships when in close, having to hurry when in close... lol

Most of the above could well be the interaction between mods in my current set-up, and overall, this version has a much smaller impact on the computer's 'efficiency' and has less impact on the game running smoothly. Other than the loss of detail in the shadows when on the bridge, it looks beautiful. I would be interested to see if others find a difference in the AI response with the environment applied.
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Old 08-06-20, 03:05 PM   #53
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Quote:
Originally Posted by propbeanie View Post
For me, I have a heavily modified FotRSU (naturally) that I am attempting to test for compatibility with a few other mods, and with the "Upscaling Textures" installed, the daylight colors and contrast seem to be too dark, with loss of detail in the shadows. Also, the minimal testing I've done thus far, seems to alter the AI response from AI ships - but I think it is an environment thing, since there aren't any AI files in your mod of course. What I get though, is a near-instantaneous response when within gun range of the ships, including torpedo launches within a couple of seconds, instead of 30+ seconds. Also, it seems to take more torpedoes to sink ships, but that might be attributable to the rushed state of shooting at ships when in close, having to hurry when in close... lol

Most of the above could well be the interaction between mods in my current set-up, and overall, this version has a much smaller impact on the computer's 'efficiency' and has less impact on the game running smoothly. Other than the loss of detail in the shadows when on the bridge, it looks beautiful. I would be interested to see if others find a difference in the AI response with the environment applied.
Hey propbeanie,

Did a small testing of mod thus far, with FotRSU, which I, like you have somewhat heavily modded with additional mods... Can report, that I used a schooling mission, just as a test bed to begin with... & found an interesting quirk, when I ran it.

The test school mission, was the 1 in which you undergo torpedo training...

The vict.. erhm, torpedo test dummy.. (yeah, *chuckles* that's the ticket... torpedo test dummy... ) was a Light or medium cruiser, I got sight of them, set up for a 3 fish send off... 2 set for impact det, depth about 3 feet below the water, the 3rd & final torp, set up for mag det, about 3 feet beneath the keel... in a staggered formation 1st fish sent off, impact, 2nd the mag det set fish, followed lastly by the 2nd fish set for impact...

End results... disappointment beyond belief.

The Mag det, did indeed proceed as was its designed path, the depth I set it for... but.. NO detonation... it just continued sailing off into the sun set.. the 2 that were set up for impact... sailed clean through the ship... & following their mag set brother in arms...

I watched all this through the free roam cam, after I dropped scope, proceeded to go deep & quiet.

The cruiser in question... sailed on, oblivious to the fact, that I had even attacked it...

I figured this had to be a fluke.. so I shrugged it off & proceeded to test how things looked & all in a career mode setting.. thus far, as before with Op. Monsun testing.. all looks as it should thus far. Only light I have yet to be able to cross check & know is fixed, is the search light. Everything else light issue wise, looks to be cleared out.

As for the torps acting that way with enemy targets, I've yet to know of. The reason, is explained below..

I do have FotRSU, with the Pre Pearl mod added in, to very good success on it working with FotRS v1.1 + the patch. As it is, am in the early couple of days just before Peaarl gets plastered, & am on a training mission just North of Manilla, did get a radio message to keep an eye out for IJN movements & report back on them, as it goes, am to return to port & figure by the time I do.. Pearl will have been attacked & should begin combat patrols.

If all goes as planned,& the mods cleared for official full on release, would like to see of adding this into the 'WDAD' mega & eventually, as soon as there is a release of it, the IJN mega 'Climb Mt. Niitaka', as well... I'm considering doing a work up of the 'SubRon group 51'... I believe it was... at some point & maybe see of adding it in to that 1, as well.. but, that's off in the future for now.. just on the drawing board, as it were...

Any way, that's the end results I've had with FotRSU with DrJ's mod added in to it.

M. M.

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Old 08-06-20, 03:32 PM   #54
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There again, that could be a mod conflict with the torps passing through. Remove the Upscaling Textures and try that Submarine School mission again. I get detonations fine in my set-up, I just have a more difficult time sinking ships, probably doubling the amount of torpedoes needed. I have a TestCareer mod that I use to "salt" my Patrol results (for FotRSU testing), and there seems to be a little something "off" in it, but I still get detonations with it, though nothing will sink. I used a whole Salmon Class boatload of torpedoes on a single merchant, and while I did manage to kill the engines, and set it all afire, it never did sink. When I removed that TestCareer mod, ships sank again, though more slowly than "normal" - which is NOT unrealistic. However, like I mention, I am shot at almost immediately by every weapon a ship has available, and at about twice their normal reaction time to the actual firing... which again, might just be the interaction with FotRSU. As for your non-detonating mag trigger torp, that would be just like the impact triggers, in that there was no "collision" detected, hence no detonation. I have not tested the Pre-Pearl mod, so I do not know if there are any changes that might affect FotRSU...
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Old 08-06-20, 05:45 PM   #55
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Quote:
Originally Posted by propbeanie View Post
There again, that could be a mod conflict with the torps passing through. Remove the Upscaling Textures and try that Submarine School mission again. I get detonations fine in my set-up, I just have a more difficult time sinking ships, probably doubling the amount of torpedoes needed. I have a TestCareer mod that I use to "salt" my Patrol results (for FotRSU testing), and there seems to be a little something "off" in it, but I still get detonations with it, though nothing will sink. I used a whole Salmon Class boatload of torpedoes on a single merchant, and while I did manage to kill the engines, and set it all afire, it never did sink. When I removed that TestCareer mod, ships sank again, though more slowly than "normal" - which is NOT unrealistic. However, like I mention, I am shot at almost immediately by every weapon a ship has available, and at about twice their normal reaction time to the actual firing... which again, might just be the interaction with FotRSU. As for your non-detonating mag trigger torp, that would be just like the impact triggers, in that there was no "collision" detected, hence no detonation. I have not tested the Pre-Pearl mod, so I do not know if there are any changes that might affect FotRSU...
As for the Pre Pearl mod, can safely report, that before the add-in of DrJ's mod, that I had no issues before hand... this as well, includes prior to the patch that was released not that long ago...

I could, go into the Op. Monsun SH4 & run a test run in the school side of it & see if it does the same thing there.. as I recall, if I'm right.. the torp training in there, should be well after the major issues they faced with torp malfunctions... as a cross correlation to compare against.

M. M.



p.s.

This could all, of course, just be only affecting the school side of things & NOT affecting the career side if it.. but, do have to confess that is just conjecture on My part... as the small bit of time I proceeded off on a FotRSU carer at this time I haven't gotten to the war starting.. I could begin a career in OME: DW & see if it has any affect on attacking targets as well as testing things on My end with FotRSU, too... as a cross check means.
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Old 08-07-20, 10:38 AM   #56
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Quote:
Originally Posted by propbeanie View Post
There again, that could be a mod conflict with the torps passing through. Remove the Upscaling Textures and try that Submarine School mission again. I get detonations fine in my set-up, I just have a more difficult time sinking ships, probably doubling the amount of torpedoes needed. I have a TestCareer mod that I use to "salt" my Patrol results (for FotRSU testing), and there seems to be a little something "off" in it, but I still get detonations with it, though nothing will sink. I used a whole Salmon Class boatload of torpedoes on a single merchant, and while I did manage to kill the engines, and set it all afire, it never did sink. When I removed that TestCareer mod, ships sank again, though more slowly than "normal" - which is NOT unrealistic. However, like I mention, I am shot at almost immediately by every weapon a ship has available, and at about twice their normal reaction time to the actual firing... which again, might just be the interaction with FotRSU. As for your non-detonating mag trigger torp, that would be just like the impact triggers, in that there was no "collision" detected, hence no detonation. I have not tested the Pre-Pearl mod, so I do not know if there are any changes that might affect FotRSU...

Yesterday was absolutely busy for me, today promises to be the same... ahhh real life, getting in the middle of my fun! Hence the delay in replying to you guys.

Anyway, I read here, in multiple posts that the AI seems to be affected by the colors in the sky. Since I touched the colors a bit(more vibrant), maybe this could be it. Try deleting the ENV folder(I'm away from my pc right now, but it is the one with a few .dat files) and see if that does anything in regards to the AI.


Again, thank you to everyone testing this mod, you guys are my favorite guinea pigs... errmmm test subjects... ermmm... people!
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Old 08-10-20, 11:55 PM   #57
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Just checking up on you guys, to see if everything is ok.

So, any unexpected bugs?
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Old 08-18-20, 04:07 PM   #58
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SHO Re:Upscaling Textures and other improvements... update...

Quote:
Originally Posted by DrJester View Post
Just checking up on you guys, to see if everything is ok.

So, any unexpected bugs?
Ok, just finished updating & compiling some stuff of late... and am back with a report on the latest iteration of the mod.

To begin with, this pertains to using it with the latest version release of 'Fall of the Rising Sun-Ultimate: English v1.2, just released a day or so ago...

After going through the whole shebang of getting that done & the mod in (about as dead last in the jsgme lineup, as feasible... that is...), can report, that the halo around the lights inside the sub interior, are holding as they should. No boxiness to report there.

HOWEVER...

The lights streaming off from light house/s, are a different matter altogether & can report 'Houston, we have a problem.!'...

Find attached a screen shot, taken as I was leaving port, to begin a patrol & sailed past the island base just as you clear Cavite, Philippines.



Thought I was seeing things while doing so, so I decided to eye ball it in a closer up inspection... & viola... *sighs*

Boxy halo ringed around the light source at the light house there...

*sighs*

For the time being, will be shelving the mod to await & see if a solution is found to this... other than that, the mod looks spectacular...

End report...

M. M.



p.s.

I shall check with My SH4: Operation Monsun Enhanced: Dark Waters & see if there is that issue with the light house/s, on the Uboat side of things... & report back, as soon as I finish that check.
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Old 08-18-20, 05:58 PM   #59
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Hope you don't mind me saying, when I used to do flight simulator, some users got anomalies with certain textures where others didn't.

Not everyone's PC setup as you know is the same plus some graphics cards are better than others.
Some users used to ask how one guy got those graphics to look so good, then they found out he was using a high end graphics card also a different make to theirs.

I know this is in Flight sim but the same rules may apply.

You did a great job by the way, I know it takes many hours, days and weeks to do all this.


Col.
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Old 04-03-21, 01:43 PM   #60
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I don't sail without this mod.
Great job!
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