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Old 08-02-20, 09:32 PM   #1591
propbeanie
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Yea, I sank like 50,000+ tons on every patrol except my first, lol. I get assigned areas where there are lots of ships, I don't "tonnage pump" or "medal pump" as I see that as being too easy and its cheating to me.

I also have a suggestion, could you guys make a manual on how to use manual targeting in SH4 with FotRSU 1.1, I do not know if manual targeting in FotRSU 1.1 is the same as the stock game.

Or could you guys link me to a tutorial thats like that?

Thank you.
There are several "tutorials" in RR's Sub Skipper's Bag of Tricks, and I think THEBERBSTER has some links in his SH4 <> TUTORIALS <> HOW TO DO IT <... links. We did add a couple of Submarine School missions for practicing manual-targeting in SS03MT190 Manual-Targeting and SS03MT245 Manual-Targeting. There are some suggestions in the missions themselves, but very sparse and generalized. You do NOT want me teaching you manual-targeting... - I would set you back 64 years of your life, and have to un-learn it all...


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Originally Posted by Moonlight View Post
I've had a major system crash after a failed Win10 update, I managed to save the documents folder but after a re-install not one save would load, the IJN couldn't get me but Microsoft showed them how its done.

So after starting a new career in a Gar at Midway on the 19th January 1945 I was met with this screen, Mr beanie your Midway files are FUBAR.

(pik)

Me thinks I'll restart the campaign again in a Gar at Midway in January 1942 and this time I'll be taking every boat that's offered, I'll see then just how screwed up your files are.
You have no sonar mister! (plus a few other odds & ends) But I would not trust that Save folder now any further than you could throw it - unlessen of course, you unbolt the hard drive and chuck it... But seriously, you cannot re-construct the set-up the same exact way, and expect the bit-checker file to have the same count to allow a Save to load in the re-done computer, not the way Win10 does its thing... Win10 can't even get the start-ups for its own Office apps to run correctly after an 'upgrade'.


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Originally Posted by the beast View Post
I have one last issue.



Is that suppose to be there? I have no clue what the special ability does since it doesn't have a description. Is this an issue with the stock game, is it an issue on my part, or is it an issue with FotRSU itself?...
Well, as far as the remaining active members of the team knew, we were lead to believe that only the Battery Re-Charge Specialist and one of the medic dudes was active (Pharmacist's Mate??), and here, we're finding other active ones at about one every three months or so now... From the Stock game, it says:
Ability-Active-Quick-Escape-Name=QUICK ESCAPE
Ability-Active-Quick-Escape-Description=Required compartment: ENGINES ROOM, COMMAND ROOM|
The time required for dive is reduced and electric engines are boosted up.|
Duration: 30 minutes|
Available: 3 hours
So that has been added to the game now, so you at least know that it is not a Momsen Lung device that will allow several members of the USS Tang to escape their sunken submarine...

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Originally Posted by Mios 4Me View Post
We were in the western Inland Sea, roughly 35 km ESE of Tsunemi, when we chased down and sank a Large Tanker moving E with torpedo and 5" fire, then proceeded to recon the port. Afterward, we set course for the Bungo Suido and, maybe 35 km NNE of Tsurusaki, we encountered another Large Tanker going S, and eventually sank her. This time there was no credit given, no "She's going down", nothing except wasted ammo and another torpedo. Presumably this was the same ship making her ghostly rounds.

This is the only time I've experienced this in FotRSU on the open sea, though it can happen in port. I made no changes to the program, mods, or even text files within that patrol.

Is there any way to predict and avoid this scenario?
First of all, what are you doing in the Inland Sea, commander? This is a breach of protocol and standing orders, and will lead directly to conviction and sentencing. No courts martial will be required. Watch your mail for the summons...

Second of all, depending upon the RGG or Group or Unit, and how it spawns and how far away from it you get, you can indeed experience what you had. It may have been the same ship, if you went out beyond the spawn area for the ship, and then re-entered its area in a time frame that would allow it to re-generate. Other ways that you lose the sinking credit sometimes is if you go below 100 feet (I think - it might just be periscope depth) and use high TC, or go beyond its range again prior to its sinking. Also, if in a bad storm, you might lose it, or if the ship sinks in water too shallow for it to actually fully "sink". Any part of it sticking out of the water may nullify your destruction of the ship. Lastly (I hope), anything else that contributes to the ship's sinking, can take the credit away from you, such as a storm, or a ship running aground, or an airplane bombing it, can all push the hit points to the "destroyed" level, and you get nothing... None of these are "consistent", and it might be fine one time, and fail the next three. Think of it as JANAC taking away credit, based upon IJN information, and not the witnesses on your submarine... - in reality, the game gets confused sometimes...
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Old 08-03-20, 12:16 AM   #1592
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I came across two ships occupying the same place at the dock in the port of Mikuni, Long 136°10' E. Lat 36° 00' N. My boat is out of Pearl Harbor and is a Balao class. Time of sighting was 14Mar1944 at 0741 hrs.

 


 


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Old 08-03-20, 02:48 AM   #1593
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QUERY : NCA_Deutschland cannot fire its torpedoes?


Looking at the .DAT for NCA_Deutschland there are two stern 21TorpedoQuad launchers (T02, T03) on the model but no "Torpedo Gun" objects in either the .DAT or .EQP along the sides.


Can the Deutschland actually use its stern launchers or are they merely cosmetic?
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Old 08-03-20, 07:21 AM   #1594
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I came across two ships occupying the same place at the dock in the port of Mikuni, Long 136°10' E. Lat 36° 00' N. My boat is out of Pearl Harbor and is a Balao class. Time of sighting was 14Mar1944 at 0741 hrs.

SPOILER

SPOILER

Thank you gentlemen for hard work you have invested into this project.
Happy Hunting!

Thank you for the excellent report details. Went right to it, and found the issue!


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Originally Posted by DanielCoffey View Post
QUERY : NCA_Deutschland cannot fire its torpedoes?


Looking at the .DAT for NCA_Deutschland there are two stern 21TorpedoQuad launchers (T02, T03) on the model but no "Torpedo Gun" objects in either the .DAT or .EQP along the sides.


Can the Deutschland actually use its stern launchers or are they merely cosmetic?
Apparently, since it would be rather rare to see the ship in FotRSU, the torp guns were not added to it, so no, it cannot shoot torpedoes. Of some concern is the eqp file does not match the dat file, in that there are calls for the use of T03 and T04, of which no nodes are on the ship for that equipment...
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Old 08-03-20, 09:46 AM   #1595
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I've had a major system crash after a failed Win10 update, I managed to save the documents folder but after a re-install not one save would load, the IJN couldn't get me but Microsoft showed them how its done.
So after starting a new career in a Gar at Midway on the 19th January 1945 I was met with this screen, Mr beanie your Midway files are FUBAR.
Me thinks I'll restart the campaign again in a Gar at Midway in January 1942 and this time I'll be taking every boat that's offered, I'll see then just how screwed up your files are.
Apologies to Mister beanie, it was all my fault for not checking what files I had put into that JSGME thingie, I don't know how it happened but a couple of the Game Fixes Only mods had crept in there somehow and, well you know the rest.

It's a good job that I frequently copy the SH4 Documents folder to the desktop just in case a mishap like this happens, my game and Documents folder have been purged and SH4 has been reinstalled, the JSGME thingie and 100_FalloftheRisingSun_UltimateEdition_v1.1_EN have been redone and the large address aware thingie has been activated also, and so has my copy of the SH4 Documents folder.

I fired the game up and had to restart the game from my last save on the 28th of December 1944, so the USS Grayling (SS 209) is back on the high seas and scaring the hell out of the little fishes again.

^About that Ability Specialist thing, I happened to notice that I'd got some promotions to give out so I started promoting everyone who had the rank of Chief Petty Officer and those Ensigns as well, you'll find out that there's a lot more of these abilities active than you think there is, I got three of those damn things but unfortunately I didn't get one who improves torpedo loading, I'd have kept that one and I would have thrown the other ones off the boat.

So while we're on this subject of Abilities how would someone make this torpedo loading expert active and how would they limit him to 20% improvement only, purely for research purposes only you understand.
Yep and just one more thing, where the hell did this warrant officer rank come from, I can't ever remember seeing that before.
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Old 08-03-20, 12:08 PM   #1596
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I saw that "Warrant Officer" thingie, but I did not notate the "Tree" it belongs to. I'll look in there again and see what I see. It is a US Army rank, so it might be in that "Tree". There are several of the Torpedo dudes "active" in the game, but I think they were "turned up" to where you have to have a highly experienced crew member to be able to gain access to the ability. I thought they were removed, but they were not. I'll compare Stock with FotRSU in that regard, and see what differences there might be, and then try to set the Torpedo reload dude to something useful. Like diving, that was something that improved with "training" of the crew. The SpecialAbility that the beast found, that "Quick Escape" dude (Dr Houdini, I presume??) is NOT part of FotRSU - or at least, it is NOT listed in the SpecialAbilities file, so I do not know where he got that from while playing FotRSU.

Since CapnScurvy got the Battery Specialist to "fix" the games lack of configuration control of such when altering other parameters, we might be able to "fix" the fuel usage by making ~all~ the fellows in the Engine Rooms into "fuel consumers", such that the fuel is burned at a higher rate... ?? That way, we can run out of fuel in the middle of the ocean, with no possibility of rescue...

We are currently trying to chase down issues in the v1.2 beta that we're currently testing, but I can say that with all of the testing, I have NOT had issues with the deck guns! Fingers crossed for a future "Yeah hurray!"... I am having issues with the Tambor / Gar Class though, that I do not understand, and it is similar, though different to what we have had all along. I have a feeling it has to do with the boat "active" period starting so close to the start of the game, that there is a configuration issue somewhere there. There are a couple of ideas to try, and then hopefully have a "fix"... More later.
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Old 08-03-20, 06:33 PM   #1597
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First of all, what are you doing in the Inland Sea, commander? This is a breach of protocol and standing orders, and will lead directly to conviction and sentencing. No courts martial will be required. Watch your mail for the summons...
Hmm, must be one of those PH things. COMSUBSOWESTPAC was so happy with our early patrol performance that we were expressly given discretion to return to base or patrol an area of our choosing. Most of the fellows wanted to patrol Long Island Sound, but we decided to poach from Uncle Charlie's golden boys instead. Squids we are, but we'd have made great Marines too: give us an inch and we'll take a mile.

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Second of all, depending upon the RGG or Group or Unit, and how it spawns and how far away from it you get, you can indeed experience what you had. It may have been the same ship, if you went out beyond the spawn area for the ship, and then re-entered its area in a time frame that would allow it to re-generate. Other ways that you lose the sinking credit sometimes is if you go below 100 feet (I think - it might just be periscope depth) and use high TC, or go beyond its range again prior to its sinking. Also, if in a bad storm, you might lose it, or if the ship sinks in water too shallow for it to actually fully "sink". Any part of it sticking out of the water may nullify your destruction of the ship. Lastly (I hope), anything else that contributes to the ship's sinking, can take the credit away from you, such as a storm, or a ship running aground, or an airplane bombing it, can all push the hit points to the "destroyed" level, and you get nothing... None of these are "consistent", and it might be fine one time, and fail the next three. Think of it as JANAC taking away credit, based upon IJN information, and not the witnesses on your submarine... - in reality, the game gets confused sometimes...
Hm, interesting. We went back on the latest patrol, this time on Tench, as an experiment and had the same results, though much closer in time and space. We sank a Large Tanker on 2/20/45 @ 0433 at 131° 40' E, 33° 29' N with a torpedo and shellfire, but no external assistance. None of the wreck protruded.

We then proceeded to Bepu and Oite, where we detected a Large Tanker @ 131° 40' E, 33° 20' N at 1046 on the same morning and sank her with multiple torpedoes. The entire ship sank as it did on a later test. Still no credit.

Is this what you would expect in regard to the spawning area?

And, to keep this on topic, both Oita and Tsurusaki had burning ships in harbor, plus a ship spawned and destructed on the beach south of Bepu as we approached.
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Old 08-03-20, 07:29 PM   #1598
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Hmm, must be one of those PH things. COMSUBSOWESTPAC was so happy with our early patrol performance that we were expressly given discretion to return to base or patrol an area of our choosing. Most of the fellows wanted to patrol Long Island Sound, but we decided to poach from Uncle Charlie's golden boys instead. Squids we are, but we'd have made great Marines too: give us an inch and we'll take a mile.
Fancy yourselves as Leathernecks, eh?... More like British Commandoes, going places they really shouldn't... Next thing ya know, you'll be wanting to shell shore installations, shoot rockets just for fun and to see what would happen, and maybe blow-up a railroad track or two... sigh...

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Hm, interesting. We went back on the latest patrol, this time on Tench, as an experiment and had the same results, though much closer in time and space. We sank a Large Tanker on 2/20/45 @ 0433 at 131° 40' E, 33° 29' N with a torpedo and shellfire, but no external assistance. None of the wreck protruded.

We then proceeded to Bepu and Oite, where we detected a Large Tanker @ 131° 40' E, 33° 20' N at 1046 on the same morning and sank her with multiple torpedoes. The entire ship sank as it did on a later test. Still no credit.

Is this what you would expect in regard to the spawning area?

And, to keep this on topic, both Oita and Tsurusaki had burning ships in harbor, plus a ship spawned and destructed on the beach south of Bepu as we approached.
Yes, that sounds about right - If you hit the same group spawning again. As reference, there are two RGG tankers out of Tsurusaki, one that does the circuit on the Inland Sea, and a coastal one that goes out Bungo Suido way. Then there are two at Oite and Bepu each, of which one of each stays on the Inland Sea circuit, and one of each does the coastal route out through Bungo Suido. I'm watching them now on the "VCR" feature of the ME, and they might be spawning too often on a couple of them... Turn them down a little, and you won't have as many of the one group coming out of Bepu as often. I'll also try to do a "spy" mission of my own in the Inland Sea, maybe as a playable CA, and see if maybe some of them are off a pinch on placement. For now, we'll say that the Leathernecks they're letting fly off of US Navy Department CV platforms, are the cause of the issue... Either that or a typhoon went through there...
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Old 08-06-20, 03:58 PM   #1599
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Update:Submarine Improvement highlighted in Magenta.
6th February 1945 USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes,
Twin 40mm Bofors AA Gun
5" .25cal Bow Deck Gun
SJ-I, Improved Surface Search Radar
Improved SD Radar, Air Search Radar
Half Cut Conning Tower

SV Radar offered and refused
Periscope ST Radar

I don't know where this radar came from but I'm assuming this has got to be the last submarine improvement of the war.

Just the ST Radar and the Full Cut Conning Tower missing in my list, hopefully Mr beanie might have fixed those problems in the next release, I will play another campaign with the Gar when its released, as it is this campaign has been a blast and it will go on to the bitter end, it nearly ended this last mission in Area 8 as we had to limp home with 48% hull damage.
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Old 08-06-20, 04:36 PM   #1600
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Yeah, the ST Periscope Radar was broken in the last FotRS:UE release unfortunately.


"upgrading" to it meant I lost air search radar entirely. No way to go back to the previous one.
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Old 08-06-20, 09:11 PM   #1601
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Originally Posted by Moonlight View Post
Update:Submarine Improvement highlighted in Magenta.
6th February 1945 USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes,
Twin 40mm Bofors AA Gun
5" .25cal Bow Deck Gun
SJ-I, Improved Surface Search Radar
Improved SD Radar, Air Search Radar
Half Cut Conning Tower

SV Radar offered and refused
Periscope ST Radar

I don't know where this radar came from but I'm assuming this has got to be the last submarine improvement of the war.

Just the ST Radar and the Full Cut Conning Tower missing in my list, hopefully Mr beanie might have fixed those problems in the next release, I will play another campaign with the Gar when its released, as it is this campaign has been a blast and it will go on to the bitter end, it nearly ended this last mission in Area 8 as we had to limp home with 48% hull damage.
You were not offered the upgrade to ST, like you were offered for the SV?? They both have the same structure in the files, to where they should cost you a few renown bucks to buy... coupled with what WH4K says, I might have to re-disect that portion of the equipment... ratz.

As a side note (or two), current testing of the next version does indeed give a player the regular SJ when it should. It usually happens the patrol ~after~ it becomes available. No mention is made of it, but it does show on the list of available updates, but you do have to check the Sensors section. It does not show on the overview, only on the Sensors page in the Captain's Office, so be sure and watch for that.

Lastly, I know I harp on this a lot, but for the Tambor / Gar and any other sub in the game, remember what Ducimus and others found back when... There are 10 player submarines in FotRSU. There are nine in Stock, the difference being the Tench, which is a copy of the Balao, but a full clone, not like the S-18 / S-42 and the Tambor / Gar, which are "small clones", not having their own dat files, and usually only the editable text files, as well as shp and sil files. As such, they are skipped as consideration in Stock for "upgrades". They did have several years of beta testing done by users such as myself who bought SH4 before it came out... Anyway, they have four "UpgradeClass" settings in stock, zero through three. Most of the early pre-war boats are UpgradeClasse=0. In FotRSU, since folks were getting upgraded directly to the Balao (from a Tambor in one case) in mid to late 1942, instead of "stepping" through the boats, which caused the game grief, we decided to make each individual boat an "UpgradeClass", such that the S-18 was Zero, and the Tench was Ten. Works fine, except that now there are nine opportunities for the game to give you a boat upgrade, before you are ever offered a conning tower "upgrade". In "Of refits, new commands, rank, and retirements", Ducimus explains the issue in Post #10 there. The main issue is SH4, unlike SH3, offers the conning tower in the same pool of "upgrades" that the submarines are in, with the submarines offered first, and the conning towers only if there are no new submarines available, unlike SH3 where you could purchase a conning tower, like you could radar and the like...


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Originally Posted by WH4K View Post
Yeah, the ST Periscope Radar was broken in the last FotRS:UE release unfortunately.


"upgrading" to it meant I lost air search radar entirely. No way to go back to the previous one.
You couldn't go back? You didn't have an earlier Save from before the upgrade? My testing for the next release has not gotten into 1944 with any of the several tests I currently have running, but I do hope to have gotten that far by tomorrow evening. I don't know if it's a configuration thing with the ST,or if it is just plain broke from the get-go from Stock, but the bad thing is that it "kills" (the range of) the SJ-I. It should, when submerged, since it sits on top of the Observation Periscope, but not when on the surface. The real boats had the SJ-I as well as the ST, along with the SD-I and SV, usable all together as they saw fit, with overlapping technology, ie, seeing the surface and the air on three of the four, but each one "specialized" for a given task.
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Old 08-07-20, 11:26 AM   #1602
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radar SJ Radar Experience

I was going through the included documentation of FotRSU, I happened upon CapnScurvy’s paper on radar and sonar. I’m impressed with methodology he used to develop such authenticity. Now that I have a few months of ‘sea time’ under my belt and have used the radar extensively, I wanted to comment CapnScurvy’s superior modelling of the radar, especially the US SJ and SJ-1 sets.



I was conducting an intercept of a merchant during a heavy rain and high wave condition. Visibility was down to about 500 yds. The merchant was maneuvering in a classic ‘zig-zag’ to make a torpedo firing solution difficult. After tracking for several miles and determining his turn frequency, I had a solid bearing and range and I closed on the target. I considered a torpedo shot, but with the sea condition, broaching was almost certain. Instead, I called the gun crew to quarters. I had them open fire around 500 yds and the ship was on fire and taking water after about 12 rounds. A lot of work for a 1400 ton freighter. Tonnage is tonnage!



While the radar was painting the target, pip’s faded in and out due to the heavy rain. Exactly what a real radar set would do! I was using the ‘A’ scope frequently to verify range. On the display of the ‘A’, the triangular pip would shorten and become hard to see in the background noise. Again, exactly how a radar set IRL would behave. This is pretty cool! Radar sets, up until in introduction of computers, used a simple Signal to noise cancellation circuit. The algorithm: Signal+Noise/Noise. I am really amazed with how true this model performs.

The SJ units were superbly designed radar sets and very much ahead of it's time! It’s operating frequency is 3 GHz (S band) which makes the set a true microwave design. As the electromagnetic spectrum goes, the higher the frequency, the more directional and focused the energy is. As compared to the German FuMO 29 & 30 sets which operated at 368 MHz: the SJ is a laser pointer and the FuMO is a flashlight!

The range accuracy of the SJ was 25 yds +/- 0.1%. Bearing +/- 0.3%. Compared to the FuMO 30: bearing 100 m +/- 5°. This system is perfect for accurate gun laying and torpedo solutions! Germany did a considerable amount of R&D radar in the early 30’s. It fell by the wayside due to the attitude of ‘is this really necessary?’ Realizing their error, they spent the rest of the war playing catch up while the allies really made effective use of this system.

Enough babbling! I just wanted to send a Bravo Zulu to CapnScurvy and the rest of the FotRSU team for such a great mod!
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Old 08-07-20, 12:51 PM   #1603
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Hello all

I am sailing in a Gato class, USS Gato in March of 1943, I believe, it has been a while since i played.

I wanted to play again today so I opened up SH4 and I tried to load my most recent save game, but it crashed a few seconds after getting to the "No Mission Too Difficult" screen. Thinking the save game was corrupt, I tried reloading another save game, but that one crashed as well in the same exact manner as the other save game.

TIA
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Old 08-07-20, 04:28 PM   #1604
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Corrections, highlighted in Magenta.

Quote:
Originally Posted by Moonlight View Post
Update:Submarine Improvement highlighted in Magenta.
6th February 1945 USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes,
Twin 40mm Bofors AA Gun
5" .25cal Bow Deck Gun
SJ-I, Improved Surface Search Radar
Improved SD Radar, Air Search Radar
Half Cut Conning Tower

SV Radar offered and refused, Do not use these two upgrades as they are FUBAR.
Periscope ST Radar.


Just the ST Radar and the Full Cut Conning Tower missing in my list, hopefully Mr beanie might have fixed those problems in the next release, I will play another campaign with the Gar when its released, as it is this campaign has been a blast and it will go on to the bitter end, it nearly ended this last mission in Area 8 as we had to limp home with 48% hull damage.
Quote:
Originally Posted by propbeanie View Post
You were not offered the upgrade to ST, like you were offered for the SV?? They both have the same structure in the files, to where they should cost you a few renown bucks to buy... coupled with what WH4K says, I might have to re-disect that portion of the equipment... ratz.
Apologies Mr beanie, I meant to write the SJ Radar and NOT the ST Radar. Dear me, I had to reload a save just before I got back to Midway as the Devs have Borked the ST Periscope Radar as well.
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Old 08-09-20, 08:20 AM   #1605
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Quote:
Originally Posted by the beast View Post
Hello all

I am sailing in a Gato class, USS Gato in March of 1943, I believe, it has been a while since i played.

I wanted to play again today so I opened up SH4 and I tried to load my most recent save game, but it crashed a few seconds after getting to the "No Mission Too Difficult" screen. Thinking the save game was corrupt, I tried reloading another save game, but that one crashed as well in the same exact manner as the other save game.

TIA
Unfortunately this is very common. It is common to get into a situation where your latest save cannot be loaded (even with restarting the game and your system), nor, suddenly, can the last several. I've had to go all the way back to the start of a patrol before, due to this.


No real fix for it. It's best to play until you are back to home port, or at least nearby. I haven't done a scientific study, but in general it seems like you get a corrupted save (which then corrupts many/all previous saves) less often, when you are in the middle of nowhere with nothing going on.
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