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Macgregor the Hammer 03-24-21 08:34 AM

Quote:

Originally Posted by Mad Mardigan (Post 2738067)
Always strive for 3 steps forward & preferably no steps back... :up:

A worthwhile goal, in My opinion.... :yep:

M. M.

:Kaleun_Salute:

Stalin had some radical ideas about 'Not one step back'!! :haha:

Macgregor the Hammer 03-24-21 08:48 AM

I have had problems with corrupted downloads. I avoid many problems by using Opera. You don't have to worry about 'white lists' or antiviral overlays. Sometimes you just get a data stream 'brain fart'.

Are MD5 hash sums available for the big downloads? It would save a lot of headache.

propbeanie 03-24-21 02:52 PM

Quote:

Originally Posted by KaleunMarco (Post 2738290)
this technique is very true and sometimes evident in SH4 play although i have seen it more prevalent in TMO than FOTRSU.

in TMO, three and sometimes four escorts will circle the area where they detect you. then one escort will dash in for a DC attack while the other two or three sit back, positioned at various angles, listening for you to dash off in a reaction to the DC attack. then a different escort picks up your sound pattern and then executes the maneuver again, and again, and again, until you are sunk or you have managed to out-smart them and sneak away. i refer to it as the Circle of Death, because if you get caught in it, well, you are probably dead-sub-sailing.

:Kaleun_Salute:

That is what I refer to as the "Mexican Hat Dance"... no applause necessary though...


Quote:

Originally Posted by Mad Mardigan (Post 2738300)
[pic]

Ok, something I noticed that seems... a bit off, with the orders I received from HQ... :timeout: :hmmm: :06:

On the map, it shows the area marked by a Star, as being off to the NE of Saigon... YET... the orders in the letter, state to do the insertion, off Penang.

So... which is it..? Saigon or Penang... :hmmm: Inquiring minds, wanna know... :yep: :hmmm:

As KaleunMarco points out, just like with the "Grid Coordinates" on the German side, always go to the star or other Objective marker. However, it's a good thing you found that. I have never seen that mission, so I'll have to look for that...


Quote:

Originally Posted by dex (Post 2738321)
I want the shoot down american planes,I have good flack guns instaled but nothing,just passed above submarine droped bombs and not even a scratch

FOTRS v1.3 is the old AOTD_MadMax version, as you are aware. We don't support that version. It is just as beautiful as FotRSU, but not as comprehensive in its Roster. However, I can tell you that most airplanes that the game generates are set to a default height of 500m, and as such, they often cannot see the player's sub very well. They also are generally of the "Competent" skill level, since that is what most of the AirBases are set to - besides the fact that hitting a moving target is not easy. Given enough chances though, they will eventually hit you, and / or your gunners will hit them... either way though, it is risky for a submarine to attempt to dual with airplanes...


Quote:

Originally Posted by Macgregor the Hammer (Post 2738368)
I have had problems with corrupted downloads. I avoid many problems by using Opera. You don't have to worry about 'white lists' or antiviral overlays. Sometimes you just get a data stream 'brain fart'.

Are MD5 hash sums available for the big downloads? It would save a lot of headache.

I have found that most corruption comes from the connection, and that most failures to initiate a download come from the browser. Opera is a 'smaller' browser, and has less overhead than most others, so that probably helps, plus it doesn't have all of that "big brother" krapp that attempts to save you from yourself and / or track you. As for the MD5 or hash sums, the v1.39 FotRSU is posted with:
MD5 hash of 100_FalloftheRisingSun_UltimateEdition_v1.39_EN.7z :
c7c0eb520dbee990ed018f6a01ba467a
CertUtil: -hashfile command completed successfully.
We attempt to do that for ours, but that is up to the modder to post. :salute:

Mios 4Me 03-24-21 02:58 PM

By far the most difficult time I've ever had with DDs took place in a Single Mission, not in a campaign. IIRC it was the Battle of Samar, prior to contact with Taffy 3. We'd done some serious damage to Kurita's capital units but once the DDs closed it, all the fun was over. Despite holding station below 165 meters, they detected any movement at Ahead Slow and were all over us. Congressman May would have been impressed by their depth settings too. We took refuge directly under a stopped BB which did not discourage them at all. In fact, they attempted to lob in DCs whose descent arcs just missed the BB and angled down toward us.

Any attempt to escape was immediately crushed, even with speed set to only 1kt. With only one torpedo left, we couldn't use the tactic of blowing ballast to PD, going to flank, and letting stern tubes fly, so we waited, and waited, and waited. Going to high TC was almost deadly, as we drifted slightly away from the BB and nearly paid the price. It was only the return of Kurita's scattered, beaten remnants heading north in a hurry that at last pulled them away.

I've often wondered why the AI was so much more vicious in this scenario than in any career, even in other iterations of the same battle. It would be interesting going up against those guys on a repeated basis.

propbeanie 03-24-21 03:10 PM

We have the various escorts set-up differently in equipment and weapons, and try to spread them about the place, but you will find convoys, troopship groupings and task forces sometimes with very deadly DD / DE combinations. Even some of the Frigate / Subchaser combos work just a pinch too well together if you find them with some of the smaller merchant groups. We did attempt to limit those combinations though, so that a player has a chance to make it through the war - if we don't CTD the game on you... :roll: :oops:

But just as the "skill level" will fluctuate up and then down on the escorts, and as you see more of them, and fewer ships as time progresses, so also fewer larger escorts, and more smaller ones will be found. Then you have to go along the coast of China or Korea or Japan to find more / smaller targets, including sampans that if you're too close, will take you out with them as they explode...

Mad Mardigan 03-24-21 06:38 PM

Quote:

Originally Posted by propbeanie (Post 2738468)
As KaleunMarco points out, just like with the "Grid Coordinates" on the German side, always go to the star or other Objective marker. However, it's a good thing you found that. I have never seen that mission, so I'll have to look for that...

Do have game saved & can go into the files, (if you'll point out just where to look & can let you know the ID for that mission objective, to save you some time, hunt/tracking it down.) with knowing precisely, where to look.

As for going to where the marker is located for it (& knowing the approximate radii or circumference to set as the ideal area to coast in & give the booted heave ho, to the stowaways, at the appropriate time... does help). Already have that mapped out on the Nav map... only thing to do now, is to arrive & give 'em the swift kick in the pants... :haha:

On a side note am still HQ'ed out of Brisbane... apparently, I did NOT time My arrival well enough, to see of doing a transit out of Brisbane & be able to requarter out of Freemantle.. after this patrol, I will be able to then see of doing so. Left out on My 10th patrol on the 15th of July... so when I get back, Freemantle, ''should be'' an option for transfer, when I check the phone, back at base... :yep: :hmmm: hopefully.

On return to base, I was given the option to take the Balao.. which I did & didn't have any issues with missing deck guns/flak or crew spots... thankfully.. I know I said of waiting, but.. got a case of 'new shiny-itis'... :yep: :D :haha: :har: :haha: :D :) ehh... what can I say... *shrugs*

If am NOT mistaken, the only 1 left to go up to, should be the what... 'Tench'... :hmmm:

M. M.

:Kaleun_Salute:

propbeanie 03-24-21 07:18 PM

I did find that mission. Every picture tells a thousand stories, or something to that effect... "Penang" has been eradicated in a strike that utilized extreme prejudice...

As for the Balao, so long as you are after 1943-05-24, an upgrade to it should function as intended. After 1945-01-01 for the Tench. In both cases, you can be offered one 3 or 4 months in advance, which sometimes works, most times does not. Mare Island is the location for the Balao initially, and Pearl for the Tench, so you will go to those locations if assigned them early. The Tench is only based at Pearl (for now). :salute:

KaleunMarco 03-24-21 07:18 PM

Quote:

Originally Posted by Mad Mardigan (Post 2738515)

If am NOT mistaken, the only 1 left to go up to, should be the what... 'Tench'... :hmmm:

M. M.

:Kaleun_Salute:

IMO, the Tench is way-too-buggy in its present form (CTD's). i would recommend refusing the upgrade until the development team has implemented the improved model. this is an observation and not a criticism.
:Kaleun_Salute:

propbeanie 03-24-21 08:22 PM

It was re-worked for v1.39 and has been through multiple tests here, and all functions, including the ST, which works in conjunction with the SJ. It is not nearly as "forgiving" as the Balao, if it comes early though, and is definitely more prone to issues, including in TMO, which is where the one in FotRSU came from. We desire to find the time to re-work ETR3(SS)'s Tench Class for inclusion with FotRSU someday, as well as a couple of other subs, and some AI units, but alas, "time" keeps on ticking ticking ticking...or was that "slipping"??... :O: into the future... :D

Mad Mardigan 03-24-21 09:35 PM

With the 'Tench', will definitely put a kibosh, on accepting it, until after the month of Jan. '45...

As for getting the 'Balao', I most definitely got the bump up to it offer, well after the date you mentioned of the exact earliest date that it is safe to accept an upgrade to it, propbeanie. :yep: :up:

As it was, only upgrading I did to it, was improved air & surface radar, I went with the dual 20's in place of the 50 cals. & went with the dual deck gun set up offered, which... kept it in the same location on board, aft of the conning tower, while adding an additional flak gun forward.

For now, am staying with the Mk. 14's... though I did have Mk. 18's & 23's in base, as well as the 'Cuties' torpedo mines.

I did store some of them 'Cuties' on board... for use as a defense measure for DD/DE's. Only thing I have to say is... only downside to them is.. of having them get drawn off target by your own self.. even at speeds of 1 knot, trying to creep away... :o

Had to, go all stop and scratch & claw for the depths, to avoid getting slammed by them... once... or :oops: twice... :hmmm: :roll: :doh:

Other than that.. they work quite well... having sank a couple of escort vessels, rather nicely, I might add... :yep: :arrgh!:

Wonder, if some of them reports of subs sank by circle runners, weren't in fact, sunk by those torp/mines... in the early on stage of them being used... :hmmm:

Does make 1 wonder, when you consider it... couldn't come out & say 'yeah, we lost a sub due to... x item, of our own design.. ' that would be like tantamount to what's that saying.. something about loose lips... :yep: Basically, giving away information to the enemy... well.. at that time, of course.

M. M.

:Kaleun_Salute:

Macgregor the Hammer 03-24-21 09:46 PM

Quote:

Originally Posted by propbeanie (Post 2738530)
It was re-worked for v1.39 and has been through multiple tests here, and all functions, including the ST, which works in conjunction with the SJ. It is not nearly as "forgiving" as the Balao, if it comes early though, and is definitely more prone to issues, including in TMO, which is where the one in FotRSU came from. We desire to find the time to re-work ETR3(SS)'s Tench Class for inclusion with FotRSU someday, as well as a couple of other subs, and some AI units, but alas, "time" keeps on ticking ticking ticking...or was that "slipping"??... :O: into the future... :D

ST radar...that would be most welcome! If memory serves, ST was a problem due to being hard coded. I guess you might have found away around that.

I haven't posted much for the last few weeks. I took the plunge and installed 1.39 with Nippon Maru. I've avoided the know issues, transfers and what not. I have 2 campaigns going right now. One with Gato and the other a Balao. The Gato is sailing out of Freemantle and the Balao is out of Midway, both in 1943. I have discovered that the IJN DD's and aircraft are very aggressive! The worse thing you can do is let a wounded freighter sail away. Their radios work. I was stuck in area 7 for 4 days due to staying submerged in the day time and charging batts at night, repairing depth charge damage. I had long range aircraft searching for me as well as a DE. Finally made it out with only light damage.

Another discovery: most of the larger freighters are armed with cannon/auto cannon and the crews tend to be accurate! A running gun battle is tantamount to suicide :timeout: The AI of 1.39 is challenging and exciting....BZ

I am split between RFB and TWoS besides FotRSU. I am also doing a revision of the Ship Length table. It will include all the 'Maru's', mast height, draft and mast-funnel-kingpost configuration. I find searching a table is much easier than flipping through the book. I have entertained adding silhouettes . Still thinking about it.

If I run across any bugs not listed, I will report. Overall, 1.39 is a bit rough, but a great rev. all in all.

PB- Thanks for the hash sum.

KaleunMarco 03-25-21 10:53 AM

Quote:

Originally Posted by Mad Mardigan (Post 2738536)
I did store some of them 'Cuties' on board... for use as a defense measure for DD/DE's. Only thing I have to say is... only downside to them is.. of having them get drawn off target by your own self.. even at speeds of 1 knot, trying to creep away... :o

Had to, go all stop and scratch & claw for the depths, to avoid getting slammed by them... once... or :oops: twice...

this might be an appropriate time to share a Mk27 experience.

as you have, i also like to pack a mk27 or two in the aft torpedo room when going on patrol.
through experience, i find that the mk27 will, from time to time, not track to a perfectly good target just ahead of it.
not sure why but it is what it is.
now the tricky part. in a moment of desperation, when we really needed an errant mk27 to find the effin DD on our six, i went to flank speed...at periscope depth. even though the mk27 was headed away from us (and the target), she detected our noise and did a 180 back towards us (and the target).
at that time, i used our speed to gain depth and took her down while slowing down and the little bugger transferred its attention to the effin DD and that was that. Whew, lady!
inspiration is 99% desperation.

:Kaleun_Salute:

Mad Mardigan 03-25-21 11:13 AM

Quote:

Originally Posted by KaleunMarco (Post 2738616)
this might be an appropriate time to share a Mk27 experience.

as you have, i also like to pack a mk27 or two in the aft torpedo room when going on patrol.
through experience, i find that the mk27 will, from time to time, not track to a perfectly good target just ahead of it.
not sure why but it is what it is.
now the tricky part. in a moment of desperation, when we really needed an errant mk27 to find the effin DD on our six, i went to flank speed...at periscope depth. even though the mk27 was headed away from us (and the target), she detected our noise and did a 180 back towards us (and the target).
at that time, i used our speed to gain depth and took her down while slowing down and the little bugger transferred its attention to the effin DD and that was that. Whew, lady!
inspiration is 99% desperation.

:Kaleun_Salute:

Yeah, can see how that would work, as well... :yep:

Only downside to them.. is their very short, limited range. End result, you have to just about be on top of the target you use that lil' bugger for. :o

In the case of a task force (or a merchie convoy, with a crap ton of escorts... either)... NOT a good prospect to seeing a ripe ol' age of relaxing in a rocker, @ the Ol' Skipper's Retirement Home. :doh:

Now, in the case of rolling across a solo DD/DE escort... that can work in your favor.. though still running the risk of taking some damages.. at least in My own opinion... opinions, like MPG, vary... :yep: Yeah, the escort warship, may be lucky enough, to get in some parting shots before succumbing to the no choice boot up the arse not planned visit to go see ol' Davey... courtesy of you. :D Then there is always the risk, of that bloody thing, not doing enough damage to sink said escort, too. It can happen, I know... :o :yep:

Lon/short of it... sometimes desperation, as well as necessity, is the mother of invention or inspiration... :D :up: :yep:

M. M.

:Kaleun_Salute:

Mad Mardigan 03-25-21 03:26 PM

Re: Crash Dive... Balao class... ???
 
Uhm... :hmmm:

Just what is the pre-set crash dive depth, set to, for the Balao class, by chance..???

I did a crash dive & got to 265, with it still diving... NOT knowing just where (As well as when... started getting nervous.. :o) it was going to stop diving, I gave orders to go to peri depth.

Know that test depth, for the Balao's is rated for 400, but the Tang, was known to have passed that, even with flooding from a damaged 'bow' (I think it was... do recall it was a torp tube, at any rate..) tube, all while doing so, to evade a destroyer. By exactly how much past 400, not sure... will have to see of doing some digging to find out if there is still available info on that. :shucks: Ain't history grand... :yep: :D

M. M.

:Kaleun_Salute:

KaleunMarco 03-25-21 06:47 PM

Quote:

Originally Posted by Mad Mardigan (Post 2738684)
Uhm... :hmmm:

Just what is the pre-set crash dive depth, set to, for the Balao class, by chance..???

I did a crash dive & got to 265, with it still diving... NOT knowing just where (As well as when... started getting nervous.. :o) it was going to stop diving, I gave orders to go to peri depth.

Know that test depth, for the Balao's is rated for 400, but the Tang, was known to have passed that, even with flooding from a damaged 'bow' (I think it was... do recall it was a torp tube, at any rate..) tube, all while doing so, to evade a destroyer. By exactly how much past 400, not sure... will have to see of doing some digging to find out if there is still available info on that. :shucks: Ain't history grand... :yep: :D

M. M.

:Kaleun_Salute:

pre-set crash depth (ctrl+d) is 90 meters which seems rather deep. 90 m is 295 feet.
crush depth is 250 m or 820 feet.
test depth is set to 1000 meters which is wrong any way you figure. probably a typo.

crush depth is the key. that is the point at which you start to incur damage.
test depth is only a line on the depth meter.

make a copy of Balao.cfg and change these to whatever floats your boat (please forgive the hyperbole).
MaxDepth is test depth.
CrashDepth is CRUSH depth

CrashDepth=90;meters
MaxDepth=1000;meters


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