Announcing 17th July, 2022 (USA)
Please note that we expect typos here and mistakes in the mod. Just let us know!
Version 1.8 of Fall of the Rising Sun Ultimate
Note: This mod is for "Silent Hunter 4: Wolves of the Pacific" v1.5 only - with Uboat Missions Add-on aka: "Gold Edition"
Note: This mod is NOT compatible with previous versions of itself
Note: This mod is NOT compatible with previous versions of itself
Note: This mod is for "Silent Hunter 4: Wolves of the Pacific" v1.5 only
- with Uboat Missions Add-on aka: "Gold Edition" only
17/07/2022 @ 18:00
100_FalloftheRisingSun_UltimateEdition_v1.8.7z
Size = 1.86 GB (1,998,411,689 bytes - 1,951,574 kilobytes - 1,905 Megabytes) compressed
- as reported by Windows 10 64x
Anyone having issues downloading the mod, please read at the top of the Download page, below the site banner and menu, where it says:
If you are experiencing trouble downloading, it could be due to an ad-blocker or extension in your Chrome browser. Try turning off the ad-blocker or whitelisting www.subsim.com in your ad-blocker extension or switching to Microsoft Edge browser or Firefox to complete the download. Thanks.
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Read Me Please
Please read the included instructions found in this first post or on the download page, as well as also found in the mod itself in the Support folder. Briefly reiterated:
1. You must have a fresh install of Silent Hunter: Wolves of the Pacific v1.5 - the one with the U-Boats
2. That game must be installed in a folder that is NOT a "Program Files" folder, including if you are using Steam
3. You must have at least four (4) gig of RAM and a 64 bit Windows OS
(if you have something older and 32-bit with 4 gig of RAM, PM propbeanie who can get you going)
4. You must PROPERLY use either LAA or NTCore's 4Gig Patch, or similar on the SH4.exe file
5. You MUST empty the Save folder prior to starting the modded game
It is recommended that you NOT use additional mods with this release initially, until you are certain the base FotRSU mod is functioning correctly, and then only use mods found in the Extras / AddInModzPak_1.8 folder, or as below:
Add-In Modz Pak has been updated for use with FotRSU v1.8: AddInModzPak_18
Again though, make certain the base FotRSU is functioning correctly before adding more to the game.
- Run some Single Missions or Quick Patrols to test the modded game -
These are found in the "root" game folder as "SH4_Q-Ref_Card_Front.jpg" and "SH4_Q-Ref_Card_Back.jpg"
They were edited by CapnScurvy as the mod was built - please use them.
ATTENTION: If you need help troubleshooting an issue
ATTENTION: If you need help troubleshooting an issue - Post your issue in this thread - if you have a potential "bug" to report - post it in this thread - We want to keep all FotRSU information together for other users' future reference in this thread, if at all possible. Do NOT PM user "FotRSU Mod Team", nor post issues in the Download Page. That User ID is only logged-into for updates and notices, which might be 6 months (or longer) between edits. For better "service" for issues or comments, post here... In all cases, it is required that you supply more information than just "... and then it CTD'd..." Your post may very well be ignored otherwise. We shouldn't have to ask twenty questions across multiple posts, besides the fact that we are old folk, lose focus and attention, besides forgetting where other posts (and our teeth) are, much less who started the other thread(s)... You should supply your computer information, such as cpu, gpu, RAM, hard drive(s) and free space, whether you emptied the old Save folder, your OS, whether 32-bit or 64-bit and the path to where the game you have modded is installed. We also need what mods are activated (use the JSGME "Export activated mods list to..."). As for a potential bug, besides the previously mentioned, we also need the date of the occurrence and the location - the more accurate your information, the better - THIS IS IMPORTANT - it is also nice to know what submarine you are in, the date you sailed, where did you sail from, what were your orders and what are the surrounding circumstances... The more information you supply, the better. Without it, the task of finding what you consider as an issue is much more difficult. Pictures and / or video are greatly appreciated.
Be aware that the structure in the Support folder of the mod has changed again. There are more pdf files linked from the "01_FotRSU_TableOfContents.pdf" file. You can also create a desktop short-cut to that file, or to the "01_FotRSU_Support_TOC.bat" file in the game's root folder, if so desired. YMMV.
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| We must give a special shout-out and thanks to Onkel Neal and Sailor Steve for their
| help in getting all of this set-up, and making certain that the mod is listed in the
| correct Downloads section - in spite of propbeanie
================================================== ==============
Be sure and read the documentation in the Support folder
Quickie Activation:
- Download the mod file "100_FalloftheRisingSun_Ultimate_v1.8.7z" to an easily remembered location on your computer. Your SH4 install should be "clean", either from a new install, or from a known-clean archive. It should NOT be installed in a Windows "Program Files" folder. The easiest way to do the activation is to create a MODS folder inside of your game folder. For our example, we'll use the "D" drive, "Games" folder, and "SH4FotRSU" as the path structure. Such that we have "D:\Games \SH4FotRSU" as our game folder. Create a folder named "MODS" inside of that. MODS is the default name that JSGME uses for its folder. Put the "100_FalloftheRisingSun_Ultimate_v1.8.7z" mod file in that folder. Use 7Zip on it to "extract it here", and you should have the mod folder structure built properly in that MODS folder. Find the JSGME.exe file in the "D:\Games \SH4FotRSU \MODS \100_FalloftheRisingSun_Ultimate_v1.8 \Extras" folder, and copy it to the SH4FotRSU folder above. Then run the JSGME.exe file. It will pop-up a dialog with the "MODS" folder named. Confirm that. Run JSGME again (if necessary), and you should have 100_FalloftheRisingSun_Ultimate_v1.8 listed in the left-hand window. Click on that once to highlight it, and the click on the right pointing arrowhead ( > ), which will activate the mod. Give it time though - it will take a while. Go get some tea.
- It would be best to use the MultiSH4 found in the game folder, and use that to create a unique 3-character "name" for your newly modded Game Save folder. Not an necessity though.
- You must Run the the "Large Address Aware.exe" file found in the game folder after mod activation, or use the 4Gig Patch found in the Extras folder of the mod. This implies that you need a 64-bit OS and at least 4 gig of RAM (see computer specs elsewhere here).
- After all that, you can now run the SH4.exe, and you should have FotRSU up and running. This is an over-simplified version of what is found in the various pdf files in the Support folder of the game.
Please read the pdf documentation in the Support folder
There is an "01_FotRSU_Support_TOC.bat" file in the 'root' folder of the mod / game (after activation) that should start the "01_FotRSU_TableOfContents.pdf" file, which contains a list of links to pdf support info, some of which is very verbose and boring to some, but useful to others. If you use the Adobe Acrobat Reader, you can set it to pen each linked file in a new tab. There are also ReadMe files that attempt to give justice for the incredible work done by the team and others, also found in other mod Support sub-folders.
Computer recommendations
Computer recommendation (minimum):
Intel Core 2 Duo, dual-core cpu
4 Gig of RAM (Random Access Memory)
Mid-grade PCIe video card with 512MB of onboard RAM
10 Gig of free hard drive space on the game install drive for both the game and the mod (which expands to roughly 4.86Gig once extracted)
Sufficient hard drive space for a good Windows swap file, preferably on a 2nd, fast hard drive
There are folks running this mod set on lesser computers, of course, and onboard video cards on laptops do seem to function, but usually at lower settings, unless you have one of the newer variety. This will also run on a single-core machine, but the faster the cpu, the better. The more RAM, the better. The stronger your video card, the better. If you get a lot of stuttering while trying to play the game with the mod enabled, first check your LAA (Large Address Aware) setting on the SH4.exe file. A rather common mistake with the use of LAA is to not check the write-enable status of the SH4.exe file's attributes. Be certain that the "Read-only" attribute is cleared. The next step would be to lower the eye-candy settings in the game's Options menu, Graphic Settings, such that the level of detail is lower. On most computers, you have to make certain the game's resolution for the display matches the Windows setting, which should match your display's 'native' ("Recommended") setting. All you need is a reliable 30fps for proper game function. There is no need for higher, and too much higher will adversely affect some aspects of the game, including proper time-of-day keeping.
You will initially only need an 'archive' program, such as 7Zip (preferred) or WinRar, or the Windows "UnExtract" utility in File Explorer, to extract the mod's 7zip file. After that, the other utilities will be in the mod's folder structure (see above and below).
Be sure the folder structure for the mod is correct after extraction, such that you have something similar to "C:\Games \Silent Hunter 4 \MODS \100_FalloftheRisingSunUltimate... \Data" - if you do not, it will not activate correctly. The most common error is having two "100_FalloftheRisingSunUltimate..." folders, one inside the other.
When you attempt to activate FotRSU v1.8 the only safe way to proceed unfortunately, is to not use previous Saved games. Delete the Save folder. The game will re-create that when next starting. This also ensures that all of the mod's files are properly copied over to the new Save folder (generally "C:\Users \UserName \Documents \SH4"), which should result in a proper activation of the mod on top of SH4.
Also, please ensure that your base SH4 files are absolutely stock. Reinstalling from scratch is the gold standard here. Uninstall, completely delete your SH4 Wolves of the Pacific folder and everything in it, then reinstall SH4. The use of a back-up archive, so long as it is truly clean, an absolute Stock set, works fine for this.
Do not use the default path that the Ubisoft installer gives you, which is "C:\Program Files..." - you want to alter that install path to NOT be in a Program Files folder. Name a folder yourself, or delete the "\Program Files..." portion from the intended install path, such that you then have "C:\Ubisoft..." instead. If using an older installer for SH4, be sure and choose to install the DirectX v9.0c files, as well as the Codecs on the installer menu. If you do not see those choices, you need not worry about them, such as with a Steam or Ubisoft download.
It is highly recommended that you use JSGME to activate the mod
If you want to use MultiSH4, it should be done prior to the use of LAA or the like, otherwise MultiSH4 might fail to recognize the SH4.exe file. This does not always happen. ymmv
Be certain to activate an Large Address Aware (LAA) applet on the SH4.exe file - and do it properly. The FotRSU mod, applied on top of the game, is quite large in the computer's RAM, and the use of an LAA utility is a necessity.
After you start the game the first time with FotRSU enabled, you will have to use the "Options" menu to set your screen resolution and other options to the settings you desire, exit the game, and then re-start it again for those choices to be enabled. Do not forget that v1.5 of the game will start you on the German screens, and you will have to "Change Sides" on either the Single Mission, or Quick Patrols screens to be able to use the scenarios included there with the mod.
There is a 2nd Options screen for gameplay and the like in the Captain's Office prior to your going on Career Patrols. That can be set for each individual career that you start - these settings are separate from the Main Menu Options
Files and instructions for the utilities are found in the mod's Support folder after extraction, in same-named sub-folders. JSGME and MultiSH4, as well as others, are included. Their instructions and support infor are also found in sub-folders off the Support folder. Activating the mod will put Large Address Aware and MultiSH4 into your Silent Hunter Wolves of the Pacific (whatever you've named it) folder, and JSGME.exe into the Extras folder.
Run Large Address Aware, choosing SH4.exe as the "target" file you want to be made Large Address Aware. SH4.exe must be write-enabled.
More detailed instructions can be found by activating the "01_FotRSU_Support_TOC.bat" file in the game's "root" directory
Or by double-clicking the "01_FotRSU_TableOfContents.pdf" file in the Support folder, and then using the list in that to choose a pdf to read.
Gathered from the first page of the old beta REL thread
Fitzcarraldo, XTBilly, Bleiente, cdsubron7 (okay, you're drafted with the right to opt out!) and Rockin Robbins announce the foolhardy project to 1) Save FOTRS, 2) bringing all three versions home to Subsim where they will be preserved, and the foolhardy part 3) to consolidate the best features of 1.2 and 1.3, which are for SH4UBM and FOTRS 2.0, written for SH4 v1.4, into a single FOTRS Ultimate mod for SH4UBM, since close to 100% of people are playing that 1.5 version.
Propbeanie has volunteered as a guinea pig, but in this organization, we don't like guinea pigs, we use crash test dummies! Propbeanie, you're our first. Thanks for volunteering for the punishment.
I'm in the middle of the first part of the project, importing and protecting the three versions of FOTRS directly in the Subsim downloads section. I have FOTRS 1.2 uploaded now but not linked to the downloads section. 1.3 and 2.0 will follow. I expect that to take a couple of days as uploading is very, very slow.
Then we'll talk about how to proceed. So far the sketchy and overly-optimistic plan is to take v1.3 as a base, add Vickers interiors from 1.2, fix the sound problems, then take the extra ships from 2.0 and sound effects plus whatever else looks really great and add it to 1.3 to produce FOTRS Ultimate. The aim is that as far as possible, what comes out will remain the work of AOTD_MadMax and we will add as little of our own work as we can. This will still be an AOTD_MadMax mod when we're done.
If you can help please feel free to join the thread. I'm no Hitman, CapnScurvy, iambecomelife or Kpt.Lehmann, but we'll have to make do. We''ll do it by surrounding me with better modders than I am.
Onward! Into the fog! :D
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Currently Active Mod Team Members (alphabetical), available for PM:
propbeanie
s7rikeback
vickers03
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Mod Team Members no longer active:
CapnScurvy
cdrsubron7
max-peck
Rockin Robbins
XTBilly
Do not bother the inactive members please
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Former posts #2 and #3 are now here, under these "spoilers":
Disclaimer: This mod is untested on any other super-mod, and may CTD your game if other mods are applied in conjunction with Fall of the Rising Sun Ultimate Edition. It is recommended you only use other mods “certified” as compatible by the FotRSU team. The player who uses "un-authorized" mods does such at their own risk. Doing so may result in undesired effect(s), even if no CTDs are encountered. If you have an add-in mod you would like to see converted, let the Team know, and arrangements will be attempted.
The idea behind the mod was to use AOTD_MadMax’s vision and mod packs to build as immersive of a mod as is possible with the Silent Hunter 4 game. There are restrictions to doing such, involving our skill-levels of modding, but also issues with the game itself. There are some aspects of the game that do not take to modding, and actually will degrade the intent of what we were after, and as such, have been left as-is, or put back to Stock standards. What we have done is include almost all of the ships found in the “Fall of the Rising Sun” series of mods, and added others. You will find one of the largest libraries of Land units (37+), Air units (76+), Submarine units (13 playable), and especially Sea units (now over 295) in any of the Silent Hunter series mods. It has been intended that they all work as a cohesive whole, and to this end, have all been adjusted for the FotRSU environment and the other aspects of the game. We will continue working through damage models as time permits.
In line with these changes, the Campaign files used in the game have been extensively altered, mostly to comply with the new "calls" for the new ships added, but also to split large files into smaller "layer" pieces. More will be attempted as time permits. You will find somewhat “historical” assignments for your first missions from Manila and Pearl Harbor. Since it is realized that a lot of the submarines’ early assignments were to “dead” areas with little to no enemy traffic, the player is usually offered multiple mission objectivess in those assignments and the possibility that their assigned area will be moved about, similarly to what happened in “real life” with re-assignments enroute, as the ComSubsAF tried to keep up with the Japanese invasion onslaught. The player is given renown point awards for following their orders and doing the assigned Objectives. While some of these first missions might bore you to tears and be long in time length, you will find that you will get close to what happened to the real skippers: “Days of shear boredom, followed by hours of shear terror.”
This is NOT a difficulty mod, and in many aspects is easier to play than Stock. There are add-in mods to change this behavior, if desired. The modders assume that you will not "game" the system and cheat, but instead, attempt to conduct yourself in a manner becoming an officer of the US Navy Department. It is recommended that all US Pacific players of SH4 get themselves a copy of Clay Blair Jr's Silent Victory for further research. (That is an Amazon link, as an example only - it is recommended that you shop through the SubSim Store Site)
1. The "S" Boats will take on any torpedo the game offers, and since the Mark 14 is first in the list for the Fleetboats' sake, it does the same for the "S" boat when you empty your onboard stores. You will not see them offered in the system management Torpedo screen, but if you come back into port and End Patrol without re-fitting first, you most likely will end up with Mark 14 torpedoes in the empty Mark 10 stores. The work-around is to re-fit first, and if necessary, reload the tubes and then re-fit again to fill your boat's stores, then End Patrol. If you forget to do that, or would rather do it the other way anyway, just End Patrol, and when you next get ready to go out on patrol, just remember to visit the Torpedo page when in the Captain's Office, and drag the Mark 14 torpedoes out of your sub, and drop them in the section to the left on the torpedo screen. Then drag the Mark 10 torpedo in the left section into the empty spots. The "new" Mark 10 torpedoes do not cost you any renown in an S-Boat. They do if in a Fleetboat.
2. The SJ radar is still squirrelly - kind of like Eichhörnchen... :roll: - you just never know - if you are at any given station on the boat, and you use the keyboard short-cuts to turn the radar on, and turn it to continuous (don't forget, there is an updated "SH4_Q-Ref_Card_Back.jpg" and "SH4_Q-Ref_Card_Front.jpg" in the game's 'root' folder), and if you then exit that station and go elsewhere on the boat, your SJ will most likely now be on "Focused" instead of continuous sweep... If you are at the radar station, and turn it to "continuous", you can go to the NavMap and use it to make your targeting marks, but if you go elsewhere, the SJ radar goes back to "Focused". Pay attention to the menu buttons at the bottom of the screen, and click on the "Continuous Sweep" button if necessary. Also, the SD was made to be user controlled for On / Off, and no longer raises and lowers as in some of the past versions, or in other mods. This was so that the player could turn it off when coming close to friendly areas, or if desiring some "stealth" when the IJN acquires radar detectors. We will gladly borrow from another mod (in an appropriate manner, of course :roll: ), if anyone knows of one that the SJ functions correctly once the "continuous sweep" is turned on...
3. The Deck Gun and Crew issue should be somewhat relieved, thanks to mazzi. The original intent with having "anchored" guns on the sub decks was so that there was no chance of the deck gun crew disappearing with a gun upgrade. However, the player would sometimes end up with two deck guns, one player crewed with the original gun, the other with no crew positions at the new gun. Other times, the new gun would overwrite the player crewed gun, taking with it the crew positions - and the crew members sometimes. The deck gun can now be swapped bow to aft and vice versa, and the crew will generally follow the gun. They have disappeared a few times while testing, but you are able to implement techniques discussed by wolfeinsamer in Fix for deck gun crew slots disappearing to open the slots for use. There are several other similar posts. This issue may, or may not overwrite your current gun, which seems to be situationally dependent... Consult the 'NewColetrainsAndOthersDGfix.pdf' file in the Support folder for more on the subject if you do run into issues. Be sure and report issues with this in the thread. The "new" way of doing it in FotRSU is a combination of CapnScurvy, propbeanie and mazzi, and is a potential fix to all sorts of issues with guns, radars, and other equipment.
4. Be aware that the Game's Save system is slow. Be sure that you give the game plenty of time to write to your hard drive. A few seconds after you click the "Save" button (do it twice!) is usually sufficient. So "click", "pause", "click", "pause", then go elsewhere...
5. In the same vein, after you load one of your saves, you will hear various noises from your previous session as the information loads into your computer. This is "normal behavior", unless of course, it keeps repeating and repeating... Also be aware that when you re-enter with the saved game, if you had a set course on the NavMap, that your boat will not follow the previously set route on the NavMap until you use the "Return to course" button on the NavMap (F5) page, or use other methods to coerce your boat into "complying" with your command. If you did not have a set route, then your boat will continue at whatever speed and heading you were on when you Saved, even if this included a direction change that was not complete. The turn will be executed.
6. Earlier versions of the mod had reports of bad saves and other anomalies. We are reasonably certain we have eliminated most of the issues, but want more user input. Remember, we added more, smaller, and closer airbases to the Empire Waters and other areas in an attempt to rectify the Japanese air attacks. We have now done similar with the US airbases to tone down their responses. These changes involve more AirBase responses, but with fewer planes. We need lots of input from users for this. If you are in Empire Waters, let us know about the airplanes!
We have added the China and Thailand nations to the roster files. These new nations have either both Air- & Sea-borne, or just Sea assets. For version 1.8, we now have a distinction between "Russia" (an ally) and "USSR" (a neutral).
A Rundown of some of the assets: New land units have been added; these include the following:
> Australian Large Air Bases, Normal Air Bases & Small Air Bases.
> Chinese Large Air Bases, Normal Air Bases & Small Air Bases.
> Japanese AA Defence Platforms with functional AA guns
> Russian Small Air Bases
> A clone of the Stock AA Platform, without guns, so that ships and planes have a docile target to shoot at during "invasions" (forthcoming Lifeguard Duty).
> A clone of the Small AirBase with fewer airplanes for VSmAirBase
New Sea units have been added; these include the following:
> American
- AI Fleetboat Submarine
- AI S-Class Submarine
- AI Fleetboat Submarine [Static]
- AI S-Class Submarine [Static]
- Heavy Cruiser Salt Lake City Class
- Destroyer Robert H.Smith Class
- Assault Landing Craft
- Battleship Missouri Class
- US River Gunboat Panay Class
- Submarine chaser PC-461 Class
- LC-T Amtrac "Alligator" > Australian
- "N" Class DD
- HMAS Groves [Bathurst]
- Assault Landing Craft >British
- Assault Landing Craft > Chinese
- Gunboat Luzon Class
- Gunboat Panay Class >German
- AI Type IX D2 U-Boat > Japanese
- Auxiliary Cruiser Aikoku Class
- Heavy Cruiser Aoba Class
- Heavy Cruiser Mogami (Late War) Class
- Light Cruiser Katori Class
- Light Cruiser ASW Katori Class
- Light Cruiser Tenryu Class
- Fleet Carrier Hiyo Class
- Fleet Carrier Unryu Class
- Destroyer Escort Kisaragi Class
- Submarine Tender Jingei Class
- Parker's Tincan . . . . . . ; not called in the campaign Used in training
- Parker's Tincan II . . . . .; not called in the campaign Used in training
- Patrol Boat 102 . . . . . . ; Rarely called in the campaign
- Shinshu Maru Landing Ship
- Armed Daihatsu 25mm
- Armed Daihatsu 37mm
- Battleship Yamashiro Class
- Heavy Cruiser Haguro Class
- Daihatsu Landing Craft
- Light Cruiser Nagara Class-Isuzu
- Seaplane Tender Yoshino Class
- Destroyer Menaki Class
- Destroyer Escort Tachibana Class
- Ada Maru Old Freighter
- Aden Maru Passenger-Cargo Merchant
- Ansyu Maru Auxiliary Transport
- AI Type A1 Submarine
- AI Type AM Submarine
- AI Type C3 Submarine
- AI Jyunsen Type B Submarine
- AI Jyunsen Type 1 Submarine
- AI Kaidai Type IV Submarine
- AI Ko-Hyoteki Midget Submarine
- AI Sentaka-Dai Type Fast Submarine
- AI Sen-Toku I Carrier Submarine
- Light Carrier Ryuho Class
- Auxilary Gunboat
- Seaplane Tender Nisshin Class
- Several Unpoto barges from keltos01 and team > Netherlands
-Submarine chaser P01 Class > Red Cross
- Hikawa Hospital Ship > Thailand
- DD ParaRuang (a facimile)
- DE Tachin (a facimile)
- TB Chantaburi (a facimile)
- A Trawler and a tugboat
- Small Merchant and various Sampan & Fishing Boats
* The escorts were re-worked for v1.1, such that there is a better spread of large, medium and small vessels, spread across the war's timeframe.
------------------------------------------------------------------------------- New Air units have been added; these include the following:
> American
- Fighter Grumman F4F Wildcat
- Heavy-bomber Boeing B-17F Flying Fortress
- Heavy-bomber Consolidated B-24H Liberator
- Same plane as USN version of PB4Y-1 Liberator
- Patrol-bomber Lockheed PV2 Harpoon
- ASW Patrol Vought OS2U Kingfisher
- Floatplane Consolidated PBY Catalina
- Fighter Grumman F6F Hellcat
- Medium-Bomber B-25 Mitchell
- Fighter Curtiss P-40 Warhawk
- Fighter Curtiss P-40N Kittyhawk
- Dive Bomber US Army A-24 Banshee
- B-17 combat boxes from Kendras . . . . . ; Late war
- Curtiss SOC Seagull, from the Pensacola ship's onboard model. > Australian
- Fighter Grumman Martlet AL246
- Fighter Supermarine Spitfire Mk XVIE
- Patrol-bomber Lockheed PV1 Ventura
- Fighter Curtiss P-40N Kittyhawk > British
- Fighter Grumman Martlet AL246
- Torpedo-bomber Bristol Beaufort
- Heavy-bomber Handley Page Halifax Mk III
- Light-bomber Lockheed Hudson Mk 3
- Heavy-bomber Handley Page Halifax Mk VI
- Medium-bomber Vickers Wellington GR Mk XI/XIV
- Medium-bomber A.W Whitley Mk V
- Scout Plane Vought OS2U2 Kingfisher
- Fighter Curtiss P-40N Kittyhawk > Chinese
- Fighter Curtiss P-40 Flying Tiger > Japanese
- Mitsubishi G4M Betty with MXY-7 Ohka
- Dive-Bomber Mitsubishi G4M Betty
- Zero Kamikaze Bomber
- Fighter-bomber Floatplane A6M2-N
- Aichi Floatplane E13A Jake > Netherlands
- Light-bomber Lockheed Hudson Mk 3
- Floatplane Consolidated PBY Catalina > Russian
- Fighter Curtiss P-40 Tomahawk
* The Loadouts were previously re-worked, and we are 99.9% sure of 100% compliance, and most airplanes will attack. We want comments on air attacks...
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What’s also been included:
• Active AI Torpedo’s on warships & Submarines (CapnScurvy & s7rikeback) *see note
• Merchant Shipping now in their finest Razzle Dazzle (max-peck)
• New Flags graphics, plus new roundels. (s7rikeback)
• Multiple texture corrections (various)
• Thousands of data edits on unit .eqp & .sns files… (various)
• Various sound corrections… (CapnScurvy & propbeanie)
• Radar… (CapnScurvy)
• Submarine Batteries… (CapnScurvy)
• Equipment upgrades… (CapnScurvy, s7rikeback & propbeanie)
*Note: The AI Torpedo idea has been hashed around by the likes of DarkFish, jhapprich, Sergbuto, and polyfiller, among others, with all ideas combined by CapnScurvy and s7rikeback to make a fully-functional "device". The "range" of the launch is shortened in FotRSU, both of necessity for accuracy, but also to minimize the complete annihilation of all vessels afloat and submerged... :roll:
This mod was originally created by AOTD_MadMax and his team, and is based upon Ducimus' widely popular TMO v1.8 mod. Of note is this small quote from the original FOTRS ReadMe file:
In addition we would like to note, that “Fall of the Rising Sun” is just a modpack and not a mod for itself. That means, that “FOTRS” is a bundle of many already existing modifications. The copyright of each modification belongs to its developer. We just have modified and supplemented these modifications with our ideas...
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Be sure and read their full ReadMe file in the "Support / FOTRS Original" folder of the FotRSU mod.
Also Included in FotRSU, are newer works from:
* Comprehensive re-working of the sil image files and cfg data from DanielCoffey
* NCO_Bathurst – the_Frog
* P-40 Warhawk & Variants – Testpilot1978, edits by s7rikeback
* NPT_Schnellboat – Sergbuto
* Original NMMO Mod – Nbjackso (re-worked by [b]CapnScurvy[/]) = See his ReadMe for his contributor list
* F6F Hellcat - Alx Novoros and the KSD II Team at http://brat01.mybb.by/
* B-25 Mitchell – HanSolo78
* CVE_Ryuho – miner1436
* CL_DeRuyter – miner1436
* KLCS_Heian (and derivative) – miner1436
* W-19 - miner1436
* Aichi E13A "Jake" – ZUIKAKU1944
* CL Isuzu, Nagara Class – noshiro
* CL Katori - ZUIKAKU1944
* DaihatsuLandingCraft (3 versions) – ZUIKAKU1944
* Shinshu Maru IJN Attack Transport – ZUIKAKU1944
* Ada, Aden & Ansyu Marus - Hitman
* Unpoto barges - keltos01 and company
* All those deadly IJN subs you’ll encounter – keltos01 and his team, especially Peabody
* Aleutian Patrols – cgrimes, in the Quick Patrols section of the game
* Single Missions – cdrsubron7, in the Single Missions section of the game
* Large Life Boat – a combination of Privateer’s and Webster’s mods - Edited for FotRSU (CapnScurvy)
* Webster’s Life Rafts – Webster Edited for FotRSU (CapnScurvy)
* Japanese seaplane tender Nisshin for SH4 – JapLance
* Heavy Cruiser Tone for SH4 – JapLance
* NPC_461 – Originally built by the_Frog, and converted to SH4 by AOTD_MadMax, edited for conformity by s7rikeback
* B-17s Over Europe from Kendras, adapted to B-17s Over the Pacific (s7rikeback)
Do not pester these authors with any support questions for their creations as used in Fall of the Rising Sun Ultimate Edition. While they are nice guys and would try to help you, you should instead bother the FotRSU team members. Post in the thread here and ask your questions.
* We must make special mention of CapnScurvy and the combining of his Day of Infamy mod into the FotRSU mod. We must also specially thank keltos01 for the use of his Japanese submarines and other assets, which were adapted to AI by s7rikeback and CapnScurvy. propbeanie would also like to mention "Thanks" to CC Price for his invaluable donation of an nVidia GTX 560 Ti video card at a most critical time, which helped inmeasurably in getting this mod completed.
If you see an over-sight for a proper thank you from us, please let us know so that we can correct it. If you see something used improperly, please let us know so that we can correct it. Again, thank you!
* Again, a special shout-out to ETR3(SS) for his help with tracing through the files for the submarines, which helps with all aspects of the mod, but in particular the SJ radar configuration, and also for his Tench Class submarine.
* An extra-special shout-out to mazzi for pointing out the problem with the upgrades to boats, which are affected by the deck guns.
* Through tireless and patient re-working of the ships' sil and cfg files, DanielCoffey also found several errors in the mod, which were then corrected.
* The team would like to recognize s7rikeback as the "fixer" of most of the recent updates to those same ships, plus other re-workings of mod assets that places him in a "top modder" class. He and propbeanie have been working tirelessly in the background on the mod edits from the beginning.
* We must also thank sledgehammer427 (and the rest of the Bonus Narwhal team) for their Narwhal model, now presented in FotRSU v1.8 - This is an exclusive model to FotRSU, and may not be copied or used elsewhere. Thanks to Onkel Neal for this also.
* And we must mention kapuhy and his invaluable help in rectifying several issues with some of the 3D artwork on the conning towers for the Tambor and Gato classes. We have plans for more from kapuhy, hopefully next release.
* The team would also like to recognize all of the users of the mod who have contributed their opinions and findings of the mod as they help us iron out bugs and glitches.
Small disclaimer: We liberally thieved from all modders that came before us, their ideas and work, some of whom are not named here (don't forget to read the original FOTRS files), but should be. We stand on their shoulders. If you notice any omission, big or small, please let us know so that the situation may be rectified. Thank you. :salute:
For more install help with Silent Hunter and FotRSU, consult:
SH4 installations - “Install Notes For the Various Versions of SH4 in Windows.pdf”
Mod activation help - “ActivatingFOTRSU.pdf”
For better game play’s “TipsForStableGameplay.pdf” (CapnScurvy - edited)
All of those files (and others) are in pdf format in the Support folder of the mod.
Now, there are definitely pieces and “thanks” we missed here, so please forgive us our errors, and point any out to us for inclusion in the next ReadMe file. This file is still a work-in-progress version, but we’re getting close! Now, for the team:
• Rockin Robbins – Leader of the cauldron and holder of the brew stick… *
• CapnScurvy – Master of the mod. The wizard of all aspects. Most of what you encounter in the game has “CapnScurvy was here” written on its bulkhead… He has tweaked more game assets into submission than any three other modders (this ain’t no fish story neither). Just what you “see” in the mod is stunning, but most of the “tools” and the sounds have CapnScurvy written on them as well. We’d have to do a separate file to credit him with all of his “Day of Infamy” work included here. *
• s7rikeback – The journeyman-modder who is an expert at his craft. Taught by the best, he is a quick learner, and already a veteran. He also has his “Kilroy was here” (Mr. Chad) avatar on the bulkheads… tic
• cdrsubron7 – The mage of the Single Mission. A lot of the Single Missions you see in the game are courtesy of him, as are a lot of campaign ideas and edits. He has also done a Quick Patrol, and is able to find a problem in the game inside of a day, and this is after CapnScurvy and propbeanie have done three weeks of testing and finding nothing wrong… simply amazing. More mayhem is planned! *
• max-peck – Most of the dazzle schemes you see on the merchants in the game are courtesy of max-peck and his touch at the controls in PhotoShop. *
• propbeanie – Worker of wonders in the campaign files, and able to bring a CTD inside of 12 seconds, or with only one mouse button click. He is responsible for making, and then finding typos in the Flotillas upc file more than once…
• vickers03 - The newest team member, but definitely not a rookie! Author of Fleetboat Interiors - Officer's Quarters and other fantastic mods, look for more from his workshop. It will be Christmas in July, and every month of the year!
• XTBilly – Did some initial work on a sinking model for FotRSU, as well as initial conversions of FotRS v2 to SH4 v1.5 standards, and then life got ~really~ mean to him and his family. Just now getting back on his feet. Say “Hey!” (“Hello!”) to Billy! *
* Note: Semi-retired status - do NOT PM these fellows. post in the thread for help!
Then we have the best “consultants” a team could have. These people are full-fledged team members, entitled to the privilege of bearing of equal blame for any malfunctions the Fall of the Rising Sun Ultimate Edition should exhibit (just kidding). They include but are not limited to:
Cybermat47 small ‘taters for now, but more coming.
- Jeff-Groves who got us through several issues with ID conflicts and other nigglies that would have us still spinning our wheels in the mud.
- ETR3(SS) who knows all things submarine, and willingly shares his knowledge of it (them) with us dum-dum dummies.
- Florida Sailor, Dave Grayson and author of Trigger Maru Overhauled with Training Wheels, helped cdrsubron7 & propbeanie get through early issues with ship calls in the campaign files. Calm seas & smooth sailing!
- Hitman has several ships and a submarine included, and helped talk us through several situations. We still have one of his vessels yet to finish for inclusion in FotRSU. He contributed quite a bit of experience (he has been modding since the SH1 days) for us.
- Front Runner instrumental in finding several irritating things about the mod, and how it impacts the way he plays, which is usually 1x TC, which takes lots of patience. See his “Base Time” thread.
- fitzcarraldo was an original instigator of the foray into Fall of the Rising Sun Ultimate, and is a valued consultant, helping guide things more than once.
- JapLance the author of several prominent items in FotRSU and a continual source of inspiration.
- kapuhy of SH5 fame, has helped get us over several stumbling blocks.
- keltos01 who has more than enemy submarine goodies and modifications in here...
- mazzi the SubSim member who basically fixed the Balao and Tench single-handedly. Without his input, we would still be flailing trying to find the trouble. For a clue, compare the UpgradePackSlots in the subs’ upc files between v1.26p (the patch) and v1.3. Similar holds for the radars and the AA guns on the conning towers – which affected the conning tower updates!!! Thank you once again mazzi, and we can never say that too much.
- VonDos - model & texture adjustments on Hitman's Maru models and other ships - Plus additional help with the damage models.
- DanielCoffey - sil and cfg file reworking for the Recognition Manual that you see when targeting ships for torpedoing.
- KaleunMarco for extra testing duties and idea bouncing
- aanker – What can we say? There are still a couple of Art’s ideas yet to incorporate into add-on mods for FotRSU. The included Time Zones idea came from Art. Very helpful young man, and is the person responsible for helping propbeanie get the SubSim bug, back in the early days and going on patrol with Kim Ronhof’s Tools. Those were the good ole days – but these are the good new days!...
Then we have our wonderful “Crash Test Dummies” squad (beta testers), without whom, we would not have found some of the issues encountered so that they could be rectified (the problems that is, not the testers :roll:.
Our original closed beta testers, who gave of themselves so we could all enjoy this mod:
Plus there is a plethora of other open beta testers who participated and help make this mod better. To name just a few from 14 February, 2019, to February 2020 (approximately - and there are more):
All of your comments have been greatly appreciated, and are useful - Please continue. Forgive us for any name mis-spellings or ommitions. If we made a mistake, let us know and we'll correct it. Report all issues, whether you think them important or not. We'll look into it. We do need the details, as mentioned above, of the OS you are using, your computer info, including cpu, graphics card, display, amount of RAM, etc. We also need to know the submarine you are using, the port sailed from, the date and location, as accurately as possible, as well as the circumstances surrounding the issue / incident. We thank you! :salute:
---------------------
The FotRSU Mod Team
---------------------
The FotRSU Mod Team
We would like to dedicate this mod to Florida Sailor and to aanker, both of whom were invaluable to our team's efforts, and both of whom we lost much too early during the development of this mod. We still have a couple of add-in mod ideas of aanker's that we have to adapt to FotRSU.
"Let me square the yards, while we may, old man, and make a fair wind of it homeward."
Further image details: Top graphic is a re-worked AOTD_MadMax image (Rockin Robbins). The USS Sea Devil surfacing is courtesy of cdrsubron7, and is the splash screen for FotRSU. Last image of the S-Boat sailing into the sunset is courtesy max-peck.
*** NOTE: This combines two ReadMe files for this text ***
This is an add-in mod pack for FotRSU v1.8 mod. Download the pak into your mods folder, unzip it, and "activate" it. That process will put another folder into the Extras folder of the modded game. You then have to navigate into that folder and drag the desired mods into the MODS folder for activation. These little modlets have been converted, but not fully tested. If you find something amiss, be sure and let us know. Most of the mods have jsgme text, such that if you put the mod in the MODS folder and hover your mouse over the title in the JSGME application box, you will get a short text display of what it is or does -IF- you are using v2.6 JSGME. Most of the modlets also have a Support folder with a ReadMe file - not all of them do though. This updated version includes flaminus' TMO torpedoes textures still, with matching menu textures and torpedo textures, if you want to overwrite jimimadrid's torpedoes. What you see is what you shoot. Also included is a temporary patch to allow vickers03's mod Fleetboat_Interior-Officers_Quarters_FOTRSU to function in v1.8 - hopefully. Once he releases a newer version of his mod, do NOT USE THIS patch...
The package is a JSGME set, and will place the add-in mod folders in Game / Extras / AddInModzPak_18 folder - You will then have to copy or drag the desired mod out of that folder and into your MODS folder for activation. It would not be nice of us to pollute your MODS folder with 30+ additional mods... :roll: - this ReadMe is in with the Add-In Mods.
Contents Listing
File Descriptions
-----------------
1 - 301_MoreDifficultAI00 = Alters a few settings in Sim.cfg for faster AI response
2 - 302_MoreDifficultAI001 = Alters AI_Sensors.dat for more AI aggression
3 - 303_MoreDifficultAI_Air = Alters AirStrike.cfg and IJN plane sns files
4 - 304_NoJapaneseRadar, which removes radar from most of the Japanese aircraft, but does leave it on the Kamikaze type airplanes, since they do need some help there.
5 - 305_LessJapaneseAirRadar, will have the various radars set to enter the game later, and alters some of the models used on several to where they aren't as strong when they do come online. Most of the H6 is not active until after January 1945 at the earliest.
6 - 306_StrongJapaneseRadar is the set of radars from v1.46 of the mod, where a date issue had them coming early to the airplanes, mid 1942. You will almost always have to crash dive and might encounter airplanes in the middle of the night in some areas from that time on. Very difficult to keep up with in some areas, and a definite battery killer...
--- *** NEXT FIVE MODS ARE 399_ = ONLY HAVE ONE OF THESE ACTIVATED *** ---
7 - 399_NoScrollNavMap = NavMap won't move unless you click and pan
8 - 399_OAKsHudGauges = Very cool gauge graphics from OakGroove
9 - 399_SameSizeHUD_Dials - All 3 large dials lower-right are same sized
10 - 399c1_NoScrollNavMap - Same Sized Dials = combination of 3 & 5 mods
11 - 399c2_NoScrollNavMap - OAKsSameSizedDials = combination of 3, 4 & 5
--- *** PREVIOUS FIVE MODS WERE 399_ = ONLY HAVE ONE OF THESE ACTIVATED *** ---
12 - 450_MoonlightzSonarLines = Moonlight version of colored sonar lines
13 - 451_TMOstyle_NavMapDots adds dots to the NavMap to signify ships, instead of the shape of a ship, when zoomed-in close.
14 - 452_TMOstyle_NavMapShipMarks adds the black boxes to the NavMap to signify ships, and black circles to signify subs on the NavMap. Also changes the Bearing, ContLine and DashLine dds files.
15 - 453_TMOstyle_NavMapAirMarks does TMO-style "markings" (or lack thereof) for Air and Land Units on the NavMap. Also changes the Bearing, ContLine and DashLine dds files, the same as the 452 mod.
--- *** All four of the above can be used in conjunction with each other, but will over-write portions of the others *** ---
--- *** NEXT TWO MODS ARE 454_ = ONLY HAVE ONE OF THESE ACTIVATED *** ---
16 - 454_EasyAOB_FotRSU = Alters dials.cfg for easier Manual-targeting input
17 - 454c_EasyAOB_InputTargetDistanceOnTBT = Adds otto's Input Target Distance to #9
--- *** PREVIOUS TWO MODS WERE 454_ = ONLY HAVE ONE OF THESE ACTIVATED *** ---
18 - 525_StickieCamera = External cameras remember where you left them
--- *** NEXT THREE MODS ARE 650_ = ONLY HAVE ONE OF THESE ACTIVATED *** ---
19 - 650_LotsaDudz = Frustrating level of duds encountered in FotRSU - All torpedoes
20 - 650_MoreDudz = Basically the middle ground of dud amoutns for FotRSU
21 - 650_OriginalFOTRS_Dudz = The amount of duds originally in FOTRS (or TMO v1.7)
--- *** PREVIOUS THREE MODS WERE 650_ = ONLY HAVE ONE OF THESE ACTIVATED *** ---
--- *** NEXT THREE MODS ARE 801_ = ONLY HAVE ONE OF THESE ACTIVATED *** ---
22 - 801_UMark Invisible = No surface marker for your submarine - clean screen grabs
23 - 801_UMark Smaller = A slightly smaller U_Mark for your submarine
24 - 801_UMark Triangle = As it says, a triangle for your submarine U_Mark
--- *** PREVIOUS THREE MODS WERE 801_ = ONLY HAVE ONE OF THESE ACTIVATED *** ---
25 - 802_TMO_torp_tex_FotRSU = Flaminus version of TMO torpedo textures
26 - 803_NoPlayerSubFlags = Flags are removed from the player controlled subs
xx - 804_RUIM_EnlistedAddIn = Removed due to issues
xx - 805_CWC_All = Removed due to issues (old version)
27 - 805_CWC_FIOQv18 = Cold Weather Clothing if using vickers03's Interiors
28 - 805_CWC_FotRSUv18 = Cold Weather Clothing for FotRSU
--- *** Neither of the included CWC mods are fully compatible *** ---
*** NEXT TWO MODS ARE 851_ = ONLY HAVE ONE OF THESE ACTIVATED ***
29 - 851_Red_FotRSU_Logo = Red texted splash screen
30 - 851_Yel_FotRSU_Logo = Yellow texted splash screen
*** PREVIOUS TWO MODS WERE 851_ = ONLY HAVE ONE OF THESE ACTIVATED ***
--- *** NEXT TWO MODS ARE 856_ = ONLY HAVE ONE OF THESE ACTIVATED *** ---
31 - 856_BnW_FotRSU_Museum = Grey scale splash screens for the Museum
32 - 856_Col_FotRSU_Museum = Technicolor splash screens...
--- *** PREVIOUS TWO MODS WERE 856_ = ONLY HAVE ONE OF THESE ACTIVATED *** ---
806_PeriscopeSplash - Removed and now in FotRSU
*** *** *** *** *** ***
There are now TWO Cold Weather Clothing (CWC) mods, both numbered 805. One is for FotRSU, the other is for Fleetboat Interiors Officer's Quarters (FIOQ). Be certain to use the correct one. Neither is completely compatible and changes will be forthcoming later.
*** *** *** *** *** ***
304_NoJapaneseRadar - which removes radar from most of the Japanese aircraft, but does leave it on the Kamikaze type airplanes, since they do need some help there.
305_LessJapaneseAirRadar - will have the various radars set to enter the game later, and alters some of the models used on several to where they aren't as strong when they do come online. Most of the H6 is not active until after January 1945 at the earliest.
306_StrongJapaneseRadar - is the set of radars from v1.46 of the mod, where a date issue had them coming early to the airplanes, mid 1942. You will almost always have to crash dive and might encounter airplanes in the middle of the night in some areas from that time on. Very difficult to keep up with in some areas, and a definite battery killer...
Changed 452_MoonlightzSonarLines to 450_MoonlightzSonarLines
451_TMOstyle_NavMapDots - adds dots to the NavMap to signify ships, instead of the shape of a ship, when zoomed-in close.
452_TMOstyle_NavMapShipMarks - adds the black boxes to the NavMap to signify ships, and black circles to signify subs on the NavMap. Also changes the Bearing, ContLine and DashLine dds files.
453_TMOstyle_NavMapAirMarks - does TMO-style "markings" (or lack thereof) for Air and Land Units on the NavMap. Also changes the Bearing, ContLine and DashLine dds files, the same as the 452 mod.
Pak_AddInMods_ReadMe.txt
Read the ReadMe file:
Pak_AddInMods_ReadMe.txt
------------------------
++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++
***** ATTENTION: ALL 399 MODS ALTER THE menu_1024_768.ini FILE *****
++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++
AddInModzPak_ReadMe.txt
------------------------
NOTE: These mods are for the v1.8 of the mod. Also note that none of vickers03's mods nor flaminus's mods have been thoroughly tested in this version. There should not be a problem with using Nippon Maru nor Nihon Kaigun. If you do encounter issues with the use of any of these AddInModzPak modlets, please let us know soon as possible.
++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++
***** ATTENTION: ALL 399 MODS ALTER THE menu_1024_768.ini FILE *****
++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++
The add-in mods were removed from the MODS folder since there can be issues with a players MODS folder not "cleaning" itself properly with the use of JSGME if any one of a number of events might occur on the user's computer. They are now found in the Extras folder. You will have to pull or copy the mods in this folder into your MODS folder yourself in order to be able to activate them with JSGME. To reduce confusion later, it would be best to only copy over that which you will use, to help reduce the clutter that can occur in your JSGME mods list, whether activated or not.
Notice also that several files have the same number, such as "399_NoScrollNavMap" and "399_Same-Sized_HUD_Dials", while "399c1_NoScrollNavMap - Same Sized Dials" has a letter and number "c1" after the 3-digit number. The number signifies that only ONE of the mods should be used at a time. All three of the mods alter the "menu_1024_768.ini" file, and over-writing one with another will result in undesirable behavior, usually just resulting in the loss of one of the mods' changes, but sometimes can result in crashes if there are other components in the over-written mod that rely on that menu ini file. YOU HAVE BEEN WARNED!!! The letter "c" designates that the mod is a "combination" mod of one or more of the others in the package, but the numbering still designates it as the only one of that number that should be activated with JSGME. Be very careful with this.
- There are currently thirty (30) plus files in this "Pak", but you should never have more than twenty-two (22) of them activated at any one given time (dependent) - yes, I did run out of fingers while counting. You can combine the 301-305 "AI" modifying mods to increase or decrease the various aspects of the AI response. The 306 Radar mod will overwrite 304 & 305. Read their documentation or JSGME notes for info on what they modify.
Rockin Robbins put quite a bit of thought into the numbering scheme, and we have further "refined" it. Refer to the "RR_NumberingProposal.txt" file in the Support Extra_Info folder for the early proposal, if you are interested. THE "399" NUMBER will now be used for ALL mods that alter the menu ini file henceforth forthwith, forward and all that other legal mumbo-jumbo... excepting the main FotRSU mod, of course... That is all! :salute:
++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++
***** ATTENTION: ALL 399 MODS ALTER THE menu_1024_768.ini FILE *****
++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++
This applies whether there are other components to the mod or not
Also included in the pak is the "Research" folder, and another text file.
More mods will be added. If you have a request for an inclusion, let us know, and we'll see what we can do. If you want to submit one of your mods for consideration, please do.
Fall of the Rising Sun Ultimate Cinematic This is from Wolfpack345, using grabs from a later war mission, with the opening vid soundtrack from the game's "splash" opening. Nicely done.
Battleship Night ActionThat is from Rockin Robbins, and is very early in the development cycle, so you will see some glitches from ships that don't match each other, plus the fact that there is a LOT going on there. A similar battle scene runs better now, but we have not "produced" one yet...
Japanese Fleet ParadeAlso from RR, this one is "obsolete" now, in that more ships have been added, some altered, but could still be found to be useful.
Explosions Smoke Fire Mayhem - From propbeanie (forgive him the use of a strange username for his vidz), and can show daylight arendering of smoke and fire, but also shows why some viewing angles look different from others. Just remember, your submarine is the expected "stage" view, and if you change the angle or the distance much, you will see things that are supposed to be "behind the curtain"...
Robert H. Smith - A surface engagement between two DD, with the Robert H. Smith being the victor every time... It even took out IJN heavy CA, with minimal damage to itself. That has been changed of course, since.
Sole Survivor - This is an early vid, as all of the above are. This uses the game's music soundtrack for its backing track, and might be restricted in some countries, due to DRM.
No Sunrise Today - Nothing fancy and rather boring, this is the USS Narwhal just after surfacing, having avoided a sub-hunter off Truk (need some fresh air in there!). It had been a boring patrol, and the sub-hunter just passed us on by, never sniffed us. The boat will be taking off on the surface in 15ms churned waves - looks like a Nor'Easter! The watch crew get their snoots full of water while the view is through the skipper's binoculars, so we do miss getting to see the wave wash over the conn and poop the boat. Oh well. For whatever reason, the sides of the display were cut off during either the rendering or uploading process, so you cannot see too well that it is after 0700 hours by a good bit, and sunrise should be about 0730 hours. The boat is submerged just a bit after the end of the video so we can "lay in wait" on the next unsuspecting merchant to pass by...
We plan to have more, time permitting of course, and will remove some of these, due to their age. You might notice that some are from v0.3 beta, and all of them were used as "test" views of what we had thus far. You might also notice "issues" with certain aspects of the game. All possible effort was expended in attempting to correct the same... :salute:
(+) Location: All Date(s): All Assignment(s): All Circumstances: TMO style plotting option desired Fix?: Yes, In AddInModzPak Resolved?: Yes - Let us know any improvement suggestions...
(+) Location: All S-Boat theatres Date(s): Duration Assignment(s): All S-Boat re-supplies Circumstances: Upon Return to Port, boat loads with Mk14 Torps if the submarine's bunker is empty Fix?: No Resolved?: No. This is a game thang. There will be no fix.
(+/-) Location: Game-wide Date(s): various Assignment(s): All Circumstances: When taking damage internally (control room), steam pipe breaks and Steam Burst.wav file plays. After damages are repaired, audio file sometimes continues to play Fix?: ?? Resolved?: Unknown - need player input please!
===============================================
Announcements
New version 1.7 is posted, as well as a new AddInModzPak!
Testing a patched version of the mod with fixes applied for issues up to 14 Jan 2022
A big congratulations to the team for making this happen! :Kaleun_Cheers:
You have kept improving this game and brought it way beyond anyone's expectations for our enjoyment. Salute! :Kaleun_Salute:
Fifi
11-10-19 07:09 AM
:Kaleun_Applaud:
Congrats to the team for making this fantastic SH4 base still alive and enhanced!
Great job!
:Kaleun_Salute:
Larrywb57
11-10-19 08:51 AM
CONGRATULATIONS FotRUS Mod Team!! A job well done! Now please enjoy the holidays with family and friends. And thank you for a great mod.
:salute: :yeah:
Skipper44
11-10-19 09:45 AM
It looks great. I'm glad the modding community stuck with SH4 for so long. :Kaleun_Cheers:
Does this version include features from or similar to RSRDC and Improved Ship Physics, and if not - what would be likely to break using them with FOTRSU?
How do the subs "feel" in version 1 compared to TMO or RFB?
e: Some quibbles about S Boats in the Asiatic Fleet, Dec 8, '41
1) I was initially assigned S-23, which was undergoing a refit in California at this time
2) The S Boats in the Asiatic Fleet on 8 DEC 41 start date have 3 inch guns rather than the 4 inch guns they were equipped with
3) Similarly, they are equipped with air detection radar sets on 8 DEC 41 which is not accurate
Let me add my congratulations to the team for making FOTRSU such an enjoyable game to play. :Kaleun_Salute:
Never had a ctd to date. :Kaleun_Applaud:
Peter
merc4ulfate
11-10-19 11:59 AM
Quote:
Originally Posted by Skipper44
(Post 2636051)
It looks great. I'm glad the modding community stuck with SH4 for so long. :Kaleun_Cheers:
Does this version include features from or similar to RSRDC and Improved Ship Physics, and if not - what would be likely to break using them with FOTRSU?
Do not add any mod to this. No mod in the download section is made compatible with it. This is a brand new version and as such no previous mod has been tested or created to be used with it.
Larrywb57
11-10-19 04:36 PM
FotRS Mod Team,
After much deliberation, I decided to download this awesome mod. The reason for my indecisive was I wasn't able to go more than two patrols before my current computer would freeze up causing me to end my campaign. I'm currently in the process of having a new one built. But I couldn't resist trying the mod out on this old one. I noticed something and I'm indecisive about reporting it because of this computer. But so far, the mod has performed well.
I'm using the lowest settings on graphics and gameplay.
[IMG]https://i.postimg.cc/Thg0JWMJ/Gameplay-Settings.jpg[/IMG]
[IMG]https://i.postimg.cc/jLTXgdR0/Graphic-Settings.jpg[/IMG]
But here is what I've noticed.
[IMG]https://i.postimg.cc/HrstmZJ6/Missio...-Clipboard.jpg[/IMG]
As the Operation orders were being written, I noticed the word null with parentheses. And when I bring up the Mission Objective Clipboard (F8), I see the text is missing.
[IMG]https://i.postimg.cc/GHjjZwpB/Operation-Orders.jpg[/IMG]
If no one else has seen this, it could be my rig. But as I said so far has worked great. I followed the directions in the pdfs, 'Activating Fall of the Rising Sun Ultimate Edition', 'Install Notes For the Various Versions of Silent Hunter 4 in Windows' and 'Notes for FotRSU Play and Reporting'.
I also read the pdf, 'Of Refits, New Commands, Rank, and Retirements.'
I wasn't going to try this masterpiece until I was able to give it a platform that could handle it. But it has been a joy today to set up and run this old piece of equipment that I believe that Noah left on the river bank as his ark when by close to the community I resided. Thank you Team doesn't seem like it is enough to say.
Regards,
Larry
propbeanie
11-10-19 04:53 PM
Quote:
Originally Posted by Skipper44
(Post 2636051)
It looks great. I'm glad the modding community stuck with SH4 for so long. :Kaleun_Cheers:
Does this version include features from or similar to RSRDC and Improved Ship Physics, and if not - what would be likely to break using them with FOTRSU?
How do the subs "feel" in version 1 compared to TMO or RFB?
e: Some quibbles about S Boats in the Asiatic Fleet, Dec 8, '41
1) I was initially assigned S-23, which was undergoing a refit in California at this time
This is a Stock issue, and is not an easy one to deal with. The S-23 went with the 18 to Alaska, after "shakedown" in the canal zone and San Diego. They had 4" guns at the time.
2) The S Boats in the Asiatic Fleet on 8 DEC 41 start date have 3 inch guns rather than the 4 inch guns they were equipped with
This is a work-around to the other boats' gun problems, and the S-Boats' gun issues from 1942 onward. We might attempt to try the 4" guns on them again. The Fleetboats went out with the 3" guns, and the quick-fix for their under-performance was to take the 4" guns off the S-Boats as they came in for overhaul, and put those on the new Fleetboats, giving the S-Boats the 3" guns after their overhauls. For whatever reason, the game does NOT like doing that...
3) Similarly, they are equipped with air detection radar sets on 8 DEC 41 which is not accurate
Some of the boats did have SD air radar. We've got the same sources, and more. Keep in mind, that the first PPI was installed on an S-Boat. Of course, that was due to some finagling and flim-flamming on the crew's part, but more power to them. Anyway, this is a similar situation as to the sonar. There is only so much you can do with the game to bend it to your will. If you try to tweak certain aspects of the game, you compromise others. As stated in the ReadMe stuff above and with the mod, we chose the smoothest path with the most predictable results we could. Witness the bow and stern gun issue. Or look what happens on the German side of the game with the turms. Sometimes, you are better off without any "upgrades" at all, because if an upgrade breaks the game, what good is it? Another example is the original ST periscope mounted radar. When the player went to use it, the periscope just went round and round in circles. The scope rotated, but the radar antennae did not... That's not very realistic. We'll attempt to fix some things, but others, we're better off leaving alone - not failing to mention that the game has SD as "standard issue" on all boats anyway. The game only lets you carry one sim file (or cfg or eqp, etc) per asset through the game...
After much deliberation, I decided to download this awesome mod. The reason for my indecisive was I wasn't able to go more than two patrols before my current computer would freeze up causing me to end my campaign. I'm currently in the process of having a new one built. But I couldn't resist trying the mod out on this old one. I noticed something and I'm indecisive about reporting it because of this computer. But so far, the mod has performed well.
I'm using the lowest settings on graphics and gameplay.
[IMG]https://i.postimg.cc/Thg0JWMJ/Gameplay-Settings.jpg[/IMG]
[IMG]https://i.postimg.cc/jLTXgdR0/Graphic-Settings.jpg[/IMG]
But here is what I've noticed.
[IMG]https://i.postimg.cc/HrstmZJ6/Missio...-Clipboard.jpg[/IMG]
As the Operation orders were being written, I noticed the word null with parentheses. And when I bring up the Mission Objective Clipboard (F8), I see the text is missing.
[IMG]https://i.postimg.cc/GHjjZwpB/Operation-Orders.jpg[/IMG]
If no one else has seen this, it could be my rig. But as I said so far has worked great. I followed the directions in the pdfs, 'Activating Fall of the Rising Sun Ultimate Edition', 'Install Notes For the Various Versions of Silent Hunter 4 in Windows' and 'Notes for FotRSU Play and Reporting'.
I also read the pdf, 'Of Refits, New Commands, Rank, and Retirements.'
I wasn't going to try this masterpiece until I was able to give it a platform that could handle it. But it has been a joy today to set up and run this old piece of equipment that I believe that Noah left on the river bank as his ark when by close to the community I resided. Thank you Team doesn't seem like it is enough to say.
Regards,
Larry
I think that's enough info for me to figure out which of the Marshall missions that is, and we did have trouble with them earlier... I'll double-check that. Surely I didn't break one while fixing the other?... :roll: - In the meantime, I'll look up a site I know of Larry, and Pm you a link for how to enable more than 2Gig of ram on your 32-bit Windows... :salute: