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WH4K 05-04-20 01:32 PM

So MultiSH4 will take care of savegames, and then I can freely switch which mod is active (between FotRS:UE and OM) using JGSME? I'll give it a shot.


I would expect it to work that way, but I see a lot of emphasis on starting with a fresh, stock install of SH 1.5 before using FotRS:UE.

fitzcarraldo 05-04-20 01:44 PM

Quote:

Originally Posted by WH4K (Post 2668173)
So MultiSH4 will take care of savegames, and then I can freely switch which mod is active (between FotRS:UE and OM) using JGSME? I'll give it a shot.


I would expect it to work that way, but I see a lot of emphasis on starting with a fresh, stock install of SH 1.5 before using FotRS:UE.

Put your other SH4 1.5 in a folder, named "DW". You will have two installations of SH4.. Each has their own mods. And use MultiSH4 for independent savegames.

Regards.

Fitzcarraldo :salute:

WH4K 05-04-20 02:25 PM

OK, not a prob, plenty of HDD space to go around.


Also, stumbled on this today. Very funny, guys. :)



G Man 05-04-20 03:32 PM

Hearing aeroplanes on hydrophones.
 
I'm playing FOTRS latest version. At position 120.22E 025.13N on 3 April 1944 at 1226 I was cruising on the surface when I got a radar detection. An aircraft was approaching from the west heading east. It was at long range and I had plenty of time so went to periscope depth and while I was there I decided to do a sound sweep while I waited for the aeroplane to clear off. When I did the sweep I heard a torpedo to the west. I tracked it past me to the north and off to the east. I came to radar depth and the torpedo sound coralated with the aeroplane on radar. A little later an aeroplane came in from the east heading west and the same thing happened, I could hear the aeroplane on the hydrophones and it sounded like a torpedo. Has anyone had this before?

KaleunMarco 05-04-20 06:01 PM

Quote:

Originally Posted by WH4K (Post 2668182)
Also, stumbled on this today. Very funny, guys. :)


yes, The Dutchman makes his rounds.:Kaleun_Wink::Kaleun_Salute:

Mios 4Me 05-04-20 09:17 PM

Quote:

Originally Posted by KaleunMarco (Post 2668155)
it is more complex than what you attempted. no offense is meant. you not only have to make the boats available you have to make bases and missions and equipment and ammunition available. not every boat is supported by every base, etc, etc.

why not use the date/base/boat availability already built into the mod? for example, if you want to drive a Gato, keep drilling down on the Date and Base choices until the Gato is available.

good luck.
:Kaleun_Salute:

Hi Marco,

It's that simple in stock (created a Tench from a Balao), and I'd been reassured it was possible in this mod, so I'm trying. I've always wanted to drive a Tench but it's wasted against small freighters and sampans in 1945. Going up against Kurita off Samar or drowning future war criminals by the thousands off the Philippines in 1941, that's my idea of fun.

FWIW, I did make the shells, sensors, guns, and torpedoes available on one try, but no luck.

Added: Discovered a glitch where the underside of a sinking Type C3 sub is missing in a systematic way. This is returning from a mission from PH to area 10 beginning in Jan 1945. I'll save a pic or two if anyone's interested.

propbeanie 05-04-20 09:22 PM

Quote:

Originally Posted by G Man (Post 2668210)
I'm playing FOTRS latest version. At position 120.22E 025.13N on 3 April 1944 at 1226 I was cruising on the surface when I got a radar detection. An aircraft was approaching from the west heading east. It was at long range and I had plenty of time so went to periscope depth and while I was there I decided to do a sound sweep while I waited for the aeroplane to clear off. When I did the sweep I heard a torpedo to the west. I tracked it past me to the north and off to the east. I came to radar depth and the torpedo sound coralated with the aeroplane on radar. A little later an aeroplane came in from the east heading west and the same thing happened, I could hear the aeroplane on the hydrophones and it sounded like a torpedo. Has anyone had this before?

Near as we can tell, this is a game anomaly. A torpedo plane does not really have a torpedo to drop, of course - it is just simulated. I am wondering if the "loadout" of the torpedo on the plane is what is making the sound, after the actual torpedo is spawned by the drop?... You might be lucky to be alive if a torpedo was dropped at you by a plane. That means that they were close enough to track and target you, and shoot a torpedo with reasonable confidence in a strike... but yes, that phenomenon does occur. The plane does its drop, the torpedo does its run, and then the plane takes the torpedo back I guess - even though the sound is in the "water", and the plane is in the "air"... :salute:

propbeanie 05-04-20 09:53 PM

Quote:

Originally Posted by Mios 4Me (Post 2668268)
Hi Marco,

It's that simple in stock (created a Tench from a Balao), and I'd been reassured it was possible in this mod, so I'm trying. I've always wanted to drive a Tench but it's wasted against small freighters and sampans in 1945. Going up against Kurita off Samar or drowning future war criminals by the thousands off the Philippines in 1941, that's my idea of fun.

FWIW, I did make the shells, sensors, guns, and torpedoes available on one try, but no luck.

Added: Discovered a glitch where the underside of a sinking Type C3 sub is missing in a systematic way. This is returning from a mission from PH to area 10 beginning in Jan 1945. I'll save a pic or two if anyone's interested.

The damage models on some of keltos's subs that we turned into AI have lost a link reference on a couple, and have other issues that we'll attempt to address next go-round.

As for making a sub available, with a Tench especially, in that it is a late-war boat, it's equipment is also late-war, so you have to dig through the UnitParts and related files, as well as several references in the Sumarine's upc file, as well as its associated conning tower files. Then, besides just putting it in the CareerStart so that it shows on the game menu, you also have to have it defined and available in the flotillas.upc file at the time that you want to use it. You also have to have assignments for the boat to go on for the time period you want. Those assignments have to be in the PatrolObjectives.cfg and in the PatrolObjectives folder... let's see, what else?... mind your ";", date configuration, date validity, spelling, etc. :salute: - now I remember! cfg and eqp files!!!

Mios 4Me 05-05-20 12:24 AM

Quote:

Originally Posted by propbeanie (Post 2668273)
As for making a sub available, with a Tench especially, in that it is a late-war boat, it's equipment is also late-war, so you have to dig through the UnitParts and related files, as well as several references in the Sumarine's upc file, as well as its associated conning tower files. Then, besides just putting it in the CareerStart so that it shows on the game menu, you also have to have it defined and available in the flotillas.upc file at the time that you want to use it. You also have to have assignments for the boat to go on for the time period you want. Those assignments have to be in the PatrolObjectives.cfg and in the PatrolObjectives folder... let's see, what else?... mind your ";", date configuration, date validity, spelling, etc. :salute: - now I remember! cfg and eqp files!!!

I'm tempted to give it a go. Any guesstimate of how long it would take or if anything is involved beyond mere editing?

EDIT to add: there is a large discrepancy between the stock and FotRSU versions of the Mk 16 warhead. In the former, one is enough to sink a 35000 ton carrier; in the latter, several small freighters took up to 3 hits before sinking.

WH4K 05-05-20 08:21 AM

Troop insertion missions seem broken. I'm trying to follow the SM08 InsertionRescueTraining.pdf included with FotRS:UE, but it doesn't work.

The problem is that I can't postpone. If I try to use the "postpone" option when prompted to drop the troops off, so that I can get the boat going back and hard starboard rudder as suggested (so that the raft doesn't crash into my sub), I am never able to launch the troops. I get the "sword" icon in the upper right, but when I click on it nothing happens. No dialog to perform the troop insertion. I have to do it when it initially pops up, or can't do it at all.

Texas Red 05-05-20 08:34 AM

Uhhhh, FotRSU mod team, what is this?


https://i.postimg.cc/3JdQ3dzp/SH4-Im...-07-14-068.jpg


Why is that Jap freighter a Christmas tree after I hit it with three torpedoes?
I was attacking a duet of ships and I hit the ship with three torpedoes. After I got the "We hit it! Its taking water and going down!" message the ship suddenly turns into a Christmas tree! No lag or anything. I just turn the external camera away for a quick second and I come back and see the grinch taking the Christmas tree into the depths of the Makara Strait.
:har::har:

I've never seen anything like this before, LOL.

KaleunMarco 05-05-20 09:27 AM

Quote:

Originally Posted by WH4K (Post 2668367)
Troop insertion missions seem broken. I'm trying to follow the SM08 InsertionRescueTraining.pdf included with FotRS:UE, but it doesn't work.

The problem is that I can't postpone. If I try to use the "postpone" option when prompted to drop the troops off, so that I can get the boat going back and hard starboard rudder as suggested (so that the raft doesn't crash into my sub), I am never able to launch the troops. I get the "sword" icon in the upper right, but when I click on it nothing happens. No dialog to perform the troop insertion. I have to do it when it initially pops up, or can't do it at all.

yeah, the documentation can be spotty.
you need to be:
  • surfaced
  • moving less than 2 or 3 kts (i cannot remember exactly)
  • be within the maximum distance of the drop zone, typically 3 - 5 km depending.

you may meet these requirements and get the drop-off prompt, click postpone and then move your boat in such a way that one of the requirements is no longer fulfilled.
a technique that many kaleuns use with success is:
  • draw a radius circle for the proper distance using the dropoff point as the center point.
  • drive your boat in such a manner as to put your starboard side facing the beach.
  • dive your boat to periscope depth as you enter the radius circle, making 1 or 2 kts.
  • come to a stop then surface.
  • dispatch your spies, supplies, agents, coastwatchers. when the raft has cast off, submerge to PD and move away to port at low speed until you clear the immediate area and are no longer in jeopardy of colliding with the raft.

good luck.:Kaleun_Salute:

WH4K 05-05-20 09:38 AM

Quote:

Originally Posted by G Man (Post 2668210)
I'm playing FOTRS latest version. At position 120.22E 025.13N on 3 April 1944 at 1226 I was cruising on the surface when I got a radar detection. An aircraft was approaching from the west heading east. It was at long range and I had plenty of time so went to periscope depth and while I was there I decided to do a sound sweep while I waited for the aeroplane to clear off. When I did the sweep I heard a torpedo to the west. I tracked it past me to the north and off to the east. I came to radar depth and the torpedo sound coralated with the aeroplane on radar. A little later an aeroplane came in from the east heading west and the same thing happened, I could hear the aeroplane on the hydrophones and it sounded like a torpedo. Has anyone had this before?

That does sound like a bug. However, I wonder if I saw something similar with ships?


A while back I stumbled upon a cluster of warships at anchorage off Dublon. One of them soaked up a ridiculous amount of torps yet wouldn't sink. I wanted to inspect the hull so I took my boat very close to the group while submerged.


Of course, when I raised my periscope to have a look around all the escorts started shooting at me, since I was maybe 100 yards away.


What was really astonishing was when I saw a torpedo zoom by!


WW2 destroyers did in fact carry torpedoes and launch them at each other, so it makes sense they'd fire one at a very close, persistent sub. I've just never seen a SH4 destroyer try to sink me with one before!

Texas Red 05-05-20 09:56 AM

Quote:

That does sound like a bug. However, I wonder if I saw something similar with ships?


A while back I stumbled upon a cluster of warships at anchorage off Dublon. One of them soaked up a ridiculous amount of torps yet wouldn't sink. I wanted to inspect the hull so I took my boat very close to the group while submerged.


Of course, when I raised my periscope to have a look around all the escorts started shooting at me, since I was maybe 100 yards away.


What was really astonishing was when I saw a torpedo zoom by!


WW2 destroyers did in fact carry torpedoes and launch them at each other, so it makes sense they'd fire one at a very close, persistent sub. I've just never seen a SH4 destroyer try to sink me with one before!

I once was attacking a large convoy in the Marshall Islands in the beginning phase of the war and I was fighting off a few DD's when one of them launched a torpedo at me!
I immediately called for hard-to-port and I *thankfully* dodged the torpedo. In retaliation, I sent a full salvo out of my stern torpedoes that made for a memorable sinking. :yep:

propbeanie 05-05-20 11:07 AM

Quote:

Originally Posted by the beast (Post 2668371)
Uhhhh, FotRSU mod team, what is this? ...

Why, that is a politically correct ship sinking... ahem...

It does look like a graphics glitch, but first of all, can you ID the ship for us so that we can double-check it's zon file please? 2nd of all, had you shelled-out to Windows, accidentally or otherwise lately? maybe mixed mods accidentally in the Save folder etc etc?


Quote:

Originally Posted by WH4K (Post 2668367)
Troop insertion missions seem broken. I'm trying to follow the SM08 InsertionRescueTraining.pdf included with FotRS:UE, but it doesn't work.

The problem is that I can't postpone. If I try to use the "postpone" option when prompted to drop the troops off, so that I can get the boat going back and hard starboard rudder as suggested (so that the raft doesn't crash into my sub), I am never able to launch the troops. I get the "sword" icon in the upper right, but when I click on it nothing happens. No dialog to perform the troop insertion. I have to do it when it initially pops up, or can't do it at all.

Well, the insertion works, but I did break the exfiltrate with the new, soon-to-be-released next version, so now I'll have to re-do that, but even that should work in your current version. Just for re-cap, and to illustrate what KaleunMarco points out:

https://i.imgur.com/ji0d60Q.jpg
I have drawn a 3600 yard circle and make certain I am well-within the confines for most launch points (3-5nm)

Point here: Some in-game missions have circles for you, others do not. All Patrol missions should have circles, but not all of the SpecOps do. Read the orders and be governed accordingly...


https://i.imgur.com/F2Jtolx.jpg
Going by my NavMap, I am within launching distance, yet outside on the bridge, I am not prompted... look closely at the knot gauge and the telegraph. Notice also the menu. I am on the bridge...

https://i.imgur.com/HM1yk6x.jpg
Notice here now, that while we're traveling at 11 knots still, I have taken the throttle to "All Stop", and there is the "Launch" prompt... :hmmm: - I hit "Postpone" to get that little window out of my way while I slow this train down...

https://i.imgur.com/sTeZVn4.jpg
OK, a bit later, I am at 1 knot reversed, hard rudder right, and I click that little "Sword" icon in the upper-right to launch the Insert agent. The "reverse" and "hard right rudder" are just so I don't get that "SCREEEE" as the raft bumps the sub side. Not necessary to do that.

https://i.imgur.com/X9LCEC7.jpg
Now, here is where you are having troubles. After I click the "Agent Insertion" button in the upper-right, I get this pop-up, but notice that it defaults to the "last used" state of "Postpone"... mouse click on that "Launch boat" instead. If that's not the issue, then look at the menu buttons - they MUST be for the Bridge station. You must also have the throttle down at Stop or 1/3 (??? I think...) ~and~ still within the confines of the launch area.

https://i.imgur.com/IuS2Wpu.jpg
There's our man, waiting on the sub's crew to get his raft ready for his use...

https://i.imgur.com/RJEWbAM.jpg
... and there, he is away, and you can paint us gone. We have got to hide this beast of a sore-thumb-machine in this sea of blue and beautiful greens. We are too easy to see on a gorgeous day like today, probably even down to 120 foot or more...

That is all! :salute:
Quote:

Originally Posted by WH4K (Post 2668384)
...
A while back I stumbled upon a cluster of warships at anchorage off Dublon. One of them soaked up a ridiculous amount of torps yet wouldn't sink...

One must be careful around Truk not to waste torpedoes on ships sitting in shallow water, because they will bottom-out on the sea floor, and never sink. Yet, unless you completely "destroyed" it, the guns will still be manned and active... :o - also be aware that there are airplane as well as ship patrols around the area, and there is no place to hide once they "see" you. :salute:


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