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propbeanie 04-26-24 06:43 AM

Quote:

Originally Posted by KaleunMarco (Post 2910518)
this one has me baffled. we are 11 or 12 missions into a Gar career. it is late 1943.

as we leave on patrol, our torpedo load looks like this:
https://i.ibb.co/SyyVcwP/Inport-Torpedos.png

as soon as we shove off on patrol, tubes 1-4 change loads:
https://i.ibb.co/4tQ2ghQ/Patrol-Torpedos.png

i've been trying to figure out which torpedoes are the stowaways without any luck. i THINK they are German.

the big question is: why the sudden change?

i have already deleted the Save Folders and it made no difference.
then i removed all mods after 410_Strategic_Map_Symbols and it made no difference.
then i started the next mission and saved it, exited, and browsed the save file for ActiveUserPlayerUnits.upc. Tubes 1-4 are still loaded with Mk18's....even though they appear in the game as German T1(G7a).

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU V1.8\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
200 Nihon Kaigun v1.3_FotRSU
300 Nippon_Maru_v1.9b_FotRSU
301_MoreDifficultAI00
310 Combined Roster
399_NoScrollNavMap
410_Strategic_Map_Symbols
500 Jimimadrid Sailors for FotRSU
550 Jimimadrid SubManagement
600 - 3000 Yard Bearing Tool (1920x)
610 Webster's 300' Underwater Visability for v1.5
999 Flotillas Fix for Argo&Nautilus

We have not attempted to look through jimimadrid's Management mod, but if he brought his torpedoes in with the mod, then that is the problem. It and FotRSU have two different ID calls for torpedoes, and that probably is the Ge7 you have there KM. If you go ahead and shoot one, you will likely have multiple wake trails as it travels. The further it goes, the more tails... Look in his mod folder, and if there is a Library folder with Torpedoes_US.* in it, deactivate the mod, remove those files from the package, then re-activate. His torpedo mod is already in FotRSU with altered ID calls...

mazzi 04-26-24 07:56 AM

Quote:

Originally Posted by KaleunMarco (Post 2910518)
as soon as we shove off on patrol, tubes 1-4 change loads:

This is not exact, but in my opinion the error should be looked for in the NSS_Gar.upc file.
If the Tambor boat performs correctly under similar conditions, then let developers make NSS_Gar.upc from the NSS_Tambor.upc file.
There are several lines to change in the NSS_Tambor.upc file, and rename file in NSS_Gar.upc of course.
Or make NSS_Gar.upc from another 'working' *.upc file of other boats, but it will be more difficult.

KaleunMarco 04-26-24 09:49 AM

Quote:

Originally Posted by mazzi (Post 2910573)
This is not exact, but in my opinion the error should be looked for in the NSS_Gar.upc file.
If the Tambor boat performs correctly under similar conditions, then let developers make NSS_Gar.upc from the NSS_Tambor.upc file.
There are several lines to change in the NSS_Tambor.upc file, and rename file in NSS_Gar.upc of course.
Or make NSS_Gar.upc from another 'working' *.upc file of other boats, but it will be more difficult.

the upc files show Mk18, as they should. i think the problem lies elsewhere.
but, thanks for the suggestion!
:Kaleun_Salute:

KaleunMarco 04-26-24 10:19 AM

Quote:

Originally Posted by propbeanie (Post 2910569)
We have not attempted to look through jimimadrid's Management mod, but if he brought his torpedoes in with the mod, then that is the problem. It and FotRSU have two different ID calls for torpedoes, and that probably is the Ge7 you have there KM. If you go ahead and shoot one, you will likely have multiple wake trails as it travels. The further it goes, the more tails... Look in his mod folder, and if there is a Library folder with Torpedoes_US.* in it, deactivate the mod, remove those files from the package, then re-activate. His torpedo mod is already in FotRSU with altered ID calls...

jimi's Sailors Mod DOES have US_Torpedo files but they are not the problem.
i think that the activeuserplayerunits file was corrupted a couple of missions ago when our sub was wrecked and we were given a Porpoise as an "upgrade". i had to edit the activeuserplayerunits file to bring my old crew to my new boat and i must have messed up during the multiple-copy-paste operations.

thanks for the hints, though. never thought that jimi's Sailors Mod would have torpedo files. maybe the version i am using included the new torpedos files and later versions did not have that included. i'll check out the current version.
:Kaleun_Salute:

p.s. the current Sailors Mod does NOT have torpedoes files. i will swap it out with the rebuilt config.

propbeanie 04-26-24 11:04 AM

Here is the original "find" KM, from back in June of 2023:
FotRSU Post 5525
So jimimadrid's torpedo mod works fine in SH4 and most other mods, but FotRSU has several files that have different IDs for some equipment. There-in lies the rub. With his torpedo mod in FotRSU, the ID actually calls the G7a torpedo for Tubes 1-4, like you are driving a Type VIIC... Leave the torpedo files out of the crew management mod, and the base jimimadrid files already in FotRSU will do appropriate calls, since we edited the ID numbers. :salute:

propbeanie 04-26-24 11:11 AM

Quote:

Originally Posted by mazzi (Post 2910573)
This is not exact, but in my opinion the error should be looked for in the NSS_Gar.upc file.
If the Tambor boat performs correctly under similar conditions, then let developers make NSS_Gar.upc from the NSS_Tambor.upc file.
There are several lines to change in the NSS_Tambor.upc file, and rename file in NSS_Gar.upc of course.
Or make NSS_Gar.upc from another 'working' *.upc file of other boats, but it will be more difficult.

The calls for torpedoes are different purposefully. We want to differentiate between the two boat classes, even though about the only differences were the names on the bulkheads... lol - The issue is attributed to the ID for the named torpedoes (Mark 18). When the game goes to "call" the torpedo, it looks at the ID number and finds the G7a. Since the German boats do not have after torpedoes, and their fore torpedoes are stored differently, you will not notice the other torpedoes change until they go to load in Tubes 1-4... If you shoot one of the G7a torps, it will be replaced by another, in spite of the Mark 18 picture being in the stores...

mazzi 04-26-24 11:25 AM

Quote:

Originally Posted by KaleunMarco (Post 2910598)
the upc files show Mk18, as they should. i think the problem lies elsewhere.
but, thanks for the suggestion!
:Kaleun_Salute:

There is an error in the NSS_Gar.upc file because of this, the game does not take into account Mk18 which are registered in this file and therefore further torpedoes are taken from the .sim file (specifically this is NSS_Tambor.sim).
In the NSS_Tambor.sim file for all TA indicate German T1 torpedoes.

Start a new career on the Tambor boat in 1944-1945, go to sea and see what kind of torpedoes do you have?
Then start a new career on the Gar boat in 1944-1945, go out to sea again and look at the torpedoes again.
If both Tambor and Gar work, then you have ruined the game recordings.
If Tambor works but Gar does not, then there is an error in the NSS_Gar.upc file.
It won’t take much time, but you will know exactly who is to blame.

mazzi 04-26-24 11:51 AM

Quote:

Originally Posted by propbeanie (Post 2910613)
The calls for torpedoes are different purposefully. We want to differentiate between the two boat classes, even though about the only differences were the names on the bulkheads... lol - The issue is attributed to the ID for the named torpedoes (Mark 18). When the game goes to "call" the torpedo, it looks at the ID number and finds the G7a. Since the German boats do not have after torpedoes, and their fore torpedoes are stored differently, you will not notice the other torpedoes change until they go to load in Tubes 1-4... If you shoot one of the G7a torps, it will be replaced by another, in spite of the Mark 18 picture being in the stores...

The Soviet boat 'SHCHuka X series' had a similar problem.
I couldn't figure out what was missing in the original file NSS_ShchX.upcge in order for everything to work correctly.
As a result, I changed the file NSS_ShchVbis2.upcge (from the working boat 'SHCHuka Vbis2') for the boat 'SHCHuka X series'.

But I won’t say anything; things may be different for you.

KaleunMarco 04-26-24 03:37 PM

Quote:

Originally Posted by propbeanie (Post 2910609)
So jimimadrid's torpedo mod works fine in SH4 and most other mods, but FotRSU has several files that have different IDs for some equipment. There-in lies the rub. With his torpedo mod in FotRSU, the ID actually calls the G7a torpedo for Tubes 1-4, like you are driving a Type VIIC... Leave the torpedo files out of the crew management mod, and the base jimimadrid files already in FotRSU will do appropriate calls, since we edited the ID numbers. :salute:

yes but no.
i backed out all of the mods in my list and ran with Stock and still had the german fish in tubes 1-4. somehow, the career save file got corrupted. i am blaming myself since i am the CO.

so, i restarted my career with a same boat class in approximately the same time period with a new d/l of the sailor's mod which does not have the torpedo files and things are off to a good start.
:Kaleun_Salute:

KaleunMarco 05-03-24 10:34 AM

armed merchies
 
hey PB,

are any IJN merchies armed with torpedoes?

km

propbeanie 05-03-24 10:55 AM

Not that I recall... but the Armed Merchant might be... :hmmm:

KaleunMarco 05-03-24 01:41 PM

Quote:

Originally Posted by propbeanie (Post 2911346)
Not that I recall... but the Armed Merchant might be... :hmmm:

hmmm. no armed merchants...at least none that were labeled as such.
we met up with a small convoy....one escort. leading.
we torpedoed her and the first two ships in the port column.
since it was a dark night, we surfaced and attacked the remaining merchies.
a minute or so after we sank the last merchie, we suffered a devastating hit from somewhere and we went down the black hole of death.

Anastasia, Hakko, Tyohei, & Seiko & Heito. (comments added)


we were west of the Marianas and there were no a/c detected while we on the surface.
not sure from where the lethal blow came and still trying to figure that one out.

propbeanie 05-03-24 03:57 PM

That is one of those times, where if you're fast enough, you Save the game, and then you can go back in and review. Now, what you describe leaves two possibilities, both of which I have encountered. The first is that you torpedoed the escort, and it had not fully sunk yet, and being armed with torpedo tubes, was able to get off a spread at your boat. We'll call that unlikely. The second possibility is "friendly fire", from your own boat, with a circle runner. While the Mark 18 did most of the circle runs, the 14 was not immune to them. In fact, none of the US torpedoes were immune to them, since they did not use vane limiters on their rudders. Even the stock game with "Dud torpedoes" turned off will still throw a circle runner your way every few thousand of shots. That would be my guess of the source of your torpedo impact. I have a video somewhere of a torpedo doing 3 or 4 circles near my boat before it ran out of fuel. I almost did not get away from it. I also have several videos where I did not get away, but in most instances, I was hit on the first circle... :oops:

Edit: This might be it
https://www.youtube.com/watch?v=Ts64wjS7PI8

KaleunMarco 05-04-24 07:06 PM

Sneaky Pete
 
It's early 1944, and we are on patrol north and west of Saipan, just cruising looking for traffic.
i step away for two minutes and Sneaky Pete comes up from our stern and pumps a round into us. Sneaky Bastage.
well, we dive as quickly as we can because he has launched a fish at us.
we dive to 150 feet, wait for the torpedo to pass us then back to periscope depth.
then.... we go on the attack.
https://i.ibb.co/PD8TsRf/SH4-Img-202...-51-21-340.png
https://i.ibb.co/pPtzGvL/SH4-Img-202...-51-32-406.png
https://i.ibb.co/7ySkKQD/SH4-Img-202...-51-41-980.png
https://i.ibb.co/0DCZgsd/SH4-Img-202...-52-36-619.png

sneak up on us, eh?


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