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Old 06-27-20, 10:24 AM   #1403
propbeanie
CTD - it's not just a job
 
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Quote:
Originally Posted by Mios 4Me View Post
Based on your feedback above, I again deleted all the Save files through the game interface and rebooted the computer. Then I started a new career, again choosing new construction in 1943. When I'd organized the crew, I started the game, only to be ordered to patrol Area 4 instead of conducting sea trials as previously.

Is there any way short of a full deletion and reinstallation of the game and mod to be sure my game isn't corrupted?
No, there is no way to "without-a-doubt" determine that unfortunately. The game does not have error-checking internally like most modern software, probably as a function of it having been built during the WinXP and DirectX v9 days, and "efficiency" was a heavily emphasized premium. Any error-checking would have added a ton of overhead to the game's bandwidth when running, and FPS did not mean "First Person Shooter" back then, but rather "Frames Per Second"... One thing I failed to mention previously is that the "timing" in the New Construction starts is all wrong now, and we do have to go back through those missions and do some further editing. This is why you are slipping through to a mission assignment right away. Even when we had the dates doing the training correctly, just as in TMO, there were still issues with the "Transfer" function, which is why in later versions of TMO and RSRDC your were prompted to request a "Transfer" after completing your 3rd training mission. We will most likely overhaul completely the "Mare Island" facility, and go with San Diego, Mare Island and Treasure Island starts for overhauled submarines and new construction for a future release, such that they would be like a regular game Start, and have automatic transfers... maybe... preliminary testing works, but the mod has to be "finalized" before we do that. For this next release though, I'll try to get it to where you at least get one or two, maybe all three training missions, at least for the first run through "New Construction". If you do that Gato, and then do the Balao set later, the Save game remembers you having done the Gato set, and then will bypass those same missions for the Balao, which can seem odd, but does go along with the game's not repeating missions already run. There is a work-around for that though - maybe... Just remember though, "New Construction" has always been a problem child, ever since Ducimus introduced it in TMO, and is actually more a function of the "DaysInBase" setting than the player going too fast or too slow through the missions...

Quote:
Originally Posted by Kresner View Post
...Thanks for your detailed reply, just to add that my problem is only with the surface radar SJ (ships) the air contacts no problem.

Another issue that I mentioned was, the radar does not detect battleships, only escorts of taks forces, in the center (mark 1) should be the Yamato but it is empty...

My issues with the radar and the crash was only with these latest versions of FOTRS, I am going to reinstall SH4 and use LLA.

- Now this is not a game bug, but when I attack a convoy or taks force, the ships, instead of fleeing quickly or dispersing, they go slowly, sometimes they return or stop while the convoy leader ship is sinking, this allows me to sink several merchant ships2 or more battleships, cruisers, it is unreal, ships should escape quickly (no destroyers obviously)
The radar will miss ships with each pass, trying to be "realistic", and is a function of the Stock game even. I have not gotten into the actual settings in the dat and sim files for the radars yet, since I am still tracing through all of the "active" dates for the submarines. There is a LOT to trace through in the game, not just FotRSU, as I am comparing FotRSU to Stock and to TMO and to RFB in an attempt to "compromise" the FotRSU settings to something "smoother". This is taking a majority of my time right now, and definitely leads to blurry eyes and screams of terror, along with massive doses of confusion and hysteria... All of the radars are "packages" that have more than just the actual radar involved, which further complicates things. With all of that, I am concentrating on just the Gato for now, and making better progress working through like that. I doubt we'll have changes for this next release, so be aware that the FotRSU is more like the real McCoy in that it is functional, but at times, unreliable - "what? a PBY comes out and drops us a new tube, and you say it ~still~ doesn't work?"... sigh

Using LAA or similar is absolutely necessary when playing, especially with FotRSU, but it will also improve the bone-stock game, in that it helps compensate for the newer OS demands of having the kitchen sink thrown into the mass of background tasks running on a "modern" computer, especially Windows 10. If you read CapnScurvy's thread "Windows10; Large Address Aware; SH4 Install" he mentions what we have in the "TipsForStableGameplay.pdf" found in the mod's Support folder. If you plan on doing an SH4 session in Windows 10, it behooves you do do any Windows Updates prior to starting the game, just so you are not "interrupted" by the process while in the single-core, DirectX v9 game "Silent Hunter 4", because Windows can and does ignore you playing that game, and will do whatever it wants to in the background, which can and does interfere with smooth, predictable play. Just sayin'... I have noticed a huge difference between "hiccups" in Windows XP, Windows 7 and Windows 10, with Windows 10 ~constantly~ interrupting, especially on my Win10 laptop, where it is very difficult to control the OS... My desktop is a quad-boot computer, which includes Linux, and "Yes", it is still possible to play FotRSU on Windows XP, so long as you have at least 4 gig of RAM on your computer, and edit a few files, but that's another story for inquiring minds... The game runs best on my desktop with Windows 7 64-bit. For me, it is only marginally acceptable in Windows 10, reminding me of a Windows XP 32-bit machine with a low-end graphics card at times, due to some of the "hitches" it throws...

As for the ships meandering around after you attack, that is a function of the game's "AI". We are still dealing, basically, with at best SH3 AI, maybe even still the SH2 AI, in that it is "Atlantic-centric". We are talking large convoys and a large amount of escorts for the ships, such that with the way the game AI was built, the ships would "gather together" at an indetermined location from the initial attack, bunch up, mosey about, and be surrounded by escorts, while other escorts would prosecute the ASW. This is done so that the convoy does not get too far away from the ASW prosecutors, and them then become "orphans"... they are, after all, attached to the "Convoy" or "Task Force". There is no "individual" in SH4, only "collectivism"... , so they all have to act in concert with each other, which can at times, spoil the effect. Other times, it works wonderfully, and if you didn't know better, you would think you were actually dealing with a human thought process...

Quote:
Originally Posted by padi View Post
The patch is not downloadable...
And it would be nice if both barrels of a twin 20mm fire!
I don't know what link you're attempting to use, but:

https://www.subsim.com/radioroom/sho...68#post2675868

is the post with it listed, and clicking on the link there gives me a download... As for the gun, you are NOT supposed to look at the details like that mister!... - That is an issue that has been on the back burner for a while... it may well have curdled...
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