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Old 07-02-20, 08:48 PM   #1432
propbeanie
CTD - it's not just a job
 
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Join Date: May 2016
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Quote:
Originally Posted by Moonlight View Post
A couple of annoyances I've come across in these latest versions of fotrs Mr beanie.
Firstly, having to turn the SD unit ON, it should be on by Default and turned off when you want it off, that button thingie should also be lit up as well.
Secondly, if I find out who is making that knocking noise while I'm looking at the navmap I'm going to feed him to the sharks, needs looking at sharpish or I will eventually overwrite it with the stock game version...
The way the game is built restricts the things you can do with it. The SD was a "rise" and "lower" originally, the third "periscope" if you will, in the conn. We made it "on" and "off". I have not dug too deeply into the functionality of it, but it is "off" by default, and the team likes it that way because of earlier complaints (and test experience) about it interfering with attempts to come back in to port, or go out from port, in that it drops you back to 1x on the contact report. For me, it was easier to leave and approach port while submerged so that the radar would be off, than to be on the surface and have to continually punch the "+" key to get TC back up, only to be re-set back to 1x with another contact report - which might be the same one as the previous... Also the menu is constructed the way it is. The button has been, and will continue to be "darK", hence the text box message. We will attempt to add a similar text message for the SJ radars, but at least that menu button does light when you use it. It's "on" and "off" have more to do with "surfaced" or "underwater" than anything... You want it to turn back "on" when a wave splashes over it when at radar depth...

As for the knocking sound, I do not know to what you are referring, unless it is part of the Creaks sounds, which are for the most part variable, unless you are deep, and then they do get more "strident"...


Quote:
Originally Posted by Havan_IronOak View Post
I'm reviewing the renown one gets by sinking various kinds of vessels.

I see values of 50 renown for a small oiler and 450 for a light Ryuho fleet carrier, et. al. but I see a value of 2500 for a Hikawa Hospital Ship. I'm assuming that that would be negative if I were to sink, one no?
The renown is set that way on purpose for FotRSU. It is not desirable from our point of view for a player to do whatever they want and rack up 10 million renown points. The neutrals and friendlies were left high, so that if you accidentally sink one, you are heavily penalized. You will see hospital ships in the middle of convoys, sometimes as "leaders", giving the impression of a "neutral" convoy. It behooves the player to identify ~all~ ocean-going traffic in enemy waters, sink the meatballs and keep the neutrals harmless. Some of those hospital ships are indeed carrying contraband, but it matters little, because they are a hospital ship... You might receive a 3x penalty, or even a 10x, depending upon the circumstances. The renown is made up for in the Objectives. You go out on a mission and follow orders, completing objectives, and you earn renown. Each objective has renown. You still sink ships, but they are not as "important" as they are in the stock game. A very strong reason for this is the game "running over" the dates of new boats' availability. If you score too many points too soon, the game then rewards you with a submarine that is not "active" yet. Not only is it not active, but its equipment is not either. To top it off, there used to not be missions that were assigned for these early "rewards" the game would give you, and you would end up retired after one mission, or the game would CTD... so we restrict the renown on purpose. Most things in the mod are not accidents. Some are - but not most.


Quote:
Originally Posted by the beast View Post
I have an issue with the gauges and Christmas trees.

I am running in a Tambor Class submarine out of Pearl Harbor on Dec. 8th, 1941. I start my first patrol to see all of the gauges are just black voids. No markings or anything, they're just pure black. The Christmas trees are the same too, no lights, just pure black. I tried reinstalling but that didn't work.

This is my modlist:

Generic Mod Enabler - v2.6.0.157
[C:\Steam\steamapps\common\Silent Hunters wolves of the pacific\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.1_EN
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.1_EN

Any help would be appreciated.
What was the first patrol's assignment? Do you remember the orders, or where you were being sent? Apply the 101_prBetaPatch_v1.1.7z mod found in Post #1215. Then empty the Save folder again, and try the same boat, same date, from the same place again, and see what it does. In the meantime, I'll dig into the Pearl Tambor and its 1941 assignments.

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