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Old 12-18-20, 09:39 PM   #2331
propbeanie
CTD - it's not just a job
 
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Quote:
Originally Posted by Moonlight View Post
... Me thinks he was trying for the record of the quickest sinking in FotRSU history which is rumoured to be held by you Mr beanie.
That record of mine will be most difficult to beat... You need to sit on the surface and either have a bird doo-doo on your visor, or have an incoming 18.1 inch round inbound as the computer boots - at least, that's what it seemed to me what happened, and more than once...

I have heard though I don't know if its true or not that the game makes the decision what happens to the torpedoes when they are loaded, sounds a bit far fetched to me as the SH4 game is mostly incompetent with out any mods to correct its many faults.
The game does indeed make its "decision" when it loads, and "decision" is the random seed generator, which is one of the reasons you need DirectX v9.0c... that's the "library" the game pulls the function from. kinda scary...

Quote:
Originally Posted by Mad Mardigan View Post
OK,

just out of curiosity, has any 1 else noted, getting robbed of tonnage sank, after sending off a status report.?

Case in point for Me, is...

1 Tanker sunk (Whale Ship)

1 Warship sunk ( Aux Cruiser Widder class)

3 Merchants sunk
( 2 Aux Transports & a Med. Split Freighter)

Grand total tonnage of 36, 569 YET... last radioed in status report of torps left, coupled with tonnage sank only credited Me with...

18,610 total tonnage (1 Warship & 3 Cargo ships sank)

What gives...???? ...
Not only doesn't Carpendar believe you, but neither does JANAC, even though they haven't invented their own jobs yet, they are warming-up for 1945 / 46, and all those interviews where they believed the ones they were interogating before they believed the ones wearing the same uniform... kind of like torpedoes in 1942... - US Naval "Intelligence"... kind of like AI, aka: "Army Intelligence"...

but seriously, the game has certain rules and guidelines it follows, and one of those is the "same" vessel being sunk in the same convoy, oftentimes the 2nd (or 3rd) are not counted, since in essence, they are the same ship... again, kinda like "Naval Intelligence"... Also, if a vessel ends up "grounding" and not sinking beneath the waves, then it is technically not sunk... sigh - and if the modders ( ) messed anything about the game up ( ), then your sinking might not count either.

Quote:
Originally Posted by Cybermat47 View Post
If anyone's interested, here are some small mods I've made for FotRSU to fix minor issues and tweak things to my personal preferences.

Convert J-class Destroyer to N-class for FOTRSU

This mod changes the J-Class destroyer to the N-class, one of which my Pa served on during the war. It also adds the N-class to the Royal Netherlands Navy, and replaces the British Tribal-class destroyer at Brisbane in the campaign with the Australian N-class destroyer HMAS Norman.

Only tested with FOTRSU.

https://www.subsim.com/radioroom/dow...o=file&id=5707

German Flags Fix for FotRSU

This mod fixes German flags in FotRSU so that warships have the Nazi Reichskriegflagge and merchants have the Nazi German flag, rather than the other way around.

https://www.subsim.com/radioroom/dow...o=file&id=5708

No Sub Flags for FotRSU

This mod removes flags from the player-controlled submarines in FotRSU.

https://www.subsim.com/radioroom/dow...o=file&id=5709


Type XVIII Skin Fix for FotRSU

This mod restores the default type XVIII conning tower and AA turret skins to FotRSU.

https://www.subsim.com/radioroom/dow...o=file&id=5710
We have some of that fixed, and I don't know if you remember us discussing the "N" from a "J" a while ago, but if you don't mind we "borrow" lightly (or heavily) from you, we might try to incorporate for the next release. I had a traffic layer for the "N" somewhere, if I can just find it...
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