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Old 06-18-21, 09:46 AM   #3435
propbeanie
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Quote:
Originally Posted by Ihatethis View Post
I need more information about Mod Pack.
Out of box FotRSU has 12 mods in AddInModzPak_1.46
But "FotRSU146_AddInz_v2" version has 21. Why? Is this outdated version? Do AI mods work or they're already part of FotRSU? If they work I want to know how.
For example, I attacked patrol of two Japanese submarines during night. One was done by torpedo other one by deck gun. When I start shooting from deck gun, second submarine didn't react at all. No dive or anything. This is pretty immersion breaking. Can it be improved with AI mods from FotRSU146_AddInz_v2? Or enemy submarines can't dive?
When we released v1.46, we had only tested the 12 mods we included. Several weeks after, we had tested more, and added a couple of others to the pak, hence the "_v2" for the pak, so the separate "pak" is the newer collection. The twelve originally with the mod are repeated in the v2 pak. There is a ReadMe in the root folder of the pack, and each mod has at least a jsgme text file included, and most of them have a ReadMe file as well. The "jsgme" text files in the Documentation folders will display the text once you move the mod into the MODS folder, and hover your mouse over the name in the JSGME window. They are text files though, and can be opened in any text editor. The "AI" add-in mods improve (slightly) an escorts response to the player's submarine, and has no bearing on the AI subs you would encounter. The AI subs are actually configured as surface vessels, due to game restrictions, and they cannot submerge. It would be nice to have an aggressive submarine that could surface and submerge as appropriate, but the game does not allow that. Only for the player's submarine. We have re-worked the AI subs once again for the mod, and hopefully have eliminated a "failure to perform" on the one - which I cannot remember, but the one submarine had a bum sim file and the guns did not shoot...


Quote:
Originally Posted by Torpedo View Post
Hi propbeanie!
after many OK missions it happened to me again the "12 highnoon" at the gauges. It was December 22, 1942 with Gato 212 in the Honshu area. I didn't realize there was a Japanese submarine because it was out of range of the hydrophone and radar. With route NE finally the radar signals me the presence of what is a Japanese submarine. From that moment all the saving are with the gauges at 90 °.
Is it not possible to eliminate the presence of Japanese submarines in the MOD which only create problems and are useless?
Personally I would not miss it! Or do you think you are close to the solution?

Torpedo
Yes, we think we have solved the issue, but of course, will not be certain until we get a "Preview" release out for all to test, if they feel adventurous. The player's submarines, as well as the AI submarines have all been re-worked. The players' subs should now have proper conns and "repaired" skins, which we'll leave to Canonicus, flaminus and vickers03 to mod to their hearts content for added content and options. The AI subs have all been re-assigned node IDs as necessary, and / or had their "details" re-worked. The issue encountered was discovered to be parts hidden inside certain of the AI subs from when they were used as player subs for keltos_01's mods, so we hope beyond hope that this will finally resolve the gauges issue. I have had to go out of town, but hope to be back this evening and continue final testing of what we've done, and hopefully get a "Preview" release out by tomorrow sometime. Then we'll know how well we've done with it...
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