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Old 06-15-22, 08:01 AM   #4752
propbeanie
CTD - it's not just a job
 
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Quote:
Originally Posted by KaleunMarco View Post
THAT is why i couldn't find it: NAMJP is counter-intuitive when looking for a Cargo-Passenger Freighter aka Aux Cruiser.

@#$%^&*-Ubi.

thanks, PB.

p.s. The Cargo-Passenger-Freighter shows up on sonar/radar as a warship. So much for being surprised by a Q-ship.
The 'secret' is in the Names.cfg leading you to the Roster file, which leads to the Sea folder... but yes, "naming" looks to be an attempt to confuse the player - "no noodling in our files!!!"... - btw, the Notepad "Search" (Find) will not find most of what you are looking for in Names.cfg. You have to use something like Notepad++ or the 010 Editor and their "RegEx Search" functions.


Quote:
Originally Posted by Mios 4Me View Post
USS Gato, ex-Midway, en route to ECS assignment, on 4/19/43 @ 2030 encountered and sank a solitary Horai Maru moving at 7 kts ESE, location 47km, 109 degrees from the central pier at Miyazaki. We received no credit, nor was there a sinking marker on the map.

The only other Horai we had recently encountered was part of a four-ship convoy 150 km to the NE over 18 hours earlier. I've not seen this happen in both a group and solitary before. Is this something else?

Also note the unusual speed for a Horai.
That is partly the nature of a Random Generic Group (RGG) where the call is for a GENERIC ship. You are stuck with a speed setting for the slowest common denominator, which in the game is 9 knots for the cargo ships, and generally 12 knots for passenger. We have been tempted multiple times to split the Merchant and Convoy files into real "fast" and "slow" groups, and have the ships themselves grouped that way, but alas, that is a LOT of work, besides the fact that we do not have an easy way to group the ships, since we used all of the Type= designations a long time ago... Of note here though, is that the two Merchant groups that spawn at Miyazaki do NOT have any calls for a passenger ship of any sort, nor does the lone Convoy group... None of the Troopship groups sail anywhere near there. All of the HarborTraffic and other groups that sail the area or are docked, are either Sampans, Patrol, Cargo or Tanker classes... So where your Horai came from is a mystery also.

As for not seeing a "sunk" icon, that is a pinch different. Even a storm-damage sinking will show a "sunk" icon. At 20km from Miyazaki, you are in deep enough water for a full "kill" sinking, even if it was a ship previously sunk that respawned - unless it hadn't fully sunk yet ("Actually, I'm feeling much better now, thank you!")... The Horai is a Stock game ship, so should not (in theory) have any issues. We'll try to do some more digging on this.


Quote:
Originally Posted by Berneri View Post
Hi, first off, thanks for the mod, it’s great.

The first one, is from the new Narwhal cfg file, while the second is for the Fotrsu Narwhal. I thought that the spoiler HTML would identify it, apparently it does not.

What you write is interesting, because I recall being able to go deeper than 250 ft in a new Narwhal, (went to 350 ft - 400 ft without a hitch). Indeed, after changing that, I had damage occurring at around 520 ft, with destruction of the sub at around 560 - 580 ft for the Narwhal. Obviously, a Balao goes deeper before being destructed.

Anyway, I understand the rationale behind your settings, I was only surprised at first because the warning that pops up in the upper right corner of the screen when we go beyond test depth didn’t show up, so I went and saw that. And I had to ask.

Also, my post wasn’t intended as a critique or a complaint about realism or lack thereof with the game –or the mod–: it was only a question regarding this discrepancy.
I understand about not attempting to complain about the realism factor, and I am sorry, I did take it that way. - It is quite irritating that a person has to "name=" the Spoiler tags when posting, but they do not display in the posting (?? why ?? - lol). The FotRSU original Narwhal (the TMO pseudo-Narwhal), which is basically a Sargo with Narwhal-style settings, is for now used for the "Argonaut" clone. The "new" Narwhal is an extensively re-worked Bonus Narwhal (used by permission and agreement). The two boats are "built" differently, and those differences do lend to modder confusion when attempting to adjust either...

The game is full of "real life" tagged settings, that have no attachment to reality, and no bearing on real-life measurements. If you drive a boat around FotRSU, you will notice the "Range" looks good initially, and we were rather proud of hitting the "target" for that, and not completely trashing all of the battery re-charge settings. However, as you drive the boat further and further, it seems to use less and less fuel, yet the range given does not coincide with the fuel level (bad math somewhere in the function?). It might be one reason the function is not enabled in the Stock game, or perhaps the devs ran out of time to test it fully - or perhaps we're mis-using it - But running out of fuel because of that erroring the other way would not be cool. Each of the settings for a submarine influence other factors, besides what is being adjusted, including that "MaxDepth". Better stability with these "settings" are a "target" of ours (again) for the future.
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