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Old 11-09-19, 06:51 PM   #1
FotRSU Mod Team
Team Leader
 
Join Date: Nov 2019
Posts: 35
Downloads: 49
Uploads: 3
Default Fall of the Rising Sun Ultimate, full release


An AOTD_MadMax / Rockin Robbins image


Announcing 17th July, 2022 (USA)
Please note that we expect typos here and mistakes in the mod. Just let us know!


Version 1.8 of Fall of the Rising Sun Ultimate
Note: This mod is for "Silent Hunter 4: Wolves of the Pacific" v1.5 only - with Uboat Missions Add-on aka: "Gold Edition"
Note: This mod is NOT compatible with previous versions of itself

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100_FalloftheRisingSun_Ultimate_v1.8 == This is for the Download Link ==

Note:
This mod is NOT compatible with previous versions of itself
Note: This mod is for "Silent Hunter 4: Wolves of the Pacific" v1.5 only
- with Uboat Missions Add-on
aka: "Gold Edition" only
17/07/2022 @ 18:00

100_FalloftheRisingSun_UltimateEdition_v1.8.7z
Size = 1.86 GB (1,998,411,689 bytes - 1,951,574 kilobytes - 1,905 Megabytes) compressed
- as reported by Windows 10 64x

Algorithm......Hash
-------------------
MD5.............D47E1AFF8DD980C1EC75F061C9249461
SHA256........E01AD6A85508A00082B0924A0E797043ECB3 B88929A5A4BD2EF9EF342BF3B053

-hashfile command completed successfully.

We have finally managed to get the v1.8 patch file put together, and coordinated with the next Nippon Maru release:

101_FotRSUv18_FixPak

Nippon Maru updated to v1.9 is released

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Anyone having issues downloading the mod, please read at the top of the Download page, below the site banner and menu, where it says:
If you are experiencing trouble downloading, it could be due to an ad-blocker or extension in your Chrome browser. Try turning off the ad-blocker or whitelisting www.subsim.com in your ad-blocker extension or switching to Microsoft Edge browser or Firefox to complete the download. Thanks.

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Read Me Please
Please read the included instructions found in this first post or on the download page, as well as also found in the mod itself in the Support folder. Briefly reiterated:
1. You must have a fresh install of Silent Hunter: Wolves of the Pacific v1.5 - the one with the U-Boats
2. That game must be installed in a folder that is NOT a "Program Files" folder, including if you are using Steam
3. You must have at least four (4) gig of RAM and a 64 bit Windows OS
(if you have something older and 32-bit with 4 gig of RAM, PM propbeanie who can get you going)
4. You must PROPERLY use either LAA or NTCore's 4Gig Patch, or similar on the SH4.exe file
5. You MUST empty the Save folder prior to starting the modded game
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It is recommended that you NOT use additional mods with this release initially, until you are certain the base FotRSU mod is functioning correctly, and then only use mods found in the Extras / AddInModzPak_1.8 folder, or as below:


Add-In Modz Pak has been updated for use with FotRSU v1.8:
AddInModzPak_18


See the posting for further updates



Nippon Maru has been updated to v1.9, has to been checked and found to be fully compatible with FotRSU v1.8 with the Patch:
Nippon_Maru_v1.9


See the thread for further updates



Nihon Kaigun has been updated to v1.2 and is fully compatible with FotRSU v1.8:
Nihon_Kaigun_v1.2


See the thread for further updates



vickers03's Fleetboat Interior - Officer's Quarters Mod will function as intended in this version of FotRSU

But you do have to use the upc patch file included in FotRSU MODS folder


Again though, make certain the base FotRSU is functioning correctly before adding more to the game.
- Run some Single Missions or Quick Patrols to test the modded game -
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You Want these - You NEED these:
 




These are found in the "root" game folder as "SH4_Q-Ref_Card_Front.jpg" and "SH4_Q-Ref_Card_Back.jpg"
They were edited by CapnScurvy as the mod was built - please use them.

ATTENTION: If you need help troubleshooting an issue
 

ATTENTION: If you need help troubleshooting an issue - Post your issue in this thread - if you have a potential "bug" to report - post it in this thread - We want to keep all FotRSU information together for other users' future reference in this thread, if at all possible. Do NOT PM user "FotRSU Mod Team", nor post issues in the Download Page. That User ID is only logged-into for updates and notices, which might be 6 months (or longer) between edits. For better "service" for issues or comments, post here... In all cases, it is required that you supply more information than just "... and then it CTD'd..." Your post may very well be ignored otherwise. We shouldn't have to ask twenty questions across multiple posts, besides the fact that we are old folk, lose focus and attention, besides forgetting where other posts (and our teeth) are, much less who started the other thread(s)... You should supply your computer information, such as cpu, gpu, RAM, hard drive(s) and free space, whether you emptied the old Save folder, your OS, whether 32-bit or 64-bit and the path to where the game you have modded is installed. We also need what mods are activated (use the JSGME "Export activated mods list to..."). As for a potential bug, besides the previously mentioned, we also need the date of the occurrence and the location - the more accurate your information, the better - THIS IS IMPORTANT - it is also nice to know what submarine you are in, the date you sailed, where did you sail from, what were your orders and what are the surrounding circumstances... The more information you supply, the better. Without it, the task of finding what you consider as an issue is much more difficult. Pictures and / or video are greatly appreciated.

Be aware that the structure in the Support folder of the mod has changed again. There are more pdf files linked from the "01_FotRSU_TableOfContents.pdf" file. You can also create a desktop short-cut to that file, or to the "01_FotRSU_Support_TOC.bat" file in the game's root folder, if so desired. YMMV.

Thank you.
------------------------------------------------------------------
================================================== ==============
| We must give a special shout-out and thanks to Onkel Neal and Sailor Steve for their
| help in getting all of this set-up, and making certain that the mod is listed in the
| correct Downloads section - in spite of propbeanie
================================================== ==============

A cdrsubron7 image used as FotRSU splash screen

Be sure and read the documentation in the Support folder

Quickie Activation:
 

- Download the mod file "100_FalloftheRisingSun_Ultimate_v1.8.7z" to an easily remembered location on your computer. Your SH4 install should be "clean", either from a new install, or from a known-clean archive. It should NOT be installed in a Windows "Program Files" folder. The easiest way to do the activation is to create a MODS folder inside of your game folder. For our example, we'll use the "D" drive, "Games" folder, and "SH4FotRSU" as the path structure. Such that we have "D:\Games \SH4FotRSU" as our game folder. Create a folder named "MODS" inside of that. MODS is the default name that JSGME uses for its folder. Put the "100_FalloftheRisingSun_Ultimate_v1.8.7z" mod file in that folder. Use 7Zip on it to "extract it here", and you should have the mod folder structure built properly in that MODS folder. Find the JSGME.exe file in the "D:\Games \SH4FotRSU \MODS \100_FalloftheRisingSun_Ultimate_v1.8 \Extras" folder, and copy it to the SH4FotRSU folder above. Then run the JSGME.exe file. It will pop-up a dialog with the "MODS" folder named. Confirm that. Run JSGME again (if necessary), and you should have 100_FalloftheRisingSun_Ultimate_v1.8 listed in the left-hand window. Click on that once to highlight it, and the click on the right pointing arrowhead ( > ), which will activate the mod. Give it time though - it will take a while. Go get some tea.
- It would be best to use the MultiSH4 found in the game folder, and use that to create a unique 3-character "name" for your newly modded Game Save folder. Not an necessity though.
- You must Run the the "Large Address Aware.exe" file found in the game folder after mod activation, or use the 4Gig Patch found in the Extras folder of the mod. This implies that you need a 64-bit OS and at least 4 gig of RAM (see computer specs elsewhere here).
- After all that, you can now run the SH4.exe, and you should have FotRSU up and running. This is an over-simplified version of what is found in the various pdf files in the Support folder of the game.

Please read the pdf documentation in the Support folder
There is an "01_FotRSU_Support_TOC.bat" file in the 'root' folder of the mod / game (after activation) that should start the "01_FotRSU_TableOfContents.pdf" file, which contains a list of links to pdf support info, some of which is very verbose and boring to some, but useful to others. If you use the Adobe Acrobat Reader, you can set it to pen each linked file in a new tab. There are also ReadMe files that attempt to give justice for the incredible work done by the team and others, also found in other mod Support sub-folders.

Computer recommendations
 

Computer recommendation (minimum):
  • Intel Core 2 Duo, dual-core cpu
  • 4 Gig of RAM (Random Access Memory)
  • Mid-grade PCIe video card with 512MB of onboard RAM
  • 10 Gig of free hard drive space on the game install drive for both the game and the mod (which expands to roughly 4.86Gig once extracted)
  • Sufficient hard drive space for a good Windows swap file, preferably on a 2nd, fast hard drive
There are folks running this mod set on lesser computers, of course, and onboard video cards on laptops do seem to function, but usually at lower settings, unless you have one of the newer variety. This will also run on a single-core machine, but the faster the cpu, the better. The more RAM, the better. The stronger your video card, the better. If you get a lot of stuttering while trying to play the game with the mod enabled, first check your LAA (Large Address Aware) setting on the SH4.exe file. A rather common mistake with the use of LAA is to not check the write-enable status of the SH4.exe file's attributes. Be certain that the "Read-only" attribute is cleared. The next step would be to lower the eye-candy settings in the game's Options menu, Graphic Settings, such that the level of detail is lower. On most computers, you have to make certain the game's resolution for the display matches the Windows setting, which should match your display's 'native' ("Recommended") setting. All you need is a reliable 30fps for proper game function. There is no need for higher, and too much higher will adversely affect some aspects of the game, including proper time-of-day keeping.
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Installation pointers:
 
  1. You will initially only need an 'archive' program, such as 7Zip (preferred) or WinRar, or the Windows "UnExtract" utility in File Explorer, to extract the mod's 7zip file. After that, the other utilities will be in the mod's folder structure (see above and below).
  2. Be sure the folder structure for the mod is correct after extraction, such that you have something similar to "C:\Games \Silent Hunter 4 \MODS \100_FalloftheRisingSunUltimate... \Data" - if you do not, it will not activate correctly. The most common error is having two "100_FalloftheRisingSunUltimate..." folders, one inside the other.
  3. When you attempt to activate FotRSU v1.8 the only safe way to proceed unfortunately, is to not use previous Saved games. Delete the Save folder. The game will re-create that when next starting. This also ensures that all of the mod's files are properly copied over to the new Save folder (generally "C:\Users \UserName \Documents \SH4"), which should result in a proper activation of the mod on top of SH4.
  4. Also, please ensure that your base SH4 files are absolutely stock. Reinstalling from scratch is the gold standard here. Uninstall, completely delete your SH4 Wolves of the Pacific folder and everything in it, then reinstall SH4. The use of a back-up archive, so long as it is truly clean, an absolute Stock set, works fine for this.
  5. Do not use the default path that the Ubisoft installer gives you, which is "C:\Program Files..." - you want to alter that install path to NOT be in a Program Files folder. Name a folder yourself, or delete the "\Program Files..." portion from the intended install path, such that you then have "C:\Ubisoft..." instead. If using an older installer for SH4, be sure and choose to install the DirectX v9.0c files, as well as the Codecs on the installer menu. If you do not see those choices, you need not worry about them, such as with a Steam or Ubisoft download.
  6. It is highly recommended that you use JSGME to activate the mod
  7. If you want to use MultiSH4, it should be done prior to the use of LAA or the like, otherwise MultiSH4 might fail to recognize the SH4.exe file. This does not always happen. ymmv
  8. Be certain to activate an Large Address Aware (LAA) applet on the SH4.exe file - and do it properly. The FotRSU mod, applied on top of the game, is quite large in the computer's RAM, and the use of an LAA utility is a necessity.
  9. After you start the game the first time with FotRSU enabled, you will have to use the "Options" menu to set your screen resolution and other options to the settings you desire, exit the game, and then re-start it again for those choices to be enabled. Do not forget that v1.5 of the game will start you on the German screens, and you will have to "Change Sides" on either the Single Mission, or Quick Patrols screens to be able to use the scenarios included there with the mod.
  10. There is a 2nd Options screen for gameplay and the like in the Captain's Office prior to your going on Career Patrols. That can be set for each individual career that you start - these settings are separate from the Main Menu Options


Files and instructions for the utilities are found in the mod's Support folder after extraction, in same-named sub-folders. JSGME and MultiSH4, as well as others, are included. Their instructions and support infor are also found in sub-folders off the Support folder. Activating the mod will put Large Address Aware and MultiSH4 into your Silent Hunter Wolves of the Pacific (whatever you've named it) folder, and JSGME.exe into the Extras folder.
  • Run Large Address Aware, choosing SH4.exe as the "target" file you want to be made Large Address Aware. SH4.exe must be write-enabled.
  • More detailed instructions can be found by activating the "01_FotRSU_Support_TOC.bat" file in the game's "root" directory
  • Or by double-clicking the "01_FotRSU_TableOfContents.pdf" file in the Support folder, and then using the list in that to choose a pdf to read.
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History:
 
Gathered from the first page of the old beta REL thread
Fitzcarraldo, XTBilly, Bleiente, cdsubron7 (okay, you're drafted with the right to opt out!) and Rockin Robbins announce the foolhardy project to 1) Save FOTRS, 2) bringing all three versions home to Subsim where they will be preserved, and the foolhardy part 3) to consolidate the best features of 1.2 and 1.3, which are for SH4UBM and FOTRS 2.0, written for SH4 v1.4, into a single FOTRS Ultimate mod for SH4UBM, since close to 100% of people are playing that 1.5 version.

Propbeanie has volunteered as a guinea pig, but in this organization, we don't like guinea pigs, we use crash test dummies! Propbeanie, you're our first. Thanks for volunteering for the punishment.

I'm in the middle of the first part of the project, importing and protecting the three versions of FOTRS directly in the Subsim downloads section. I have FOTRS 1.2 uploaded now but not linked to the downloads section. 1.3 and 2.0 will follow. I expect that to take a couple of days as uploading is very, very slow.

Then we'll talk about how to proceed. So far the sketchy and overly-optimistic plan is to take v1.3 as a base, add Vickers interiors from 1.2, fix the sound problems, then take the extra ships from 2.0 and sound effects plus whatever else looks really great and add it to 1.3 to produce FOTRS Ultimate. The aim is that as far as possible, what comes out will remain the work of AOTD_MadMax and we will add as little of our own work as we can. This will still be an AOTD_MadMax mod when we're done.

If you can help please feel free to join the thread. I'm no Hitman, CapnScurvy, iambecomelife or Kpt.Lehmann, but we'll have to make do. We''ll do it by surrounding me with better modders than I am.

Onward! Into the fog!


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Currently Active Mod Team Members (alphabetical), available for PM:
propbeanie
s7rikeback
vickers03
------------
Mod Team Members no longer active:
CapnScurvy
cdrsubron7
max-peck
Rockin Robbins
XTBilly
Do not bother the inactive members please
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Former posts #2 and #3 are now here, under these "spoilers":

What This Mod Is and Does:
 



================================================== =

Disclaimer: This mod is untested on any other super-mod, and may CTD your game if other mods are applied in conjunction with Fall of the Rising Sun Ultimate Edition. It is recommended you only use other mods “certified” as compatible by the FotRSU team. The player who uses "un-authorized" mods does such at their own risk. Doing so may result in undesired effect(s), even if no CTDs are encountered. If you have an add-in mod you would like to see converted, let the Team know, and arrangements will be attempted.

The idea behind the mod was to use AOTD_MadMax’s vision and mod packs to build as immersive of a mod as is possible with the Silent Hunter 4 game. There are restrictions to doing such, involving our skill-levels of modding, but also issues with the game itself. There are some aspects of the game that do not take to modding, and actually will degrade the intent of what we were after, and as such, have been left as-is, or put back to Stock standards. What we have done is include almost all of the ships found in the “Fall of the Rising Sun” series of mods, and added others. You will find one of the largest libraries of Land units (37+), Air units (76+), Submarine units (13 playable), and especially Sea units (now over 295) in any of the Silent Hunter series mods. It has been intended that they all work as a cohesive whole, and to this end, have all been adjusted for the FotRSU environment and the other aspects of the game. We will continue working through damage models as time permits.

In line with these changes, the Campaign files used in the game have been extensively altered, mostly to comply with the new "calls" for the new ships added, but also to split large files into smaller "layer" pieces. More will be attempted as time permits. You will find somewhat “historical” assignments for your first missions from Manila and Pearl Harbor. Since it is realized that a lot of the submarines’ early assignments were to “dead” areas with little to no enemy traffic, the player is usually offered multiple mission objectivess in those assignments and the possibility that their assigned area will be moved about, similarly to what happened in “real life” with re-assignments enroute, as the ComSubsAF tried to keep up with the Japanese invasion onslaught. The player is given renown point awards for following their orders and doing the assigned Objectives. While some of these first missions might bore you to tears and be long in time length, you will find that you will get close to what happened to the real skippers: “Days of shear boredom, followed by hours of shear terror.”

This is NOT a difficulty mod, and in many aspects is easier to play than Stock. There are add-in mods to change this behavior, if desired. The modders assume that you will not "game" the system and cheat, but instead, attempt to conduct yourself in a manner becoming an officer of the US Navy Department. It is recommended that all US Pacific players of SH4 get themselves a copy of Clay Blair Jr's Silent Victory for further research. (That is an Amazon link, as an example only - it is recommended that you shop through the SubSim Store Site)
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Known Issues:
 
These may or may not be fixable:

1. The "S" Boats will take on any torpedo the game offers, and since the Mark 14 is first in the list for the Fleetboats' sake, it does the same for the "S" boat when you empty your onboard stores. You will not see them offered in the system management Torpedo screen, but if you come back into port and End Patrol without re-fitting first, you most likely will end up with Mark 14 torpedoes in the empty Mark 10 stores. The work-around is to re-fit first, and if necessary, reload the tubes and then re-fit again to fill your boat's stores, then End Patrol. If you forget to do that, or would rather do it the other way anyway, just End Patrol, and when you next get ready to go out on patrol, just remember to visit the Torpedo page when in the Captain's Office, and drag the Mark 14 torpedoes out of your sub, and drop them in the section to the left on the torpedo screen. Then drag the Mark 10 torpedo in the left section into the empty spots. The "new" Mark 10 torpedoes do not cost you any renown in an S-Boat. They do if in a Fleetboat.

2. The SJ radar is still squirrelly - kind of like Eichhörnchen... - you just never know - if you are at any given station on the boat, and you use the keyboard short-cuts to turn the radar on, and turn it to continuous (don't forget, there is an updated "SH4_Q-Ref_Card_Back.jpg" and "SH4_Q-Ref_Card_Front.jpg" in the game's 'root' folder), and if you then exit that station and go elsewhere on the boat, your SJ will most likely now be on "Focused" instead of continuous sweep... If you are at the radar station, and turn it to "continuous", you can go to the NavMap and use it to make your targeting marks, but if you go elsewhere, the SJ radar goes back to "Focused". Pay attention to the menu buttons at the bottom of the screen, and click on the "Continuous Sweep" button if necessary. Also, the SD was made to be user controlled for On / Off, and no longer raises and lowers as in some of the past versions, or in other mods. This was so that the player could turn it off when coming close to friendly areas, or if desiring some "stealth" when the IJN acquires radar detectors. We will gladly borrow from another mod (in an appropriate manner, of course ), if anyone knows of one that the SJ functions correctly once the "continuous sweep" is turned on...

3. The Deck Gun and Crew issue should be somewhat relieved, thanks to mazzi. The original intent with having "anchored" guns on the sub decks was so that there was no chance of the deck gun crew disappearing with a gun upgrade. However, the player would sometimes end up with two deck guns, one player crewed with the original gun, the other with no crew positions at the new gun. Other times, the new gun would overwrite the player crewed gun, taking with it the crew positions - and the crew members sometimes. The deck gun can now be swapped bow to aft and vice versa, and the crew will generally follow the gun. They have disappeared a few times while testing, but you are able to implement techniques discussed by wolfeinsamer in Fix for deck gun crew slots disappearing to open the slots for use. There are several other similar posts. This issue may, or may not overwrite your current gun, which seems to be situationally dependent... Consult the 'NewColetrainsAndOthersDGfix.pdf' file in the Support folder for more on the subject if you do run into issues. Be sure and report issues with this in the thread. The "new" way of doing it in FotRSU is a combination of CapnScurvy, propbeanie and mazzi, and is a potential fix to all sorts of issues with guns, radars, and other equipment.

4. Be aware that the Game's Save system is slow. Be sure that you give the game plenty of time to write to your hard drive. A few seconds after you click the "Save" button (do it twice!) is usually sufficient. So "click", "pause", "click", "pause", then go elsewhere...

5. In the same vein, after you load one of your saves, you will hear various noises from your previous session as the information loads into your computer. This is "normal behavior", unless of course, it keeps repeating and repeating... Also be aware that when you re-enter with the saved game, if you had a set course on the NavMap, that your boat will not follow the previously set route on the NavMap until you use the "Return to course" button on the NavMap (F5) page, or use other methods to coerce your boat into "complying" with your command. If you did not have a set route, then your boat will continue at whatever speed and heading you were on when you Saved, even if this included a direction change that was not complete. The turn will be executed.

6. Earlier versions of the mod had reports of bad saves and other anomalies. We are reasonably certain we have eliminated most of the issues, but want more user input. Remember, we added more, smaller, and closer airbases to the Empire Waters and other areas in an attempt to rectify the Japanese air attacks. We have now done similar with the US airbases to tone down their responses. These changes involve more AirBase responses, but with fewer planes. We need lots of input from users for this. If you are in Empire Waters, let us know about the airplanes!

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We have added the China and Thailand nations to the roster files. These new nations have either both Air- & Sea-borne, or just Sea assets. For version 1.8, we now have a distinction between "Russia" (an ally) and "USSR" (a neutral).

A Rundown of some of the assets:
New land units have been added; these include the following:
 
> Australian Large Air Bases, Normal Air Bases & Small Air Bases.
> Chinese Large Air Bases, Normal Air Bases & Small Air Bases.
> Japanese AA Defence Platforms with functional AA guns
> Russian Small Air Bases
> A clone of the Stock AA Platform, without guns, so that ships and planes have a docile target to shoot at during "invasions" (forthcoming Lifeguard Duty).
> A clone of the Small AirBase with fewer airplanes for VSmAirBase

New Sea units have been added; these include the following:
 
> American
- AI Fleetboat Submarine
- AI S-Class Submarine
- AI Fleetboat Submarine [Static]
- AI S-Class Submarine [Static]
- Heavy Cruiser Salt Lake City Class
- Destroyer Robert H.Smith Class
- Assault Landing Craft
- Battleship Missouri Class
- US River Gunboat Panay Class
- Submarine chaser PC-461 Class
- LC-T Amtrac "Alligator"
> Australian
- "N" Class DD
- HMAS Groves [Bathurst]
- Assault Landing Craft
>British
- Assault Landing Craft
> Chinese
- Gunboat Luzon Class
- Gunboat Panay Class
>German
- AI Type IX D2 U-Boat
> Japanese
- Auxiliary Cruiser Aikoku Class
- Heavy Cruiser Aoba Class
- Heavy Cruiser Mogami (Late War) Class
- Light Cruiser Katori Class
- Light Cruiser ASW Katori Class
- Light Cruiser Tenryu Class
- Fleet Carrier Hiyo Class
- Fleet Carrier Unryu Class
- Destroyer Escort Kisaragi Class
- Submarine Tender Jingei Class
- Parker's Tincan . . . . . . ; not called in the campaign Used in training
- Parker's Tincan II . . . . .; not called in the campaign Used in training
- Patrol Boat 102 . . . . . . ; Rarely called in the campaign
- Shinshu Maru Landing Ship
- Armed Daihatsu 25mm
- Armed Daihatsu 37mm
- Battleship Yamashiro Class
- Heavy Cruiser Haguro Class
- Daihatsu Landing Craft
- Light Cruiser Nagara Class-Isuzu
- Seaplane Tender Yoshino Class
- Destroyer Menaki Class
- Destroyer Escort Tachibana Class
- Ada Maru Old Freighter
- Aden Maru Passenger-Cargo Merchant
- Ansyu Maru Auxiliary Transport
- AI Type A1 Submarine
- AI Type AM Submarine
- AI Type C3 Submarine
- AI Jyunsen Type B Submarine
- AI Jyunsen Type 1 Submarine
- AI Kaidai Type IV Submarine
- AI Ko-Hyoteki Midget Submarine
- AI Sentaka-Dai Type Fast Submarine
- AI Sen-Toku I Carrier Submarine
- Light Carrier Ryuho Class
- Auxilary Gunboat
- Seaplane Tender Nisshin Class
- Several Unpoto barges from keltos01 and team
> Netherlands
-Submarine chaser P01 Class
> Red Cross
- Hikawa Hospital Ship
> Thailand
- DD ParaRuang (a facimile)
- DE Tachin (a facimile)
- TB Chantaburi (a facimile)
- A Trawler and a tugboat
- Small Merchant and various Sampan & Fishing Boats

* The escorts were re-worked for v1.1, such that there is a better spread of large, medium and small vessels, spread across the war's timeframe.
-------------------------------------------------------------------------------
New Air units have been added; these include the following:
 
> American
- Fighter Grumman F4F Wildcat
- Heavy-bomber Boeing B-17F Flying Fortress
- Heavy-bomber Consolidated B-24H Liberator
- Same plane as USN version of PB4Y-1 Liberator
- Patrol-bomber Lockheed PV2 Harpoon
- ASW Patrol Vought OS2U Kingfisher
- Floatplane Consolidated PBY Catalina
- Fighter Grumman F6F Hellcat
- Medium-Bomber B-25 Mitchell
- Fighter Curtiss P-40 Warhawk
- Fighter Curtiss P-40N Kittyhawk
- Dive Bomber US Army A-24 Banshee
- B-17 combat boxes from Kendras . . . . . ; Late war
- Curtiss SOC Seagull, from the Pensacola ship's onboard model.
> Australian
- Fighter Grumman Martlet AL246
- Fighter Supermarine Spitfire Mk XVIE
- Patrol-bomber Lockheed PV1 Ventura
- Fighter Curtiss P-40N Kittyhawk
> British
- Fighter Grumman Martlet AL246
- Torpedo-bomber Bristol Beaufort
- Heavy-bomber Handley Page Halifax Mk III
- Light-bomber Lockheed Hudson Mk 3
- Heavy-bomber Handley Page Halifax Mk VI
- Medium-bomber Vickers Wellington GR Mk XI/XIV
- Medium-bomber A.W Whitley Mk V
- Scout Plane Vought OS2U2 Kingfisher
- Fighter Curtiss P-40N Kittyhawk
> Chinese
- Fighter Curtiss P-40 Flying Tiger
> Japanese
- Mitsubishi G4M Betty with MXY-7 Ohka
- Dive-Bomber Mitsubishi G4M Betty
- Zero Kamikaze Bomber
- Fighter-bomber Floatplane A6M2-N
- Aichi Floatplane E13A Jake
> Netherlands
- Light-bomber Lockheed Hudson Mk 3
- Floatplane Consolidated PBY Catalina
> Russian
- Fighter Curtiss P-40 Tomahawk

* The Loadouts were previously re-worked, and we are 99.9% sure of 100% compliance, and most airplanes will attack. We want comments on air attacks...
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What’s also been included:
• Active AI Torpedo’s on warships & Submarines (CapnScurvy & s7rikeback) *see note
• Merchant Shipping now in their finest Razzle Dazzle (max-peck)
• New Flags graphics, plus new roundels. (s7rikeback)
• Multiple texture corrections (various)
• Thousands of data edits on unit .eqp & .sns files… (various)
• Various sound corrections… (CapnScurvy & propbeanie)
• Radar… (CapnScurvy)
• Submarine Batteries… (CapnScurvy)
• Equipment upgrades… (CapnScurvy, s7rikeback & propbeanie)

*Note: The AI Torpedo idea has been hashed around by the likes of DarkFish, jhapprich, Sergbuto, and polyfiller, among others, with all ideas combined by CapnScurvy and s7rikeback to make a fully-functional "device". The "range" of the launch is shortened in FotRSU, both of necessity for accuracy, but also to minimize the complete annihilation of all vessels afloat and submerged...
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This mod was originally created by AOTD_MadMax and his team, and is based upon Ducimus' widely popular TMO v1.8 mod. Of note is this small quote from the original FOTRS ReadMe file:
In addition we would like to note, that “Fall of the Rising Sun” is just a modpack and not a mod for itself. That means, that “FOTRS” is a bundle of many already existing modifications. The copyright of each modification belongs to its developer. We just have modified and supplemented these modifications with our ideas...
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Be sure and read their full ReadMe file in the "Support / FOTRS Original" folder of the FotRSU mod.

Also Included in FotRSU, are newer works from:
 
* Comprehensive re-working of the sil image files and cfg data from DanielCoffey
* NCO_Bathurst – the_Frog
* P-40 Warhawk & Variants – Testpilot1978, edits by s7rikeback
* NPT_Schnellboat – Sergbuto
* Original NMMO Mod – Nbjackso (re-worked by [b]CapnScurvy[/]) = See his ReadMe for his contributor list
* F6F Hellcat - Alx Novoros and the KSD II Team at http://brat01.mybb.by/
* B-25 Mitchell – HanSolo78
* CVE_Ryuho – miner1436
* CL_DeRuyter – miner1436
* KLCS_Heian (and derivative) – miner1436
* W-19 - miner1436
* Aichi E13A "Jake" – ZUIKAKU1944
* CL Isuzu, Nagara Class – noshiro
* CL Katori - ZUIKAKU1944
* DaihatsuLandingCraft (3 versions) – ZUIKAKU1944
* Shinshu Maru IJN Attack Transport – ZUIKAKU1944
* Ada, Aden & Ansyu Marus - Hitman
* Unpoto barges - keltos01 and company
* All those deadly IJN subs you’ll encounter – keltos01 and his team, especially Peabody
* Aleutian Patrols – cgrimes, in the Quick Patrols section of the game
* Single Missions – cdrsubron7, in the Single Missions section of the game
* Large Life Boat – a combination of Privateer’s and Webster’s mods - Edited for FotRSU (CapnScurvy)
* Webster’s Life Rafts – Webster Edited for FotRSU (CapnScurvy)
* Japanese seaplane tender Nisshin for SH4 – JapLance
* Heavy Cruiser Tone for SH4 – JapLance
* NPC_461 – Originally built by the_Frog, and converted to SH4 by AOTD_MadMax, edited for conformity by s7rikeback
* B-17s Over Europe from Kendras, adapted to B-17s Over the Pacific (s7rikeback)
Do not pester these authors with any support questions for their creations as used in Fall of the Rising Sun Ultimate Edition. While they are nice guys and would try to help you, you should instead bother the FotRSU team members. Post in the thread here and ask your questions.

* We must make special mention of CapnScurvy and the combining of his Day of Infamy mod into the FotRSU mod. We must also specially thank keltos01 for the use of his Japanese submarines and other assets, which were adapted to AI by s7rikeback and CapnScurvy. propbeanie would also like to mention "Thanks" to CC Price for his invaluable donation of an nVidia GTX 560 Ti video card at a most critical time, which helped inmeasurably in getting this mod completed.

If you see an over-sight for a proper thank you from us, please let us know so that we can correct it. If you see something used improperly, please let us know so that we can correct it. Again, thank you!

* Again, a special shout-out to ETR3(SS) for his help with tracing through the files for the submarines, which helps with all aspects of the mod, but in particular the SJ radar configuration, and also for his Tench Class submarine.

* An extra-special shout-out to mazzi for pointing out the problem with the upgrades to boats, which are affected by the deck guns.

* Through tireless and patient re-working of the ships' sil and cfg files, DanielCoffey also found several errors in the mod, which were then corrected.

* The team would like to recognize s7rikeback as the "fixer" of most of the recent updates to those same ships, plus other re-workings of mod assets that places him in a "top modder" class. He and propbeanie have been working tirelessly in the background on the mod edits from the beginning.

* We must also thank sledgehammer427 (and the rest of the Bonus Narwhal team) for their Narwhal model, now presented in FotRSU v1.8 - This is an exclusive model to FotRSU, and may not be copied or used elsewhere. Thanks to Onkel Neal for this also.

* And we must mention kapuhy and his invaluable help in rectifying several issues with some of the 3D artwork on the conning towers for the Tambor and Gato classes. We have plans for more from kapuhy, hopefully next release.

* The team would also like to recognize all of the users of the mod who have contributed their opinions and findings of the mod as they help us iron out bugs and glitches.

See Fall of the rising Sun for SH4 V1.5 for info on the original FOTRS

Small disclaimer: We liberally thieved from all modders that came before us, their ideas and work, some of whom are not named here (don't forget to read the original FOTRS files), but should be. We stand on their shoulders. If you notice any omission, big or small, please let us know so that the situation may be rectified. Thank you.


For more install help with Silent Hunter and FotRSU, consult:
SH4 installations - “Install Notes For the Various Versions of SH4 in Windows.pdf
Mod activation help - “ActivatingFOTRSU.pdf
For better game play’s “TipsForStableGameplay.pdf” (CapnScurvy - edited)

All of those files (and others) are in pdf format in the Support folder of the mod.

Thank you.


The Team:
 



Now, there are definitely pieces and “thanks” we missed here, so please forgive us our errors, and point any out to us for inclusion in the next ReadMe file. This file is still a work-in-progress version, but we’re getting close! Now, for the team:
 
Rockin Robbins – Leader of the cauldron and holder of the brew stick… *
CapnScurvy – Master of the mod. The wizard of all aspects. Most of what you encounter in the game has “CapnScurvy was here” written on its bulkhead… He has tweaked more game assets into submission than any three other modders (this ain’t no fish story neither). Just what you “see” in the mod is stunning, but most of the “tools” and the sounds have CapnScurvy written on them as well. We’d have to do a separate file to credit him with all of his “Day of Infamy” work included here. *
s7rikeback – The journeyman-modder who is an expert at his craft. Taught by the best, he is a quick learner, and already a veteran. He also has his “Kilroy was here” (Mr. Chad) avatar on the bulkheads… tic
cdrsubron7 – The mage of the Single Mission. A lot of the Single Missions you see in the game are courtesy of him, as are a lot of campaign ideas and edits. He has also done a Quick Patrol, and is able to find a problem in the game inside of a day, and this is after CapnScurvy and propbeanie have done three weeks of testing and finding nothing wrong… simply amazing. More mayhem is planned! *
max-peck – Most of the dazzle schemes you see on the merchants in the game are courtesy of max-peck and his touch at the controls in PhotoShop. *
propbeanie – Worker of wonders in the campaign files, and able to bring a CTD inside of 12 seconds, or with only one mouse button click. He is responsible for making, and then finding typos in the Flotillas upc file more than once…
vickers03 - The newest team member, but definitely not a rookie! Author of Fleetboat Interiors - Officer's Quarters and other fantastic mods, look for more from his workshop. It will be Christmas in July, and every month of the year!
XTBilly – Did some initial work on a sinking model for FotRSU, as well as initial conversions of FotRS v2 to SH4 v1.5 standards, and then life got ~really~ mean to him and his family. Just now getting back on his feet. Say “Hey!” (“Hello!”) to Billy! *
* Note: Semi-retired status - do NOT PM these fellows. post in the thread for help!


Then we have the best “consultants” a team could have. These people are full-fledged team members, entitled to the privilege of bearing of equal blame for any malfunctions the Fall of the Rising Sun Ultimate Edition should exhibit (just kidding). They include but are not limited to:
 
Cybermat47 small ‘taters for now, but more coming.
- Jeff-Groves who got us through several issues with ID conflicts and other nigglies that would have us still spinning our wheels in the mud.
- ETR3(SS) who knows all things submarine, and willingly shares his knowledge of it (them) with us dum-dum dummies.
- Florida Sailor, Dave Grayson and author of Trigger Maru Overhauled with Training Wheels, helped cdrsubron7 & propbeanie get through early issues with ship calls in the campaign files. Calm seas & smooth sailing!
- Hitman has several ships and a submarine included, and helped talk us through several situations. We still have one of his vessels yet to finish for inclusion in FotRSU. He contributed quite a bit of experience (he has been modding since the SH1 days) for us.
- Front Runner instrumental in finding several irritating things about the mod, and how it impacts the way he plays, which is usually 1x TC, which takes lots of patience. See his “Base Time” thread.
- fitzcarraldo was an original instigator of the foray into Fall of the Rising Sun Ultimate, and is a valued consultant, helping guide things more than once.
- JapLance the author of several prominent items in FotRSU and a continual source of inspiration.
- kapuhy of SH5 fame, has helped get us over several stumbling blocks.
- keltos01 who has more than enemy submarine goodies and modifications in here...
- mazzi the SubSim member who basically fixed the Balao and Tench single-handedly. Without his input, we would still be flailing trying to find the trouble. For a clue, compare the UpgradePackSlots in the subs’ upc files between v1.26p (the patch) and v1.3. Similar holds for the radars and the AA guns on the conning towers – which affected the conning tower updates!!! Thank you once again mazzi, and we can never say that too much.
- VonDos - model & texture adjustments on Hitman's Maru models and other ships - Plus additional help with the damage models.
- DanielCoffey - sil and cfg file reworking for the Recognition Manual that you see when targeting ships for torpedoing.
- KaleunMarco for extra testing duties and idea bouncing
- aanker – What can we say? There are still a couple of Art’s ideas yet to incorporate into add-on mods for FotRSU. The included Time Zones idea came from Art. Very helpful young man, and is the person responsible for helping propbeanie get the SubSim bug, back in the early days and going on patrol with Kim Ronhof’s Tools. Those were the good ole days – but these are the good new days!...
Then we have our wonderful “Crash Test Dummies” squad (beta testers), without whom, we would not have found some of the issues encountered so that they could be rectified (the problems that is, not the testers .
Our original closed beta testers, who gave of themselves so we could all enjoy this mod:
 
• AVGWarhawk
• BarracudaUAK
• fitzcarraldo
• Jeffg
• KaleunMarco
• Lt commander lare
• Moonlight
• Navigator857
• Newinger
• Platypus65
• propbeanie
• Rabid Wolverine
• Wizz


Plus there is a plethora of other open beta testers who participated and help make this mod better. To name just a few from 14 February, 2019, to February 2020 (approximately - and there are more):
 
• bstanko6
• burki
• CadBac94
• Canonicus
• Capt.seamus
• captnmike
• CDR_Resser
• Chucktown
• divemonkie
• don1reed
• Drakken
• drakkhen20
• Fifi
• fisch1914
• Front Runner
• Frost1349
• G_Man
• G97_BoKeRoN
• graniteOO
• h4rdliner
• hauangua
• Hoster1472
• ImBatman
• Immelmann
• italianmarine
• Jackdaw
• JapLance
• jlan5031
• jldjs
• J0313
• KaleunMarco
• Kieldk
• Krieg_Francis
• Larrywb57
• Lato79
• LCQ_SH
• libik
• Lord_Kane
• Mad Mardigan
• merc4ulfate
• Michael Wood
• Mios 4Me
• MrMojok69
• patton610
• Pyryck
• Randomizer
• relfin
• Rich8
• SilentPrey
• Skipper44
• Slyguy3129
• Smss
• Sniper297
• Sniper450
• sperril
• succerpunch
• swdw
• THEBERBSTER
• Thrackerzod
• torpedobait
• Treetop64
• TS13
• u_crank
• VIIC1941
• wlaneer
• YellowFin
• zeus
• Zunaka
All of your comments have been greatly appreciated, and are useful - Please continue. Forgive us for any name mis-spellings or ommitions. If we made a mistake, let us know and we'll correct it. Report all issues, whether you think them important or not. We'll look into it. We do need the details, as mentioned above, of the OS you are using, your computer info, including cpu, graphics card, display, amount of RAM, etc. We also need to know the submarine you are using, the port sailed from, the date and location, as accurately as possible, as well as the circumstances surrounding the issue / incident. We thank you!
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The FotRSU Mod Team


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The FotRSU Mod Team

We would like to dedicate this mod to Florida Sailor and to aanker, both of whom were invaluable to our team's efforts, and both of whom we lost much too early during the development of this mod. We still have a couple of add-in mod ideas of aanker's that we have to adapt to FotRSU.

"Let me square the yards, while we may, old man, and make a fair wind of it homeward."


A max-peck image


Further image details: Top graphic is a re-worked AOTD_MadMax image (Rockin Robbins). The USS Sea Devil surfacing is courtesy of cdrsubron7, and is the splash screen for FotRSU. Last image of the S-Boat sailing into the sunset is courtesy max-peck.
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The FotRSU Mod Team

Last edited by FotRSU Mod Team; 09-20-22 at 02:04 PM. Reason: New Release...
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