Rather than post all of the pictures I took (non of which have hat troubles), I made a PDF file that has basically 3 parts to it:
TestingS18Submarine.pdf
I listed two mod lists, the first is
100_FalloftheRisingSun_Ultimate_v1.8
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
FI-OQ_FotRSU_v1.8f_upcPatch
Nippon_Maru_v1.8_FotRSU
Nihon Kaigun v1.2_FotRSU
Combined Roster
RUBINI_CLOUDS_SH4
SEA_LIFE_SH4
AddInModzPak_18
and the 2nd is rather more involved:
100_FalloftheRisingSun_Ultimate_v1.8
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
FI-OQ_FotRSU_v1.8f_upcPatch
Nippon_Maru_v1.8_FotRSU
Nihon Kaigun v1.2_FotRSU
Combined Roster
RUBINI_CLOUDS_SH4
SEA_LIFE_SH4
AddInModzPak_18
450_MoonlightzSonarLines
650_MoreDudz
801_UMark Invisible
803_NoPlayerSubFlags
901_Strategic_Map_Symbols
451a_TMOstyle_NavMapDots_Nippon_Maru
451b_TMOstyle_NavMapDots_Nihon_Kaigun
805_CWC_FIOQv18
The 3rd one (not listed due to its "Top-Secret" status) throws in a bunch of Hi-Res stuff that is currently in development - lots of window dressing - but I also added EAX for FotRSU. I have yet to observe any issues out of Dutch Harbor Alaska, and have sunk one IJN JyunsenB, a bit after being strafed by a Jake airplane... good thing we had an eagle-eye look-out, else we would not have made the Crash Dive to safe depth in time for the bomb that was dropped... the patrol continues... In the meantime:
I did not have issue with the use of the stadimeter or the dials, though since I am a slow manual-targeting lackey, I ended up having to do a fast 90 (again) to be certain of hitting my target. I calculated 3 different ranges while attempting to set-up for the JyunsenB, with a disparity of 1200 yards between my first two... not good - should have been maybe 300 yards. The 3rd did not help satisfy the previous two... so is it me, or the stadimeter? I don't know. I will have to do "controlled studies" later...
Edit: Relatively normal behavior on the batteries. They will be fine after a re-fit, but since you took damage to the bank, there is a roll-of-the-dice involved in what portion functions when the repairs are complete. While 57% charge might be toward the bottom of a dice roll, it is not beyond the realm of what the game does to the player in that regard. This is like when a depth charge is dropped, where there is a damage zone, but between that and the outer limit, there is the "variable damage" that can be incurred. The thing with the batteries, is that if a cell in the middle of a bank breaks in real life, the battery "cell" (or "cells") can be unstrapped and removed from the bank - even if it has to stay physically in-place under the floor, but jumper wires would be used to route the wiring around it, and avoid it or its neighbors altogether, resulting in maybe getting the re-charge back to 80-85% instead. But that is the way the game works, until we attempt to re-do that segment of the "damage" screens, along with the torpedo doors...
Thank you very much - good to see your mods back up and available also!