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Old 10-08-21, 04:14 PM   #2
propbeanie
CTD - it's not just a job
 
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I wouldn't classify it as "fixed", only 'partially minimized'. CapnScurvy came up with some of the "fixes", s7rikeback with others, and I did some. Remember that some of our tweaks looked like they initially worked, but would also eventually fail, situationally dependent. Now, one thing to remember though, is that some of those "defects" are not defects, such as losing any "purchases" you may have made with the previous conn. That is the way the game is designed. If you paid money for an improved radar and then qualify for a new conn, you will have to 'purchase' that improved radar again, unless it is part of the new conn and you have passed the normal "active" date. Think of it as the submarine is designed with the basic stuff, and you have to pay for the options.

However, in Stock, as well as TMO, or any other mod, including FotRSU, if the upgrade parts do not match, then you will completely lose the gear. As an example, if you have a submarine that uses a "Supported" radar, ie: uses an antenna mount that attaches to the conning tower superstructure, and the radar called is using an unsupported radar antenna shaft, then you will not have radar, and will not be able to purchase one. What we finally did with FotRSU was to put ALL of the subs on the same upgrade "schedule", so that it was easier to see stuff. We then spreadsheeted it all, and went through and attempted to match everything, from the subname upc file to unitparts upc to the upgradepacks up to the equipment upc file for the sensors, and the weapons upc for the guns. We even had to dig into the ammunition links for a couple of the guns.

The irritating part is that something completely unrelated to the failed piece of gear can bork the whole mess, such as what we have found while attempting to get the deck crew and their clothing to display properly in FotRSU. Of course, we have different "calls" for the crews, and part of that contributed to the deck gun issue. I do not think though, that the issue can be completely "solved", since it seems to be extremely sensitive to how changing the guns is accomplished by the player. Even with everything seemingly in-place in FotRSU, it is still possible to end up with missing gun crew slots - which does not look like it should be able to happen, since they (the crew members) are completely "described" in the subname upc file, whereas most mods (and stock) just have NULL placeholders.

To top it all off, these "errors" in the game have a cumulative effect, leading to (as mentioned) erroneous diagnosis (es??). The publisher of the game never did publish a "modding interface", so everything we do is by trial and error - mostly "error" in my case... lol - CapnScurvy used to say "when in doubt, follow Stock", which is true for roughly 95% of the issues - but as attested to by Webster's famous mod, it does have issues also... One last thing to remember is that some of the "upgrades" have to be "initialized". This is somewhat like activating a mod, in that the information in the Save folder has to "update" for things to function correctly. This is why after say, changing a bow gun to an aft gun, you will not have a gun crew display, in spite of having the slots "populated". Save the game, exit, come back in, load the Save, and the gun crew displays now when calling Battle Stations...
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