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Old 07-22-22, 11:56 AM   #4923
propbeanie
CTD - it's not just a job
 
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Quote:
Originally Posted by Mios 4Me View Post
1. USS Gato, ex-Midway, encountered a stationary Group heading NNW 108km/64 degrees from Takanabe on 9/29/43 @ 0830. Group consisted of a stationary Kiturin with an Akaisasan, a frigate, a DE B class, and a hospital transport dancing attendance. When we closed within 10 km, a stalled Huzisan trailing the Kiturin was spotted. The latter sped up to 5 kts after receiving a torpedo attack, then sank; the Kiturin did not move before sinking. The escorts happily steamed off over the horizon prior to the attacks and were not heard from again.

2. The Soyo Maru does not match the handbook silhouette, which appears to be an Anastasia Maru. Probably a long-known issue, but what the heck.
You are in Bungo Suido, home to a lot of traffic. You are also inside the minefield lines - do be careful - but the convoys are having to dodge several fields nearby there, and get bunched together. It look like you may have encountered two groups, the one might have been in or outbound, the other inbound only. The one group I found with a hospital ship would be out of Batavia and inbound to Hiroshima. If you would have stayed nearby your torpedo attack and sinking, you should have seen an airplane and ASW response within the hour, and probably within 30 minutes. The Soyo Maru sil was previoiusly corrected, but the old file apparently made it back in. We'll have a small patch in a few weeks, after we see any more issues.


Quote:
Originally Posted by Bubblehead1980 View Post
Jan 1942 USS Triton (Tambor Class)

Attempted to equip with historically accurate stern mounted gun upon return to port, lost the deck gun slots, so reloaded in port save, back to bow gun. I thought the deck gun bug was solved ?
Never claimed to be solved, but there is a procedure to minimize trouble. Number one is to not use mods other than those in the AddInModzPak or vickers03's Interiors (with patch) and EAX, along with s7rikeback's Nippon Maru and Nihon Kaigun mods. Any alterations of weapons, equipment, conning towers, submarines, crew clothing, crew members, etc., can all contribute to issues in seemingly unrelated areas. To do the guns, if starting on the first patrol, make certain the gun crew slots are empty, then grab the gun you want out of the "Available Upgrades" stores area and drag it to the boat's gun slot, currently occupied by the other gun, and drop it in there. Now check the crew page, and make certain that the crew slots are there and properly labeled. Depart on your patrol and exit the home port area, getting outside the green circle, if applicable to the home port, or at least 50+nm away. Stop your boat on the surface. Now go to your crew page and put a gun crew in the positions. If you go to Battle Stations now, the crew will not show at the gun positions on-deck. However, if you Save the game, Exit, Re-Start, Load the Save and do that again, they will now show. Continue with your patrol and all should be fine.

If you have been on patrol already, you should decide to change the gun prior to docking and Save while coming in from patrol, for the "just-in-case" scenario. That will be the "fail-safe" Save. Otherwise, once you dock, and are in-port and in the office, the procedure is similar. You can do an in-base Save and work from that usually, or from the auto-save, if things do fail. First order of business is to remove your crew from the gun positions on the crew page. Go to the equipment page and drag the new gun over to the boat. Go to the crew page and check the positions. If you have moved the gun previously, you have a higher percentage of failure here, but if the crew positions have failed to show, go back to the equipment page, and put the other gun back. The positions should show again with the original gun. Try the other gun again and check the gun positions. It will sometimes work the 2nd time. If not, you could try loading the Saved game(s) and try again with the gun swap. Usually speaking though, especially if you have already changed the gun previously, once the game displays no gun positions, you should put the original gun back and leave it. Go on patrol with the gun in the position that you have a crew. Try to swap the position the next time you come in from patrol.

If you are insistent upon moving the gun, then Save with the gun where you want it and Save in-port. Exit the game and go into the Save folder and use the "NewColetrainsAndOthersDGfix.pdf" file in the Support / HowTo folder, and look at that newest Save folder, ActiveUserPlayerUnits.upc file, and do the wolfeinsamer method for "AdditionalRepository" phrases. Compartment 7 is the Aft gun, Compartment 8 is the Fore gun. Only change the gun you need to. Check the gun slot above the CrewMember slots though, and make certain it has 11 lines including the header, and check the weapon itself, that it has 21 lines, including the header. The Weapon itself sometimes will be the failure point, and if it is, then you'll probably have to do the full-on "The New and Improved FotRSU Way" below the other two... hopefully not. Anyway, Save the file and try the game again.


Quote:
Originally Posted by Bubblehead1980 View Post
lol well guess I missed it, I followed the objectives patrolling around different atolls, attempted to attack destroyers I found worth my torpedoes.

Lingering battery damage from depth charge really hampered my efforts for remainder of patrol, had to be careful.

No merchant shipping nor aircraft were encountered. After last assignment was completed I patrolled approaches to Kwajalein. With assignments completed, I returned to Pearl due to damage batteries limiting my capability.

Next patrol in Area 4 off Tokyo, in Feb 1942, so I expect will see some action.
The Marshalls and Gilberts areas are "lean" on traffic early. There should be something around Kwajalein though... I'll check that area, especially the planes. Unless you were super-careful around there, you should have encountered a plane patrol. Most of the later "expansion" in 1942 came from Kwajalein. This lack of traffic is why there are 3 areas to patrol for the initial runs from Pearl to the area.


Quote:
Originally Posted by Lupo Cattivo View Post
Hi,

compliments to all the FotRS staff for the amazing job!

I would like to ask one thing that haunts me:

Is there the possibility to see in the map the various detection ranges "rings" of the various sensors for enemy ships?

I find it a tool of unparalleled didactic value.

Thanks
Use the AddInModzPak, and inside that, the "450_MoonlightzSonarLines" mod to get the circles etc. that show the supposed ranges of the ships visual, hydrophone, sonar & radar equipment... Thanks for the compliments


Quote:
Originally Posted by Kal_Maximus_U669 View Post
Thank you.. BH. Beanie.. for the details provided as well MM..
I consulted the Pdf Thank you it's great..THX Boss..
I'm going back... my personal life took me no time yesterday.. so let's see it now..
RUBINI_CLOUDS_SH4 I can't find it can someone tell me where..? Thanks
Top-Secret hush-hush information... - vickers converted it, but we have to check it further for v1.8, and let Mr vickers03 possibly update it for v1.8... more later on that.

Quote:
Originally Posted by Pranne View Post
Can someone help me i installed FOTRS V1.8 but i have CTDīs, even when looking into the museum.

Windows report see below.

Is there a way to find out whats wrong?

Thank you!

Name der fehlerhaften Anwendung: sh4.exe, Version: 1.5.0.0, Zeitstempel: 0x476a5ca9
Name des fehlerhaften Moduls: ntdll.dll, Version: 10.0.19041.1806, Zeitstempel: 0x39cccd9d
Ausnahmecode: 0xc0000005
Fehleroffset: 0x0005b963
ID des fehlerhaften Prozesses: 0x514
Startzeit der fehlerhaften Anwendung: 0x01d89dde3858e269
Pfad der fehlerhaften Anwendung: D:\Spiele\Sh4\sh4.exe
Pfad des fehlerhaften Moduls: C:\WINDOWS\SYSTEM32\ntdll.dll
Berichtskennung: 723331ce-489a-4934-a22d-db28d626b647
Have you followed the documentation in either the first post in this thread, the download page, or the pdf information in the Support folder?

You must be using v1.5 (with the Uboat Missions) of the SH4 game. You cannot install the game in a Program Files folder, you must have a "clean" install with an empty Save folder or a new Save folder with MultiSH4, and you must have either the 4Gig Patch or LAA properly activated on the SH4.exe file. What we need from you to help you more, is for you to tell us which version of SH4 you have, and the source of the game, such as Steam, Ubisoft, or other download, or a disk. We also need the path to where the game is installed (ie: "C:\Program Files (x86) \Ubisoft \SH4..."), and other details such as the use of LAA or 4Gig Patch, and whether you have emptied the Save folder or used MultiSH4 to generate a New Save folder. You might also look at the MODS folder inside the SH4 game folder, specifically at the "100_FalloftheRisingSun_Ultimate_v1.8" folder, and make certain there isn't another folder of the same name below that...


Quote:
Originally Posted by fitzcarraldo View Post
I installed an all new SH4 with FOTRSU 1.8 and mods:

Generic Mod Enabler - v2.6.0.157
[E:\SH4\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
Nippon_Maru_v1.8_FotRSU
Nihon Kaigun v1.2_FotRSU
Combined Roster
901_Strategic_Map_Symbols
856_BnW_FotRSU_Museum
Gramps' Watch for 1.5
305_LessJapaneseAirRadar
399c2_NoScrollNavMap - OAKsSameSizedDials
450_MoonlightzSonarLines
451_TMOstyle_NavMapDots
451a_TMOstyle_NavMapDots_Nippon_Maru
451b_TMOstyle_NavMapDots_Nihon_Kaigun
452_TMOstyle_NavMapShipMarks
453_TMOstyle_NavMapAirMarks
650_MoreDudz
801_UMark Invisible
803_NoPlayerSubFlags
FOTRSU_1.8_SUB_SKINS_IN_4k
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter
FI-OQ_FotRSU_v1.8f_upcPatch
EAX_SoundSim_FOTRSU_1.8
New Sounds for Fleetboat_Interior-Officer Quarters mod
BATTLEFLAG_CONNING_SILVERSIDES_SS-236
BATTLEFLAG_WARDROOM_SILVERSIDES_SS-236

I need to put EAX AFTER FIOQ or I lost the sounds of the Deck Gun and AA guns.

When I fire with the AA guns, I see, from external view, white squares in the splashes of the bullets in the sea. A graphic glitch I donīt know why occurs (I didnīt have it with 1.7p3).

Continuing essays...

Fitzcarraldo
I would remove these three I marked "Orange" above for now, clear the Save folder, then add them in one at a time in the order that you want, but run the game between the activations and see what happens with each. EAX does get loaded ~AFTER~ the Interiors mod. Mr vickers03 had to correct me about that again... lol - I am not certain the "New Sounds for FI-OQ" is needed with the new EAX vickers03 is making...
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