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Old 07-03-20, 06:32 PM   #1441
s7rikeback
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Quote:
Originally Posted by DanielCoffey View Post
Bug Report : Model defect on several Liners - missing cables.

If you look at the following Liners in S3D (or any modelling tool) you will notice that there are some missing cables on the rear mast. This is because these Liners all share the same Object for their rear mast.

NPL_Hap
NPL_Hikawa
NPL_Horai

The NPL_RC is also affected but is a re-skin of the NPL_Hap.

The cables should run from the starboard (right) side of the mast down to the deck in the same way that the port (left) ones do.

NPL_Hap & NPL_RC Fixed!!!



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Old 07-03-20, 06:55 PM   #1442
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Originally Posted by Moonlight View Post
Have a listen to the amb_Submarineinterior between 2.10 to 2.17 and 2.23 to 2.31, if you don't hear it I'll know that you all need an hearing test pretty damn quick. I did hear in the psyche ward once that a refusal to hear so-called imaginary sounds was the beginning of some ones mental deterioration, if that's true you've got bigger problems than just your bloody ears Mr beanie.
I don't know where you got your file from, but mine has a typewriter being used from before 2:05... no clanging. My hearing is "selective", according to my wife, but not failing... - but seriously, no banging or clanging in FotRSU. There are whale noises, footsteps, ladder climbing, scope raising and lowering, pencil scribblings, "ahem", morse code message(s) etc., but the only bangs or clangs are from the 4 Creaks files... amb_SubmarineInterior.wav in FotRSU is 7:03 long. btw, has anyone attempted to "translate" the Morse Code? Is it encrypted?...


Quote:
Originally Posted by Havan_IronOak View Post
Ah, that explains something else I'd been wondering about. I've had a LOT more neutral convoy sightings than I've ever seen in earlier play-throughs. I was assuming that they were all neutrals and hadn't investigated any. They did seem to be useless clutter and though they added verisimilitude they wouldn't add much else to game-play.

I'm guessing that the Hospital ship needs to be the first non-warship in the convoy for it to be tagged as neutral? I have spotted a hospital ship that was the trailing vessel in a small convoy and it was first tagged as "Red/hostile" convoy.
The "lead" ship is designated with the "CommandEntry=" line, and might be "zero", or the number of however many ships are in the group. As has been explained, if a warship is chosen, you have a TaskForce, but it your "convoy" has a CL as leader, it must be a very important "Task Force", probably with 4-6 DD as escort (a DesDiv in other words, with CL leader), and the merchants are full of war material, including ammunition and fuel... A "convoy" might be a single merchant with lots of warships - again, a very important target. Perhaps a bit more difficult to get at... And the "Neutral" group might well be very important also, else why is the hospital ship in the convoy? It's for the confusion factor. There is subterfuge afoot, or something like that... If you tweaked the traffic frequency, you probably hit a few of those groups with the hospital ships as leaders.


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Originally Posted by s7rikeback View Post
Good find & Fixed...

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Old 07-03-20, 07:07 PM   #1443
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Quote:
Originally Posted by DanielCoffey View Post
Bug Report : Model defect on several Liners - missing cables.

If you look at the following Liners in S3D (or any modelling tool) you will notice that there are some missing cables on the rear mast. This is because these Liners all share the same Object for their rear mast.

NPL_Hap
NPL_Hikawa
NPL_Horai

The NPL_RC is also affected but is a re-skin of the NPL_Hap.

The cables should run from the starboard (right) side of the mast down to the deck in the same way that the port (left) ones do.

NPL_Hikawa - Fixed !!!


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Old 07-03-20, 07:31 PM   #1444
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Quote:
Originally Posted by DanielCoffey View Post
Bug Report : Model defect on several Liners - missing cables.

If you look at the following Liners in S3D (or any modelling tool) you will notice that there are some missing cables on the rear mast. This is because these Liners all share the same Object for their rear mast.

NPL_Hap
NPL_Hikawa
NPL_Horai

The NPL_RC is also affected but is a re-skin of the NPL_Hap.

The cables should run from the starboard (right) side of the mast down to the deck in the same way that the port (left) ones do.

NPL_Horai - Fixed !!!


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Old 07-04-20, 01:12 AM   #1445
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Please could you link to a fresh copy of the NDD_Akatsuki.dat so I can update the silhouette? Thank you.
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Old 07-04-20, 07:55 AM   #1446
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Originally Posted by propbeanie View Post
I don't know where you got your file from, but mine has a typewriter being used from before 2:05... no clanging. My hearing is "selective", according to my wife, but not failing... - but seriously, no banging or clanging in FotRSU. There are whale noises, footsteps, ladder climbing, scope raising and lowering, pencil scribblings, "ahem", morse code message(s) etc., but the only bangs or clangs are from the 4 Creaks files... amb_SubmarineInterior.wav in FotRSU is 7:03 long. btw, has anyone attempted to "translate" the Morse Code? Is it encrypted?...
I got this file from the 100_FalloftheRisingSun_UltimateEdition_v1.1_EN mod and my amb_SubmarineInterior.wav in FotRSU is 7:03 long as well, I also get all that other noise in the background you mentioned as well.
I said the knocking noise was between 2.10 to 2.17 and 2.23 to 2.31 and not before 2.05 Mr beanie, I would add your eyes to that selective list of yours old boy.

Problem noise is now fixed, I've made a mod of the stock game amb_SubmarineInterior.wav and installed it in port with the JSGME thingie, problem has gone away and can now be classified as SOLVED.

Started a new career as of last night, documents folder deleted and game files checked, all OK.
Midway
15 January 1942, USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes,
.50 cal Machine Gun,
3" Stern Mount Deck Gun,
SJ, Surface Search Radar, (EMPTY),
SD Radar, Air Search Radar.

I will refuse all other boats until SJ radar is onboard this Gar, January 1944 will be the end game, I will document what and when it is offered, we shall see if your file upgrades are FUBAR or not Mr beanie.

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Old 07-04-20, 08:18 AM   #1447
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SHO Re: Ghost ship report...

Quote:
Originally Posted by s7rikeback View Post
Quote:
Originally Posted by Mad Mardigan View Post


Just out of curiosity, are ships in game, supposed to be trying out for the part of Casper the friendly ghost...???

Don't know if this is happening in career side or NOT.. but decided to try the training side of things, for dumps & giggles.. and noted a very odd incident when I did so.

In the navigation portion, tooling about in a Porpoise class boat.. sailed past a Troopship Queen Mary & literally was seeing the island.. right straight through it... I went to free roam mode, to investigate this.. and sure enough, NO matter what angle but 1.. I was able to see everything on the other side through it.

The 1 view angle that this did NOT occur.. was when I was overhead & looking at it with water backing it..or any angle that included water back behind it, to be frank.. any & all other angles.. it became see through ghost...

strange indeed... just thought I'd mention it.. dunno if this is known about... haven't seen any thing mentioned thus far...

M. M.
We have concerns also with this model, and may have to go back to a previous version...


A shame if you do have to roll back to a previous version of it... other than the weirdness factor of being able to see through it, as I reported about it.. it looks sharp, especially the realistic looking anchor chains, if I'm recalling that bit of info correctly.

If y'all do make the decision to go back to the previous version, as you mentioned... well.. no problem... I'll understand.

M. M.

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Old 07-04-20, 12:19 PM   #1448
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Quote:
Originally Posted by Moonlight View Post
I got this file from the 100_FalloftheRisingSun_UltimateEdition_v1.1_EN mod and my amb_SubmarineInterior.wav in FotRSU is 7:03 long as well, I also get all that other noise in the background you mentioned as well.
I said the knocking noise was between 2.10 to 2.17 and 2.23 to 2.31 and not before 2.05 Mr beanie, I would add your eyes to that selective list of yours old boy.

Problem noise is now fixed, I've made a mod of the stock game amb_SubmarineInterior.wav and installed it in port with the JSGME thingie, problem has gone away and can now be classified as SOLVED.

Started a new career as of last night, documents folder deleted and game files checked, all OK.
Midway
15 January 1942, USS Grayling (SS 209) GAR.
Equipment Loadout,
Mk14 Torpedoes,
.50 cal Machine Gun,
3" Stern Mount Deck Gun,
SJ, Surface Search Radar, (EMPTY),
SD Radar, Air Search Radar.

I will refuse all other boats until SJ radar is onboard this Gar, January 1944 will be the end game, I will document what and when it is offered, we shall see if your file upgrades are FUBAR or not Mr beanie.
I listened to all 7:03, and went back and reviewed the areas you mention. My file does not have any knocking in it. If others have knocking in their files, then I would suspect some data corruption in the uploaded file, or when downloading the file. I cannot do anything at all about stuff not in the files I have from the original build.

SJ is as it should be there, and NOT on any boat January 15 1942. It should show up after June of 1942, at the earliest. Some boats are later, with Fremantle being at least a month after that, usually. Let us know what happens. I have not had issues with that one, other than having to be back in port ~after~ its issuance date. The SJ-I might have issues, because it usually needs an upgraded conn for the antennae mount.
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Old 07-04-20, 08:38 PM   #1449
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Originally Posted by propbeanie View Post
Thanks for the updates. I have found a few "date" issues, but nothing that should lead to what you are experiencing. As for deleting the Saves, have you tried to copy your Save folder, and place it elsewhere for "safe-keeping", and then delete the entire contents of the Save folder, and start a-new, then try a Balao "New Construction"? You still won't get the "Trials" correctly - which I am ~really~ close to getting the dates better once again - but you should not get all that funky error stuff. If it still fails, you can restore what you saved to the Save folder. One thing about "transfers" that I think Ubisoft ruined with the v1.4 (??) and v1.5 updates is that you now end up going directly to the transferred-to location to start your next patrol, instead of starting from the original base and traveling there, "working" your way there. You still do not get an appropriate assignment for the new location, but rather something from the original home port. I suppose most folks wanted to be at Brisbane when they transferred, or maybe there was something wrong in the original game "logic". I do seem to remember there being issues with getting the base to change to your home port... maybe... brain is definitely not what it used to be... I'm finishing up on a couple of other things, and I will dive into the New Construction stuff fully next, because that ~has~ to be functioning correctly for a future update... don't want to disclose too much just yet... lol
I copied the Save folder, then deleted the saved games via the game interface, and restarted the game to create a new career. My first assignment was to patrol off Miyako, central eastern Honshu (no patrol area name was given). I transferred and started from Brisbane and stopped by Truk on the way north.

We encountered no ships nor planes until the morning after reaching Truk, despite clear weather on the two occasions we checked.

Four ships had gone aground on the eastern shores of the SW island group. The first two torpedoes fired missed ahead and all remaining ones had to be fired at the stern to hit far forward. We surfaced and shelled the CVE Akitsu Maru and the Standard Supply Ship into oblivion; the CL Naka has taken five torpedoes and more than ten 4" AP shells without sinking. The remaining ship was a minor escort.

I saved the game and later attempted to restart the patrol. Both times it CTDed after only a few seconds.
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Old 07-04-20, 10:15 PM   #1450
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Let's clarify the Save game situation. If you are wanting to trim, or pare-down the number of Saves in your game, you use the Save Game dialog, or interface, to do that. If you instead use Windows Explorer, the game gets confused by that.

If instead, you want to "clear" the Save data to begin anew with the game, you delete the Save folder with Windows Explorer, generally the C:\Users \UserName \Documents \SH4 folder. Going from the way you describe, it sounds like you used the Save Game dialog to attempt to clear the Save folder, which leaves the main part of the game still in there. Nothing gets updated or cleared like that...

The idea behind copying the Save folder data and putting it elsewhere is so that if clearing the game's Save data by deleting the folder with Windows Explorer didn't work, you then had a back-up with which to restore what you had, if the deletion didn't work... I hope I didn't talk in a circle again... I confuse myself with verbosity...
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Old 07-05-20, 07:25 AM   #1451
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Bug Report - NDD_Benham unable to rotate torpedoes.

The current placement of torpedo weapons T01 and T02 on the NDD_Benham renders them unable to rotate and fire. The two weapons are specified as quin torpedo launchers facing forward at location +/- 0.375X, 0.236Y, -0.544Z.

I would recommend rotating them 180 degrees to face aft and changing the coordinates to +/- 0.375X, 0.236Y, -0.415Z. This will shift them slightly forward and allow them to at least be aimed to the stern and sides but not forward.

An online image of a Benham model does show the tubes facing aft for stowage.

In reality the Benham class usually had four quad launchers but ours has two quin launchers and a pair of extra KGuns. Is this a game constraint?

I have modelled the silhouette on the above suggestion (not that it made a lot of difference to the profile).

Here is an image of the original placement which shows the small tower preventing the torpedoes from firing outwards.
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Old 07-05-20, 08:15 AM   #1452
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I might give that one a whirl later today DanielCoffey. I find a quad, similar to what the Benhams had for rear mounts, but I have not found a "plain" quad for the forward mounts. I am curious about the structure on top of the torpedo launchers, and will have to attempt to satisfy my curiosity about those... Anyway, close-up detail of the area on the Benham, from a Wikipedia image,




... notice that the forward set faces aft, and the rear set faces forward...
... and here's what I have found in guns.dat thus far, but notice the "pivot" is not "centered":




I wonder if the structure on top of the launchers is a "targeting" location, and one of those controlled both launchers on either side... ??

Anyway, the Class initially had the four torpedo mounts, but in 1943 some re-fits would land the 2 aft mounts, and added more AA and depth charge racks, according to what I am reading at https://destroyerhistory.org/goldplater/benhamclass/ so we're fine with what they have. If we wanted, we could try a dated load-out, but the main problem is of course finding the "parts"... lol - and what you did for the sil file would be fine.

Edit: In this pic, it looks like the abaft launcher is facing aft... so apparently, they could fully rotate:




It looks like they have a line across to another ship, and might be taking on fuel, while the main deck is "awash"... "nothin' to it!"... notice also that the gun positions are manned...
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Last edited by propbeanie; 07-05-20 at 08:47 AM. Reason: "new" pic
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Old 07-05-20, 08:44 AM   #1453
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I wonder if the dome on the top is a steam boiler for launching pressure? The pivot is on the underside I think.
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Old 07-05-20, 08:52 AM   #1454
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A steam boiler makes more sense. Targeting was probably done from the platform above and between, or the one abaft... I do see what appears to be viewing slots in the shield though. It also looks like a rung ladder on the side, with a hatch up top...
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Old 07-05-20, 10:13 AM   #1455
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A steam boiler makes more sense. Targeting was probably done from the platform above and between, or the one abaft... I do see what appears to be viewing slots in the shield though. It also looks like a rung ladder on the side, with a hatch up top...
Torpedoes were launched individually by the ignition of a charge of black powder from an impulse cartridge inserted into the firing mechanism.

check this out.
http://www.destroyers.org/ordnance-a...torp-tubes.htm
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