SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
07-22-22, 10:53 AM | #4921 |
Argentinian Skipper
|
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 don´t know why occurs (I didn´t have it with 1.7p3). Continuing essays... Fitzcarraldo
__________________
My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
07-22-22, 11:46 AM | #4922 |
Tazmanian Devil
Join Date: Dec 2009
Location: NC
Posts: 223
Downloads: 369
Uploads: 0
|
Second Patrol, USS Pike 18Feb1942
Ahoy Captains,
First, to the FotRS Team, Thank you for your work! Enjoying the mod, no problems with installation. My boat is out of Pearl Harbor, USS Pike (SS-173), the date is 18Feb1942 and see the spoiler for additional information. My first patrol was with Version 1.8 only. A shakedown cruise with new mod to get a feel for it, no problems encountered. With the first patrol under our belt and in our home port of PH, added the mods listed below. The boat came with stern mounted DG in which I prefer one mounted on the bow. After purchase of bow mounted DG, I saved while in the 'Office' and exited the game. Loaded the new save, checked the management page (F7), noticed the slots for DG were missing. Not a problem, made changes to the file, ActiveUserPlayerUnits.upc, thanks to captains that are here to help people like me. Now in our assigned area of the second patrol, weather is not fit for man or beast. Moonless night, cloudy and rainy skies with heavy fog, can't see your hand in front of your face. Sonar reports a several contacts, possibly our first action of this patrol. After plotting an intercept course, race to get in front of the convey. As the convey comes closer, can't see anything at periscope depth. Not knowing anything about the enemy ships. Using manual targeting, set up for a fast 90 degree attack by sonar. Suddenly a ship appears in the scope, are we too close to the target. No time to think about that. Fire four torpedoes towards the targets, dive to the safety of the depth as warship start pinging to find our location. As time ticks down on the stopwatch, hear an explosion, then another... Quick to safety but don't make too much noise... another explosion... where is the thermal layer? Then last torpedo finds its mark! While under the safety of the 'layer', reload as the pinging starts to fade away. Manual targeting system working as expected, no problems Sir. Without a ships ID and the PK off, can adjust range from 0 to 11,000 yards. turn dial to adjust angle on the bow and set speed of target. End of Report. Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\Wolves of the Pacific\MODS] 100_FalloftheRisingSun_Ultimate_v1.8 FI-OQ_FotRSU_v1.8f_upcPatch Nippon_Maru_v1.8_FotRSU Combined Roster 451_TMOstyle_NavMapDots 451a_TMOstyle_NavMapDots_Nippon_Maru 452_TMOstyle_NavMapShipMarks 453_TMOstyle_NavMapAirMarks 454c_EasyAOB_InputTargetDistanceOnTBT FOTRSU Position Keeper Tweak Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\Wolves of the Pacific\MODS] 100_FalloftheRisingSun_Ultimate_v1.8 FI-OQ_FotRSU_v1.8f_upcPatch Nippon_Maru_v1.8_FotRSU Combined Roster 451_TMOstyle_NavMapDots 451a_TMOstyle_NavMapDots_Nippon_Maru 452_TMOstyle_NavMapShipMarks 453_TMOstyle_NavMapAirMarks 454c_EasyAOB_InputTargetDistanceOnTBT FOTRSU Position Keeper Tweak
__________________
Win 10 64-bit│AMD Ryzen 3 1200 Quad-Core Processor 16.0GB Ram│ NVIDO GeForce GTX 650 Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\Wolves of the Pacific\MODS] C:\...100_FalloftheRisingSun_Ultimate_v.1.8 |
07-22-22, 11:56 AM | #4923 | |||||||
CTD - it's not just a job
|
Quote:
Quote:
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:
Quote:
Quote:
Quote:
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:
|
|||||||
07-22-22, 05:20 PM | #4924 |
Sea Lord
|
I validate Beanie Pdf impeccable... I propose the two lists here for those who start here or elsewhere...
D:\Sh4\Sh4_FOTRS18 [MODS] 100_FalloftheRisingSun_Ultimate_v1.8=1 Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN=2 FOTRSU_1.8_SUB_SKINS_IN_4k=3 FI-OQ_FotRSU_v1.8f_upcPatch=4 Nippon_Maru_v1.8_FotRSU=5 Nihon Kaigun v1.2_FotRSU=6 Combined Roster=7 901_Strategic_Map_Symbols=8 305_LessJapaneseAirRadar=9 450_MoonlightzSonarLines=10 451_TMOstyle_NavMapDots=11 451a_TMOstyle_NavMapDots_Nippon_Maru=12 451b_TMOstyle_NavMapDots_Nihon_Kaigun=13 452_TMOstyle_NavMapShipMarks=14 453_TMOstyle_NavMapAirMarks=15 650_MoreDudz=16 801_UMark Invisible=17 803_NoPlayerSubFlags=18 EAX_SoundSim_FOTRSU_1.8=19 805_CWC_FIOQv18=20 second list D:\Sh4\Sh4_FOTRS18U [MODS] 100_FalloftheRisingSun_Ultimate_v1.8=1 Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.7_EN=2 FOTRSU_1.8_SUB_SKINS_IN_4k=3 FI-OQ_FotRSU_v1.8f_upcPatch=4 Nippon_Maru_v1.8_FotRSU=5 Nihon Kaigun v1.2_FotRSU=6 Combined Roster=7 EAX_SoundSim_FOTRSU_1.8=8 305_LessJapaneseAirRadar=9 450_MoonlightzSonarLines=10 650_MoreDudz=11 801_UMark Invisible=12 803_NoPlayerSubFlags=13 901_Strategic_Map_Symbols=14 451a_TMOstyle_NavMapDots_Nippon_Maru=15 451b_TMOstyle_NavMapDots_Nihon_Kaigun=16 805_CWC_FIOQv18=17 Beanie thank you everything is impeccable after several careers its rolling now more bored for the moment... I love the sound of the seabed the atmosphere in S18 superb... |
07-23-22, 04:55 AM | #4925 |
Navy Seal
|
Trying to make some adjustments to player crew sensors...the hydrophones are a little too powerful in detecting contacts esp on surface, they detect contacts before visual, which was rare since hydrophones were basically useless on surface unless stopped. Plus its annoying when tracking target and sound keeps cutting in while youre busting a long at 20 kts during end around at long range.
Looking in the USSubParts.sim Difficult to tell which is the hydrophones...point them out please? Same with the Deck watch, Attack, and Observation periscope sensors...trying to make it where if I can see it, my crew can. I adjusted this in TMO as well but problem is how things are labeled in files...they don't tell you what they are exactly...I dont see how to match them. Lost my "cheat sheet" I once had with all the sensors, those linked to etc. Also which files do US player subs use, those in USSubparts or the subsensors in the main Library file or both? Looking for the Numbers in the .sim file for deck watch, attack periscope, observation periscope (radar periscope if neeed?) and player sub hydrophones ? |
07-24-22, 06:18 AM | #4926 |
Sea Lord
|
RUBINI_CLOUDS_SH4
Hey Beanie cool "top secret"..
|
07-24-22, 08:44 AM | #4927 |
Sea Lord
|
RUBINI_CLOUDS_SH4
Doesn't seem to work on BH.. TMO 2.0...!!!
|
07-24-22, 09:29 AM | #4928 | |
Silent Hunter
|
Quote:
the sim may also use AI_Visual_Sensors.dat and sensorvisualsub.sim but i have not test-varied these files. as far as which set of parameters match the various sensors (visual v radar v hydrophone), you need to walk through the SensorData entries and discover which are which (visual v radar v hydrophone). i've tested some value-changes and they seem to work. you are correct in your observation that extending the capability of any sensor means that you will receive interrupts each time a sensor detects the enemy. and yes, it can be a real PITA when you are trying to either flank or close an enemy.
__________________
there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
|
07-24-22, 11:31 AM | #4929 |
CTD - it's not just a job
|
Better to be interrupted though, than rammed by a DD just off the beam and a bit behind on the starboard quarter... "out of sight, out of mind" kind of stuff. "Sir, we're taking damage! Sir, we have heavy flooding! Medic!!!" Remember - the crew will NOT announce a ship as closing once it has been IDd and a location given. You already know it's there ("Don't bother the skipper with un-important stuff like that, you lackey!")...
|
07-24-22, 01:48 PM | #4930 | |
Silent Hunter
|
Quote:
i am referring to the longer range contact reports, when you are miles away from your prey. the sensing parameters detect-lose-detect the enemy every few seconds and every time that happens, the TC is reset to 1.
__________________
there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
|
07-24-22, 08:17 PM | #4931 | |
Navy Seal
|
Quote:
Right, I adjusted sensors in TMO and issue was resolved, trying to replicate in my custom FOTRS setup. Trying to get it where lookouts spot contacts on surface in most cases before the hull mounted hydrophones do, so the hierarchy of sensors, do not get the sound reports on surface usually, which is nice. I wish to tune the players hydrophones down to a more historically accurate level, esp for when on surface. Files are a little different than TMO from I recall so not sure which is which. I really hate I somehow deleted my reference sheet that had the sensors and their ID numbers etc. Member who helped me put it together is no longer active unfortunately. One of my great annoyances with SH 4 is some things are clearly labeled and others are cryptic lmao. |
|
07-24-22, 10:16 PM | #4932 |
Navy Seal
|
Just curious....
Started out at Treasure Island in Jan 1943 Is it supposed to have the MS 32 paint scheme? Jan 1943 is very early to have that paint scheme, even in new construction/sea trials. Just checking to see if this is by design? |
07-25-22, 06:10 AM | #4933 |
CTD - it's not just a job
|
Yes, intentional. The game only reliably changes textures on the player's sub with a conning tower change. Not all players qualify for an "Elite" tower on January 1, 1944, and most boats were repainted before that time into the MS32 sub scheme, so the change coincides with the #3 conn change, which under "normal" circumstances happens much later in a player's career. However, a "new" boat gets what is available at the time, hence the MS32 on the New Construction Gato start in January 1943. The Balao is done differently, currently as an experiment, a little later in the year.
|
07-25-22, 09:44 AM | #4934 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
|
07-25-22, 11:34 AM | #4935 | |
Silent Hunter
|
Quote:
__________________
there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
|
|
|