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Old 06-30-23, 06:21 PM   #5566
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Ah yesh... the good ole Porpoise Class... top of the dung heap of the UpgradeClass=0 pile... there is ALWAYS a new boat available... Salmon, Sargo (=1), Tambor, Gar (=2), Gato (=3), Balao (=4) and Tench (=5)...
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Old 06-30-23, 07:45 PM   #5567
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Quote:
Originally Posted by propbeanie View Post
Ah yesh... the good ole Porpoise Class... top of the dung heap of the UpgradeClass=0 pile... there is ALWAYS a new boat available... Salmon, Sargo (=1), Tambor, Gar (=2), Gato (=3), Balao (=4) and Tench (=5)...
not in my config.
all boats are equal. no more boat upgrades.
that is why i am pushing the conning-tower-upgrade-envelope.
it does not SEEM to happen when there are boat upgrades.
and it does not seem to happen when a Kaleun strings a bunch of missions with a score of 3.
ones and twos seem to be the ticket for a conning tower upgrade. or at least that is what i thought.
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Old 07-01-23, 07:31 AM   #5568
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[QUOTE=propbeanie;2873871]The 1.8 patch should not matter in what you have encountered (though it does fix other items). We did have an issue coming back in with one of the classes (Sargo?? Salmon??) in v1.7, but that was repaired in v1.8. Plus, it happened further out, or when you went to dock and end patrol. Did you happen to clear the Save folder prior to starting SH4 with FotRSU activated?

So I'm guessing that by clear the save folder you mean the entire SH4 "My documents" folder yeah? which is what you do when you reinstall the game or is this just the save folder within that? If the latter which folders do I clear, from memory theres richsaves folder another saves folder, and a sav.tmp (temp) file which of these should I remove?

It ctd no error just as I was coming up to the red circle which appears on the map so further out than the port itself out of visual, I start my patrols at sea if that helps. and past that red line I went no further and was never given the option unfortunately to dock and end patrol.

Apologies for late reply busy busy, and I appreciate your help propbeanie.

I will provide some more info here, what I can

July 1942 leave Fremantle
Tambor Class boat
Several key saves made at sea, never when engaged or in action with enemy (If I miss a fish shot too bad, I consider that a learning experience.)

Technical info
Windows 10 Home
Intel core i7-7700k CPU @ 4.20GHz 4 cores
16gb RAM

4gb patcher applied to game exe.
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Old 07-01-23, 08:53 AM   #5569
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Quote:
Originally Posted by KaleunMarco View Post
not in my config.
all boats are equal. no more boat upgrades.
that is why i am pushing the conning-tower-upgrade-envelope.
it does not SEEM to happen when there are boat upgrades.
and it does not seem to happen when a Kaleun strings a bunch of missions with a score of 3.
ones and twos seem to be the ticket for a conning tower upgrade. or at least that is what i thought.
Ahhh, the ole "set them all the same UpgradeClass" trick instead! Now, the thing to remember about experimenting with this is that the game uses the same formula to determine whether you get a new boat, or an upgraded conn ~BUT~ there is still a roll of the dice involved. No one I've seen, has ever posted what the percentage chance is, and whether it is the same for both the new command and the re-fit... So you basically have to qualify for a new boat, and one not be availabe (that is covered) in order to get a new conning tower (and lose all of your optional equipment)...


Quote:
Originally Posted by kickswitch View Post
Quote:
Originally Posted by propbeanie View Post
The 1.8 patch should not matter in what you have encountered (though it does fix other items). We did have an issue coming back in with one of the classes (Sargo?? Salmon??) in v1.7, but that was repaired in v1.8. Plus, it happened further out, or when you went to dock and end patrol. Did you happen to clear the Save folder prior to starting SH4 with FotRSU activated?
So I'm guessing that by clear the save folder you mean the entire SH4 "My documents" folder yeah? which is what you do when you reinstall the game or is this just the save folder within that? If the latter which folders do I clear, from memory theres richsaves folder another saves folder, and a sav.tmp (temp) file which of these should I remove?

It ctd no error just as I was coming up to the red circle which appears on the map so further out than the port itself out of visual, I start my patrols at sea if that helps. and past that red line I went no further and was never given the option unfortunately to dock and end patrol.

Apologies for late reply busy busy, and I appreciate your help propbeanie.

I will provide some more info here, what I can

July 1942 leave Fremantle
Tambor Class boat
Several key saves made at sea, never when engaged or in action with enemy (If I miss a fish shot too bad, I consider that a learning experience.)

Technical info
Windows 10 Home
Intel core i7-7700k CPU @ 4.20GHz 4 cores
16gb RAM

4gb patcher applied to game exe.
You use Windows Explorer, aka: File Manager to delete either the C:\Users \Username \Documents \SH4 folder, or the cfg folder below that. You cannot have any Save data remaining after you edit your mod configuration. Doing so, the game will then re-create the data, but use the modded data from the game folder. If you want to keep any career data for later use, you can copy or cut the folder, and save that to another location while you use the new mod configuration you've made, then bring that data back after you restore to the previous mod configuration. However, the mod configuration must be exactly the same.

I'll look for issues at this end, but do you know what the date is that you are returning to Fremantle? Thank you!
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Last edited by propbeanie; 07-01-23 at 01:56 PM.
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Old 07-01-23, 11:18 AM   #5570
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Default Welcome aboard!

clone155! on the surface after 4 years 'silent running'!
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Old 07-01-23, 12:09 PM   #5571
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Default KLSS Heian and Miike wont spawn

hey PB,

can remember if i mentioned this previously.

for some reason, the Heian and the Miike will not spawn when they are part of a RGG.
the RGG has a spawn probability of 100% as do these two ships.
Heian is definitely available from 1939 through the end of the war, according to the Roster.cfg file for her. I have not checked the Miike.cfg file.

So...RGG is 100% spawn, Ships are 100% spawn, then why does the game ignore the settings and not spawn these ships?

the ship definitions, both Roster and Sea, are straight from v1.8 and s7rikeback's Maru mods.

 

from the respective Roster.cfg files
[UnitClass]
ClassName=KLCSHeian
UnitType=102
AppearanceDate=19380101
DisappearanceDate=19451001

[UnitClass]
ClassName=MiikeMaru
UnitType=102
AppearanceDate=19380101
DisappearanceDate=19450101
from the mission.mis file
[RndGroup 1]
GroupName=RGG1
Category=0
CommandEntry=2
Long=17154000.000000
Lat=5049500.000000
Height=0.000000
DelayMin=60
DelayMinInterv=2880
SpawnProbability=100

[RndGroup 1.RndUnit 4]
Class=MiikeMaru
Type=102
Origin=Japan
Side=0
CargoExt=1
CargoInt=1
CfgDate=19400101
No=1
Escort=false
SpawnProbability=100

[RndGroup 1.RndUnit 5]
Class=KLCSHeian
Type=102
Origin=Japan
Side=0
CargoExt=1
CargoInt=1
CfgDate=19400101
No=1
Escort=false
SpawnProbability=100


Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
200 Nihon Kaigun v1.3_FotRSU
300 Nippon_Maru_v1.9b_FotRSU
310 Combined Roster
399_NoScrollNavMap
410_Strategic_Map_Symbols
600 - 3000 Yard Bearing Tool (1920x)
999 Flotillas Fix for Argo
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Last edited by KaleunMarco; 07-01-23 at 01:50 PM.
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Old 07-02-23, 10:44 PM   #5572
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Default FOTRSU and Sonar-related CTD

PB,

ran into new CTD's for the first time today, both are related to sonar.

1. the Nav Map was displayed and i went to click on an icon in the toolbar on the lower left of the screen and accidently clicked on the Range to Target icon. there was a slight pause and then CTD.
2. the sonar station was displayed. i clicked on the inner black ring to move the sound head to the desired heading and there was a slight pause and then CTD.
 


i am in the middle of mission #22 or 23 for this career. it is December 1944. i am driving a Porpoise, out of Saipan.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
200 Nihon Kaigun v1.3_FotRSU
300 Nippon_Maru_v1.9b_FotRSU
310 Combined Roster
399_NoScrollNavMap
410_Strategic_Map_Symbols
600 - 3000 Yard Bearing Tool (1920x)
999 Flotillas Fix for Argo
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Old 07-03-23, 11:24 AM   #5573
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Quote:
Originally Posted by KaleunMarco View Post
... for some reason, the Heian and the Miike will not spawn when they are part of a RGG...

 

from the respective Roster.cfg files
[UnitClass]
ClassName=KLCSHeian
UnitType=102
AppearanceDate=19380101
DisappearanceDate=19451001

[UnitClass]
ClassName=MiikeMaru
UnitType=102
AppearanceDate=19380101
DisappearanceDate=19450101
from the mission.mis file
[RndGroup 1]
GroupName=RGG1
Category=0
CommandEntry=2
Long=17154000.000000
Lat=5049500.000000
Height=0.000000
DelayMin=60
DelayMinInterv=2880
SpawnProbability=100

[RndGroup 1.RndUnit 4]
Class=MiikeMaru
Type=102
Origin=Japan
Side=0
CargoExt=1
CargoInt=1
CfgDate=19400101
No=1
Escort=false
SpawnProbability=100

[RndGroup 1.RndUnit 5]
Class=KLCSHeian
Type=102
Origin=Japan
Side=0
CargoExt=1
CargoInt=1
CfgDate=19400101
No=1
Escort=false
SpawnProbability=100


Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
200 Nihon Kaigun v1.3_FotRSU
300 Nippon_Maru_v1.9b_FotRSU
310 Combined Roster
399_NoScrollNavMap
410_Strategic_Map_Symbols
600 - 3000 Yard Bearing Tool (1920x)
999 Flotillas Fix for Argo
OK, be sure and remember that the "DelayMin=60" pushes the initial spawn back one hour, and the "DelayMinInterv=2880" pushes it back a further 2 days, or 48 hours, and that is beyond the GameEntryDate and GameEntryTime. I have built multiple RGG, and have similar results each time:
 










Just be certain of your dates, and that "delay" factor stuff... you can set them both to =1 if you want, but don't forget the number of groups setting if you do that. It might be better to pre-date the ships' appearances by two days before your sub's, if you're doing a single mission... lol

Quote:
Originally Posted by KaleunMarco View Post
PB,

ran into new CTD's for the first time today, both are related to sonar.

1. the Nav Map was displayed and i went to click on an icon in the toolbar on the lower left of the screen and accidently clicked on the Range to Target icon. there was a slight pause and then CTD.
2. the sonar station was displayed. i clicked on the inner black ring to move the sound head to the desired heading and there was a slight pause and then CTD.
 


i am in the middle of mission #22 or 23 for this career. it is December 1944. i am driving a Porpoise, out of Saipan.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU\MODS]

100_FalloftheRisingSun_Ultimate_v1.8
101_FotRSUv18_FixPak
200 Nihon Kaigun v1.3_FotRSU
300 Nippon_Maru_v1.9b_FotRSU
310 Combined Roster
399_NoScrollNavMap
410_Strategic_Map_Symbols
600 - 3000 Yard Bearing Tool (1920x)
999 Flotillas Fix for Argo
I have done several runs in several installs, career and single mission, and while the JP Hydrophone device does not show on the deck (window dressing anyway), I do not CTD at all, whether aiming at a ship, or nowhere near a ship, whether on the surface, at PD, or deep submergence. I don't know what you're getting there or why... The 3k yd bearing tool is a resource hog, but it really should not take you down like that...
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Old 07-04-23, 06:20 AM   #5574
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I want to ask about loop probabilities, as FotRSU seems the only one alive thread for the moment, i'm writing it here. Let's say, the ship do 10 looped patrols in 24 hours and in last point there are the chance to loop or delete the ship, what should be the loop probability in order to delete the ship closer to it's last patrol?
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Old 07-04-23, 08:58 AM   #5575
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Quote:
Originally Posted by Imarider View Post
I want to ask about loop probabilities, as FotRSU seems the only one alive thread for the moment, i'm writing it here. Let's say, the ship do 10 looped patrols in 24 hours and in last point there are the chance to loop or delete the ship, what should be the loop probability in order to delete the ship closer to it's last patrol?
you should get a copy of the Mission Editor User's Guide. it might be uploaded as SHIII but Ubi used the same basic functionality in SH4.
here is an excerpt from Page 72 which relates to your question:
  • Loop to Waypoint: is normally set to “Do not loop”. This means that the unit, on reaching this waypoint, will simply move on to the next one. However, it is possible to set this so that the unit may loop to another earlier waypoint.
  • Loop Probability: is the percentage chance that the unit will go to the alternative waypoint, rather than the next one. A zero percent chance is the same as “Do no loop”, and a 100 percent chance guarantees a loop. This is useful for patrolling ships and chances of alternative routes. See Sections 7.1 and 7.3 for ideas.
  • Radius: defines a circle around the waypoint position. When a ship is going to this waypoint, it actually heads to random point anywhere within this circle. For ships that must traverse a particular path, then this should be zero, but to randomise the courses, this “Radius” tool is extremely useful.
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Old 07-04-23, 11:23 AM   #5576
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Quote:
Originally Posted by KaleunMarco View Post
you should get a copy of the Mission Editor User's Guide. it might be uploaded as SHIII but Ubi used the same basic functionality in SH4.
here is an excerpt from Page 72 which relates to your question:
  • Loop to Waypoint: is normally set to “Do not loop”. This means that the unit, on reaching this waypoint, will simply move on to the next one. However, it is possible to set this so that the unit may loop to another earlier waypoint.
  • Loop Probability: is the percentage chance that the unit will go to the alternative waypoint, rather than the next one. A zero percent chance is the same as “Do no loop”, and a 100 percent chance guarantees a loop. This is useful for patrolling ships and chances of alternative routes. See Sections 7.1 and 7.3 for ideas.
  • Radius: defines a circle around the waypoint position. When a ship is going to this waypoint, it actually heads to random point anywhere within this circle. For ships that must traverse a particular path, then this should be zero, but to randomise the courses, this “Radius” tool is extremely useful.
Yes, i know, but it's the question about experience, i set the probabilities about 90-94% for 24 hours instance and 83-89 for 12 hr based on amount of patrols in this time. All of this in regard to the ships protecting harbours, so i have about 20-25 km distance of 1 loop for 12 hr and 30-40 for 24, all numbers close to 10 loops (patrols) per this time. In FotRSU there are less patrols near harbours (that's why decided to do it), but probabilties, in common, about 10-20% less then i did. I think my numbers are too big, but should be not so small as in FotRSU. Then will be good to know if someone thought about it and checked it. About to find the answer in the internet, i don't realize what i have to write in the search...
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Old 07-04-23, 11:54 AM   #5577
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Quote:
Originally Posted by Imarider View Post
Yes, i know, but it's the question about experience, i set the probabilities about 90-94% for 24 hours instance and 83-89 for 12 hr based on amount of patrols in this time. All of this in regard to the ships protecting harbours, so i have about 20-25 km distance of 1 loop for 12 hr and 30-40 for 24, all numbers close to 10 loops (patrols) per this time. In FotRSU there are less patrols near harbours (that's why decided to do it), but probabilties, in common, about 10-20% less then i did. I think my numbers are too big, but should be not so small as in FotRSU. Then will be good to know if someone thought about it and checked it. About to find the answer in the internet, i don't realize what i have to write in the search...
searching is a good idea. never know what someone has published and the web-search-engines perform better than the forum-search-engine.
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Old 07-04-23, 04:32 PM   #5578
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Default Transfer City

you did it to me...again.

started a career in Treasure island, driving the Nautilus. Mid-April, 1942.
did my warm-up-diving mission and got assigned the Convoy College and Midway as a base.
8000 miles a cross the Pacific for 7 to 10 days of patrol.
by the time we finished our patrol, San Diego became our base.
so, i have to haul it all the way back to the west coast.
in real life, yeah, sure, liberty, stateside.
but this is a game.
now, i have docked and i find out that i have to go through more dive tests.
you need to take a new look at your flotillas.upc.



p.s. i checked out Flotillas and Nautilus is not supposed to be in Sandiego until 1944.
 
ID=F19Nautilus;F19 is San Diego
NameDisplayable=Nautilus Class
AvailabilityInterval= 1944-11-05, 1945-06-06

the CurrentDate is 1942-06-23.
according to Flotillas on this date, we should be assigned to Midway until July 8, but there is a date gap.
 
ID= F5Nautilus;F5 is Treasure island
NameDisplayable= Nautilus class
AvailabilityInterval= 1942-04-12, 1942-04-21
IDFlotillaLinkTransferTo= MidwayCommand

ID= F7Nautilus;F7 is Midway
NameDisplayable= Nautilus class
AvailabilityInterval= 1942-04-22, 1942-06-09
IDFlotillaLinkTransferTo= PearlHarborCommand

ID= F1Nautilus;F1 is Pearl
NameDisplayable= Nautilus class
AvailabilityInterval= 1942-07-08, 1943-12-25
IDFlotillaLinkTransferTo= BrisbaneCommand



so confusing.
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Last edited by KaleunMarco; 07-04-23 at 11:01 PM.
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Old 07-04-23, 10:08 PM   #5579
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Quote:
Originally Posted by KaleunMarco View Post
searching is a good idea. never know what someone has published and the web-search-engines perform better than the forum-search-engine.
You calling me to learn Probability Theory?? ) I think it's not about the theme that is colorfull here, just i played, i sunk about 60000 tons in my first patrol, not FotRSU mod, but any another in SH4, SH5 games - the same, and... that was the reason to modify the game because i was dissapointed when trying to sink the destroyer about 15-25 times on, i don't know, 10 knots (?) speed in TMO like mod. And after that i found out that the best American skippers had 100 000 about in all the time of war. I reduced the probability of the spawn harbour ships about the half, relatively FotRSU numbers, and in all unprotected harbours i set 2 corvettes for the thing that i sink 1, other will react. Still don't know if the airforce can participate in that, but, in my expirience, if i submerged and there are the night time, i'm safe, no matter of depths. And, yes, i understand, that the harbour ships not the target, but... )
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Old 07-04-23, 10:52 PM   #5580
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Quote:
Originally Posted by Imarider View Post
You calling me to learn Probability Theory?? )
nope. it is a round-about way of saying the the forum search engine for finding previous posts is not as good as a browser search, such as Google or Yahoo.

don't read too much into the posts here. we try to inject some humor, from time to time, as this is supposed to be a hobby. in this instance, there was no humor injected, just the facts.
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