SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
03-02-21, 08:43 AM | #2806 |
Nub
Join Date: Apr 2009
Posts: 2
Downloads: 85
Uploads: 0
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SH4 FOTRS Ultimate V1.1 vs V1.39?
I was playing and enjoying the mega-mod
FalloftheRisingSun_UltimateEdition_v1.1 and I ran across this newer one 100_FalloftheRisingSun_UltimateEdition_v1.39_EN (1.42 GB) 02-17-2020 So I downloaded the V1.39, 1.4GB mod figured 1.39 was better than 1.1 but after I installation it seems to be reverted to the original game. In the banner at startup it does not say "Ultimate Edition" as it did in the V1.1 release. The Museum was complemented with the newer ships but the game menu and missions were from the original SH4, not V1.1. I do not see the UltimateEdition_v1.1 availiable for download any more. I am confused as to which is the latest version. Thanks! |
03-02-21, 09:31 AM | #2807 |
Chief
Join Date: Nov 2019
Location: Minnesota
Posts: 325
Downloads: 535
Uploads: 1
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Now that 1.26p has been out for awhile, I thought I would give some feedback. Over all, the mod shows a nice polish just getting all the bugs and annoyances out of the way. Overall, the graphics show marked improvement! Ships have better texture, detail and a 3d look to them. I'm finding determining AoB much easier by looking at kingposts and masts.
The sea in FotRSU the best looking of all the megamods! Seriously! It flows and reflects sun light and cloud cover naturally. Clouds have more of a 3d look to them. Heavy seas in a storms move the way they should. 5 out of 5 here The biggest change I've observed is AI. Most large merchants are armed and the crews quite willing to shoot. Enemy crews can sight a periscope head 1500 yds away!! Something I've found interesting, whether it's real or my imagination, gun crews accuracy improves the longer they shoot! This has happened to me a number of times. Spray and pray gives way to loosing my periscope head in short order! Sinking mechanics appear to have changed too. There's much more standing on bow/stern, slow rolls, secondary explosions and overall, slow sinking that coincides with damage. I haven't split any ships into either. It looks cool, but not too realistic. I do use the Bang for your buck mod because I don't think the default model simulates the Torpex warhead well. My opinion. Explosions, smoke and fire are great. If I had a vote for a change, it would be for more smoke from the merchant stacks. It would make spotting easier. That's it. I think the way the mod is maturing is great. The team has done a great job. MacGregor sends Bravo Zulu!
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"It's impossible to make anything fool proof....Fools are too ingenious!" Last edited by Macgregor the Hammer; 03-02-21 at 10:18 AM. |
03-02-21, 10:14 AM | #2808 | |
Ace of the Deep
Join Date: Feb 2004
Location: Colorado
Posts: 1,062
Downloads: 397
Uploads: 0
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03-02-21, 10:23 AM | #2809 |
Swabbie
Join Date: Jan 2021
Posts: 6
Downloads: 13
Uploads: 0
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Just wanted to say, love the mod, just wondering if there are any plans to rework AI submarines; it seems they are just destroyer AI with a new coat of paint, which gets slightly comical when you have to use more than 1 torpedo on a barely 2,000 ton sub, or running across a midget sub in the middle of the Sea of Japan that suddenly begins chasing you down with active sonar....
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03-02-21, 10:27 AM | #2810 |
Ace of the Deep
Join Date: Feb 2004
Location: Colorado
Posts: 1,062
Downloads: 397
Uploads: 0
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Unusual Guadalcanal Experience
In my firsat patrol out of Fremantle in Thresher on 6/29/42 I went to the assigned area in the Makassar Strait at the Northern choke point. After completing all objectives there, I had almost no torpedos left, and since it was now August, decided to head to Brisbane for a restocking and possible targets up around Guadalcanal.
I restocked and reprovisioned at Brisbane on August 12 and then headed North. Upon arrival in the "canal" vicinity, I took up a position about 8.5 miles West of Savo and 8.5 miles North of Guadalcanal (Cape Esperence?). Here's the strange part. Other than routine air patrols at various times daily from both NNW and SSE, I saw nothing for the next 2 months! Not one ship of either navy. I saw Henderson Field open up on September 12, and the base at Tulagi open on October 15. Otherwise, nothing. No ships, just planes. I tried going to the other end of Guadalcanal - still nothing. Radar and Sonar saw no ships! I finally just gave up on game date November 5, reloaded a save from when I was at the Makassar choke point, and finished the patrol from there. Is it possible I "broke" something by just hanging around? I doubt I was in their spawning spot, because in previous careers I have been steamrolled by strings of IJN supply ships and other DDs from that very spot. Or might it be an effect of the Tulagi stuff you are working on? Generic Mod Enabler - v2.5.0.150 [G:\Ubisoft\Silent_Hunter_IV\MODS] 100_FalloftheRisingSun_UltimateEdition_v1.39_EN 399_NoScrollNavMap 450_Lite Fog v2 + 300' Underwater Visability 452_MoonlightzSonarLines 801_UMark Invisible 901_strategic_map_symbols FotRSU_NipponMaru_Public_Beta_v1.1_Build
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Run Silent, Run Deep, and Sink 'em All |
03-02-21, 10:33 AM | #2811 | ||||
CTD - it's not just a job
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03-02-21, 11:56 AM | #2812 |
Commander
Join Date: Sep 2020
Location: Oregon, USA
Posts: 58
Downloads: 83
Uploads: 0
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Thank you for your reply propbeanie. Now I know why I could not find a reference to the numbers. I also have found with v139, that the titan gets holes in it's hull. when attacked. Good job gentlemen.
Again thank you for your assistance with the files. Have a good one Comder
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03-02-21, 12:14 PM | #2813 |
Chief
Join Date: Nov 2019
Location: Minnesota
Posts: 325
Downloads: 535
Uploads: 1
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"Copy that. The team appreciates that. Version 1.39 is even better, so long as you do not transfer into one of the Advance Base locations... sigh - We are currently working on the next release, and are already about a month behind on releasing it, due to issues with the Flotillas file (the Advance Bases are not cooperating). Doing another build this evening, with hopefully a full set of working Flotillas... "
I have considered rev'ing up to 1.39. The rubs are giving up a career and the mod limitation. I guess I could set-up another iteration of FotRSU @ 1.39 and see if I like it. I'll think on it....
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"It's impossible to make anything fool proof....Fools are too ingenious!" |
03-02-21, 01:33 PM | #2814 | |
Admiral
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Have to say, that despite not being able to utilize the add in mods (outside of adding in the Nippon Maru 1.. that is) is NOT all bad. Yeah, it may be of losing progress with doing so, not 100% sure that upping from a later version to v1.39 is back compatible... thus far, haven't had any issues with following the chain up to this point so far, until just prior to 1.39 from the 1 before it. The only down side (for Me, at any rate...) I wear glasses & could really use having more.. upsizing when using either the Uzo, bino's or the peri... which (heck, has been a bit since I've used it, can't recall the name of it right off..) mod to have that. Another mod I used was making it so the telegraph, Compass & the depth gauges dials were bigger helped.. those are what I miss most. Outside of that, if I remember right, I did explain on how to do more than 1 copy so if you remember that, can do that without any issues. If you need a refresher, hit Me up & I'll gladly go back over it with ya.. No charge.. Sorry, Me weird sense of humor shows up at odd times.. M. M.
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03-02-21, 02:56 PM | #2815 | |
Silent Hunter
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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 |
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03-02-21, 06:15 PM | #2816 | |
Silent Hunter
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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 |
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03-02-21, 10:39 PM | #2817 | ||
CTD - it's not just a job
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You fellers must have been posting while I was replying earlier... Anyway
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The AI Subs are basically "destroyers". That is all the game allows. We wanted them to be more than "docile", which is all they are in Stock. There are submerged submarines available in the game, but we felt that wouldn't be "sporting" to have any of them active, and to let a player make the choice with an add-in mod later in the mod cycle. As for the active sonar, we hadn't even noticed that yet, but that will "die". We'll keep their hydrophone, so they can track you. Remember though, submarines shoot torpedoes! The sub damage models have been worked on multiple times, and since they are formerly player-controlled subs, they are still a bit on the strong side, but remember, subs did have water-tight compartmentalization, especially when at Battle Stations - well, except the Ko Hyoteki... might be a bit difficult to do that with them... Quote:
Edit: I should qualify that torpedobait, with a "between late August 1942 and late December 1942 for the Tokyo Express, but throughout the Campaign for the Task Forces... Last edited by propbeanie; 03-03-21 at 01:14 AM. |
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03-03-21, 03:29 AM | #2818 |
Seasoned Skipper
Join Date: Jun 2007
Location: Bremen/Germany
Posts: 749
Downloads: 71
Uploads: 1
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Hello Captains,
great work at all. Since my last visit here at Subsim from 08.10.2017 my life changed hard. I wanne thank the team for keeping FOTRS alive. Best regards from Germany and no, i dont wear a mask in my sub MadMax
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AOTD is gone, iam the last survivor ........ |
03-03-21, 10:47 AM | #2819 | |
Ace of the Deep
Join Date: Feb 2004
Location: Colorado
Posts: 1,062
Downloads: 397
Uploads: 0
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You have so much to do that I would not encourage you to spend any time on it until other things are done. It will move up in severity when others encounter it - otherwise it's just something in my doings, although I can't imagine what.
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Run Silent, Run Deep, and Sink 'em All |
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03-03-21, 05:54 PM | #2820 |
Chief
Join Date: Nov 2019
Location: Minnesota
Posts: 325
Downloads: 535
Uploads: 1
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Here's the list of my FotRSU mods. The team can tell me where or not the under lying issue has been addressed in 1.39:
Nice, but I could get by without: 452_MoonlightzSonarLine 901_Strategic_Map_Symbols CSL Custom Map Colors -I'm old and don't see well so having deep water light blue makes it a lot easier to see lines. EZ Plot V1.0 HighContScope Webster's Easy to Read Game Text Webster's Missing Voices I would really like to hang on to: FOTRSU Position Keeper Tweek UStorp125plus150 Webster's New Sonar View Webster's Smaller Clock Needles Almost a deal breaker: Bigger Better Protractors Webster's Ship Maneuvering Fix -The sub acts like a sports car without it! 3000 Yard Bearing Tool 454_EasyAOB_FotRSU + Manual Range and Mast Height Dial Fix -The TDC is really difficult to use without it. I don't have a large amount of mods. Like Einstein said "Keep things as simple as possible, but no simpler"
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"It's impossible to make anything fool proof....Fools are too ingenious!" |
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