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06-25-21, 06:08 PM | #3526 | |
Argentinian Skipper
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Regards. Fitzcarraldo
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My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
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06-25-21, 07:01 PM | #3527 | |
Admiral
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Ok, thanks for that info. M. M.
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06-25-21, 07:26 PM | #3528 |
Watch
Join Date: Nov 2012
Posts: 26
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So I've got a new question... in the past I'd always run with either Pacific Environment 4 or Real Environment (whichever seemed best at the moment), but that was a long time ago. I've noticed that FOTRS modifies many of the files these modify, so I'm wondering if either is compatible with FOTRS?
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06-25-21, 08:07 PM | #3529 | ||
CTD - it's not just a job
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The v1.46 mod, no other mods Preview, with "Preview_EnlistedFix" added I do not think the darker nights mod did that to you, but that you have some other corruption in the Save folder... by the by fellows... that OAKsHudGauges mod folder structure is incorrect... there is a mod inside of that mod also... we'll get that sorted with the release version... |
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06-25-21, 08:26 PM | #3530 | |
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Join Date: Nov 2012
Posts: 26
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Ok, thanks for the quick response |
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06-26-21, 07:01 AM | #3531 | |
Ensign
Join Date: Dec 2009
Location: NC
Posts: 225
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Early Radar
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With the Preview 16, at the beginning of my third patrol, 21Mar1942 from Pearl Harbor. The cost was 300 renown for SJ Radar on my boat, the USS Pickerel SS-177, a porpoise class boat. I normally turn off the radar when in port but, outside the green circle, I turn it back on. It function correctly. I also added some mods from the AddIn Modz Pak from the Preview 16. Larry
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06-26-21, 07:26 AM | #3532 | |
Ace of the Deep
Join Date: Feb 2004
Location: Colorado
Posts: 1,062
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Spent almost the whole trip in a small town 60 miles SSE of Grand Junction. Lovely place. In a valley and surrounded by mountains. Moving there this winter. Can't wait!
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Run Silent, Run Deep, and Sink 'em All |
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06-26-21, 08:18 AM | #3533 |
Argentinian Skipper
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In Mare Island (after trials and "end patrol") with 1.46, New SJ radar, I spent 300 points. All OK and departing for Pearĺ. April 21, 1942..
Regards. Fitzcarraldo
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My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
06-26-21, 09:45 AM | #3534 | |||
CTD - it's not just a job
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That is my kind of country... I love the Durango / Telluride area and the old DRG&W narrow gauge there. The history of that is not the prettiest, but the country sure is. The San Juan mountains are absolutely gorgeous... but then, so are the Grand Tetons, and several dozen other mountain ranges... including the Ozarks and Appalachian chains, etc... lol - I love hills, rocks & trees. Too bad one can't make a living off of looking at them - I'd be great at that... |
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06-26-21, 11:58 AM | #3535 |
Ensign
Join Date: Dec 2009
Location: NC
Posts: 225
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Ahoy Skippers,
At the beginning of my third patrol in a porpoise class boat, I was able to purchase a SJ radar. I just completed my third patrol and I was offer a new command of a Tambor class boat. As always, I lose the radar and can't purchase one until the end of that patrol. This time, I saved while in the office instead of when I'm on the other side of red circle. After reloading the save, I was able to purchase the SJ radar for 150 of renown. Just thought I report this. Larry
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06-26-21, 01:41 PM | #3536 |
Swabbie
Join Date: Apr 2021
Posts: 12
Downloads: 30
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btw how dark night is going to be in this new mods. TWoS tier dark or SH3 h.sie dark of darkness? Like here
I'm still have mixed fillings about all those dark nights mods and how realistic they're gameplay wise. No way large convoy can maneuvering with absolute 0 visibility, but they do. |
06-26-21, 04:37 PM | #3537 | |
Navy Seal
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Difficult to tell from a screen shot and the orange marker throws me off also bu. The darker night mod a member shared and I've implemented into TMO is most realistic I have seen. The default nights in SH 4 are way too light, done I am sure so its easy for player to track and target at night since they didn't bother give a realistic radar, but it completely nerfed an important part of submarine warfare in WW 2 in night surface attacks. Submarines were difficult targets to spot, track, attack on the surface, especially at night yet that element was missing. With the mod, things are more in line with reality. Yes, it is more difficult more player to visually track and target at night from long distances but it is possible, but in TMO at least, have the 3DC TDC Radar mod implemented which makes it easy without map contacts enabled. Frankly, once I modded things I really had to adjust my tactics and expectations in these attacks. Player sort has to assess situation best from visuals and radar, sound info can get and move in to attack. Find best target can, attack, and go from there. With map contacts enabled, its even easier. However, there is no zero visibility, its pretty much in line with my experience boating and sailing and what have heard from others that on open ocean it is difficult to see other vessels at night unless they have running lights on and even then can be a challenge. Moonlight is a major factor, if its a full moon, visibility for both player and AI improves. The visual settings in sim.cfg also require tweaking with the darker nights, if light factor is set too high, the enemy is blind, too low they have superhero vision lol. Without darker nights mod, can change these settings to pull off the attacks but then they are just blind and things are so easy, sim gets boring. Before had the darker nights mod, was testing the default nights with some sim.cfg changes and lol could get within 300 yards of an escort set to veteran. it was sad. lol Really though, a whole new thrill is when large convoys are running in 1944- early 45 and can work inside the screen, attack, and evade escorts to get out, at times under fire. Relying on the element of surprise, speed, and darkness of night to aid in this, a lot of fun. Not possible without the darker nights mod. |
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06-26-21, 05:17 PM | #3538 |
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I've not yet found anything to shoot at yet, but the constant reminders to only use the correct number of torpedoes has me wondering if early war commanders knew just how likely their torps were to be duds and as a result fired more than needed just to be safe, or did they not really know the extent of the issue and often find themselves running to hide after firing 1-2 duds?
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06-26-21, 07:16 PM | #3539 | |
Admiral
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Given the nature of supply/resupply... going in, early on... I believe the reasoning behind the governing of torp use was based on the time it would take for a supply to be sent abroad, added to that, of not knowing just how the area to deliver them was going to be in who's hands.. ours or theirs. Not at the time, the fact that a lot of them were duds. Live fire training I don't think, was really in effect back then... then you add in the following: ''In the inter-war years, financial stringency caused nearly all navies to skimp on testing their torpedoes. Only the Japanese had fully tested torpedoes (in particular the Type 93).'' So, penny pinching bean counters, were the ones to blame for shoddy torpedo's that the boys serving on fleet boats had to thank for the issues with their torp's... yet, they took the brunt of the blame for their failures. Sadly, no bean counters heads rolled for that snafu... which their heads should have been rolling , leaving their shoulders lonesome... But.. I digress.. so, logistics would be the reasoning behind the orders to be stingy on the use of torp's... at the start, not the foreknowledge of the travails & troubles with them. M. M.
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06-27-21, 06:34 AM | #3540 |
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I've run into an issue where many of the Japanese ships are completely black as if they are missing textures. I'm currently using FOTRS 1.46 + Nippon Maru 1.2.1, which as supposedly compatible, but it seems like the issue might be between these two mods as its the Japanese ships that are affected. I've tried uninstalling all the mods and reinstalling them as well as deleting my saves and doing the same again, but to no luck. To that end, has anyone seen this before and if so, how can I fix it?
Thanks PS: Here is my current mod list in case anyone can see any additional issues and/or other causes for this issue Code:
100_FalloftheRisingSun_Ultimate_v1.46_EN Nippon_Maru_v1.2.1 Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.46_EN EAX_SoundSim_FOTRSU_1.46 Speech_Overhaul New Sounds for Fleetboat_Interior-Officer Quarters mod Enhanced Sounds for SH4 Carotio_IntercontinentalRadioPack 452_MoonlightzSonarLines 454_EasyAOB_FotRSU 901_Strategic_Map_Symbols FOTRSU_1.46_SUB_SKINS_IN_4k Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter ^^ torpd tex fix for FotRSU Splash_effect_DC_bombs_bullets_shells_1.0_for_FOTRSU Periscope wake splash for FOTRSU Aircraft_reflections TMONewDepthChargesType2 EDIT: So after closer inspection, its not actually "many" ships, but specifically the Heiyo Maru troop transport and I was just seeing multiple instances of it and had difficulty identifying them without textures. Not sure if this is something to bring up here or on the Nippon Maru thread, or even somewhere else entirely. EDIT2: Another thing to note is that this only seems to occur while out on campaign as the ship looks just fine in the museum (I don't know about one-off missions as I've not found the ship in one yet). Last edited by AviatorMan; 06-27-21 at 08:23 AM. |
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