SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
02-08-22, 12:42 PM | #4366 |
Sonar Guy
Join Date: Feb 2013
Location: Sarasota Florida
Posts: 391
Downloads: 68
Uploads: 0
|
Xtra torpedo slot in aft reserves
FOTRSU 7P (p3).
2 different career starts: Pearl 12/9/41 Tambor has an empty slot in the after room reserves, was able to put another torpedo there. Cavite, same day, Salmon: same situation.. Is this a new feature in the Mod? Thanks
__________________
I spent the cold war under water. |
02-08-22, 01:15 PM | #4367 | |
Navy Seal
|
Quote:
|
|
02-08-22, 01:57 PM | #4368 | |
Admiral
|
Quote:
M. M.
__________________
|
|
02-08-22, 02:17 PM | #4369 | |
CTD - it's not just a job
|
Quote:
Look in the conning tower, and you will find the "officer" officer... Each shift is different, Battle Stations are different. |
|
02-09-22, 10:41 AM | #4370 |
Mate
Join Date: Mar 2018
Location: Paris
Posts: 60
Downloads: 59
Uploads: 2
|
Hi guys,
Glad to be back on track. Some news on the paint shipyard. The DD reskin is other as for the small units. Here some pict of the set for the CA cruisers. Those are done and send to the team for test. Mogami and Brooklyn are in progress. AGANO CLASS TAKAO CLASS FURUTAKA CLASS BALTIMORE CLASS NORTHAMPTON CLASS
__________________
Against the overwhelming odds |
02-09-22, 11:11 AM | #4371 |
Grey Wolf
|
awesome work!
|
02-09-22, 08:28 PM | #4372 | |
Ace of the Deep
Join Date: Apr 2005
Posts: 1,033
Downloads: 69
Uploads: 0
|
Quote:
Another peculiar thing I experienced is that whenever I left the gun station (say, went to the map or TBT) and back to the gun, it would be traversed to starboard (about 100deg) and I would have to lay the gun on target again. I've upgraded the gun to a 5" and I've just started my next patrol. Testing the gun, it seems to be back to normal - we'll see how it goes. Edit: It appears that the deck gun is back to normal. Last edited by Zero Niner; 02-11-22 at 06:06 AM. |
|
02-10-22, 07:22 PM | #4373 |
Navy Seal
|
Is there a cold weather clothing mod for the crew in latest release?
|
02-11-22, 07:05 AM | #4374 | |
Swabbie
Join Date: Apr 2012
Posts: 13
Downloads: 130
Uploads: 0
|
Quote:
Looks like it's in the AddInModzPak_FotRSUv17, you can find it in the second post of this very thread: https://www.subsim.com/radioroom/sho...93&postcount=2 |
|
02-11-22, 07:19 AM | #4375 |
Swabbie
Join Date: Apr 2012
Posts: 13
Downloads: 130
Uploads: 0
|
Installed v1.7p3 yesterday. Last time I played SH4 was with v1.46. Noticed some stuff has definitely changed, and I'm looking forward to discover that which I have not yet discovered. I'm keeping a very detailed log of my installation procedure and mod usage now, and I'll report back with this step by step log if I see any issues in 1.7p3.
Good job thus far, although I've only just started the first Manila S-boat mission and those used to work pretty good back in 1.46 too so, we'll see what happens further down the line, mission-wise One question though, I got the S-23 (iirc, I'm at work now, can double check when getting home) and patrolling the mouth of Lingayen Gulf as first assignment (my favorite starting mission from 1.46). Neither the mission description nor the icon specified the size of the patrol area. How far out can I be? Also as a side note, when reading the documentation I noticed something I haven't read before, namely the clock drifting issue in the base game when not running the game at 30fps. My heartfelt salute goes to you brave souls out there that actually play SH4 @ 30fps to solve this. I tried it using Nvidias framerate limiter, and I found the gameplay experience to be absolutely horrendous. It's not for the faint of heart. Promptly changed it back to 60fps (which still is kinda sacrilege on a 144hz monitor), I'll just have to deal with possibly overpowered escorts during night time. Last edited by K9us; 02-11-22 at 08:28 AM. |
02-11-22, 04:44 PM | #4376 | |
Navy Seal
|
Quote:
Thanks. Got it. Last edited by Bubblehead1980; 02-11-22 at 06:28 PM. |
|
02-13-22, 12:17 PM | #4377 |
Ace of the Deep
Join Date: Feb 2004
Location: Colorado
Posts: 1,062
Downloads: 397
Uploads: 0
|
Deck Gun Crew Slots Gone
I've been running a career from Cavite (Dec. 8, 1941).
It ran "normal" from Cavite to Darwin to Albany to Bribane with no anomalies that I can see. On 2/5/43 I requested a transfer to Tulagi to see how that would go. By that time I was in Gato. I ran two patrols out of Tulagi and on 4/17/43 received a Conning Tower Cutback, then ran two more patrols out of Tulagi. On 7/19/43 received an upgrade to USS Balao. Ran two patrols in that boat. Midway through the 2nd patrol on 10/2/1943 the base changed from Tulagi to NAB Milne Bay, which was cool to see. Now the problem: got into port on 10/03/43, and was informed that a New Paint Scheme had been applied. Fine, except they make you buy back all the radars, new AA guns, etc. only this time, while it let me upgrade the deck gun to a 4.5 inch Stern Mount (where it had been prior to the new paint scheme), but it took away the crew slots. I've since run two more patrols out of NAB Milne Bay without crew slots for the deck gun. I'm sure I could go tinker in the last save game and add slots, but this is a bug and needs to be "fixed" if it can be fixed. Otherwise, I've never had so much fun with any of the previous mods or versions, FOTRSU or any other. I am starting to see that the dumbed down AI lessens some of the action in that the AI is almost too disinterested. So I'm going to remove that Mod and see how it goes with just the "regular" AI.
__________________
Run Silent, Run Deep, and Sink 'em All |
02-13-22, 12:52 PM | #4378 |
Sailor man
Join Date: Oct 2009
Location: Brazil
Posts: 47
Downloads: 79
Uploads: 0
|
I'm having sound problems. After accelerate time, hit backpace to return time to normal, the engine sound is accelerated.
the only way to stop this change speed and return to previous speed What is happening? recently updated to 1.7 version Last edited by Arsenius; 02-13-22 at 01:08 PM. |
02-13-22, 01:15 PM | #4379 |
CTD - it's not just a job
|
Thanks for the date detailing. Very helpful... The main problem is probably the early command upgrade where you got the Balao in July of 1943 at Tulagi. It has "AvailabilityInterval= 1943-08-01, 1943-10-01", when it then transfers to Milne Bay, with "AvailabilityInterval= 1943-10-01, 1944-05-17", where it then transfers to Manus Island. The missions are set though, that you do not crash or get retired with the early boat, and that really does not seem like it should mess anything else up along the way. However, we also do not have a "new paint scheme" in FotRSU. The paint should change with a conning tower change, and that should be the prompt, but we might be pointing to the wrong menu.txt entry... I don't think we even have a Measure 32 in the UpgradePackSlots... If the game is calling that "logic" somewhere with the Balao, that might be the problem... A very slight possibility is the going from a Gato boat with its bow mount, to the Balao, with its stern mount, and then the game getting confused... Sad thing is, the "upgraded gun slot" and losing of crew positions has been with SH4 since March of 2007 when it was released. Each update they released had a "fix" for the issue, and yet it remains to this day. Something goes wrong in the Save file, and "poof!" the gun slots are among the first things to be lost.
We will dig into this though, because this is the first time I have ever heard of it happening this way. The "upgrading" issue from a 4 to 5 inch gun is well documented, but that paint change message is definitely new. Now for some questions: 1. Did you get a conning tower upgrade when the paint scheme changed? It would look the same as the first, with slight improvements to some of the "slots" for future radar upgrades, but the only noticeable difference would be going from Measure 9 black to Measure 32 grey.Thanks. |
02-13-22, 01:25 PM | #4380 |
CTD - it's not just a job
|
That is the same issue the game has always had. The use of TC sometimes results in this phenomenon, and the S-Boats seem to have more trouble than others. It can also happen that you are underwater, and after the use of high TC, you end up with a diesel sound. It you would though, use JSGME, and then it's "Tasks..." link in the middle of its window, and then choose "Export activated mod list to -->" and choose "Clipboard", and then paste that info into another reply here so we can sort through possible culprits. Thanks.
|
|
|