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Old 05-28-23, 09:50 PM   #5506
KaleunMarco
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Originally Posted by propbeanie View Post
That is part of the problem with the game. If you make it to where the ST Radar is listed, it will "kill" the SJ... So in actuality, it will not be visible, other than the over-sized periscope head, and "Radar contact:" reports that do not show on the A-Scope or the PPI, but do show on the NavMap when you raise the Observation Periscope while submerged. It is a vain attempt to not make it into a super-radar... - You should still have a rotating SJ antenna (actually, the "Improved" SJ) - if it applied correctly. If it did not, you might have ST functionality that shows on the PPI, no rotating SJ antenna showing, but you do have the functioning radar... Available only on the Gato, Balao & Tench. However, it needed the conning tower upgrades to "attach" the new Observation Periscope to, but was very iffy on all but the Tench... The entire shmear is changed for the next release, and seems to function better - but still needs the conning tower upgrades... I very much detest the way SH4 does conning towers / turms... sigh
well, the SJ-1 surface radar sucks.
it has worse performance that its precessessor.
so, i took advantage of the availability of the SV Surface Radar and we will see what that does in comparison to the older models.
previously, the SV radar caused the periscope to rotate but i heard a rumor that the modders fixed that.

we shall see.
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Old 05-29-23, 11:17 AM   #5507
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Hmmm... - worse performance?... Let me make certain we hadn't borked the links for the radar devices... In the meantime, the SV is the "elite" air search, while the ST is the periscope radar. There should be no rotating, unless you do it yourself. CapnScurvy "fixed" that quite a while ago. If the game would only cooperate with conning tower upgrades, all (almost all) would be well in the mod... - if the ST is in fact "active", its range is much shorter than either SJ or SJ-I, and that might be the issue. Be certain you have lowered your Observation Periscope when it is not needed. If doing a periscope patrol, use the Attack Scope for that... The game can only do one sensor at a time, and ST has the priority when it is applied... which is why we changed the config for the next release...
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Old 05-29-23, 12:19 PM   #5508
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Hmmm... - worse performance?... Let me make certain we hadn't borked the links for the radar devices... In the meantime, the SV is the "elite" air search, while the ST is the periscope radar. There should be no rotating, unless you do it yourself. CapnScurvy "fixed" that quite a while ago. If the game would only cooperate with conning tower upgrades, all (almost all) would be well in the mod... - if the ST is in fact "active", its range is much shorter than either SJ or SJ-I, and that might be the issue. Be certain you have lowered your Observation Periscope when it is not needed. If doing a periscope patrol, use the Attack Scope for that... The game can only do one sensor at a time, and ST has the priority when it is applied... which is why we changed the config for the next release...
there is no ST-radar on-board the Gato. i have searched .sns, .eqp, and .upc as well as the ActiveUserPlayerUnits. no mention of ST. Ubi eam, miror?
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Old 05-29-23, 03:33 PM   #5509
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Just a recent experience, no bug implied. So I finally realized that Nippon Maru and Nihon Kaigun were badly applied and weren't working, fixed that and restarted a campaign. S-boat in the Aleutians, first patrol. While transiting to the assigned area (quite far from the islands, by the way), I decide to check a contact report that was, strangely, regularly applied. It tyrned to ba a B-type Japanese submarine. I torpedoed the thing from a point-blank range, sticking to the historical practice of launching a full volley on a submarine. I fully expected some of my torpedoes to miss but the target actually ate all four fish. Now, as far as I know, no ww2 sub was able to survive a torpedo hit and four of them should blow the target to smithereens. This sub certainly sank, but very slowly. I got the log entry and the credit at the end of the patrol but no sinking mark appeared on the map.

Still, quite an exciting start! Too bad the next patrol was entirely in empty seas.
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Old 05-30-23, 04:07 AM   #5510
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Still, quite an exciting start! Too bad the next patrol was entirely in empty seas.

When I was doing a trailer to my campaign, I run into something similar. I met a B-class next to Hokkaido, and torpedoed it, with two hits. It had holes in it, so I could see inside - but it was, in very rough seas, still sailing away....


(which is why it didn't make trailer. That, plus it was at night and YT hates dark videos).
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Old 05-30-23, 11:04 AM   #5511
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Default 1945 Guard Mission near Marcus

hey PB,

when you get a mo, please take a look at the 1945 Guard Mission near Marcus.

the "survivors" are supposed to appear on 5/9 but i was in position from 5/1 to late on 5/10 and nada. no one showed up except a couple of annoying IJN Zeros.

thanks,

km
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Old 05-30-23, 12:28 PM   #5512
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Originally Posted by Kpt. Weyprecht View Post
Just a recent experience, no bug implied. So I finally realized that Nippon Maru and Nihon Kaigun were badly applied and weren't working, fixed that and restarted a campaign. S-boat in the Aleutians, first patrol. While transiting to the assigned area (quite far from the islands, by the way), I decide to check a contact report that was, strangely, regularly applied. It tyrned to ba a B-type Japanese submarine. I torpedoed the thing from a point-blank range, sticking to the historical practice of launching a full volley on a submarine. I fully expected some of my torpedoes to miss but the target actually ate all four fish. Now, as far as I know, no ww2 sub was able to survive a torpedo hit and four of them should blow the target to smithereens. This sub certainly sank, but very slowly. I got the log entry and the credit at the end of the patrol but no sinking mark appeared on the map.

Still, quite an exciting start! Too bad the next patrol was entirely in empty seas.
The patrols to the south of Dutch Harbor, were pre-Midway for the most part, and when you encounter a JyunsenB out there, they are supposedly "scouting" Dutch Harbor and the surrounding area. As for the Aleutians traffic, it is a strange mix. After Midway, you will see the occasional convoy to or from Attu and/or Kiska. However, they go directly from Paramushiro initially, to moving to the north side of the islands to avoid US surface and air traffic later. The further north, the worse the weather, and the better your "cover". At least, in real life it is. The weather up north is entirely too nice in the game...


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Originally Posted by smm View Post
When I was doing a trailer to my campaign, I run into something similar. I met a B-class next to Hokkaido, and torpedoed it, with two hits. It had holes in it, so I could see inside - but it was, in very rough seas, still sailing away....

(which is why it didn't make trailer. That, plus it was at night and YT hates dark videos).
The "B" escort, hit in certain areas, might go down with one torpedo, the "B" sub will take at least two, sometimes three. We re-visited the AI subs' damage zones for the next release in an attempt to make them slightly less "robust". It is a tough balancing act though, because if we go too far, then they sink, and don't come back up just from high waves... - also, another thing to remember about torpedoes in FotRSU, is that they can detonate, but not give you the full effect of the detonation. You might have a pre-mature detonation that looks like it hit the ship, but is actually a few yards away from the hull, or you might have a detonation, but instead of being just below the hull, it is quite deep below the hull. You might also have a "weak" detonation, where the torpex (in theory) did not ignite properly, all related to "dud" settings. The problem is the mod only has one "torpedo explosion" image...


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Originally Posted by KaleunMarco View Post
hey PB,

when you get a mo, please take a look at the 1945 Guard Mission near Marcus.

the "survivors" are supposed to appear on 5/9 but i was in position from 5/1 to late on 5/10 and nada. no one showed up except a couple of annoying IJN Zeros.

thanks,

km
Looking now, and... the scenario does not have any triggers, with the planes and the rescue rafts already being "active" when you start the mission... there are also only a few of the rescue rafts, all north of the island, just for a "cheat" hint... If there was any rough weather, they might all have sunk. That is one of the missions I want to change, and set-up with spawn triggers to start the planes and the rafts at different times, based upon when the player arrives. The way it is set now, is the old way, and the "target" might disappear before you get there. Probably the "quick fix" would be to have them "report" their position after a given time, and you would then see a little box "survivor" show on the NavMap whenever they report in... btw - that is Guard Marcus Island 02
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Old 05-30-23, 02:17 PM   #5513
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Looking now, and... the scenario does not have any triggers, with the planes and the rescue rafts already being "active" when you start the mission... there are also only a few of the rescue rafts, all north of the island, just for a "cheat" hint... If there was any rough weather, they might all have sunk. That is one of the missions I want to change, and set-up with spawn triggers to start the planes and the rafts at different times, based upon when the player arrives. The way it is set now, is the old way, and the "target" might disappear before you get there. Probably the "quick fix" would be to have them "report" their position after a given time, and you would then see a little box "survivor" show on the NavMap whenever they report in... btw - that is Guard Marcus Island 02
ok, i edited the mission and had the rafts/survivors report their position every 10 minutes which allowed us the opportunity to find them and pick them up.

a couple of questions, if i may:
1. the objective was to pick up three (3) survivors. the first survivor raft had three bodies and so the objective was completed. how did we get a three-man raft? i have never seen that previously. the remaining rafts/survivors were one man only.

2. how would one "trigger" a raft/survivor? i understand how entry/exit dates work within a mission but i do not see how one would would use triggers/events to trigger a unit/group/RRG.
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Old 05-30-23, 07:16 PM   #5514
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ok, i edited the mission and had the rafts/survivors report their position every 10 minutes which allowed us the opportunity to find them and pick them up.

a couple of questions, if i may:
1. the objective was to pick up three (3) survivors. the first survivor raft had three bodies and so the objective was completed. how did we get a three-man raft? i have never seen that previously. the remaining rafts/survivors were one man only.
We created a "survivor" clone, but made it a raft with a loadout of various numbers (1-3??) - I think... I'm not at the correct computer to verify that, but it is a clone of a survivor. I did not realize it would count it as 3 though...
2. how would one "trigger" a raft/survivor? i understand how entry/exit dates work within a mission but i do not see how one would would use triggers/events to trigger a unit/group/RRG.
OK, so your test mission here will run during July 1945 let's say. You have a Lifeguard Objective already entered for a Lifeguard Zone of however big - don't make it too big - and you have your orders, whether a regular mission assignment or a dynamic miss add. You have peppered a few liferaft survivors, and some single survivors through-out your area, and assigned your renown award for picking-up however many you set it to. All just like a regular mission. Now, it is actually easier to only have inserted the one survivor of a given type, and not set anything else up, because you can set the one's config, and then copy and paste more from the one. But since your mission is assigned in late June or July, and it might be August before the player decides to get there "oh my gosh! the war is about to end! I had better hurry!!!" What you do is set the GameEntryDate for your survivors (or whatever you are going to spawn) to something past the game, such as 08-31-1945 (1945-08-31??) to where they do NOT spawn while the player is there in his boat until you want it to. Now you can "copy" that lifeboat, and <Ctrl><V> to paste is however many times you want / need.

Let's say you have a 24nm radius circle (44.5km) Objective MapZone - remember, the game uses kilometers... The player has to be inside that 48nm circle to pick-up the survivors and have it count toward their renown. Make yourself another MapZone, larger than the Objective one, such that the player is at least 32nm away from the closest survivor. I would double the size of that Objective MapZone, and then stay away from the edges of the first Objective MapZone with your survivor placements. So make the next MapZone about 48 or 50nm radius (90-92km). In the "Triggers" dialog, make a Trigger, name it whatever you want, and set it to "Reach Zone", and then choose your larger MapZone. I will sometimes (if I think about it) name it "Trigger"...

In the Events dialog, make an Event and name it uniquely, such as SpawnBoat01. Set the trigger to "Trigger" or whatever you named it. For "Event type" drop-down, choose the "Update Instance". That should "populate" the "Instance" window about in the middle of the dialog. Use the drop-down and choose your "target" spawn boat. Add an event and that same trigger for each of the boats to spawn, and choose the boat in the Instance dialog. Save often! That's it. If you open the file in a text editor, you will see the GameEntryDate as beyond your mission. But look a few lines down, and you will see the GameAvailabilityDate, which will match the CfgDate of the item, and in theory, the Date of the mis file in the top header. If need be, you can also change those, but nothing below can be of an earlier date than the one above, so it is best to have a mission date, CfgDate and Availability date all be the same to avoid troubles - oh, and the CfgDate has to be the 1st of a month... the game will always put that back... Did I forget anything?? Oh, you cannot use an RGG for spawning... it would be really nice if you could, then you can have some variability in what you spawn, but oh well...
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Old 05-30-23, 08:09 PM   #5515
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Did I forget anything?? Oh, you cannot use an RGG for spawning... it would be really nice if you could, then you can have some variability in what you spawn, but oh well...
thank you!

i've been assigned our final mission of the war and it is a Lifeguard mission somewhere west of Iwo.

i think i will make a copy of that that try out your suggestion above, just for grins, and see if it works as you describe it.

i'll let you know if you forgot anything.

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Old 05-30-23, 09:22 PM   #5516
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Did I forget anything?? Oh, you cannot use an RGG for spawning... it would be really nice if you could, then you can have some variability in what you spawn, but oh well...
ok, so the next mission was Lifeguard ChiChi Jima which is just about exactly what you described in your post above.

so, we shoved off and saw a lot of IJN a/c, almost all of them at night. The little-buggers dropped explosives on me. How rude!
it's tough to make out details because of the darkness.
the first flyover, one of the a/c exploded or collided with his wingman.
that is the top circle. the bottom circle is whatever they dropped.
needless to say, both missed us.



now, the bad news.

the downed flier no-showed us.

i went back and reviewed the mission and the downed flier is the only a/c that you never spawned.

so, i added a trigger or two and an event or two in order to get the raft to spawn. shoving off very shortly to repeat the mission.
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Old 05-30-23, 09:45 PM   #5517
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ok, so the next mission was Lifeguard ChiChi Jima which is just about exactly what you described in your post above.

so, we shoved off and saw a lot of IJN a/c, almost all of them at night. The little-buggers dropped explosives on me. How rude!
it's tough to make out details because of the darkness.
the first flyover, one of the a/c exploded or collided with his wingman.
that is the top circle. the bottom circle is whatever they dropped.
needless to say, both missed us.


now, the bad news.

the downed flier no-showed us.

i went back and reviewed the mission and the downed flier is the only a/c that you never spawned.

so, i added a trigger or two and an event or two in order to get the raft to spawn. shoving off very shortly to repeat the mission.

it still didn't spawn.
rats.

i'm going to sleep on it.
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Old 05-31-23, 10:05 AM   #5518
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In most of the Chi-Chi missions, the boat is there and probably difficult to find. Only some of the planes are set to spawn. There is at least one where you will not find any survivors, which of course did happen, when either no one was shot down in the assigned area, or there were no survivors in any of the crashes.
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Old 05-31-23, 01:22 PM   #5519
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In most of the Chi-Chi missions, the boat is there and probably difficult to find. Only some of the planes are set to spawn. There is at least one where you will not find any survivors, which of course did happen, when either no one was shot down in the assigned area, or there were no survivors in any of the crashes.
yeah, but i set up a specific raft to spawn and it didnt.

i wonder if i should spawn a survivor rather than a raft.
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Old 05-31-23, 08:16 PM   #5520
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Originally Posted by propbeanie View Post
In most of the Chi-Chi missions, the boat is there and probably difficult to find. Only some of the planes are set to spawn. There is at least one where you will not find any survivors, which of course did happen, when either no one was shot down in the assigned area, or there were no survivors in any of the crashes.
Quote:
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yeah, but i set up a specific raft to spawn and it didnt.

i wonder if i should spawn a survivor rather than a raft.
a survivor did not do any better than the raft.

so, there are multiple plane-units that spawn and an awful lot a IJN groups of planes spawn, but none of the raft/survivors spawn, using triggers and events.

the only way i could get the raft/survivors to spawn was the old-fashioned way: by eliminating the triggers/events for them and manipulating the Entry Date on the Unit Properties.
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