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Old 10-29-21, 03:33 AM   #3901
stellaferoxx
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Default Torpedo firebutton doesn't work

Hi,

Installed vanilla SH4 Gold Edition (with U-boats) and tried torpedo tutorial. No problem there.
After that installed version 1.46 FOTRS, LAA-ed etc and tried torpedo tutorial again. Firebutton doesn't fire the torpedo. Nothing happens.
Uninstalled the whole thing and repeated every step. Still the same problem.

Any help would be appreciated. Thx!
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Old 10-29-21, 07:13 AM   #3902
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Quote:
Originally Posted by stellaferoxx View Post
Hi,

Installed vanilla SH4 Gold Edition (with U-boats) and tried torpedo tutorial. No problem there.
After that installed version 1.46 FOTRS, LAA-ed etc and tried torpedo tutorial again. Firebutton doesn't fire the torpedo. Nothing happens.
Uninstalled the whole thing and repeated every step. Still the same problem.

Any help would be appreciated. Thx!
Ahoy, stellafoxx....



This... issue... isn't an issue... or a bug...

Likely, the "button", isn't WORKING... due to... the fact that you "have" to manually open up the torp tube door/s... BEFORE you can fire the torps....

This aint you're gram ma's SH3 here...

To open the tube doors... is hitting the "Q" key...

Hope this info helps...



M. M.
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Old 10-29-21, 07:41 AM   #3903
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As answered in the regular SH4 section Torpedo firebutton doesn't work in FOTRS 1.46, it could be that he is using the <Enter> key, as opposed to the key combo <Ctrl><Enter> combo that's causing his frustration, in addition to failing to open the tubes, which indeed does influence the fire button.
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Old 10-30-21, 11:06 AM   #3904
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Thx guys,

The "Q-button" indeed did the trick.
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Old 10-30-21, 11:58 AM   #3905
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Quote:
Originally Posted by propbeanie View Post
As answered in the regular SH4 section Torpedo firebutton doesn't work in FOTRS 1.46, it could be that he is using the <Enter> key, as opposed to the key combo <Ctrl><Enter> combo that's causing his frustration, in addition to failing to open the tubes, which indeed does influence the fire button.
You know I disabled auto fire on all the boats in TMO, so player has to manually open tubes or nothing happens when hit ctrl+enter. Did this to prevent accidental launches and for immersion/realism factors. Apparently I forgot to mention it in the README. Somewhat surprised have not had similar questions. lol
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Old 10-30-21, 05:38 PM   #3906
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You know I disabled auto fire on all the boats in TMO, so player has to manually open tubes or nothing happens when hit ctrl+enter. Did this to prevent accidental launches and for immersion/realism factors. Apparently I forgot to mention it in the README. Somewhat surprised have not had similar questions. lol
Likely, because most of the users of your mod set, are already used to that, Bublehead1980...



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Old 10-30-21, 05:54 PM   #3907
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Quote:
Originally Posted by Mad Mardigan View Post
Likely, because most of the users of your mod set, are already used to that, Bublehead1980...



M. M.

True
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Old 11-03-21, 04:10 PM   #3908
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Is there a MS/32 paint version of the AI static fleetboat? Fi not, can we get one?
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Old 11-03-21, 09:17 PM   #3909
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Do you mean like this fake one




or a real one, with a darker grey in there also, behind the conn




Some of the player boats (class dependent) have the black further forward, like the Pampanito model above, but I'm not certain any have the dark grey area... The AI boat in FotRSU is a copy of the Tambor class, if I am remembering correctly...
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Old 11-04-21, 05:35 PM   #3910
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Quote:
Originally Posted by propbeanie View Post
Do you mean like this fake one




or a real one, with a darker grey in there also, behind the conn




Some of the player boats (class dependent) have the black further forward, like the Pampanito model above, but I'm not certain any have the dark grey area... The AI boat in FotRSU is a copy of the Tambor class, if I am remembering correctly...

Well most accurate possible, I mean its for static so log as its in ballpark.
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Old 11-10-21, 10:53 AM   #3911
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Default Question additional environment mod

I recently started playing SH4 with FotRSU Mod and its great! Question: Which environment mod was used within FotRSU? Should I install additional mods for the environment to further improve/alter the visuals?
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Old 11-10-21, 12:02 PM   #3912
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We're glad you like the mod! Thanks. Changing the current environment will usually result in undesired behavior, unless other aspects (sensors, etc) are changed to match. In the Support folder is a "100_FotRSU_ReadMe.pdf" for what was recently put into the game, and under the Support / FOTRS Original folder, is "FOTRS_README.rtf" file, and in that particular file, AOTD_MadMax (original mod leader), has "W_Clear - Environmental Color Mod 5.0 reworked by MadMax".
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Old 11-10-21, 12:27 PM   #3913
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Thanks a lot for your answer. It's now clear for me. I'll stay with your mod and won't use additional stuff. One more question: I applied the 4gb patch, but nevertheless I randomly get a CTD when in the museum. Normal behavior?
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Old 11-10-21, 12:36 PM   #3914
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The Museum is a HOSS! Don't go so fast through the listing of course, but that is one of our many tools for finding trouble in the mod. One thing you can do is check the SH4.exe file itself. Navigate into the game folder, and find the SH4.exe file, right-click on it, and choose "Properties" at the bottom of the resultant list. That will open the Properties page to the "General" tab. Toward the bottom of that tab is the "Attributes" section, and under it is a tick-box for "Read-only". That has to be empty. If it's not, clear it and "OK" your way out, and then do LAA again, or use NTCore's 4Gig Patch. They both accomplish the same thing, but the SH4.exe has to be "write-able". Next up would be a question: "Did you empty the Save folder after activating the FotRSU mod, or use MultiSH4 to create a new one?"... Does the game take about 2 minutes or less to load, and then the Museum about 3.4 to 4 minutes to load and display?
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Old 11-10-21, 01:04 PM   #3915
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