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Old 06-29-20, 08:54 AM   #1411
DanielCoffey
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The NDD Mutsuki may also need a weapons review as there is a possible mistake in its .EQP file.

Currently :

A1 25mm triple
A2 25mm double
A3 25mm double

Both of the A1 and A2 weapons spots are on the port and starboard wings of the forward cabin and should probably match but one is a 25mm triple and the other is a 25mm double.

The A3 spot is the aft heavy-AA platform and houses the remaining 25mm double.

I think the roster should be...

A1 25mm double
A2 25mm double
A3 25mm triple

...then the weapons would match the hardpoints better.


EDIT : The same edit needs to be made to the .EQP file for the NDE_Kisaragi too as it shares the same three AA hardpoints.
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Old 06-30-20, 02:01 AM   #1412
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Quote:
Originally Posted by Mios 4Me View Post
Thanks for the background explanation. With a major revision underway likely addressing everything, I won't waste bandwidth with the errors encountered after my last post, one of which was a little startling by SH4 standards. If anyone would like details, however, please PM me.
I would not term it a "major revision', only an "incremental update", and some issues will have to be dropped again due to time constraints and life's obligations. We do however, want any an all reports, whether you think they are wasting bandwidth or not. We are attempting to stay caught-up with the reports, and want to fix them all, given time...


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Originally Posted by DanielCoffey View Post
Bug Report : Missing cable on NDD_Minekaze

The NDD Minekaze has a missing cable on the port side of the forward mast. It can be noticed in S3D as well as a modelling tool. The model is also shared with the NDE Akikaze so fixing it once in the Minekaze will correct both vessels.

Node 134 - NDD_Minekaze_catarg_F

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In process...
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Bug Report : Unlaunchable Lifeboats on NDD Clemson

The cranes on all three boats on the NDD Clemson (shared with NDE_PB102) face inwards and therefore cannot be used for launching the boats. They need rotating 180 degrees to be correctly oriented.

EDIT : Disregard this report. Apparently this is the correct orientation according to wikipedia so the hoists must have worked somehow.
I don't see how the one would, since the davit pivots are inboard of the boat length... what'd they do, shift the boat back and forth between the uprights?... lol


Quote:
Originally Posted by DanielCoffey View Post
Bug Report : Missing cable on NDD_Mutsuki

There is a missing cable between the fore and aft masts on NDD_Mutsuki (shared with NDE_Kisaragi). Part of the cable is present at the very ends but the ends and pulleys are hanging in mid air.

pkc
This will be a tough one, unless I can find a similar cable...

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the captain's coffee maker has broken down again.
this is the umpteenth time it has been on the gripe list.
get the chief of the boat to get this fixed...NOW!
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Quote:
Originally Posted by Havan_IronOak View Post
Was toying around with promotions to improve my understanding a bit and was surprised to find a couple of new Special Abilities that aren't very well described in-game.

Can someone point me to the mod file where such things reside so that I can understand them better? Nevermind. Found it! Sorta...



Can someone explain how the Master Engineer in ...\UPCCrewData\SpecialAbilities.upc gets expanded into what we see in-game?...
Most of the Special Abilities in FotRSU are either already disabled from Stock, or have been disabled, other than the pharmacist's mate and battery re-charge dudes. If any others are still functional, it is purely accidental, or you didn't delete the Save folder before playing FotRSU. Some of what you listed are German side only, others never were fully implemented. Most are hokey.

Quote:
Originally Posted by DanielCoffey View Post
The NDD Mutsuki may also need a weapons review as there is a possible mistake in its .EQP file.

Currently :

A1 25mm triple
A2 25mm double
A3 25mm double

Both of the A1 and A2 weapons spots are on the port and starboard wings of the forward cabin and should probably match but one is a 25mm triple and the other is a 25mm double.

The A3 spot is the aft heavy-AA platform and houses the remaining 25mm double.

I think the roster should be...

A1 25mm double
A2 25mm double
A3 25mm triple

...then the weapons would match the hardpoints better.


EDIT : The same edit needs to be made to the .EQP file for the NDE_Kisaragi too as it shares the same three AA hardpoints.
This and the Evarts have been "fixed". The lifeboats on the Evarts have moved up to just behind the conn, slightly forward of the stack, roughly centered on the ladders facing the gunwales either side, between the first and 2nd decks, aligned with the solid side. Our "watchman" has been moved to the double AA platform above and ahead of his torpedo launcher perch - if you ever re-visit that area... Currently copying right-for-left and left-for-right cables for masts on the others, but have not found anything close yet for the Mutsuki and its derivatives... I do want to thank you for pointing these issues out!





NDE_Evarts.dat

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Old 06-30-20, 02:33 AM   #1413
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If I can pass on a tip that may be useful...


Since you don't have a single long cable to run the whole length between the mast on the Mutsuki, you could copy what was done on one of the Merchantment and run several (three in the case I am thinking of) cable segments along and just line them up carefully with an overlap to hide the excess at one end. To the eye it looks like one cable and is not resource heavy.


I have made the lifeboat update to the Evarts and it doesn't really warrant a new silhouette file as I had just left the lifeboats off when making the original picture. The new boat location cunningly hides the boats just below the visible deck line with only the hoists peeking up a bit. I don't really think a sub captain taking a hasty peek through his scope at 3000 yards while flicking through the RM is going to notice... he will be more worried about whether the Evarts has spotted him or not. By the time the Escort is close enough to see the boats, he has far bigger problems!
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Old 06-30-20, 08:19 AM   #1414
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Please can I ask for a review of the armament of the NDD_1936C as it does not resemble the actual specification at all.

According to the wiki ( https://en.wikipedia.org/wiki/Type_1936C_destroyer ) it should have...

3x twin 5in turrets
3x twin 37mm AA
8-14 20mm single AA
2x quad torpedo launchers
4x KGun depth charges

My best guess of the .EQP file shows...

4x single 5in turrets
3x twin 37mm AA
4x 20mm single AA
4x KGun depth charges

It has the wrong main turrets and no torpedo launchers and (perhaps deliberately) too few 20mm AA. The .EQP is also full of 5-in turrets that the .DAT has no locations for.

I will put the silhouette on hold until it has been reviewed.
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Old 06-30-20, 08:51 AM   #1415
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Drop the 1936C altogether. That was a "fantasy" ship, and none were ever completed, much less made it to the PTO, so we will remove it. Thanks for the tip, btw.
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Old 06-30-20, 09:12 AM   #1416
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Earlier I reported several issues on a new Balao Sea Trials career which seemed to be related to a corrupted Save folder. After two cycles of full deletion, rebooting, and creating new careers, the following have occurred on the last career:

Patrol 1: Sea Trials off SF (battery related, but seemed to refer to having completed the dive trials on the previous, deleted career), then assigned to Patrol Area 4. Home port remained SF; requested transfer at some point. The Patrol Log is confusing in this regard; the last sinking is in late July, the patrol ends on August 9, but the log ends with the Base Change to Brisbane dated June 3, 1943.

On patrol SF-Eniwetok-Truk-Tulagi-Truk-Area 4-SF, we did not encounter a single merchant ship or convoy at sea. Ultra directed us to one TF off Truk and we chanced upon a second there after refitting in Tulagi; otherwise we saw nothing but crab boats, etc, plus docked merchants and a tanker in the second TF.

Patrol 2: On the first patrol from our new home port, we were ordered to Area 6 and again paid a social call at Truk. An Akitsu Maru under attack between two finger piers in Dublon harbor repeatedly physically shifted from side to side and back again. Movement was strictly in one plane and episodic.

Mission orders post-trials were dated August 10, 1943, but referred to departing on June 3rd 1943. Sinkings for this patrol, which is still in progress, follow the June dating sequence.

Not sure which patrol this was on: Ordering crew back outside to man the deck gun after weather forced them inside again resulted in uncommanded changes; this time it was to blow ballast. On the suspected corrupted Save patrol mentioned earlier, doing so activated the Dive command.
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Old 06-30-20, 10:26 AM   #1417
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Thanks for the updates. I have found a few "date" issues, but nothing that should lead to what you are experiencing. As for deleting the Saves, have you tried to copy your Save folder, and place it elsewhere for "safe-keeping", and then delete the entire contents of the Save folder, and start a-new, then try a Balao "New Construction"? You still won't get the "Trials" correctly - which I am ~really~ close to getting the dates better once again - but you should not get all that funky error stuff. If it still fails, you can restore what you saved to the Save folder. One thing about "transfers" that I think Ubisoft ruined with the v1.4 (??) and v1.5 updates is that you now end up going directly to the transferred-to location to start your next patrol, instead of starting from the original base and traveling there, "working" your way there. You still do not get an appropriate assignment for the new location, but rather something from the original home port. I suppose most folks wanted to be at Brisbane when they transferred, or maybe there was something wrong in the original game "logic". I do seem to remember there being issues with getting the base to change to your home port... maybe... brain is definitely not what it used to be... I'm finishing up on a couple of other things, and I will dive into the New Construction stuff fully next, because that ~has~ to be functioning correctly for a future update... don't want to disclose too much just yet... lol
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Old 06-30-20, 12:36 PM   #1418
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Quote:
Originally Posted by propbeanie View Post
...
Most of the Special Abilities in FotRSU are either already disabled from Stock, or have been disabled, other than the pharmacist's mate and battery re-charge dudes. If any others are still functional, it is purely accidental, or you didn't delete the Save folder before playing FotRSU. Some of what you listed are German side only, others never were fully implemented. Most are hokey.



As true as all that may be...

I didn't HAVE a save file prior to adding the FotRSU mod back in May. I'm on a new computer since the last time I played SH4 before that.



All of the special abilities I asked about were added to my USN crewmen when I promoted them.



I'd agree that many of the "special abilities" are overpowered but I'm just trying to understand what they do.
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Old 06-30-20, 06:39 PM   #1419
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Quote:
Originally Posted by Havan_IronOak View Post
I'd agree that many of the "special abilities" are overpowered but I'm just trying to understand what they do.
to accomplish your goal (above) you need to look at the specialabilities.upc file. it will show in detail exactly what skills are enhanced when a crewman has any one particular special ability.

if you want to enhance the description of a special ability, edit the UPClocalization.tsr with Notepad and include your own text descriptions. make sure that you make a backup copy just in case you make a mistake while editing.

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Old 06-30-20, 10:11 PM   #1420
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Quote:
Originally Posted by KaleunMarco View Post
to accomplish your goal (above) you need to look at the specialabilities.upc file. it will show in detail exactly what skills are enhanced when a crewman has any one particular special ability.

if you want to enhance the description of a special ability, edit the UPClocalization.tsr with Notepad and include your own text descriptions. make sure that you make a backup copy just in case you make a mistake while editing.

Thanks! UPClocalization.tsr was exactly what I was looking for.

I actually did something like that (actually placed the descriptions for a few directly in SpecialAbilities.upc) and the descriptions I've put in now appear in-game.

My one reservation in doing that was that none of those had the descriptions I was seeing in game.. I kinda felt that there had to be another file with the actual in-game descriptions to simplify translations into other languages.

I'm guessing that what's entered in SpecialAbilities.upc as a description is looked up in UPClocalization.tsr and if nothing is found the raw description from SpecialAbilities.upc is used. That would explain why I was seeing things like "Ability-Active-Bombard-Description" as the description text.
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Old 07-01-20, 04:43 AM   #1421
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A couple of annoyances I've come across in these latest versions of fotrs Mr beanie.
Firstly, having to turn the SD unit ON, it should be on by Default and turned off when you want it off, that button thingie should also be lit up as well.
Secondly, if I find out who is making that knocking noise while I'm looking at the navmap I'm going to feed him to the sharks, needs looking at sharpish or I will eventually overwrite it with the stock game version.

That's all I've come across for now, I'm sure there are other players who have some other annoyances that they want to bring to your attention.
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Old 07-01-20, 09:57 AM   #1422
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Originally Posted by Moonlight View Post
A couple of annoyances I've come across in these latest versions of fotrs Mr beanie.
Firstly, having to turn the SD unit ON, it should be on by Default and turned off when you want it off, that button thingie should also be lit up as well.
Secondly, if I find out who is making that knocking noise while I'm looking at the navmap I'm going to feed him to the sharks, needs looking at sharpish or I will eventually overwrite it with the stock game version.

That's all I've come across for now, I'm sure there are other players who have some other annoyances that they want to bring to your attention.
You're a saltier salt than me (if not an older one) but...

I agree that the SD (Air radar) should be on by default, but turning it on at the beginning of each patrol seems to do it for me. After that its on til I turn it off. I'm guessing that some folks find it to be a pain in that it slows down time compression when leaving base even if the contacts are pretty certain to be friendlies.

Seems that the SJ (Surface Radar) starts off each patrol in the off position as well.

I was told in an earlier post that the SD light can't be turned on for some reason (the developers?) That's why when you hot-key a T to get it turned on you get the message in the text area. You'll note that the Surface Radar button DOES light and they opted to NOT notify you in the text box.

As to that sound you're hearing.... Does it disappear if you adjust your speed by a knot? I know that there is a MAJOR problem with stuck sounds in the game, but that generally clears the more annoying ones for me.

Course with me it could just be the battery in my hearing aid... ;-)
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Old 07-01-20, 11:03 AM   #1423
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Default Kind of a morbid question but...

I'm reviewing the renown one gets by sinking various kinds of vessels.



I see values of 50 renown for a small oiler and 450 for a light Ryuho fleet carrier, et. al. but I see a value of 2500 for a Hikawa Hospital Ship. I'm assuming that that would be negative if I were to sink, one no?
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Old 07-01-20, 04:21 PM   #1424
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Easy question here: In order to refuel and rearm only (not docking and ending your patrol), can you go to ports that are marked in black wihout the US flag, like Darwin in Australia, or do you need to head to ports with the US flag only?


Thanks,
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Old 07-01-20, 06:05 PM   #1425
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Quote:
Originally Posted by XenonSurf View Post
Easy question here: In order to refuel and rearm only (not docking and ending your patrol), can you go to ports that are marked in black wihout the US flag, like Darwin in Australia, or do you need to head to ports with the US flag only?


Thanks,
XS

Dumb question but... if you're running FotRSU don't you have anchor icons that show all submarine capable bases? Pretty sure that the fouled anchor is your home port and the vertical anchors are still the only other places that you can refit.

Pretty sure that the black ports can't handle submarines at all. Pretty sure that Singapore shows in black for a time. I know that there's a mod that made it a sub base for a short time but I don't think that that's part of FotRSU.


There is an anchor icon up in the NorthWest corner of Australia but it looks to be near Exmouth, I think that there's another near where Darwin is but I'm not certain.
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