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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#4951 |
Seaman
![]() Join Date: Jul 2022
Posts: 35
Downloads: 57
Uploads: 0
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I like to play historical careers - name the captain a historical figure such as Chester C Smith commanding the SS 193 Swordfish out of Manila at the start of the war... I select the right class of sub and then edit my command so the sub name and number are the historical match to the career.
So now for my question - I did try to search the forum to see if this had been discussed previously and although I am certain it would have been I had no luck finding it. 1. Can the assigned patrol area for a career patrol be edited to put the sub in the historically correct area for a mission? 2. Can the port to return to be edited to shift a boat from one command to another be edited? For example: depart on patrol from PH but be reassigned to Brisbane for patrol end and leave from Brisbane for future patrols. Example: Henry Bruton in SS 213 Greenling departs Pearl in December of 42 but ends his patrol in Brisbane and the Greenling now assigned to the Asiatic command. Thanks for any advice, pointers, or direction to the thread that must exist on this topic. Rigel44 |
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#4952 | |
Admiral
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![]() Ahoy, Rigel44... As for that, about side shifting a sub to a new base... iirc, yeah... it can be done, BUT... just know, that even with getting a new base to go on patrol from... is fraught with, initial patrol orders coming from the old base draw pool, & NOT from the new base... if I have that remembered, rightly. On the exact particulars of doing so... will let anpther point out the details on accomplishing that feat... ![]() ![]() As for 1., on that... not sure... so am gonna leave that to propbeanie/s7rikeback or another subsimmer... answer on that score. ![]() ![]() M. M.
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#4953 | |
Navy Seal
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1 × twin, 1 × single 127 mm (5 in) DP guns 4 × triple, 13 × single 25 mm (1 in) AA guns 1 × quadruple 610 mm (24 in) torpedo tubes 2 × rails, 2 × throwers for 60 depth charges Several other sources as well. Not in depth research, everything I've read indicates had throwers. |
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#4954 |
Seaman
![]() Join Date: Jul 2022
Posts: 35
Downloads: 57
Uploads: 0
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I see mention of doing historical night surface attacks but that the the original game did not allow for that. Do the mods included in FotRSU 1.8 include enabling night surface attacks - especially early in the war when radar was not present on Japanese escorts? If not built into FotRSU, can anyone recommend a mod that would allow this to happen?
Thanks in advance! |
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#4955 | |
Seaman
![]() Join Date: Jul 2022
Posts: 35
Downloads: 57
Uploads: 0
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I could live without these mods of course - just a nice to have but I will measure the pain vs the gain if not straight forward to get anything like this to work. Thank you! |
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#4956 |
A-ganger
![]() Join Date: Jan 2021
Location: 10th flotilla
Posts: 71
Downloads: 225
Uploads: 0
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Hello FORTSU team, can I port some of your ship and library to SH3, I'll credit you.
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#4957 | |
Navy Seal
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Based on my testing, truly historical night surface attacks are not possible in FOTRS at this time. On the rare very dark night cn get somewhat close but I always seem to get spotted somewhat easily, too easy for a sub on surface on a dark night. Main issue is like stock and all other mods, naturally the nights are too bright in most cases to permit this, especially for getting inside large convoys. Visual sensors have to be tweaked as well. I am currently working on making historical night surface attacks possible in FOTRS as I did in TMO. |
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#4958 |
Seaman
![]() Join Date: Jul 2022
Posts: 35
Downloads: 57
Uploads: 0
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[QUOTE=Bubblehead1980
I am currently working on making historical night surface attacks possible in FOTRS as I did in TMO.[/QUOTE] Thanks for the reply Bubblehead. I will I guess submerge for my night attack for now and try get close - decks awash before submerging for the final approach. I will be very interested in your mod when you have it. If you need someone to help test it out just let me know. Cheers Rigel44 |
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#4959 | |
Navy Seal
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I mean in proper light conditions..no moon or fog, reduced visibility, can try and often pull it off and be successful, just not something can do that often currently.I have managed to get is 3500 yards, which is about 1000 yards more than historically accurate as most night surface attacks were carried out 2000-2500 yards range but doable with steam fish, although longer tha run, more chance of missing if data is even a little off. . Makes a problem later in war when MK 18 is preferred weapon since its max range is 4000 yards, not much flexibility. Another issue is once escorts/merchants are alerted, they get sniper like gunfire so escaping without getting holes in your boat every time proposes another challenge to historical night attacks. I had to adjust for this in TMO as well. Thanks for the offer, I will contact you when ready for testing. ![]() |
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#4960 |
CTD - it's not just a job
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Guys, this is an FotRSU Fall of the Rising Sun Ultimate thread, for "support" of the FotRSU mod - not a "Make It NOT FotRSU" mod thread, or "My Idea Is Better Than Yours" mod thread. You need to go get your own room to discuss this... Start a new thread.
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#4961 | |
Navy Seal
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That is not it at all, was discussing night surface attacks in FOTRS and work arounds to make them possible. |
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#4962 | ||
A-ganger
![]() Join Date: Jan 2021
Location: 10th flotilla
Posts: 71
Downloads: 225
Uploads: 0
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#4963 |
CTD - it's not just a job
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I'm sorry about that phooey, we forgot all about your post and got distracted. We've been busy testing an add-in aspect for the next release, which is being recalcitrant... The answer is "Yes", for the FotRSU ships, but check the ReadMe files in the "VariousAddInReadMe" folder of the Support folder of the mod for ships that were added from other modders. You should ask the modders in there for permissions for their ships. Some of them have given carte blanche for use, but you do have to give credit to them, of course. Some of the FotRSU ships actually came from SH3 years ago, so you might be better off with the originals, or already re-worked versions. Also, if you are wanting to do anything that is Nippon Maru, or Nihon Kaigun related, you would need further permissions from s7rikeback. Just remember that the ships are configured for FotRSU, and you will need to do some tweaking on them, besides eliminating the the UnifiedRenderController, as well as a few other differences between SH3 & SH4 ships. Good luck!
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#4964 |
A-ganger
![]() Join Date: Jan 2021
Location: 10th flotilla
Posts: 71
Downloads: 225
Uploads: 0
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Thanks, propbeanie.
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#4965 |
Ace of the Deep
![]() Join Date: Feb 2004
Location: Kentucky
Posts: 1,050
Downloads: 397
Uploads: 0
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For the v1.8 release, do I need to add anything to the Mod List for Nippon Maru and Nihon Kaigun to complete them? I am still in v1.7 to finish up a career, but meanwhile I'm setting my Mods for v1.8. Seems like for v1.7 I had to add "Combined Roster" and maybe "JP_SoyoMaru_fix". I don't see them mentioned in the v1.8 version. Thanks!
Generic Mod Enabler - v2.5.0.150 [G:\Ubisoft\Silent_Hunter_IV\MODS] 100_FalloftheRisingSun_Ultimate_v1.7p3 100a_RWR_APR_Patch 101_Nippon Maru v1.6c 102_Nihon Kaigun v1.1b Combined Roster 305_LessJapaneseAirRadar 399c1_NoScrollNavMap - Same Sized Dials 450_Lite Fog v2 + 300' Underwater Visability 450_MoonlightzSonarLines 801_UMark Invisible 802_TMO_torp_tex_FotRSU 803_NoPlayerSubFlags 806_PeriscopeSplash 851_Yel_FotRSU_Logo 901_Strategic_Map_Symbols JP_SoyoMaru_fix
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