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Old 02-08-23, 12:25 PM   #5311
cj95
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Default Cachalot, Argonaut, and Nautilus ....New models?

Like the title says, im trying to figure out if the Cachalot, Argonaut, and Nautilus boats included in FOTRSU are actually new unique models or are they just Gatos and such with extra deck guns stuck on board?

Its kinda hard to tell scale wise and was just wondering.

Thanks
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Old 02-08-23, 11:52 PM   #5312
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The mod's documentation has all of that, but that is a bit of a jungle... - suffice to say that the Cachalot is from Hitman, and is basically a shrunken Porpoise boat with a few additional cosmetic changes. So it is a "kit-bash" if you will. The Argonaut is the TMO pseudo-Narwal boat, which is basically another "kit-bash", but using the Sargo boat as its base model. It is NOT historically accurate, being too short and having after torpedo tubes, in addition to a myriad of other issues, but it "performs" like an Argonaut with slower dive times, and it has dual deck guns, though those are fake also, being copies of the 4 inch gun, renamed... the Nautilus is a "clone" of the Narwhal, which is the Bonus Mod Narwhal, used with exclusive permission in FotRSU. It was constructed by a contest team years ago, and is another "kit-bash" submarine, made from parts of others. However, one thing to remember about SH4, is that ALL of the boats are basically Type VII boats from SH3... no splitting of the prop rotations, only two non-independent engines and motors, no donkey motor, etc. It is all an illusion, in fact, it is

THE Grand Illusion!



Definitely unique boats that do not look like a Gato... well, at least, not to their mothers...
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Old 02-15-23, 10:33 AM   #5313
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if someone told me the hull Keltos and I made looked like a Gato I'd throw hands I spent way too long playing with vertices on top of a stupidly low-res version of a Nautilus class submarine plan and elevation view for that!

Actually, PB, I've been meaning to reach out to you regarding Narwhals and Spiral Shelled mollusks. Getting old with ADHD is a killer.
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Old 02-15-23, 03:57 PM   #5314
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Good to "see" you again Sledgehammer427! Yes, ADHD can cause all sorts of issues... especially if something you mod does not pass the first test, but you just ~KNOW~ it should, so you test again... and again... and again... maybe I'll make some changes... Lather Rinse Repeat - lol - Reach away, young feller! btw, we need to get keltos01 and Peabody back... love them spiral-shelled mollusks! They're full of trick-sezz!

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Old 02-16-23, 04:19 AM   #5315
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Default Stadimeter

Where on the target ship do you line up the Stadimeter to get a good range?
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Old 02-16-23, 10:24 AM   #5316
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If there is no mark in the RecMan pic, then the top of the mast. With what DanielCoffey did for the sil files, the mast heights given should be much closer and more consistent with the actual 3D model, and not so much with the "historical" data.
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Old 02-17-23, 03:34 PM   #5317
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What file controls CO2 build up when submerged.
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Old 02-17-23, 05:01 PM   #5318
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Quote:
Originally Posted by J0313 View Post
What file controls CO2 build up when submerged.
my friend, that exists behind the UBI curtain. an impenetrable mithril curtain.
many have failed in their attempts to penetrate that curtain. none have succeeded.

have you run into an issue with CO or are you trying to mod it for your own designs?

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Old 02-17-23, 05:23 PM   #5319
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No sir. I was just wondering if I could slow down the build up a little.
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Old 02-17-23, 05:24 PM   #5320
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That sucks that it's hard coded.
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Old 02-17-23, 05:27 PM   #5321
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Here is another question. To what level can you take the CO2 before adverse effects on the crew start? I have never went pass 16. I start to lose my nerve and surface.
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Old 02-17-23, 07:27 PM   #5322
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Quote:
Originally Posted by J0313 View Post
Here is another question. To what level can you take the CO2 before adverse effects on the crew start? I have never went pass 16. I start to lose my nerve and surface.
i do not know that threshold.
i, myself, have experienced high-20's with no ill-effects.
maybe some of the other Kaleuns will chime in with their experiences.
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Old 02-18-23, 01:12 AM   #5323
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I can go to 10 (or even five if I'm feeling lucky) without loosing anybody. When the bar hits zero, people start dying off quick

That has been my experience.
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Old 02-18-23, 11:28 AM   #5324
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There are threads on the subject peppered thoughout SubSim, back into the archived material... Nowhere can I find anything "concrete". As examples:

Medium-old
https://www.subsim.com/radioroom/sho...82#post2200082

Newer-old
https://www.subsim.com/radioroom/sho...12#post2784112

SH5, but should apply to 3 & 4 also
https://www.subsim.com/radioroom/sho...00#post2381000

Suffice to say that you will get a "warning" in the Text box for "CO2 level is over 10%!", and then nothing more until "CO2 level is critical, sir!", which I do not remember when you encounter that (70%??). The rate increases exponentially as time passes, at an ever increasing rate. When you do get that warning though, you do not have a lot of time to get to the surface. I think it is 30% where you will begin to notice a lag between "giving an order" and its resultant "compliance". In other words, you order PD from 150 feet, and you do not notice a change in the bubble or the depth for a bit. You might have to "re-issue" the order. Your crew is suffering from CO2 poisoning. They're still alive, but reacting slowly, and often inaccurately. If you go to the crew screen (F7 in FotRSU), you'll see health and fatigue issues. A crewmember may also have a yellow border around them when the level gets high, indicating they are near death. Hopefully, there is nothing above your boat at that time... else you will shortly encounter the slow spin, screen growing darker phenomenon called "EndGame Sequence", as your crew passes out at the helm and dive planes and begins that descent to crush depth...

A really BIG thing to remember about the CO2 level, is that it is one of the first things to get "stuck" in the game, as far as anomalies encountered after shelling-out to the desktop from the active game. If after you surface and your CO2 level does not clear inside of 30 seconds, then Pause the game, Save the game, Exit the game. Re-start the game, and load your Save, and your CO2 should restore.
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Old 03-02-23, 12:43 PM   #5325
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Hey guys, what does the FI-OQ_FotRSU_v1.8f_upcPatch do, that comes with the download? I'm sorry I couldn't find anything in the documentation and I'm not sure if I need it.
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