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Old 04-24-22, 10:49 AM   #4546
propbeanie
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Quote:
Originally Posted by KaleunMarco View Post
hey pb, what's up with this?
[pic]

driving a Narwhal, formerly out of Pearl.
on the RTB, i noticed that the Home Base had changed from Pearl to Darwin, so we changed course and headed to Australia. when we got there, we could refit but not end the mission.
Well... it looks like someone's feeble fingers of fickleness flew and hit the wrong key for either the Pearl leave date, or the Darwin start date. I am leaning toward the Pearl date being too early... However, since the mold was cast and then broken, in your case, it would be best to change the Darwin start date from 1943-11-15 to be 1943-09-05. That would have to be done in the Save files, and possibly in more than one location... I cannot remember the details, but it is easy enough to find... maybe


Quote:
Originally Posted by TMS View Post
What about the cachalot? When I look at the boat in the museum, it's a Twin Gun Boat. But in the single missions or in the campaign it's a single gun boat. Is it correct that way?
The Museum takes its information from the SubName.eqp file, which in the case of most of the boats in the museum, take a 1945 date, and mounts all of the guns listed in the eqp file onto the boats, whether one two or ten. The Cachalot did only have a single, 3 inch, bow-mounted gun...
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Old 04-24-22, 02:09 PM   #4547
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Quote:
Originally Posted by KaleunMarco View Post
driving a Narwhal, formerly out of Pearl.
on the RTB, i noticed that the Home Base had changed from Pearl to Darwin, so we changed course and headed to Australia. when we got there, we could refit but not end the mission.

p.s. i shut down SH4 to let it think on its sins.
fired it up just now and Home Base has moved from Darwin to Pearl Harbor. (???)
so, we shoved off to head to Pearl and......CTD.
Quote:
Originally Posted by propbeanie View Post
Well... it looks like someone's feeble fingers of fickleness flew and hit the wrong key for either the Pearl leave date, or the Darwin start date. I am leaning toward the Pearl date being too early... However, since the mold was cast and then broken, in your case, it would be best to change the Darwin start date from 1943-11-15 to be 1943-09-05. That would have to be done in the Save files, and possibly in more than one location... I cannot remember the details, but it is easy enough to find... maybe
the Darwin Flotilla start date is 8/28/43.

; ************ Begin F23 DA Darwin *************
[Flotilla 23]
ID=DarwinCommand
NameDisplayable=Port Darwin N.T.
AvailabilityInterval=1943-08-28, NULL

The transfer date for the Narwhals based at Pearl is 9/4/43.
[Flotilla 1.UserPlayerUnitType 6]
ID= F1Narwhal
NameDisplayable= Narwhal Class
AvailabilityInterval= NULL, 1943-09-04
IDLinkUserPlayerUnitType= Narwhal
IDFlotillaLinkTransferTo= DarwinCommand

however, the Narwhal availability at Darwin is 11/15/43.

[Flotilla 23.UserPlayerUnitType 1]
ID=F23Narwhal
NameDisplayable=Narwhal Class
AvailabilityInterval=1943-11-15, 1944-10-03

so, the first two parms are not necessarily the problem but the third one is probably the culprit. I heard a rumor to that extent....maybe it was a recent post. I can't remember back that far.

seriously, i'll change the last parm (Narwhal avail at Darwin) to 8/28/43 and let you know if that worked out.
thanks!


p.s. put this on the list of gripes.
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Old 04-24-22, 05:13 PM   #4548
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Quote:
Originally Posted by propbeanie View Post
Well... it looks like someone's feeble fingers of fickleness flew and hit the wrong key for either the Pearl leave date, or the Darwin start date. I am leaning toward the Pearl date being too early... However, since the mold was cast and then broken, in your case, it would be best to change the Darwin start date from 1943-11-15 to be 1943-09-05. That would have to be done in the Save files, and possibly in more than one location... I cannot remember the details, but it is easy enough to find... maybe
Quote:
Originally Posted by KaleunMarco View Post
seriously, i'll change the last parm (Narwhal avail at Darwin) to 8/28/43 and let you know if that worked out.
thanks!

the fix worked. our Narwhal is now based in Darwin.
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Old 04-25-22, 09:42 AM   #4549
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Quote:
Originally Posted by KaleunMarco View Post
the fix worked. our Narwhal is now based in Darwin.
Excellent. Just to let you know, the "root" cause of the issue is that the Pearl to "Darwin" change should have been to "BrisbaneCommand" instead of "DarwinCommand". The Narwhal was at Brisbane initially while she prepared for service as a supplies transport submarine. First mission actually departed Brisbane and then stopped at Darwin to pick-up more supplies, though I think I left that out of the mission... In the game, it is rather dangerous to traverse the Torres Strait and Timor Sea, since unlike in real life, they can track your radar signal too easily early... At least one Betty search plane will almost always will find you in the game in that area... No place to dive, no place to hide...
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Old 04-26-22, 11:41 PM   #4550
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...
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.

Member since February 2007

Wargaming since 1971 (1st game Avalon Hill's Stalingrad)

Hobby/Gaming Computng since 1977 (TRS-80) (adhoc programming & game modding ever since)
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Old 04-27-22, 03:06 PM   #4551
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Default Ship spotted allarm

Watch crew seems don't launch the alarm. They see the enemy ships by asking if there's any ship in sight with the button but they don't launch any allarm at all at least with lonely escort ships at night in first mission in central Pacific. From pearl, Dec 1941 Cachalot class
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Old 04-27-22, 10:39 PM   #4552
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We need a bit more information, please. What is the install "path" to your game? Said another way: "Where is the game installed on your hard drive?" Did you empty the Save folder (C:\Users \UserName \Documents \SH4) prior to starting to play the modded game? Do you have any other mods added besides the FotRSU mod? If you do, can you open JSGME, use the middle "Tasks..." link in JSGME, then choose "Export activated mods list to -->" and choose "Clipboard". You can then paste that into your next post. Also, is it during dark hours, or a storm when you are having the failure to alarm with a "Ship spotted..." message? Is the ship friendly or enemy?
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Old 04-28-22, 11:25 AM   #4553
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Default Allarm

Yes, it's all ok about the installation, in d: is installed and not in c (years of experience teach me to not thrust of c , my mod list is your without other mods, fotrsu ultimate plus the patch, both Maru mods and Vickers interiors compatible with fotrsu, and combined roster. In this order. Sorry if i can't post the list in a conventional way but i write from a handy phone.
Btw Happen to any installation of this last version, it's not the first time. I must try something related to the ship spotted message in the game files maybe...try to fix it. Or to reinstall but i yet done it several times and ever this problem I had. Dark hours, ever at night around Marshall chain, in December 41 orders are to stay submerged during daylight so only at night and with any weather i have this failure. But i can confirm the watch crew see them, since if i ask, they give me the bearing. And sure, they was enemy, the destroyers who patrol around Marshall chain japanese bases. The friendly ships are spotted regularly when I go out from port. With enemy ships at night seems the watch crew is silent and no warship spotted window appear. Also if like i sad, they see clearly them since I ask bearing and attack with tdc.
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Old 04-28-22, 03:01 PM   #4554
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Quote:
Originally Posted by ArditoCorsaro View Post
Yes, it's all ok about the installation, in d: is installed and not in c (years of experience teach me to not thrust of c , my mod list is your without other mods, fotrsu ultimate plus the patch, both Maru mods and Vickers interiors compatible with fotrsu, and combined roster. In this order. Sorry if i can't post the list in a conventional way but i write from a handy phone.
Btw Happen to any installation of this last version, it's not the first time. I must try something related to the ship spotted message in the game files maybe...try to fix it. Or to reinstall but i yet done it several times and ever this problem I had. Dark hours, ever at night around Marshall chain, in December 41 orders are to stay submerged during daylight so only at night and with any weather i have this failure. But i can confirm the watch crew see them, since if i ask, they give me the bearing. And sure, they was enemy, the destroyers who patrol around Marshall chain japanese bases. The friendly ships are spotted regularly when I go out from port. With enemy ships at night seems the watch crew is silent and no warship spotted window appear. Also if like i sad, they see clearly them since I ask bearing and attack with tdc.
Only question left then is this:
Quote:
Originally Posted by propbeanie View Post
... Did you empty the Save folder (C:\Users \UserName \Documents \SH4) prior to starting to play the modded game?...
Your install path would be fine. As for mod order, you should be fine with what you have, but vickers03's Interiors mod should be last - unless you do any of his optional mods, or the EAX Sound mod, of course, which would then be the last mod in. The Combined Roster though, is only a Names.cfg file, which would not interfere.

Do you use MultiSH4 for a new, unique Save folder name?

I am often disappointed in the way the game works with the "Ship spotted..." messaging and 'vocal' prompt you get, in that you might be 6500 yards away, as an example, and you will get the warning. You look, and decide that you don't need to worry about that particular contact just yet, since they are not closing, and are in fact, going away from your position. Just like so many other aspects of the game though, it is a one-time and one-time-only warning... If that particular ship should happen to turn and start toward your boat, you do not get another "warning". The Officer of the Watch is thinking "I already told him about that ship", and that's it. Next thing you know, you have a 5.1 inch shell through the conn and 2 torpedoes headed your way as you try to crash dive...
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Old 04-28-22, 04:56 PM   #4555
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Default A

Yes i emptied that folder, i do ever since I use the tools pack paired with the old guerrilla spyron mod, that tool to change name of the boat, date of sail, and to do reports after the patrol. But i use it only to change my name and rank, if i start with an s boat or a v boat i degree my rank to LT. Like pre war. It should not affect that I guess. The rest of the question are no, it's all ok. Yes is strange the way they warn you. I hope in next versions the problem will disappear, in previous versions there wasn't.

Only i don't use multish4, i use the conventional save game folder in documents, sh4 etc etc but in previous versions i never had this problem
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Old 04-29-22, 09:33 AM   #4556
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Quote:
Originally Posted by ArditoCorsaro View Post
Yes i emptied that folder, i do ever since I use the tools pack paired with the old guerrilla spyron mod, that tool to change name of the boat, date of sail, and to do reports after the patrol. But i use it only to change my name and rank, if i start with an s boat or a v boat i degree my rank to LT. Like pre war. It should not affect that I guess. The rest of the question are no, it's all ok. Yes is strange the way they warn you. I hope in next versions the problem will disappear, in previous versions there wasn't.

Only i don't use multish4, i use the conventional save game folder in documents, sh4 etc etc but in previous versions i never had this problem
It's not just the watch crew. This also occurs with the Sonar Operator. If you ask for a search (second icon on the Sonar screen), he may report "No Contacts" if the target is moving too slow, no matter how close it is to your boat, even if you can actually see it from the Bridge. But if you ask for a Contact Report, he will give the bearing to that same contact. I've just always considered it another one of those UBI "features" somewhere in the code and have learned to ignore it. Good Hunting!
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Old 04-29-22, 02:24 PM   #4557
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Default 194410NarwhalD; ID516

Hey PB,

this one needs some editing.
it has two objectives however one of the objective does not have a placeholder for completion and the other objective does not change the placeholder-icon once we have dropped off the commandos and the objective has been "completed". The objective shows completed but not the icon. it's possible that the two icons are switched.

i'll look at it in more detail later this afternoon, and update this post.


km

p.s. Mission is 194410NarwhalMW ID516
the issue is that the second objective (ObjB) is pointing at Map Zone A rather than Map Zone B.
i'll update my copy and you can put it on the gripe list.
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Last edited by KaleunMarco; 04-29-22 at 06:25 PM.
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Old 04-29-22, 07:54 PM   #4558
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I did in fact find that one on my own the other day while doing a search for doubled use of the MapZones in a mission, looking for missions where a MapZone is set for an Objective, but was also used to fire a trigger to generate a message. It just so happened that MapZoneA there did get flagged by my search, but for what you discovered and not for what I was looking for originally... Thanks
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Old 04-30-22, 10:24 AM   #4559
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Default graphics question

what would make the trees/landscape appear like this? if you look closely, they appear to be snow-tipped or outlined against the other background.
this is not expected as we are pulling into San Diego, which is just a mile or two outside of the snow band.


and here are my graphics settings


normally, i do not spend much time gazing at the flora and fauna, but we were in San Diego Harbor so i figured that my boat was out of harm's way.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU\MODS]

100_FalloftheRisingSun_Ultimate_v1.7p3
399_NoScrollNavMap
400_Nihon Kaigun v1.1b
410_Nippon Maru v1.6c
420_Combined Roster
900_jimimadrid Torpedos
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Old 04-30-22, 10:28 AM   #4560
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Default Interesting Mission Assignment

Driving a Narwhal and it's late February 1945.
we were based in Darwin, then Mios Woendi, then San Diego. And my valiant crew thanks you for this assignment.

our first mission in SD is to take a "new" boat out for a dive test, however we are still assigned to the old Narwhal. did we miss a gate or something because this does not seem to track, logically.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU\MODS]

100_FalloftheRisingSun_Ultimate_v1.7p3
399_NoScrollNavMap
400_Nihon Kaigun v1.1b
410_Nippon Maru v1.6c
420_Combined Roster
900_jimimadrid Torpedos
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