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Old 10-08-20, 07:53 AM   #1981
WH4K
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Appreciate the effort. Love the mod.
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Old 10-08-20, 09:10 AM   #1982
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Quote:
Originally Posted by Bubblehead1980 View Post
May have asked this before and if did, forgive me.

Has it been attempted to make the AA guns act as deck guns? I would be willing to sacrifice crew manned AA guns if they would fire them at ships instead since it cant be both(why the devs didnt make them multi purpose, who knows) . Or is this hard coded?

Fleetboats rarely used their AA guns on aircraft, used them shoot up surface craft, would really add to the sim if could order the deck gun plus 40 and 20 MM target surface vessels together.
talk to these guys: The AI Torpedo idea has been hashed around by the likes of DarkFish, jhapprich, Sergbuto, and polyfiller, among others, with all ideas combined by CapnScurvy and s7rikeback to make a fully-functional "device"
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Old 10-08-20, 10:00 AM   #1983
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CapnScurvy and s7rikeback actually built the AI_TorpGun for FotRSU, based upon ideas from the other fellows. Somewhat akin to using Anvart's StateMachineCtrl ideas, if you build it yourself, you thank the one(s) whose idea you are using, but it is actually FotRSU, CapnScurvy and s7rikeback's mod. There are a LOT of differences between what they did, and what CapnScurvy did for the initial set-up.
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Old 10-08-20, 04:05 PM   #1984
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Should I update version 1.24 with the 1.26p patch or does 1.24 already come with it?
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Old 10-09-20, 12:12 AM   #1985
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Quote:
Originally Posted by torpedobait View Post
I changed them to 24 officers and 70 POs. What I'm seeing n one of Propbeanie's posts above is that the Officers Country mod is overwriting the values.

It must be, because I have changed the values in the last Save File, and in the first folder just below the last save. I'm going to remove the Officers Country mods and try again.
so, what happened?
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Old 10-09-20, 08:38 AM   #1986
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Quote:
Originally Posted by KaleunMarco View Post
so, what happened?
Nothing. I was never able to go beyond 50 POs, with or without the Officers quarters mod. I gave up. deleted the mod and it's patch, and decided to live with it the way it is. Too much aggravation for no results.
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Old 10-09-20, 09:12 AM   #1987
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Quote:
Originally Posted by torpedobait View Post
Nothing. I was never able to go beyond 50 POs, with or without the Officers quarters mod. I gave up. deleted the mod and it's patch, and decided to live with it the way it is. Too much aggravation for no results.
s#it!
rest assured, bro, you have gone where no kaleun has gone before.
i have never seen what you have experienced.
i routinely change the stock and mod values for those two values and i have never seen the changes ignored.
as i indicated in previous posts, i typically run with 12 and 70 which means i have to edit the existing numbers.


(apologies for all of the I's)
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Old 10-09-20, 12:58 PM   #1988
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Quote:
Originally Posted by KaleunMarco View Post
talk to these guys: The AI Torpedo idea has been hashed around by the likes of DarkFish, jhapprich, Sergbuto, and polyfiller, among others, with all ideas combined by CapnScurvy and s7rikeback to make a fully-functional "device"
Can I just jump in here, and make a small correction to this comment please, and the comment above on the first page.

I (s7rikeback) had the honor of converting Keltos01 playable JP submarines to AI controlled versions. This was done with advice & help from CapnScurvy, Jeff-Groves & ETR3(33). Once the sub-work had been completed, I then selected in my opinion the best 8 models from a list of 15 models I had converted, and these were then selected for FotRSU.
Please do not ask about the missing models, as these are no longer available.

CapnScurvy then helped with fine tuning the selected models.
Once the above had been done,
he then tested & implemented the AI Torpedo's into the newly created AI JP sub fleet, this then grew to the surface vessels we see today in FotRSU.

So to quote
KaleunMarco;
The AI Torpedo idea has been hashed around by the likes of DarkFish, jhapprich, Sergbuto, and polyfiller, among others, with all ideas combined by CapnScurvy to make a fully-functional "device" which gave s7rikeback's newly imported subs, some very sharp teeth.
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Old 10-09-20, 02:12 PM   #1989
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Encountered the Balao upgrade bug again - December 8, 1943, at Midway. Offered a new boat upon return from my patrol, accepted, it's a Balao with no deck gun.


Going to have to load a save from before my return and refuse the upgrade, again.
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Old 10-09-20, 05:50 PM   #1990
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^Its always Midway that has problems with upgraded equipment and new boats.

I encountered a split merchant stationary near Hachijo Jima, wind speed was 11, just after that another vessel fired up a red flare, I got close enough to identify it and that was a medium split freighter, it looks as if the Pacific Ocean has declared war against Japan, and its winning.
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Old 10-10-20, 08:52 AM   #1991
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I nearly always go for a Midway basing at some point though. Saves the extra ~1000 mile trip from Pearl.


Not a huge fan of deploying from Australia for the same reason. Too much transit time.
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Old 10-10-20, 11:19 AM   #1992
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FOTRSU 1.1 with patch, Starting from Pearl (Jan '44), Balao, I got a spy insertion mission to Akkeshi.
Easy mission, however (as usual) the instructions say it is important for it to remain secret. I had one mission in an earlier patrol that said to NOT engage anything for a certain number of miles before or after drop off.


On this mission about 75-100 miles off the coast I had several lucrative targets go by, so trying to play as ordered, I ignored them, completed the mission and went on to next zone, saved the game.


For some unknown reason, my save files got corrupted, and I had to restart at auto-save leaving base. Even my 100mile from Pearl save didn't work, so now I am headed off to same mission again.



The question is: Does it really matter (GAMEWISE) whether I engage targets on the way to such a mission? Does it reflect in 'renown' etc. etc,


Thanks in advance
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Old 10-10-20, 11:59 AM   #1993
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Quote:
Originally Posted by mikesn9 View Post
The question is: Does it really matter (GAMEWISE) whether I engage targets on the way to such a mission?
no and yes.
no, in that engaging the enemy will not affect your mission-success-objective. there are no negative points assigned.
yes, in that your activity will alert the enemy to your presence which may bring aircraft and ship activity into that area to hunt you.
in my experience, i sink everything that presents itself, whenever it presents itself, with the caveat that i have enough ammo remaining to be successful in my prime directive, i mean objective.

Quote:
Does it reflect in 'renown' etc.
yes. positively.
unless you sink a hospital ship or a foreign-neutral ship......

go get 'em, kaleun.
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Old 10-10-20, 03:52 PM   #1994
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Thanks, Marco, That's what I was thinking.
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Old 10-11-20, 02:00 PM   #1995
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KaleunMarco has it. We can "say" all we want to in the orders, but that's all it is, is words. The game has no "punishment" except for the sinking of a friendly or a neutral vessel. FotRSU has things set to "reward" the player that follows orders for the Objectives themselves better, but at that, it is impossible for the game to "see" that you attacked a convoy 1 mile away from the drop zone, other than the AI response to same. It would be better though, if you were playing v1.24 with the 1.26 patch, and then you might not have had the bad Save... maybe - but if you are wanting to attempt to finish a career first, that is understandable.


Quote:
Originally Posted by Moonlight View Post
^Its always Midway that has problems with upgraded equipment and new boats.
What is Midway, maybe 100 nm from the IDL 180 meridian?... surely that doesn't have something to do with this?... Maybe I'll check the CareerStart dates & codes again, and try to ensure that we're not "straddling" one like we were in the 1945 start previously...
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