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Old 08-31-23, 05:50 PM   #5656
Jeff-Groves
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Quote:
Originally Posted by KaleunMarco View Post
in the FOTRSU mission that is installed here, the survivors are NOT docked, so the drift is somewhat understandable.
and... if the weather conditions are bad enough, i guess they could drift 10-12 miles downwind from their spawn location.


DockedShip=false
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Old 08-31-23, 08:54 PM   #5657
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In theory, with a Speed=0.000000, they should stay put. If Rescue Raft is used instead, it stays put... The testing I did with the Survivor in a single mission though, included DockedShip=False, as in the Guard mis, but also DockedShip=true, and on the last run, they were set to loop with four waypoints spaced at 1000 yards (the minimum) and a 0.100000 speed. In all cases, they drift. lurker encountered similar with RSRDC, and used a separate file with the survivors placed by date. They also drifted. Some of the ships do similar, in that they will drift with DockedShip=true, whereas others stay put. I do not see the differences between the ships that do drift, and those that do not... just happened to think, there is a "drag" factor in the sim files...
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Old 08-31-23, 09:19 PM   #5658
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Quote:
Originally Posted by propbeanie View Post
In theory, with a Speed=0.000000, they should stay put. If Rescue Raft is used instead, it stays put... The testing I did with the Survivor in a single mission though, included DockedShip=False, as in the Guard mis, but also DockedShip=true, and on the last run, they were set to loop with four waypoints spaced at 1000 yards (the minimum) and a 0.100000 speed. In all cases, they drift. lurker encountered similar with RSRDC, and used a separate file with the survivors placed by date. They also drifted. Some of the ships do similar, in that they will drift with DockedShip=true, whereas others stay put. I do not see the differences between the ships that do drift, and those that do not... just happened to think, there is a "drag" factor in the sim files...
hey, buddy, i think you are putting way-too-much thought into this.
flip a coin to decide whether to use rescue rafts or survivors and...."let it go, indiana".

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Old 09-01-23, 11:29 AM   #5659
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Default Fall of 1942 Hunters Point Start

hey PB,

starting a new career. Gar this time.
as i was scrolling through the start dates, i selected Fall of 1942 and then went to the Regional Command selection. as i was scrolling through the selections, i scrolled into Hunters Point. CTD. and it is very consistent.
i took a look at CareerStart and Flotillas and i could not find a discrepancy with the various Hunters Point entries, which means that whatever is amiss is really subtle.

has anyone else encountered this issue?

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Old 09-02-23, 03:45 PM   #5660
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Default objectives and dates

hey pb,

stumbled into another objectives disconnect.

flotillas has this entry for multiple flot/boats:

[Flotilla 3.UserPlayerUnitType 6.Objective 13]
ID= BR6Obj13
NameDisplayable= CAG Equator
AvailabilityInterval=1943-03-15, 1943-06-15
ObjectiveCode= CAG_Fife or CAG_FifeFre

but patrol objectives has an entirely different date range:

ID=ID551
FileName=data/Campaigns/Campaign/PatrolObjectives/CAG_Fife01/CAG_Fife01.mis
StartDate=19420101
EndDate=19420701

there are four Fife missions with this mismatch.

you may want to add this to gripe-list for next release.

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Last edited by KaleunMarco; 09-02-23 at 03:58 PM.
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Old 09-03-23, 05:28 PM   #5661
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Default squirrelly group

hey PB,

what is this? we stumbled into each other April 1943 off the north coast of Bougainville.
it had 3 or 4 merchies, 2 CL, 2CA, and a potful of escorts.
for hours, they just circled each other, independently, at low speed.
no formation, no apparent destination, just milled around.

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Old 09-04-23, 07:07 AM   #5662
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Quote:
Originally Posted by KaleunMarco View Post
hey, buddy, i think you are putting way-too-much thought into this.
flip a coin to decide whether to use rescue rafts or survivors and...."let it go, indiana".
The "fix" is in... hopefully, I didn't fall asleep and smack the keyboard, as below...

Quote:
Originally Posted by KaleunMarco View Post
hey PB,

starting a new career. Gar this time.
as i was scrolling through the start dates, i selected Fall of 1942 and then went to the Regional Command selection. as i was scrolling through the selections, i scrolled into Hunters Point. CTD. and it is very consistent.
i took a look at CareerStart and Flotillas and i could not find a discrepancy with the various Hunters Point entries, which means that whatever is amiss is really subtle.
Looking into this later today... I'll get back with you all

Edit: Need some clarification here. The Fall of 1942 should be the Porpoise, and only the Porpoise at Hunter's Point. The Gar is only listed in the Test section for a 1945 test start.

Quote:
Originally Posted by KaleunMarco View Post
hey pb,

stumbled into another objectives disconnect.

flotillas has this entry for multiple flot/boats:

[Flotilla 3.UserPlayerUnitType 6.Objective 13]
ID= BR6Obj13
NameDisplayable= CAG Equator
AvailabilityInterval=1943-03-15, 1943-06-15
ObjectiveCode= CAG_Fife or CAG_FifeFre

but patrol objectives has an entirely different date range:

ID=ID551
FileName=data/Campaigns/Campaign/PatrolObjectives/CAG_Fife01/CAG_Fife01.mis
StartDate=19420101
EndDate=19420701

there are four Fife missions with this mismatch.

you may want to add this to gripe-list for next release.
Interesting... apparently someone fell asleep at the keyboard and did either a palm plant, or faceplant on the keyboard, and never finished their work...

Edit: That looks like the potato chip grease stained flying fat fingers of fickleness hit a "2" instead of a "3"... fixed for next version.

Quote:
Originally Posted by KaleunMarco View Post
hey PB,

what is this? we stumbled into each other April 1943 off the north coast of Bougainville.
it had 3 or 4 merchies, 2 CL, 2CA, and a potful of escorts.
for hours, they just circled each other, independently, at low speed.
no formation, no apparent destination, just milled around.

[pic]
Later today also, on the chase-down...

Edit: The group(s) are designed like that there... they are transferring reinforcements to shore... you were supposed to intercept them prior to that... - however, after a time, the one group will head south for southern Bougainville, and attempt to land more troops. If a 2nd group in there concurrently, then they will most likely head north - maybe... really BIG mistake with that assignment is that Biak is over by New Guinnea... That particular assignment should say "Buka"... It's close, with a "B", a "k", and an "a" in the name...

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Last edited by propbeanie; 09-04-23 at 03:52 PM.
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Old 09-08-23, 01:19 AM   #5663
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Guys the game runs at 1366 x 768 resolutions?
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Old 09-08-23, 06:14 AM   #5664
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Yes, it does (your screen image contents may vary ):




SH4 has quite a few choices for screen size. The problem comes in when it scrunches the screen elements differently at the various resolutions. For example, at some resolutions, the Recognition Manual partially obscures the periscope view, and at other resolutions, it's almost too tiny to use for older eyes... but still, this is much easier to work with than SH3...
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Old 09-08-23, 12:39 PM   #5665
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Default Camera Height

Hello Captains!
Is there a way to adjust the height of the outside view camera? When I am submerged I would like to see the action on the surface. I am ok a periscope depth but when I dive deeper the camera will not reach the surface. Thanks for the help. CAPT RAP
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Old 09-08-23, 01:03 PM   #5666
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If using the <F12> key to get to the external camera, or the menu buttons, you should be near the surface, about 15-20m above the surface. You should not be able to use the bridge or deck gun cameras when below... Did you clear the Save folder after activating the FotRSU mod(s)? If not, you need to do that, and then start a new career (C:\Users \UserName \Documents \SH4).

Open the JSGME.exe file in your game folder, click on the "Tasks..." link in the middle of the app window, and choose "Export activated mods list to..." and choose "Clipboard". In your next posting here, use the <Ctrl><V> key combination to "paste" that list into the text box here. That way, we can see what you have activated for your mods, and also the folder the game is in.
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Old 09-08-23, 02:53 PM   #5667
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From posts on this thread, I assume that there's an update in the works for FotRS. If so, these are my (unasked-for) suggestions--

Make it a little harder--not vastly!--A little, e.g., DDs a little more aggressive. More early war duds/"unders." Fewer unescorted IJ merchants. I run into 3 or 4 on my way to a patrol zone, and on the way back.

That's it! This IS the perfect mod. It just needs tweaking in these areas, imo.

For what it's worth.
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Old 09-08-23, 10:00 PM   #5668
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Howdy folks! I've played SH4 off and on since it launched, and lurked here quite a bit, but never posted until now.


I just found FOTRSU today, and it's blowing me away! Visually it's incredible, and the new ships really add a lot of immersion to the game.


One thing I've noticed is that every so often, usually if I'm cruising at 2/3, I'll drop to 0 knots. Usually popping up to standard speed will fix it. I'm not sure if it's a bug, or if it's an incredibly detailed modeling of the Skipjack. It was fitted with HOR diesels until the middle of the war, after all, and they were notoriously fragile.
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Old 09-09-23, 09:55 AM   #5669
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Default Welcome aboard!

JBHemlock!... finally blown to the surface by an incredible FOTRSU after a decades's 'silent run'!
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Old 09-12-23, 09:22 PM   #5670
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Quote:
Originally Posted by D-Jones View Post
From posts on this thread, I assume that there's an update in the works for FotRS. If so, these are my (unasked-for) suggestions--

Make it a little harder--not vastly!--A little, e.g., DDs a little more aggressive. More early war duds/"unders." Fewer unescorted IJ merchants. I run into 3 or 4 on my way to a patrol zone, and on the way back.

That's it! This IS the perfect mod. It just needs tweaking in these areas, imo.

For what it's worth.
Update is way behind schedule due to health issues, family issues, and other to-be-named-in-the-future issues... - In the meantime, be sure and try the Add-In Mod Pak for FotRSU, and see if any of those tweaks get you a bit more DD action, and little dud action. Be sure also to not only use the Main Menu for the settings desired, but also inside the Captain's Office onshore, by clicking on the radio console to the left. There are plans to up both aspects a pinch, and have a mod each for "slightly easier"...


Quote:
Originally Posted by JBHemlock View Post
Howdy folks! I've played SH4 off and on since it launched, and lurked here quite a bit, but never posted until now.

I just found FOTRSU today, and it's blowing me away! Visually it's incredible, and the new ships really add a lot of immersion to the game.

One thing I've noticed is that every so often, usually if I'm cruising at 2/3, I'll drop to 0 knots. Usually popping up to standard speed will fix it. I'm not sure if it's a bug, or if it's an incredibly detailed modeling of the Skipjack. It was fitted with HOR diesels until the middle of the war, after all, and they were notoriously fragile.
If you have anything tighter than a 90 degree turn set in the waypoints, or if you have encountered rough weather, you can end up with what you describe. Another way is by shelling out to Windows with the Windows key, or the Alt-Tab, or anyone of a myriad of ways to do that. The poor game gets confused, and can then introduce all sorts of audio and video stream errors. If that happens, Save the game, exit, then re-start the game and load that Save. Hopefully, all is back to "normal"...


Quote:
Originally Posted by Aktungbby View Post
JBHemlock!... finally blown to the surface by an incredible FOTRSU after a decades's 'silent run'!
Amazing what a well-place hedgehog can do, eh??





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