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Old 06-24-21, 07:20 PM   #3511
KaleunMarco
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Originally Posted by propbeanie View Post
Second of all, we do not have a "300_DarkerNightsEnv_V2" mod tested with the FotRSU mod. Other than that, I have never seen fellers on the bridge without at least their skivvies on, and bony knees showing... I have made a test mission with a Sargo that starts with really bad weather, and the crew is on deck, fully clothed and in their right minds... well, except they ~are~ submariners...
+

ok, then i guess we can chalk it up to the contraband mod.
just for grins, which files would control the lower half of the watch crew while they are on deck? i can peruse the Darker Nights mod and see if those files are part of the mod.

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Old 06-24-21, 08:44 PM   #3512
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Originally Posted by KaleunMarco View Post
+

ok, then i guess we can chalk it up to the contraband mod.
just for grins, which files would control the lower half of the watch crew while they are on deck? i can peruse the Darker Nights mod and see if those files are part of the mod.

Ahoy KM,the crew models are controled by "Data\UPCData\UPCCrewData\CrewMembers3D.upc". All the parts: heads, Torsos and legs are defined in this file。
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Old 06-24-21, 10:16 PM   #3513
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Ahoy KM,the crew models are controled by "Data\UPCData\UPCCrewData\CrewMembers3D.upc". All the parts: heads, Torsos and legs are defined in this file。
alas, Darker Nights mods just one file and it is not Crewmembers3D.upc.
so, there is another reason for the half-sailors.
Crewmembers3D.upc version is 4/8/2020 and is part of 1.46.
i'll have to check the bridge during a storm on the next mission.
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Old 06-24-21, 10:41 PM   #3514
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What's the file name in 300_DarkerNightsEnv_V2? I don't have this mod for now
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Old 06-25-21, 12:13 AM   #3515
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What's the file name in 300_DarkerNightsEnv_V2? I don't have this mod for now
C:\Ubisoft\FOTRSU 1.46\MODS\300_DarkerNightsEnv_V2\Data\Env\EnvColor s_Atl.dat

and it really does make the nights really really dark.
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Old 06-25-21, 01:58 AM   #3516
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Yes,it seems this file will not affect the crew models, very strange reason.
Btw, the original night is dark enough i think, how can we see enmy ships in a really really dark night.
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Old 06-25-21, 05:43 AM   #3517
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Originally Posted by flaminus View Post
Yes,it seems this file will not affect the crew models, very strange reason.
Btw, the original night is dark enough i think, how can we see enmy ships in a really really dark night.
The idea behind the darker nights it is the enemy not seeing you. A problem with the SH series: it is very difficult to make a night attack in surface.

Regards.

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Old 06-25-21, 05:58 AM   #3518
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That is not the design of the mod, no. However, the dates for the New Construction do get out of whack entirely too easily, defeating the purpose of having the SeaTrials. It sounds like maybe you got stuck in no man's land. You have to go all of the way into the actual Mare Island Naval Yard area, if that is where you started from, and End Patrol there. Treasure Island sits astride San Francisco Bay, and it will ask you if you want to Dock, but only for re-supply. You have to End Patrol to be able to repair the damaged bulkhead. However, look for where the fouled, tilted anchor is, which of course signifies your home port, as you know. If you have now done four trial missions, and you are stuck at Mare Island Naval Yard, not being forwarded to Pearl Harbor, then you will have to use the phone in the Captain's Office and request the transfer yourself. If only there was some way to have a definite number of days in-port between "patrols" for the SeaTrials, things would be much :
Many thanks for the answer! I made the trip returning from Pearl to Mare Island and docked. The option "End Patrol" appeared, so I end the trials patrol and obtained renown, promotion and hull repaired. All works fine.

A sugerence for the next release: the radio message at the end of the trials should be something as "Return to base at Mare Island and end the patrol. You will be assigned new objectives....". The problem is the actual message, leaving you free to continue on patrol, I choose it and I got the vast no- land Pacific without objectives or missions.

Now is April 21, 1942 and I'm departing from Mare Island, the mission is patrol the Carolines.

Best regards.

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Old 06-25-21, 07:24 AM   #3519
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Quote:
Originally Posted by KaleunMarco View Post
+

ok, then i guess we can chalk it up to the contraband mod.
just for grins, which files would control the lower half of the watch crew while they are on deck? i can peruse the Darker Nights mod and see if those files are part of the mod.

Near as I can tell, you had an "unusual occurrence" there in that all three of the visible characters went without britches... If you were using the Preview, it would most likely be the "fix" for the ranks that might cause that, but you don't have the Preview... but you could try the Preview Enlisted Fix anyway, which would overwrite the existing files for the "bust" images, though those aren't used in rain... I don't know. All I've had are fully-clothed crew when it is storming, thus far... btw, had you or anyone tried a surface attack in FotRSU before using any "darker nights" mod? I haven't tried myself in the last couple of versions, but things were adjusted.


Quote:
Originally Posted by fitzcarraldo View Post
Many thanks for the answer! I made the trip returning from Pearl to Mare Island and docked. The option "End Patrol" appeared, so I end the trials patrol and obtained renown, promotion and hull repaired. All works fine.

A sugerence for the next release: the radio message at the end of the trials should be something as "Return to base at Mare Island and end the patrol. You will be assigned new objectives....". The problem is the actual message, leaving you free to continue on patrol, I choose it and I got the vast no- land Pacific without objectives or missions.

Now is April 21, 1942 and I'm departing from Mare Island, the mission is patrol the Carolines.

Best regards.

Fitzcarraldo
Will-do. It was left open-ended because of the behavior of the clock, but perhaps we can emphasized the "IF" ("if you are not re-assigned") portion and remove the "discretion" portion. If you had the mission I am thinking you were on, there were radio messages you received on the boat, and perhaps we'll make all such SeaTrial messages modal, ie: they pop-up and you have to read them... We'll put it off to poor USN radio communications... or "atmospheric conditions"... lol

Thanks fellows!

Previous question still stands though: Has anyone been offered and purchased an early radar, other than the ST, which has been disabled? Did it function properly?
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Old 06-25-21, 07:45 AM   #3520
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I have a question for anyone attempting to use v1.46 or the Preview: Have any of you attempted to purchase an early radar? Did it function correctly? We already know that the ST radar needs not just the mount for the radar, but also a new periscope and periscope mount in the conning tower, which is why a person cannot purchase it early, because it is a two-part "upgrade", and the game only allows purchasing one part at a time. I am curious though about an SJ or SD radar purchases, if they function correctly? Thanks
Just catching up after 10 days on the road to and from Colorado. I have version 1.46. in multiple careers I purchased the surface radar as soon as available (the air-search has been there from the start, regardless of boat type. All radars seem to be functioning normally, including target finding and tracking (the early surface radar is usually not as effective as the sonar for early detection, but the difference in range is minor).
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Old 06-25-21, 07:51 AM   #3521
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Thanks. What boats, by chance? Some are set the same as others, but not all...
Did you get to go through the mountains on the trip?
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Old 06-25-21, 09:47 AM   #3522
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btw, had you or anyone tried a surface attack in FotRSU before using any "darker nights" mod? I haven't tried myself in the last couple of versions, but things were adjusted.
i have not been able to close near enough to execute a night attack.
i AM able to close within 8000-10000 yds before we are spotted by the enemy escorts. previously, we would be detected at the 17000 yd distance.
and....
the scope is not as readily visible at night, especially by the merchies.
warships will see it, especially after the initial attack, but not as well as without the mod (please forgive my bad english).
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Old 06-25-21, 01:55 PM   #3523
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Originally Posted by flaminus View Post
Yes,it seems this file will not affect the crew models, very strange reason.
Btw, the original night is dark enough i think, how can we see enmy ships in a really really dark night.

Others responded but since I spent a huge amount of time adjusting this in SH 4 to get things right , figured would weigh in.

A major problem with SH 4, any version and any mod have encountered is it is impossible to simulate historically accurate night surface attacks. In stock, it was outright impossible. Nights were far far too light for nights on open ocean. This permitted hawkeye, sniper like vision from escorts at night.

This obviously is a major issue, especially in later war as it prevents proper simulation of how US submarines operated. Really was a huge missing element in the game because frankly, night surface attacks bring a whole other level of intensity and fun into this sim.

In TMO, one could work into position but always had to fire from excessive ranges such as 4000-5000 yards, when subs often went in to 2000-2500 yards from targets on the surface. , sometimes closer.A submarine is quite difficult to see on the surface at night. Then one torpedoes hit, 8 out of 10 times player was shot up by gunfire from sniper like escorts and merchants.


So for my TMO update...I made it a major goal to make realistic night surface attacks happen, which includes ability to maneuver on surface .


The darker nights mod changed things, but required some adjusts to the visual settings in sim.cfg to work properly, otherwise ships were blind.


Now, in TMO, player can pull off these attacks in a historically accurate manner, with proper tactics. One can even slip past the escort screen get inside a convoy and attack from within, and escape. Of course a number of factors involved.

As far as seeing the enemy, well player can still see them. However, its more realistic, you're not going to identify a merchant from 9000 yards at night as before lol. Crew sometimes can with the ID ship function. I wait until closer. Just close in and find best target I can. Study of ship silhouettes matters so you can instinctively identify class of ship....tanker, large merchant etc before getting class enough to name it. Player also has to learn to make more "on the fly " shots and maintain situational awareness, especially one first attack has pulled off and are inside the convoy. Dodging gunfire from close merchants(they are no longer sniper like) and of course the escorts which will rush in to the scene of the attack. 90 percent of the time I play without map contacts and camera, and can quickly plot a solution.


I have not tried the darker nights with FOTRS yet, but will soon and will likely require some adjustments to work properly.
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Old 06-25-21, 02:03 PM   #3524
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Quote:
Originally Posted by propbeanie View Post
Near as I can tell, you had an "unusual occurrence" there in that all three of the visible characters went without britches... If you were using the Preview, it would most likely be the "fix" for the ranks that might cause that, but you don't have the Preview... but you could try the anyway, which would overwrite the existing files for the "bust" images, though those aren't used in rain... I don't know. All I've had are fully-clothed crew when it is storming, thus far..
it happened again. i have another screen shot but the game is still afoot (on my other system).
it is definitely raining.
Same circumstances: Sargo, out of Milne Bay, May 1944, in the vicinity of the east side of the Philippines.
the only mod that changes Crewmembers3D is 1.46.
Strange.


Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU 1.46\MODS]

100_FalloftheRisingSun_Ultimate_v1.46_EN
200 Nippon_Maru_v1.2
300_DarkerNightsEnv_V2
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Old 06-25-21, 03:37 PM   #3525
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radar Re: Question..

Ahoy, mr. propbeanie...

This query, is sent your direction...

Ok, here goes... With regards, the addinz pack supplied with yon preview FotRS...

Just what is the details with:

399_OAKsHudGauges_v1.5.Edition

I looked in anywhere in the support & other folders that pertain to the addinz... til My eyeballs went wonky.

To the best of My knowledge... no info in them, pertaining to this particular mod add in... so I am not knowing to try it... or to not to try it...



That is the question... soooo, if you could answer My inquiry, it would be ever sooo much appreciated, sir.

Thanks...

M. M.

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