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Old 02-08-22, 12:42 PM   #4366
mikesn9
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Default Xtra torpedo slot in aft reserves

FOTRSU 7P (p3).
2 different career starts:

Pearl 12/9/41 Tambor has an empty slot in the after room reserves, was able to put another torpedo there.


Cavite, same day, Salmon: same situation..


Is this a new feature in the Mod?


Thanks
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Old 02-08-22, 01:15 PM   #4367
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Quote:
Originally Posted by propbeanie View Post
OK, ran through a few things, and this is a vid of the proceedings, April 6, 1944




Note that the gun crew shoots the 5 inch gun about as fast as they shoot the 4 incher. The player is able to shoot a bit faster. The main difference is the "hit" percentage. No "issues" detected though. Is your crew not as "fast" Zero Niner?
Curious why the blue shirt with khakis for the dive officer and why is standing to the side of the "table" ?
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Old 02-08-22, 01:57 PM   #4368
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Quote:
Originally Posted by Bubblehead1980 View Post
Curious why the blue shirt with khakis for the dive officer and why is standing to the side of the "table" ?
Spotter... just as snipers have... letting them know if they're pulling up short on their aim... or needing to dial it back as they're overshooting... just a thought. think, fire control officer...



M. M.
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Old 02-08-22, 02:17 PM   #4369
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Originally Posted by mikesn9 View Post
FOTRSU 7P (p3).
2 different career starts:

Pearl 12/9/41 Tambor has an empty slot in the after room reserves, was able to put another torpedo there.


Cavite, same day, Salmon: same situation..


Is this a new feature in the Mod?


Thanks
There are now 20,000 players that know that mikesn9 is responsible for them losing their extra torpedo carrying capacity on the Tambor / Gar and Salmon / Sargo Classes of boats... - but yes, that is a leftover from an experiment on the boats. The next version will have a variable bunker, date dependent, and it might hold more than torpedoes... You might also have to pay for ALL torpedoes. Remember, early war, there is a shortage...


Quote:
Originally Posted by Bubblehead1980 View Post
Curious why the blue shirt with khakis for the dive officer and why is standing to the side of the "table" ?
Look in the conning tower, and you will find the "officer" officer... Each shift is different, Battle Stations are different.
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Old 02-09-22, 10:41 AM   #4370
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Hi guys,

Glad to be back on track. Some news on the paint shipyard.

The DD reskin is other as for the small units.
Here some pict of the set for the CA cruisers. Those are done and send to the team for test. Mogami and Brooklyn are in progress.

AGANO CLASS



TAKAO CLASS



FURUTAKA CLASS



BALTIMORE CLASS



NORTHAMPTON CLASS

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Old 02-09-22, 11:11 AM   #4371
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awesome work!
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Old 02-09-22, 08:28 PM   #4372
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Quote:
Originally Posted by propbeanie View Post
Note that the gun crew shoots the 5 inch gun about as fast as they shoot the 4 incher. The player is able to shoot a bit faster. The main difference is the "hit" percentage. No "issues" detected though. Is your crew not as "fast" Zero Niner?
I suspect it's an issue with that patrol. My gun crew normally reloads in roughly 10 sec. That patrol though, it took them 30 secs or slightly more to reload the gun (4"). I reloaded the patrol from Base and tested the gun loading times, it was back to normal.
Another peculiar thing I experienced is that whenever I left the gun station (say, went to the map or TBT) and back to the gun, it would be traversed to starboard (about 100deg) and I would have to lay the gun on target again.
I've upgraded the gun to a 5" and I've just started my next patrol. Testing the gun, it seems to be back to normal - we'll see how it goes.

Edit: It appears that the deck gun is back to normal.

Last edited by Zero Niner; 02-11-22 at 06:06 AM.
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Old 02-10-22, 07:22 PM   #4373
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Is there a cold weather clothing mod for the crew in latest release?
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Old 02-11-22, 07:05 AM   #4374
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Quote:
Originally Posted by Bubblehead1980 View Post
Is there a cold weather clothing mod for the crew in latest release?

Looks like it's in the AddInModzPak_FotRSUv17, you can find it in the second post of this very thread: https://www.subsim.com/radioroom/sho...93&postcount=2
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Old 02-11-22, 07:19 AM   #4375
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Installed v1.7p3 yesterday. Last time I played SH4 was with v1.46. Noticed some stuff has definitely changed, and I'm looking forward to discover that which I have not yet discovered. I'm keeping a very detailed log of my installation procedure and mod usage now, and I'll report back with this step by step log if I see any issues in 1.7p3.

Good job thus far, although I've only just started the first Manila S-boat mission and those used to work pretty good back in 1.46 too so, we'll see what happens further down the line, mission-wise

One question though, I got the S-23 (iirc, I'm at work now, can double check when getting home) and patrolling the mouth of Lingayen Gulf as first assignment (my favorite starting mission from 1.46). Neither the mission description nor the icon specified the size of the patrol area. How far out can I be?




Also as a side note, when reading the documentation I noticed something I haven't read before, namely the clock drifting issue in the base game when not running the game at 30fps. My heartfelt salute goes to you brave souls out there that actually play SH4 @ 30fps to solve this. I tried it using Nvidias framerate limiter, and I found the gameplay experience to be absolutely horrendous. It's not for the faint of heart. Promptly changed it back to 60fps (which still is kinda sacrilege on a 144hz monitor), I'll just have to deal with possibly overpowered escorts during night time.

Last edited by K9us; 02-11-22 at 08:28 AM.
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Old 02-11-22, 04:44 PM   #4376
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Quote:
Originally Posted by K9us View Post
Looks like it's in the AddInModzPak_FotRSUv17, you can find it in the second post of this very thread: https://www.subsim.com/radioroom/sho...93&postcount=2

Thanks. Got it.

Last edited by Bubblehead1980; 02-11-22 at 06:28 PM.
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Old 02-13-22, 12:17 PM   #4377
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Default Deck Gun Crew Slots Gone

I've been running a career from Cavite (Dec. 8, 1941).
It ran "normal" from Cavite to Darwin to Albany to Bribane with no anomalies that I can see.

On 2/5/43 I requested a transfer to Tulagi to see how that would go. By that time I was in Gato. I ran two patrols out of Tulagi and on 4/17/43 received a Conning Tower Cutback, then ran two more patrols out of Tulagi.

On 7/19/43 received an upgrade to USS Balao. Ran two patrols in that boat. Midway through the 2nd patrol on 10/2/1943 the base changed from Tulagi to NAB Milne Bay, which was cool to see.

Now the problem: got into port on 10/03/43, and was informed that a New Paint Scheme had been applied. Fine, except they make you buy back all the radars, new AA guns, etc. only this time, while it let me upgrade the deck gun to a 4.5 inch Stern Mount (where it had been prior to the new paint scheme), but it took away the crew slots.

I've since run two more patrols out of NAB Milne Bay without crew slots for the deck gun. I'm sure I could go tinker in the last save game and add slots, but this is a bug and needs to be "fixed" if it can be fixed.

Otherwise, I've never had so much fun with any of the previous mods or versions, FOTRSU or any other. I am starting to see that the dumbed down AI lessens some of the action in that the AI is almost too disinterested. So I'm going to remove that Mod and see how it goes with just the "regular" AI.
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Old 02-13-22, 12:52 PM   #4378
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I'm having sound problems. After accelerate time, hit backpace to return time to normal, the engine sound is accelerated.
the only way to stop this change speed and return to previous speed

What is happening?

recently updated to 1.7 version

Last edited by Arsenius; 02-13-22 at 01:08 PM.
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Old 02-13-22, 01:15 PM   #4379
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Thanks for the date detailing. Very helpful... The main problem is probably the early command upgrade where you got the Balao in July of 1943 at Tulagi. It has "AvailabilityInterval= 1943-08-01, 1943-10-01", when it then transfers to Milne Bay, with "AvailabilityInterval= 1943-10-01, 1944-05-17", where it then transfers to Manus Island. The missions are set though, that you do not crash or get retired with the early boat, and that really does not seem like it should mess anything else up along the way. However, we also do not have a "new paint scheme" in FotRSU. The paint should change with a conning tower change, and that should be the prompt, but we might be pointing to the wrong menu.txt entry... I don't think we even have a Measure 32 in the UpgradePackSlots... If the game is calling that "logic" somewhere with the Balao, that might be the problem... A very slight possibility is the going from a Gato boat with its bow mount, to the Balao, with its stern mount, and then the game getting confused... Sad thing is, the "upgraded gun slot" and losing of crew positions has been with SH4 since March of 2007 when it was released. Each update they released had a "fix" for the issue, and yet it remains to this day. Something goes wrong in the Save file, and "poof!" the gun slots are among the first things to be lost.

We will dig into this though, because this is the first time I have ever heard of it happening this way. The "upgrading" issue from a 4 to 5 inch gun is well documented, but that paint change message is definitely new. Now for some questions:
1. Did you get a conning tower upgrade when the paint scheme changed? It would look the same as the first, with slight improvements to some of the "slots" for future radar upgrades, but the only noticeable difference would be going from Measure 9 black to Measure 32 grey.
2. Had you removed the deck gun crew prior to buying the new gun? If not, and you lost the slots, were the slots for the Damage Team filled back the way they were? In other words, did you lose the crew men, along with the slots?
3. Other than the loss of the gun crew slots, all else seems to function as intended then?
4. Can you zip-up your Save folder again, and PM me a link to it, so that I can attempt to follow the sequence of events in it? There is a "NewColetrainsAndOthersDGfix.pdf" file in the Support / HowTo folder, and it has some relatively detailed instructions for recovery from this, with several examples of what you might find, especially in the newer "New and Improved FotRSU Way" on Page 3 and following. You could do that before or after linking to the Save folder, if you do, since you have a couple of Saves with the condition.
Thanks.
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Old 02-13-22, 01:25 PM   #4380
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Quote:
Originally Posted by Arsenius View Post
I'm having sound problems. After accelerate time, hit backpace to return time to normal, the engine sound is accelerated.
the only way to stop this change speed and return to previous speed

What is happening?

recently updated to 1.7 version
That is the same issue the game has always had. The use of TC sometimes results in this phenomenon, and the S-Boats seem to have more trouble than others. It can also happen that you are underwater, and after the use of high TC, you end up with a diesel sound. It you would though, use JSGME, and then it's "Tasks..." link in the middle of its window, and then choose "Export activated mod list to -->" and choose "Clipboard", and then paste that info into another reply here so we can sort through possible culprits. Thanks.
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