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Old 10-31-20, 06:56 AM   #2101
mikesn9
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Originally Posted by propbeanie View Post
I am really hoping what mazzi has, will help in this regard, as noted in Post #2096 = Many Thanks To mazzi! :Salutes: until my arm falls off!!!. It will take a few more runs with my "seeded" career to find out what happens when I get my new Balao, but I am confident in this...

@ mikesn9: Is that the mission where you start in the Marshalls, then to Guam, then to Wake, and "take pictures if you can"? I'll double-check on that (might be a quadruple-check by now). There should be minimal planes in the area - usually - because all of the US planes have been shot down, and the Japanese have not landed any yet. However, if you are there when the Hiryu and Soryu stopped by to help for a few days, then you might have some carrier aircraft buzzing about. The problem with the planes before though, wasn't so much the planes, as it was the mis-configured Rescue Raft when the planes were shot down or crashed. The game pulls all of that type "asset" and will choose from the pool, not just the Survivor in FotRSU, so the game was trying to associate a New Zealand raft with a Japanese plane, and that would just crush the "cycles" as the game thrashed about through that conundrum...

Yes, it was that string of missions. Only saw 4 merchants (sank the fleet tanker in the Marshalls) there were planes now & then in the Marshalls and near Guam, but not many). No sign of carriers, just a couple of small warships (DD and a subchaser, if I remember right)
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Old 10-31-20, 01:36 PM   #2102
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I am in the middle of testing that now mikesn9, and one thing that I have now "proven" is that at night, if you have an improperly configured game set-up, the moon and its reflection do not match... When I first did a quick mission for this test, I used the Tambor, but neglected to change its configuration date. The game pulled in the 1940-01-01 that the Tambor has (??), and then failed to load a Tambor, instead giving me the Nautilus... sigh. I decided to try it anyway, and when the sun set, all looked fine, but when the moon rose about 0200, the moon did not shine, but the water reflected it, as if it was at 260T... If Saved the game, and all still loads fine, but the moon is still "off". I went ahead and exited again, and edited the mission file, correctly configuring the Tambor. When I went back into the game, and loaded the mission anew, with a Tambor boat, the moon was at about 020T, half-moon, and the water reflected it as such... So if anyone happens to notice issues, try to see what the moon and its reflection are doing... I have done this twice each now, and each time, same result - which with this game, basically "proves" nothing, but it might be a symptom...

In the meantime, with the multiple starts of this mission, I just now finished my "official test" mission's first two objectives of Patrol and Foto ReCon of Engebi, and I am now halfway to Guam... more later on this, and then I'll get back to what I call "The mazzi Test" with the Balao's guns...
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Old 10-31-20, 05:03 PM   #2103
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Balao Patrol 6, April-June 1944, ex Midway. Mod list as recently posted, with patch now immediately following primary mod. Anomalies follow:

- Despite saving within the office prior to the patrol, the inability to move the 5" gun to the bow remained when we returned to base. The crew slots simply disappear, though the crewmembers themselves are moved into DC.

- No second crew positions were created when we upgraded to twin 40mm installations on the return.

- Our last official assignment was a waypoint off northern Honshu, where we were ordered to sink something somewhere. Sealed, eyes-only orders from ONI directed us to the San Bernardino Straits, where we encountered two Japanese fleets in heavy weather at night and observed the following:

a. Wx report listed no precipitation but driving rain was constant.

b. Japanese DDs in the second fleet were actively pinging but could not seem to detect us, even at periscope depth within visual range. Their radar was performing as advertised but nothing trumps a correctly applied Mk 16. Two DDs in the first fleet detected and attempted to close with us during the night surface attack but we cannot conclude their sonar was performing normally.

c. One of the more memorable sights was the Nagato barreling down on us, blazing like the Ghost Rider. Every single casemate was individually ablaze, port and starboard. There was no sign of any other damage or suggestion of the cause.
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Old 10-31-20, 06:06 PM   #2104
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OK mikesn9, all six objectives, and therefore, mission completed:




The Marshalls were hopping while I was there, encountering a small convoy/task force about 1700 several days out of Pearl, apparently delivering goods for one of the bases. We found them about a hundred miles east of Eniwetok, headed southeast. Could NOT close for an attack... between the DE and the planes that showed about 2 hours later, we never did manage an end-around, and then lost them completely in a storm after about 0100 hours that next morning. Gave up and continued to Eniwetok, receiving the "Rumor has it that you have a camera onboard..." message, and then closed on Engebi for that. Objective completed just after 0500 hours the day of receiving that (one day after losing the convoy). There were sonar reports from the north lagoon in the atoll, so we backed straight to align with one, and did a sonar ping for range. Set the torpedo for 10 foot, magnetic, slow speed, and let fly... "BOOM!!!" I forgot that I neglected to turn off the Duds in the gameplay options... Took damage to the forward torpedo room, and lost all of the tubes... So that settled that... - Several hours later, while at the limit of the patrol area to the north, the tubes were "repaired", no more leaking, no more wounded, but unable to use the Forward tubes. nutz... Finished the patrol, avoiding contacts with the patrolling DD / DE, ~and~ two airplanes, which were both H6K. So 2nd Objective completed, and on to Guam. Enroute, we received a message that Wake had fallen...

So we got the "Foto if possible" message while coming into the area, and a little while later, we saw a small Task Force coming our way as we went between Rota and Tinian. We turned to attack and submerged, only there was one of the Fubuki that was apparently related to superman, and he hound-dogged us the entire day... but we did finally manage to shake him about 0200 hours, and of course, no sign of the CL and CA and their escorts... long gone... so at 0730 that morning, just to spice things up, we decided to let an H6K find us on the surface as he flew out of the sun... yeesh!!! Thankfully, he missed us with his first set of bombs dropped, and we were deep enough and going in another direction by the time he turned and dropped again... Waited a while, and then continued on the surface, only to have a couple of Zeroes do similar. Nutz. Thankfully, again, no damage. But that's what happens when a plane spots you... they swarm... We ended up having four plane contacts just west of Guam that day, but we did manage to close the shore for our foto-op the next morning...



Beautiful sunrise, eh? Got our pics about 1300 and took off to the northwest to finish our patrol time. Had four more plane contacts over the next few days, with this "seagull" being the most common:



Objective three and four now completed, we headed for our destiny at Wake. We closed on the south side first, and hit the area for a foto op right at about 0900, getting a couple of good pix. Headed to the south and west to clear that area, surfaced and then headed north to round the west side of the island, where we again found two Zeroes coming out of the midday sun... Thankfully, they were about as competent as the previous set near Guam, and missed us. A course change to the East, and then a resumption of closing on the mouth of the harbor for the sound contact we had, which turned-out to be a 2nd foto op, and not a ship... Got our pic after coming in real close, turned and dove deeper from PD just in time to have another set of bombs splash close by... slight percussive damage to the hull, and engine room bulkhead on the port side... Stern batteries then showed their mettle and failed... then we had a leak and had to come back up some, trying to hold 90 foot and failing... Several hours later, most of the damage repaired, except a bow-up list to the boat, and the sun setting with us over 6nm out from the northern shores, we went ahead and surfaced... ~BIG~ mistake... Shell splashes all around, and the shore guns that took out a couple of ships on the eleventh, tried to take us out, and nearly succeeded!. We had three near-misses, one of which landed near the port side of the stern, again resulting in damage to the engine room & after battery, only not just a little - plus the after torpedo room breached and all tubes damaged... we ended up with a 51% hull damage and almost went down, but then almost breached... then almost went down again, then almost breached again, finally hanging on to 78 foot, but with the tail down and bow up, conning tower partially out of the water... not cool... I lost the last few hours of my life on this damage, and nursing the boat back to as good of "health" as we could manage, which was all parts "repaired", though no AA gun, and none, zero, zilch, nada torpedo tubes working... All crewmen in the aft torpedo room and the engine room were wounded, some rather severely, some barely, and all did survive... 47 hours later:



all is peaceful and idyllic, except for all the planes buzzing about... but we did manage to complete the patrol also, hence the first pic above... I do not know if we would have made if back to Pearl though. We spent all of the daylight hours submerged at PD at Ahead One Third, with the Observation scope up, and watched as the airplanes kept coming into sight every two to three hours that first day, thankfully never getting closer than 4.8nm from us. I don't know what would have happened if we would have had to have dove below 100 foot... except maybe kiss the posterior and say "goodbye"...

Other than that, nothin' to it, easy peasy... and part of that is from what happens when you use Time Compression while patrolling...
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Last edited by propbeanie; 10-31-20 at 06:29 PM. Reason: typose, typoes, typos...
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Old 10-31-20, 06:26 PM   #2105
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Quote:
Originally Posted by Mios 4Me View Post
Balao Patrol 6, April-June 1944, ex Midway. Mod list as recently posted, with patch now immediately following primary mod. Anomalies follow:

- Despite saving within the office prior to the patrol, the inability to move the 5" gun to the bow remained when we returned to base. The crew slots simply disappear, though the crewmembers themselves are moved into DC.

- No second crew positions were created when we upgraded to twin 40mm installations on the return.

- Our last official assignment was a waypoint off northern Honshu, where we were ordered to sink something somewhere. Sealed, eyes-only orders from ONI directed us to the San Bernardino Straits, where we encountered two Japanese fleets in heavy weather at night and observed the following:

a. Wx report listed no precipitation but driving rain was constant.

b. Japanese DDs in the second fleet were actively pinging but could not seem to detect us, even at periscope depth within visual range. Their radar was performing as advertised but nothing trumps a correctly applied Mk 16. Two DDs in the first fleet detected and attempted to close with us during the night surface attack but we cannot conclude their sonar was performing normally.

c. One of the more memorable sights was the Nagato barreling down on us, blazing like the Ghost Rider. Every single casemate was individually ablaze, port and starboard. There was no sign of any other damage or suggestion of the cause.
OK, so
100_FalloftheRisingSun_UltimateEdition_v1.21p_EN
101_Patch_v1.2To_v1.26p
301_MoreDifficultAI01
302_MoreDifficultAI02
399_NoScrollNavMap
452_MoonlightzSonarLines
901_Strategic_Map_Symbols
for the mod list?... what do you mean by the "April-June 1944, ex Midway"? Had you done mazzi's little change? No big deal if you didn't, since it will be in the next version. I've not had issues with the 40mm, and I am now on a 3rd test career with mazzi's changes, so the next test I'll do will be back to the v1.26p, and make certain of the 40mm AA.

But as for the 5" gun... you did have one? was it the 25 cal? But there were no crew slots on origination of the patrol, nor after returning and trying to go out again? Not surprising. The Balao's gun is a stern mount, and I am guessing that with the "upgrade" and the improper 3" gun configuration, that it does what used to happen when the guns were "locked-down" and could not be moved anyway. Not surprising.

As for the weather encountered, for whatever reason, the game does not recognize light rain as "rain". Did you happen to notice that your crew was not in their slickers? That is a Stock issue. Somewhat like cold weather clothes, that don't come on when it is cold outside... Also with the DD, if you are in inclement weather, the DD may well not find you at all. Too busy bailing water and trying to stay afloat ... The "pinging" you hear is not always indicative of them having heard you. The Nagato lit like a wealthy Viking's funeral pyre could be from storm damage, or colliding with another ship, having run aground previously, or having been attacked earlier, or all of the above, or any combination of incidents...
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Old 10-31-20, 07:14 PM   #2106
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Originally Posted by propbeanie View Post
OK, so
100_FalloftheRisingSun_UltimateEdition_v1.21p_EN
101_Patch_v1.2To_v1.26p
301_MoreDifficultAI01
302_MoreDifficultAI02
399_NoScrollNavMap
452_MoonlightzSonarLines
901_Strategic_Map_Symbols
for the mod list?... what do you mean by the "April-June 1944, ex Midway"? Had you done mazzi's little change? No big deal if you didn't, since it will be in the next version. I've not had issues with the 40mm, and I am now on a 3rd test career with mazzi's changes, so the next test I'll do will be back to the v1.26p, and make certain of the 40mm AA.

But as for the 5" gun... you did have one? was it the 25 cal? But there were no crew slots on origination of the patrol, nor after returning and trying to go out again? Not surprising. The Balao's gun is a stern mount, and I am guessing that with the "upgrade" and the improper 3" gun configuration, that it does what used to happen when the guns were "locked-down" and could not be moved anyway. Not surprising.

As for the weather encountered, for whatever reason, the game does not recognize light rain as "rain". Did you happen to notice that your crew was not in their slickers? That is a Stock issue. Somewhat like cold weather clothes, that don't come on when it is cold outside... Also with the DD, if you are in inclement weather, the DD may well not find you at all. Too busy bailing water and trying to stay afloat ... The "pinging" you hear is not always indicative of them having heard you. The Nagato lit like a wealthy Viking's funeral pyre could be from storm damage, or colliding with another ship, having run aground previously, or having been attacked earlier, or all of the above, or any combination of incidents...
1. That's the correct mod list
2. We were at sea when Mazzi's fix came in. Think I'll wait for the next update.
3. Just that the patrol from Midway covered those dates, so there were other assignments not listed, should that be of importance.
4. Yes, we retained the 5"/25 in the stern position as in the previous five patrols. I dislike the stern position, *especially* with the flag blocking the view of a rapidly approaching DD, so I've tried switching at the end of each patrol. Each time the actual gun appears on the bow but the crew deck gun positions disappear and the crew themselves appear in Damage Control. Mazzi, bravo!
5. The rain was almost diagonal, vis was 1000 m, and seas were heavy enough to occasionally set the fully-extended periscope awash when submerged. I think the crew was in slickers during the surface attack but attention was focused elsewhere.
6. Considering that _each_ casement and _only_ the casemates were afire, I think this was the Nagato's gunnery department settling the old "casemates vs. turrets" debate once and for all.
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Old 10-31-20, 08:32 PM   #2107
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First off, sincere thanks to PB and the development team for all the work you've put into taking an already engrossing game and making it sublimely so, and for sharing all of it freely with the community. Brisbane assignments, for example, are no longer a boring slog, thanks to the work done making Truk truly functional. Bravo!

Second, thanks on a personal level to Moonlight for the sonar lines mod. I'm delighted to suddenly see the difference between warships and merchants and decide accordingly.

If you are open to suggestions, while I have no idea if it's coming in the next update or even feasible, I would *love* to take a visiting Tambor, Gar, or perhaps even the USS Drum out against those invasion convoys. That's the only technically possible thing I miss from Stock and, as a fleet boat driver, I find myself rarely in Fremantle anymore.
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Old 10-31-20, 09:31 PM   #2108
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After suffering 2 more "sonar mouse UI" save corruption issues, This time with only FORTSU 1.24 and the upgrade 1.26p. I'm going back to TMO for a bit to see if I get the same issues. Could be something with Win10. We'll see. I played TMO for months without these types of corruption issues but I was playing under Win 7 Pro.
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Old 10-31-20, 10:02 PM   #2109
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Quote:
Originally Posted by Mios 4Me View Post
1. That's the correct mod list
2. We were at sea when Mazzi's fix came in. Think I'll wait for the next update.
3. Just that the patrol from Midway covered those dates, so there were other assignments not listed, should that be of importance.
4. Yes, we retained the 5"/25 in the stern position as in the previous five patrols. I dislike the stern position, *especially* with the flag blocking the view of a rapidly approaching DD, so I've tried switching at the end of each patrol. Each time the actual gun appears on the bow but the crew deck gun positions disappear and the crew themselves appear in Damage Control. Mazzi, bravo!
5. The rain was almost diagonal, vis was 1000 m, and seas were heavy enough to occasionally set the fully-extended periscope awash when submerged. I think the crew was in slickers during the surface attack but attention was focused elsewhere.
6. Considering that _each_ casement and _only_ the casemates were afire, I think this was the Nagato's gunnery department settling the old "casemates vs. turrets" debate once and for all.
Quote:
Originally Posted by Mios 4Me View Post
First off, sincere thanks to PB and the development team for all the work you've put into taking an already engrossing game and making it sublimely so, and for sharing all of it freely with the community. Brisbane assignments, for example, are no longer a boring slog, thanks to the work done making Truk truly functional. Bravo!

Second, thanks on a personal level to Moonlight for the sonar lines mod. I'm delighted to suddenly see the difference between warships and merchants and decide accordingly.

If you are open to suggestions, while I have no idea if it's coming in the next update or even feasible, I would *love* to take a visiting Tambor, Gar, or perhaps even the USS Drum out against those invasion convoys. That's the only technically possible thing I miss from Stock and, as a fleet boat driver, I find myself rarely in Fremantle anymore.
Gotcha on quote #1 - I'm wondering about "time of day" and TC, if that isn't messing up that weather report... but I do know that it has to be BIG drops for it to be called "rain" by the game... and on quote #2. The next version will have more set-up for later versions, and more gun changes, which thus far have been really cool, and 3x now, mazzi's "fix" seems to work with getting a proper deck gun and crew on the Balao. The same has been applied to the Tench. I have added the "fully-compatible" (maybe) FotRSU vNextVersion seasoning to it, and thus far, A-OK. While there will be some "opening of ports" in the NextVersion, we don't plan on doing "non-historic" as part of the mod (although these interim versions are basically "non-historic"), but it is easy enough to do what you desire. It will be after Christmas before I anticipate any "quiet" time for when I can get back to the CMN mod, and do some fun stuff with FotRSU. We'll try to keep a "Modern Fleet Boat Start" at Manila in the back of the mind. We'll pretend that the USN and Congress moved faster on the Tambor/Gar and Gato class... My brain though is akin to an old, rusted S-Boat that leaks... and shtinks!

Quote:
Originally Posted by Gray Lensman View Post
After suffering 2 more "sonar mouse UI" save corruption issues, This time with only FORTSU 1.24 and the upgrade 1.26p. I'm going back to TMO for a bit to see if I get the same issues. Could be something with Win10. We'll see. I played TMO for months without these types of corruption issues but I was playing under Win 7 Pro.
I do not see how Win10 would do it to you, especially with as much horsepower as is under the hood of your 'puter... If you figure it out, let us know. Did you happen to notice any moon and moon reflections on the ocean water at night? Did they "line-up" properly, with both direction and light "strength"?... As I mention to Mios 4Me, I am beginning to wonder just how much the strength of the computer and video stream relate to what Front Runner referred to as 'Base Time 2018', of which it was late Page 5 and Page 6 where he came to a conclusion. The game uses the video card for at least one of its "clocks", and DirectX v9 factors in this also... the old standard was to target 30fps, and I know on my desktop computer, I am hitting over 100 sometimes, so I have 1/2 frame rate set in the nVidia Profile Inspector, which keeps the max closer to 30... Since I do that, I disable the VSync in the game... maybe if you guys tried disabling that setting on the Options page, Graphic Settings in the lower-right, and see what you get. I keep forgetting to mention these things... sigh... oldmanitis - but it usually doesn't matter though anyway.
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Old 10-31-20, 10:35 PM   #2110
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I always disable V-sync. It does nothing for my machine except make the fans work overtime.
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Old 11-01-20, 03:28 PM   #2111
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propbeanie: I think I might have a "lead" on the source of the "sonar pointer" mouse bug.


When reverting back to TMO, I noticed the sonar station had "changed" back to stock. In the FOTRSU mod this station has been reworked both graphically a small amount AND most importantly, the sonar rotating indicator "controlled" by mouse clicks has been sped up. What file(s) are associated with the sped up sonar pointer that have been changed? If possible, I'd like to revert that particular control file "or the internal control mouse sweep setting" back to stock and see if that eliminates this nasty little bug.
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Old 11-01-20, 04:22 PM   #2112
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Quote:
Originally Posted by propbeanie View Post
Gotcha on quote #1 - I'm wondering about "time of day" and TC, if that isn't messing up that weather report... but I do know that it has to be BIG drops for it to be called "rain" by the game... and on quote #2. The next version will have more set-up for later versions, and more gun changes, which thus far have been really cool, and 3x now, mazzi's "fix" seems to work with getting a proper deck gun and crew on the Balao. The same has been applied to the Tench. I have added the "fully-compatible" (maybe) FotRSU vNextVersion seasoning to it, and thus far, A-OK. While there will be some "opening of ports" in the NextVersion, we don't plan on doing "non-historic" as part of the mod (although these interim versions are basically "non-historic"), but it is easy enough to do what you desire. It will be after Christmas before I anticipate any "quiet" time for when I can get back to the CMN mod, and do some fun stuff with FotRSU. We'll try to keep a "Modern Fleet Boat Start" at Manila in the back of the mind. We'll pretend that the USN and Congress moved faster on the Tambor/Gar and Gato class... My brain though is akin to an old, rusted S-Boat that leaks... and shtinks!

Have to agree with quote #2, as well...

Quote:
Originally Posted by Mios 4Me View Post
First off, sincere thanks to PB and the development team for all the work you've put into taking an already engrossing game and making it sublimely so, and for sharing all of it freely with the community. Brisbane assignments, for example, are no longer a boring slog, thanks to the work done making Truk truly functional. Bravo!

Second, thanks on a personal level to Moonlight for the sonar lines mod. I'm delighted to suddenly see the difference between warships and merchants and decide accordingly.

If you are open to suggestions, while I have no idea if it's coming in the next update or even feasible, I would *love* to take a visiting Tambor, Gar, or perhaps even the USS Drum out against those invasion convoys. That's the only technically possible thing I miss from Stock and, as a fleet boat driver, I find myself rarely in Fremantle anymore.
A tip of the hat, to the whole team, for the hard work y'all put into not only this mod (FotRSU-EN) but any other pet projects, mod wise that y'all also work on...

I also like having the sonar lines as they assist in knowing just what is what, I know that the call out verbally is done & see the message pop up in that light grey box called the notifier... but.. when I hear that vocal call out, My mind goes into hyper drive as I think of the 1st thing to do is dive for cover, if I am not already submerged at the time... I have a love of art, and it was noted that I have the ability to think in abstract 3 dimensional thinking... though the old hard drive, is slowing up just a tad.. as it is wont to do, with the older it gets... and its NO just relegated to that either... the eyes ain't what, for Me any way I can't speak for others... they used to be either.

That aside, any thing that helps to alleviate their short comings, is a big & I mean BIG help... to continue to enjoy SH in all its formats... SH4, notwithstanding.

I do have some ideas, for things that would 'assist' other players like Myself, that have eyesight issues, to continue to enjoy SH, primarily SH4 as this is about that variation of the SH line up... but.. I am open to discussing them elsewhere than here, so as to NOT clutter up this forum area for FotRSU-EN...
Just throwing that out here as a suggestion for the areas on the cam dat & the menu.ini, I think it is that pertains to the main 3 controls for the speed, direction & depth controls.

Any way, gonna stop here, before this turns into a novella...

Thanks again to all the FotRSU-EN team...
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Old 11-01-20, 04:50 PM   #2113
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Quote:
Originally Posted by Gray Lensman View Post
I always disable V-sync. It does nothing for my machine except make the fans work overtime.
That it does, but it also ties the game to the vid card clock.

Quote:
Originally Posted by Gray Lensman View Post
propbeanie: I think I might have a "lead" on the source of the "sonar pointer" mouse bug.

When reverting back to TMO, I noticed the sonar station had "changed" back to stock. In the FOTRSU mod this station has been reworked both graphically a small amount AND most importantly, the sonar rotating indicator "controlled" by mouse clicks has been sped up. What file(s) are associated with the sped up sonar pointer that have been changed? If possible, I'd like to revert that particular control file "or the internal control mouse sweep setting" back to stock and see if that eliminates this nasty little bug.
Well... CapnScurvy did a "Sonar Fix" mod a while back, and that "fixes" the Stock games issue of not being able to control the Sonar with the mouse... That particular mod was adapted into FotRSU, and if I'm not mistaken, it is in TMO as well...

Gato Sonar Bearing Fix_Stock

That is the Stock v1.5 game's 'fix'... It is basically a sim file for the sub, so if there is something over-writing the sim file, or if a Save folder is not emptied prior to playing FotRSU, or if an old Save file set is used, you will "cross-contaminate" the game... Otherwise, I know of no other way for the Sonar to do that...
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Old 11-01-20, 05:17 PM   #2114
Mad Mardigan
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SHO Re: Sun rise/sun set times...

Have a general question, regarding that sub set feature in the mod...

Have a career started, that has Me home ported out of Pearl... & when I am in the waters off Japan, as I have had several missions I get after radioing in on completion & getting new orders that kept Me in that same area... of noting the sun rise not matching up quite right (or at least it isn't, to Me.. I could be mistaken...).

The clock reading on the sub (now a Gato, as I upgraded from the Tambor upon completion of My last patrol... would have to review My game saves to date in that regards to say the exact date & time stamps... as the ol' brain pan ain't quite what it used to be... )
any way, the time I was noting that the sun rose when in that area, was reading around 10:50'ish to 11:00 hours, & when I did a look see on My phone using google.. the stated time recorded for sunrise was in the 6:30'ish time frame for the particular date in question, that I 1st noted this... peculiarity.

I have no problems figuring out sun rise/sun set time differentials going from W to E... doing so on the other direction.. still confounds & eludes Me in time conversion...

As I understand it, the subs clock is kept set accordingly to what port t is home ported to... as I understand it...

So, is it safe to say, that that is normal for the clock to read later than the stated time for sunrise to occur, given the sunrise being listed as being 6:30'is on that given date in time for Japan. The city I used was in fact, Chiba... or was that Chibe.. I think Chiba was correct... on spelling of that city.

Thanks...

M. M.



Edit:

Further info to help in answering this...

I have the fps dogged down in My graphics to 30 fps & the vsync is toggled as on, in the file settings in game...

Edit: Part Deux... :

Upon checking, the time frame was roughly sometime between 12/02/42 & 10/03/42... roughly.. I think narrowing it down more was in the general date wise of the 26/02 to 28/02/42.... can't pin it down any closer than that... it could have been even around 01/03/42... was somewhere in that time frame... is as close as i can narrow it down...
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Last edited by Mad Mardigan; 11-01-20 at 05:42 PM. Reason: Re: additional info provided that I forgot to include... D'oh...
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Old 11-01-20, 05:30 PM   #2115
Gray Lensman
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Quote:
Originally Posted by propbeanie View Post
That it does, but it also ties the game to the vid card clock.


Well... CapnScurvy did a "Sonar Fix" mod a while back, and that "fixes" the Stock games issue of not being able to control the Sonar with the mouse... That particular mod was adapted into FotRSU, and if I'm not mistaken, it is in TMO as well...

Gato Sonar Bearing Fix_Stock

That is the Stock v1.5 game's 'fix'... It is basically a sim file for the sub, so if there is something over-writing the sim file, or if a Save folder is not emptied prior to playing FotRSU, or if an old Save file set is used, you will "cross-contaminate" the game... Otherwise, I know of no other way for the Sonar to do that...


First I've heard of CapnScury's fix, so I've NEVER had it installed directly to the stock game, unless it actually is in TMO which I'll verify with some file comparisons. I've never had an issue with the stock game nor TMO losing the sonar mouse control AND whenever I switch mods, I completely wipe/blitz the entire installation which includes the JSGME MOD folder. along with the /SH4 folder where all the savegames and pertinent setup info are stored and then rebuild the installation with new mods There is NO cross-contamination in my games. At the moment, after 6 hours of playing TMO, knock on wood, I don't have even the glimmer of a glitch in the sonar mouse control. The problem almost assuredly appears to reside in FORTSU files.
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