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Old 06-25-21, 06:08 PM   #3526
fitzcarraldo
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Originally Posted by Mad Mardigan View Post
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.

These are the Pampanito gauges for the GUI, used in TMO. They look nice, and work fine. I put them in both 1.46 and 1.6Preview.

Regards.

Fitzcarraldo
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Old 06-25-21, 07:01 PM   #3527
Mad Mardigan
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SHO

Quote:
Originally Posted by fitzcarraldo View Post
These are the Pampanito gauges for the GUI, used in TMO. They look nice, and work fine. I put them in both 1.46 and 1.6Preview.

Regards.

Fitzcarraldo
Ahoy, fitzcarraldo...

Ok, thanks for that info.

M. M.

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Old 06-25-21, 07:26 PM   #3528
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So I've got a new question... in the past I'd always run with either Pacific Environment 4 or Real Environment (whichever seemed best at the moment), but that was a long time ago. I've noticed that FOTRS modifies many of the files these modify, so I'm wondering if either is compatible with FOTRS?


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Old 06-25-21, 08:07 PM   #3529
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Originally Posted by AviatorMan View Post
So I've got a new question... in the past I'd always run with either Pacific Environment 4 or Real Environment (whichever seemed best at the moment), but that was a long time ago. I've noticed that FOTRS modifies many of the files these modify, so I'm wondering if either is compatible with FOTRS?


Thanks
No, they are not. Parts of them are already built-in. I just don't remember which one, nor how much... but AOTD_MadMax did a "custom" set of configs, with further edits about 2 years ago from CapnScurvy. The AI is "tuned" to those.


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.

OK, quite a while yesterday, a bit the night before, and then s7rikeback and myself for a good while today, and we cannot get "naked" crewmen without britches KM...


The v1.46 mod, no other mods



Preview, with "Preview_EnlistedFix" added

I do not think the darker nights mod did that to you, but that you have some other corruption in the Save folder...


by the by fellows... that OAKsHudGauges mod folder structure is incorrect... there is a mod inside of that mod also... we'll get that sorted with the release version...
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Old 06-25-21, 08:26 PM   #3530
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Originally Posted by propbeanie View Post
No, they are not. Parts of them are already built-in. I just don't remember which one, nor how much... but AOTD_MadMax did a "custom" set of configs, with further edits about 2 years ago from CapnScurvy. The AI is "tuned" to those.

Ok, thanks for the quick response
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Old 06-26-21, 07:01 AM   #3531
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Default Early Radar

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Originally Posted by propbeanie View Post
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
Ahoy Propbeanie,

With the Preview 16, at the beginning of my third patrol, 21Mar1942 from Pearl Harbor. The cost was 300 renown for SJ Radar on my boat, the USS Pickerel SS-177, a porpoise class boat. I normally turn off the radar when in port but, outside the green circle, I turn it back on. It function correctly.

I also added some mods from the AddIn Modz Pak from the Preview 16.

Larry
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Old 06-26-21, 07:26 AM   #3532
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Originally Posted by propbeanie View Post
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?
Boats: S-44; Salmon; Salmon with Conning Tower Refit; Gato (current). Don't recall if I got the surface radar in the S boat, but for sure on the later two.

Spent almost the whole trip in a small town 60 miles SSE of Grand Junction. Lovely place. In a valley and surrounded by mountains. Moving there this winter. Can't wait!
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Old 06-26-21, 08:18 AM   #3533
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In Mare Island (after trials and "end patrol") with 1.46, New SJ radar, I spent 300 points. All OK and departing for Pearĺ. April 21, 1942..

Regards.

Fitzcarraldo
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Old 06-26-21, 09:45 AM   #3534
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Originally Posted by Larrywb57 View Post
Ahoy Propbeanie,

With the Preview 16, at the beginning of my third patrol, 21Mar1942 from Pearl Harbor. The cost was 300 renown for SJ Radar on my boat, the USS Pickerel SS-177, a porpoise class boat. I normally turn off the radar when in port but, outside the green circle, I turn it back on. It function correctly.

I also added some mods from the AddIn Modz Pak from the Preview 16.

Larry
Quote:
Originally Posted by fitzcarraldo View Post
In Mare Island (after trials and "end patrol") with 1.46, New SJ radar, I spent 300 points. All OK and departing for Pearĺ. April 21, 1942..

Regards.

Fitzcarraldo
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Originally Posted by torpedobait View Post
Boats: S-44; Salmon; Salmon with Conning Tower Refit; Gato (current). Don't recall if I got the surface radar in the S boat, but for sure on the later two.

Spent almost the whole trip in a small town 60 miles SSE of Grand Junction. Lovely place. In a valley and surrounded by mountains. Moving there this winter. Can't wait!
Thanks for the radar reports!

That is my kind of country... I love the Durango / Telluride area and the old DRG&W narrow gauge there. The history of that is not the prettiest, but the country sure is. The San Juan mountains are absolutely gorgeous... but then, so are the Grand Tetons, and several dozen other mountain ranges... including the Ozarks and Appalachian chains, etc... lol - I love hills, rocks & trees. Too bad one can't make a living off of looking at them - I'd be great at that...
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Old 06-26-21, 11:58 AM   #3535
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Ahoy Skippers,

At the beginning of my third patrol in a porpoise class boat, I was able to purchase a SJ radar. I just completed my third patrol and I was offer a new command of a Tambor class boat. As always, I lose the radar and can't purchase one until the end of that patrol. This time, I saved while in the office instead of when I'm on the other side of red circle. After reloading the save, I was able to purchase the SJ radar for 150 of renown. Just thought I report this.


Larry
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Old 06-26-21, 01:41 PM   #3536
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btw how dark night is going to be in this new mods. TWoS tier dark or SH3 h.sie dark of darkness? Like here

I'm still have mixed fillings about all those dark nights mods and how realistic they're gameplay wise. No way large convoy can maneuvering with absolute 0 visibility, but they do.
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Old 06-26-21, 04:37 PM   #3537
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Originally Posted by Ihatethis View Post
btw how dark night is going to be in this new mods. TWoS tier dark or SH3 h.sie dark of darkness? Like here

I'm still have mixed fillings about all those dark nights mods and how realistic they're gameplay wise. No way large convoy can maneuvering with absolute 0 visibility, but they do.

Difficult to tell from a screen shot and the orange marker throws me off also bu. The darker night mod a member shared and I've implemented into TMO is most realistic I have seen. The default nights in SH 4 are way too light, done I am sure so its easy for player to track and target at night since they didn't bother give a realistic radar, but it completely nerfed an important part of submarine warfare in WW 2 in night surface attacks. Submarines were difficult targets to spot, track, attack on the surface, especially at night yet that element was missing.

With the mod, things are more in line with reality. Yes, it is more difficult more player to visually track and target at night from long distances but it is possible, but in TMO at least, have the 3DC TDC Radar mod implemented which makes it easy without map contacts enabled. Frankly, once I modded things I really had to adjust my tactics and expectations in these attacks. Player sort has to assess situation best from visuals and radar, sound info can get and move in to attack. Find best target can, attack, and go from there. With map contacts enabled, its even easier. However, there is no zero visibility, its pretty much in line with my experience boating and sailing and what have heard from others that on open ocean it is difficult to see other vessels at night unless they have running lights on and even then can be a challenge.

Moonlight is a major factor, if its a full moon, visibility for both player and AI improves.

The visual settings in sim.cfg also require tweaking with the darker nights, if light factor is set too high, the enemy is blind, too low they have superhero vision lol. Without darker nights mod, can change these settings to pull off the attacks but then they are just blind and things are so easy, sim gets boring. Before had the darker nights mod, was testing the default nights with some sim.cfg changes and lol could get within 300 yards of an escort set to veteran. it was sad. lol

Really though, a whole new thrill is when large convoys are running in 1944- early 45 and can work inside the screen, attack, and evade escorts to get out, at times under fire. Relying on the element of surprise, speed, and darkness of night to aid in this, a lot of fun. Not possible without the darker nights mod.
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Old 06-26-21, 05:17 PM   #3538
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I've not yet found anything to shoot at yet, but the constant reminders to only use the correct number of torpedoes has me wondering if early war commanders knew just how likely their torps were to be duds and as a result fired more than needed just to be safe, or did they not really know the extent of the issue and often find themselves running to hide after firing 1-2 duds?
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Old 06-26-21, 07:16 PM   #3539
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radar

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Originally Posted by AviatorMan View Post
I've not yet found anything to shoot at yet, but the constant reminders to only use the correct number of torpedoes has me wondering if early war commanders knew just how likely their torps were to be duds and as a result fired more than needed just to be safe, or did they not really know the extent of the issue and often find themselves running to hide after firing 1-2 duds?
Ahoy, AviatorMan...

Given the nature of supply/resupply... going in, early on... I believe the reasoning behind the governing of torp use was based on the time it would take for a supply to be sent abroad, added to that, of not knowing just how the area to deliver them was going to be in who's hands.. ours or theirs.

Not at the time, the fact that a lot of them were duds. Live fire training I don't think, was really in effect back then... then you add in the following:

''In the inter-war years, financial stringency caused nearly all navies to skimp on testing their torpedoes. Only the Japanese had fully tested torpedoes (in particular the Type 93).''

So, penny pinching bean counters, were the ones to blame for shoddy torpedo's that the boys serving on fleet boats had to thank for the issues with their torp's... yet, they took the brunt of the blame for their failures.

Sadly, no bean counters heads rolled for that snafu... which their heads should have been rolling , leaving their shoulders lonesome...

But.. I digress..

so, logistics would be the reasoning behind the orders to be stingy on the use of torp's... at the start, not the foreknowledge of the travails & troubles with them.

M. M.

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Old 06-27-21, 06:34 AM   #3540
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I've run into an issue where many of the Japanese ships are completely black as if they are missing textures. I'm currently using FOTRS 1.46 + Nippon Maru 1.2.1, which as supposedly compatible, but it seems like the issue might be between these two mods as its the Japanese ships that are affected. I've tried uninstalling all the mods and reinstalling them as well as deleting my saves and doing the same again, but to no luck. To that end, has anyone seen this before and if so, how can I fix it?


Thanks


PS: Here is my current mod list in case anyone can see any additional issues and/or other causes for this issue


Code:
100_FalloftheRisingSun_Ultimate_v1.46_EN
Nippon_Maru_v1.2.1
Fleetboat_Interior-Officers_Quarters_FOTRSU_v1.46_EN
EAX_SoundSim_FOTRSU_1.46
Speech_Overhaul
New Sounds for Fleetboat_Interior-Officer Quarters mod
Enhanced  Sounds for SH4
Carotio_IntercontinentalRadioPack
452_MoonlightzSonarLines
454_EasyAOB_FotRSU
901_Strategic_Map_Symbols
FOTRSU_1.46_SUB_SKINS_IN_4k
Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter
^^ torpd tex fix for FotRSU
Splash_effect_DC_bombs_bullets_shells_1.0_for_FOTRSU
Periscope wake splash for FOTRSU
Aircraft_reflections
  TMONewDepthChargesType2

EDIT: So after closer inspection, its not actually "many" ships, but specifically the Heiyo Maru troop transport and I was just seeing multiple instances of it and had difficulty identifying them without textures. Not sure if this is something to bring up here or on the Nippon Maru thread, or even somewhere else entirely.


EDIT2: Another thing to note is that this only seems to occur while out on campaign as the ship looks just fine in the museum (I don't know about one-off missions as I've not found the ship in one yet).

Last edited by AviatorMan; 06-27-21 at 08:23 AM.
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