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Old 01-08-08, 02:44 PM   #1441
Ducimus
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C key = crash dive. Brings you down to 160 feet. Primary use is to get away from planes.

D key = Dive planes set to normal dive. This brings you down to your rated test depth, and then automatically levels off. Primary use, is to go relatively deep, concentrate on other problems at hand, and not have to worry about the boat getting away from you.

SHIFT+D = Go down in depth, until i tell you to stop. The primary useage of this function, is to be able to exceed 450 feet. You must tell the game when to stop. it will stop somewhere around 220 meters if i recall, but that exceeds any crush depth, so for all intents and purposes, if you dont stop it, you'll go all the way to the bottom.
(alternatly theres an button on the orders bar, just becareful not to press it, as its right next to the silent running button. Personnaly, i use hotkeys as much as possible)
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Old 01-08-08, 04:01 PM   #1442
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Hello Ducimus (did you study latin by any chance? Decorum est pro patria mori )


Anyway, i wanted to ask: you say that crash diving brings the sub to 160 feet, is this a depth which will guarantee not getting attacked by planes? I like to dive when spotting planes on radar, and then stay submerged during the remainder of the day at TC of 1024 or higher, bubbling along at 2 knots. I would like to avoid being rudely awakened from my warping across the pacific by the message i'm taking damage from air-dropped depth charges.


Thanks for your great work,

Greetz,

@Lantis
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Old 01-08-08, 07:02 PM   #1443
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Thanks Ducimus for the clarification.
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Old 01-10-08, 03:58 PM   #1444
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TM 1.75 with ROW and RSRDC make SH4 the subsim of the century! Thanks everyone for all the hard work.
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Old 01-10-08, 04:54 PM   #1445
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Default Help!!!

Hi everybody,

As you can see in the screens below I have a little bug with my configuration... after some days and Marus sunk I'm beeing followed from Empire until Midway by a fire over water... Nobody (planes & ships) seems to notice that but it's just a little strange. Any ideas to fix it? Thanks for all.

Lopo



ROW Sub Reflections have been modified as Ducimus has written in his FAQ...


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Old 01-10-08, 05:07 PM   #1446
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As much as i hate pointing fingers, i beileve thats an issue with NSM.


Im curious, people feel compelled to run the prolonged DC attack mod with TM? I must not have done something right.
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Old 01-10-08, 05:20 PM   #1447
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Quote:
Originally Posted by Ducimus
As much as i hate pointing fingers, i beileve thats an issue with NSM.


Im curious, people feel compelled to run the prolonged DC attack mod with TM? I must not have done something right.
Thanks for your quick response... I'll try next patrol without NSM.

About your question, I cannot answer because I don't know exactly what I'm doing in enabling mods after mods. I do experimentations. Certainly you're right, this mod is probably not useful with TM...
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Old 01-10-08, 05:36 PM   #1448
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No, its useful, im just not sure in what way. It will make things either easier, or harder. Probably easier since i have a bit of a masochistic streak when it comes to depth charges.

edit:
hold da bus, if it uses AI sensors.dat, then it will cause conflicts. The one im using has extra visual nodes in it. If it isnt using the same dat file im using, then the game will be calling on visual nodes that don't exist.
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Old 01-10-08, 06:51 PM   #1449
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Quote:
Originally Posted by Ducimus
No, its useful, im just not sure in what way. It will make things either easier, or harder. Probably easier since i have a bit of a masochistic streak when it comes to depth charges.

edit:
hold da bus, if it uses AI sensors.dat, then it will cause conflicts. The one im using has extra visual nodes in it. If it isnt using the same dat file im using, then the game will be calling on visual nodes that don't exist.
Well... I'll try without it and I'll see if it will make things harder.
BTW Thanks
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Old 01-11-08, 04:03 AM   #1450
aurgolo
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Default Smoke on the water...

I have the same problem, sometimes im followed by smoke on the water ........ but it also happened sometimes with SH3, so i thought it is a problem due to my PC which is getting pretty old (athlon xp3000, ati radeon 9600XT, etc etc)......

At the moment i have SH4+TM1.7.4+RSRDC+ROW and yesterday after started a new campaign and sunk some merchants and the smoke started again to follow me............strange

Anyway i have a question: i tried to uninstall TM 1.7.4 and install TM1.7.5 with jsgme... but when unzipping the 1.7.5 files in the MOD folder in the game root, the folder TM1.7.5 is not created and the files are unzipped directly in the MOD folder.

The question is:
do i have to manually create a folder TM 1.7.5 (strange cause usually is automatically created) or just unzip the files in the MOD folder? But if i do this, the jgsme does not recognize the TM as no folder has been created.........strange....
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Old 01-11-08, 12:49 PM   #1451
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unzip to mod directory. When you first open the file with winrar for example (thats what i use anyway), all you should see is the directory as it would appear in the mods directory. unpack that to the mod directory and away you go.
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Old 01-11-08, 01:49 PM   #1452
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Thank you Ducimus, will try and update!

tks

A
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Old 01-11-08, 05:05 PM   #1453
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Default ROW addon

Hi Ducimus, I`ve been using your mod since it was born on SH4. I would like to know which of the ROW`s do you prefer for 1.7.5.
ATM, I have these d/l:
New clouds from killer2
New seafoam from jaketoox
Object reflections and search lights ver 5b
Sky and ocean controls ver 5
Sound effects ver 8
Special effects with stock zones ver 5b
Sub reflections and roll pitch mod ver 5
Textures with Sun Halo camera flair ver 5

Also, I`ve added RSRDC_P2_TM_V221
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Old 01-11-08, 05:11 PM   #1454
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Hi Ducimus

absolutely fabulous ... as always!

Just one question: Is this version 1.7.5 identical to the 1.7.5. Beta that was published before in this forum?
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Old 01-11-08, 05:29 PM   #1455
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No, its not. See readme on changes in 1.7.5 on the first post of the thread.
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