SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 04-03-10, 09:16 AM   #2161
sergei
Sea Lord
 
Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
Default

It's in there, under the Navigation section.

sergei is offline   Reply With Quote
Old 04-03-10, 03:48 PM   #2162
trebby
Medic
 
Join Date: Nov 2002
Location: Dutchman living in beautiful Austria
Posts: 169
Downloads: 212
Uploads: 0
Default

Yo Ducimus and crew,

Still immensely enjoying TMO....

3 questions tough:

1. How to get back the clicking sound when turning TDC or PERI?
(I remember it was in an readme, cannot find it anymore..)

2. Somehow the stopwatch is clickable in the bottom menu (turns red), but does not show up?

3. Where to change parameters for murkier/less visibility underwater?


Any answers highly appreciated, trebb
__________________
Flying Dutchman
trebby is offline   Reply With Quote
Old 04-04-10, 12:24 AM   #2163
CaptianT
Mate
 
Join Date: Dec 2006
Posts: 60
Downloads: 83
Uploads: 0
Default

Thanks for your help Sergei!
CaptianT is offline   Reply With Quote
Old 04-04-10, 09:14 AM   #2164
cgjimeneza
Captain
 
Join Date: Jan 2002
Location: Costa Rica
Posts: 527
Downloads: 145
Uploads: 0
Default TMO 1.9 keel depth data

are the keel depth data written on the recognition manual correct?

if not, does anyone has a list of ships and keel depth to share?

muchas gracias.
__________________
Pacific Thunder Campaing VIII-Retired
www.subsowespac.org


"Left on their own, engineers can be dangerous"

Last edited by cgjimeneza; 04-04-10 at 10:13 AM.
cgjimeneza is offline   Reply With Quote
Old 04-04-10, 04:36 PM   #2165
trebby
Medic
 
Join Date: Nov 2002
Location: Dutchman living in beautiful Austria
Posts: 169
Downloads: 212
Uploads: 0
Default Stopwatch and radio glitch

Anybody with this problem:

SH4 1.5 vanilla Stopwatch and radio work.

Enabling TMO 1.9, with patch 25012010, (JGSME) makes both functions unaccessable/unusable. (NO further mods installed)
Neither with "X", nor in bottom menu bar (altough it lights up red)...

Any ideas?

Thanks trebb

EDIT:
I compared stopwatch function with JSGME install of RFB 2.0 patch1.
Stopwatch works normal when RFB is mounted...!
__________________
Flying Dutchman

Last edited by trebby; 04-04-10 at 04:54 PM. Reason: x-check
trebby is offline   Reply With Quote
Old 04-04-10, 09:44 PM   #2166
Quagmire
Watch Officer
 
Join Date: May 2005
Posts: 335
Downloads: 52
Uploads: 0
Default

Quote:
Originally Posted by Ducimus View Post
Honestly, im not sure if i want to yank 'em out or not. I opened the file the other day, had my finger hovering above the delete key, then changed my mind at the last minute and closed the file. The minefields were placed there in stock, i reworked them later on. It's hard to find info on historic minefield location, but what i have been able to find on my own, they might be correct. So i have to wonder if the location is correct, but the map elevations are not. I really don't know. So im undecided on it, believe it or not.
Sorry to throw you a curve ball. I guess my argument against such a huge deep water mine field is that it would require a lot of anchor chain. In game we dont know how much deeper the ocean is after 1000ft but even assuming that the depth is 1000ft everywhere were talking miles of chain.

By the way, the trick to navigating these deep water mine fields is to transit them as deep as possible. In game if you hit the chain the mine goes off so if you hit it deep the mine will detonate harmlessly above you. That is to say it needs to be at least 100ft above. I had one pop that close and all I had was some deck gun repair to do once topside.

Also, I just stumbled upon the MK 16 torpedo last time I was in port. Nice touch! Could this be a TMO Easter Egg? I wish they werent so darned expensive though!
.
Quagmire is offline   Reply With Quote
Old 04-04-10, 11:55 PM   #2167
TheBeast
The Old Man
 
Join Date: Jan 2010
Location: Lynnwood, WA
Posts: 1,533
Downloads: 876
Uploads: 23


Default

Quote:
Originally Posted by trebby View Post
Anybody with this problem:

SH4 1.5 vanilla Stopwatch and radio work.

Enabling TMO 1.9, with patch 25012010, (JGSME) makes both functions unaccessable/unusable. (NO further mods installed)
Neither with "X", nor in bottom menu bar (altough it lights up red)...

Any ideas?

Thanks trebb

EDIT:
I compared stopwatch function with JSGME install of RFB 2.0 patch1.
Stopwatch works normal when RFB is mounted...!
I'm not sure what is wrong but with those 2 items, adding your current resolution setting would help. They may be appearing off screen.
__________________
Fear me! I am, TheBeastBelow

SHIV-MediaFire | SHV-MediaFire
TheBeast is offline   Reply With Quote
Old 04-05-10, 03:54 AM   #2168
trebby
Medic
 
Join Date: Nov 2002
Location: Dutchman living in beautiful Austria
Posts: 169
Downloads: 212
Uploads: 0
Default

Yo TheBeast,

Eeehm, where to change these resolution settings?
Running at 2560*1600 normally....

At some ini? or specifically sumthing for the watch?

Thanks, trebb

EDIT:
I lowered my resolution and the watch is visible!
What file do I edit to get it at 2560*1600?

Still lookin for little edit to get peri clicking sound back,
any clues?
__________________
Flying Dutchman

Last edited by trebby; 04-05-10 at 04:34 AM. Reason: X-Checking lead
trebby is offline   Reply With Quote
Old 04-05-10, 10:13 AM   #2169
danurve
The Old Man
 
Join Date: Nov 2002
Location: Syracuse, NY
Posts: 1,481
Downloads: 22
Uploads: 3
Ran into one of those 'what the heck this can't be right' thoughts on the last patrol. It might not be a TMO thing, maybe some setting that just seemed to high or low for my taste, here it goes;
Situation - light rain, light fog, radar is going off, got a small convoy headed my way - time to intercept.
Get into position, periscope depth, silent running, battle stations. Boat is about 1400 from a parrellel course to the column.
No visual detection, nothing.
Had saved the game once the convoy was detected, loaded the save, approached the same except closer, 8-900. Still nothing, no detection, no lock. But wait - I can see them.
Ok, lets try this again, load the save, approach the convoy, on the surface - to 400. I'm on the bridge, I can see them, ok I can see them, but can't get a lock, unless - I'm about 150 or so close. The escort and maru's go right by.
What gives?

Currently running just TMO 1.9 & patch.
__________________
danurve is offline   Reply With Quote
Old 04-05-10, 01:33 PM   #2170
TheBeast
The Old Man
 
Join Date: Jan 2010
Location: Lynnwood, WA
Posts: 1,533
Downloads: 876
Uploads: 23


Default

Quote:
Originally Posted by danurve View Post
Ran into one of those 'what the heck this can't be right' thoughts on the last patrol. It might not be a TMO thing, maybe some setting that just seemed to high or low for my taste, here it goes;
Situation - light rain, light fog, radar is going off, got a small convoy headed my way - time to intercept.
Get into position, periscope depth, silent running, battle stations. Boat is about 1400 from a parrellel course to the column.
No visual detection, nothing.
Had saved the game once the convoy was detected, loaded the save, approached the same except closer, 8-900. Still nothing, no detection, no lock. But wait - I can see them.
Ok, lets try this again, load the save, approach the convoy, on the surface - to 400. I'm on the bridge, I can see them, ok I can see them, but can't get a lock, unless - I'm about 150 or so close. The escort and maru's go right by.
What gives?

Currently running just TMO 1.9 & patch.
This sounds like that game bug when you pass the equater that was supposed to be fixed but they were not sure.
__________________
Fear me! I am, TheBeastBelow

SHIV-MediaFire | SHV-MediaFire
TheBeast is offline   Reply With Quote
Old 04-05-10, 03:40 PM   #2171
Ducimus
Rear Admiral
 
Ducimus's Avatar
 
Join Date: May 2005
Posts: 12,987
Downloads: 67
Uploads: 2


Default

Might be the light fog settings in the scene.dat. I've reworked it for TMO 2.0.

edit:
As an aside, just to randomly bitch.... i hate writing documentation. It sucks the will to live right out of me.
Ducimus is offline   Reply With Quote
Old 04-05-10, 07:58 PM   #2172
danurve
The Old Man
 
Join Date: Nov 2002
Location: Syracuse, NY
Posts: 1,481
Downloads: 22
Uploads: 3
Default

Quote:
Originally Posted by Ducimus View Post
Might be the light fog settings in the scene.dat. I've reworked it for TMO 2.0.

edit:
As an aside, just to randomly bitch.... i hate writing documentation. It sucks the will to live right out of me.
I will look forward to the new release. It doesn't sound like there's anything to tweak in the meantime.

By the way, I understand about not enjoying having to do documents and letters. Suggestion; don't write them! Speak them, just as I browse and post to this forum completely hands free using Windows 7 speech recognition.
__________________
danurve is offline   Reply With Quote
Old 04-05-10, 08:44 PM   #2173
Ducimus
Rear Admiral
 
Ducimus's Avatar
 
Join Date: May 2005
Posts: 12,987
Downloads: 67
Uploads: 2


Default

Next release is FINAL. No bull. Which is why im attempting to write a manual for TMO, and this after doing a fair bit of work on updating things, has left me a little fed up with things at the moment. Regardless, I'd hate to finally drop the ball on an ongoing work since 2007, without that informative bit for prosperity. From the time i next post it, the mod will languash on various download servers until whatever server admins or cron job finally delete's it months or years hence.
Ducimus is offline   Reply With Quote
Old 04-05-10, 11:28 PM   #2174
SH4 fan
Mate
 
Join Date: Mar 2010
Posts: 51
Downloads: 65
Uploads: 0
Default TMO RSRD crashes. Confirm JS installation order please.

Hi and thank you Ducimus for all your hard work!

I have been having an issue When ever I play with the mod an RSRD with all the patches I will get a guaranteed crash. I am running a Steam installation of SH4. I was hoping I could confirm the JS installation order with everyone.

In JS I have, in order:
Trigger Maru 1.9
TMO 1.9 25012010
RSRD TMO v502
RSRD v5xxx patch 1

I have tried a fresh install and restart and it is the same issue.

Any help is greatly appreciated.

Regards

SH4 fan

Update: Seems to be related to external view and route execution. Plotted a course. Went to bridge view, all was well, "Following plotted course" then I hit Ahead Flank and it crashed.
--
Vista Ultimate Q6600 2.4, 3gigs of ram, Nvidia 8800GTX, 1680x1050x32

Last edited by SH4 fan; 04-05-10 at 11:52 PM.
SH4 fan is offline   Reply With Quote
Old 04-06-10, 08:56 AM   #2175
alexradu89
Lieutenant
 
Join Date: May 2009
Location: Romania
Posts: 259
Downloads: 94
Uploads: 0
Default

Hi everyone, it's been a looooooooooong while since I've played fleet boats and my question is what other mods must I use along with TMO ? RSRDC maybe ? and besides that must I apply any environment mods ? I'm looking for a mod combo similar to OM+OMEGU 10x
alexradu89 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 12:53 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.