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Old 12-27-11, 11:34 AM   #3571
Jan Kyster
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Quote:
Originally Posted by Hylander_1314 View Post
... AA I only run at 4x, as anything over that and i lose the sun glare, and the glare / halo around lights, which is said to be caused by going over 4x AA. I know, I hate jaggies too, but if i want light effects, I have to compromise, unless there's a fix out there I don't know about. <snip>
I really don't want to go back to the old drivers I used with my 8800GTS cards...
Neither would I - that old is certainly not the solution.

If you have an Anti-Aliasing Mode option named Adaptive Multi-Sample, try change this one to like Multi-Sample or Super-Sample.

If you disable SLI, my guess is, that your issue will go away? Not a solution, I know, only being curious...


- those halo/light/AA issues was what turned me away from nVidea years ago.
Never was able to get satisfying results. First run with an ATI card solved everything, so... go for ATI!


Good luck with newest eVGA drivers and please report back with your solution.
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Old 12-27-11, 03:51 PM   #3572
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I had ATI on my last rig, but had to keep 4 sets of drivers handy depending on hat game I was playing as one set would work with one game, and cause artifacts or anomolies the other one(s).

So I decided to go with nVidia this time around. Ah well,.............

Now one thing I did do, is try out the OTC mod, because I liked the radar screen it has, but the mod moves the conning tower to accomodate stadimeter settings, which makes the boat look odd, but the screen worked great! It alos nullified some of the TMO effects that I like so I'm thinking of trying a little "kit bashing" to see it the artfiles from OTC will solve it, as it did when i loaded up the entire mod. But unloading it and trying to go back to TMO alone caused CTDs, and I had to do a complete reinstall and lost my career which was already in mid May of 43.
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Old 12-28-11, 03:13 AM   #3573
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Nice Christmas present, thanks for the hard work Ducimus

The tweaked environment looks very good, and I love the automatically generated range circles around the patrol areas.
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Old 12-28-11, 10:18 AM   #3574
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Hey Ducimus,

First of all thanks for the mod.

Not sure if this is an error or intended to be this way, but last night and this morning I took a Porpoise down past 445ft (basically as deep as I could go using the gauge) and sustained no damage or flooding. I did it once in the torpedo training mission and again in a new campaign.

It's a fresh install only with TMO 2.5

I'm going to read through the docs now to see if there's any mention or reason for this.
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Old 12-28-11, 10:31 AM   #3575
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I read somewhere on the net but cannot find it anymore that in emergencies they took Porpoise sub's down to 600 ft and more and survived it (RL). In reality nobody ever found out how deep they could go until they crashed and talked about it later.... 250 ft is just the test depth.

The where German U-boats which accidentally went as deep as 900 ft and survived it.
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Old 12-28-11, 10:40 AM   #3576
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I read somewhere on the net but cannot find it anymore that in emergencies they took Porpoise sub's down to 600 ft and more and survived it (RL).
Aha, makes sense now. I had a hunch it was too obvious a mistake to have slipped by Duci.
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Old 12-28-11, 12:39 PM   #3577
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TMO lets you go beyond "test" depth. The point where your boat will crush? Well, if you find out, your crew won't be making it back to base.
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Old 12-28-11, 05:37 PM   #3578
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Fleet boats could go deeper then most people think or give them credit for.

And because of that, in TMO, Crush depth means just that. Crush. If you find your crush depth, your virtual crew won't be talking about it at the Royal Hawiian between patrols.
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Old 12-28-11, 06:56 PM   #3579
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Originally Posted by Ducimus View Post
Fleet boats could go deeper then most people think or give them credit for.
Dang. Now I have to go back to the library to find the name and author of a book I merely glanced through a couple of years ago. He asserted that a US fleet boat could be expected to survive twice the rated test depth, which would mean 900 feet for a Tench class boat.
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Old 12-28-11, 07:09 PM   #3580
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To date, the deepest I have dared to take a balao, has been the 700ft mark. Almost impossible to control the helm though. Had to run at flank speed, and when the batteries started to diminish, and speed dropped below 7 or 8 knots, I had to get the boat up to 500.

Constant hull noise was quite un-nerving too! Toughest part was getting the boat to rise from that depth. It seemed to take forever to start the assent. So I don't go passed 600ft now, unless it's absolutely necessary.
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Old 12-28-11, 07:15 PM   #3581
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Originally Posted by Sailor Steve View Post
Dang. Now I have to go back to the library to find the name and author of a book I merely glanced through a couple of years ago. He asserted that a US fleet boat could be expected to survive twice the rated test depth, which would mean 900 feet for a Tench class boat.
The Tench class's crush depth is 600ft so you can take it down to 1200ft!!!!!
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Old 12-28-11, 07:47 PM   #3582
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The Tench class's crush depth is 600ft so you can take it down to 1200ft!!!!!
No, it doesn't work that way. If the crush depth in the game is 600 feet, then that's what it is. We're talking about real life, and the Tench's test depth was 450 feet.
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Old 12-28-11, 07:59 PM   #3583
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No, it doesn't work that way. If the crush depth in the game is 600 feet, then that's what it is. We're talking about real life, and the Tench's test depth was 450 feet.
Ohhh... a documentary I watched said it was 600ft.
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Old 12-28-11, 08:16 PM   #3584
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Ohhh... a documentary I watched said it was 600ft.
Did it list that as "crush depth", "test depth" or just "maximum depth"?

There tends to be a lot of very ambiguous words surrounding that discussion, some of which are very misleading and based on guesswork rather than hard fact. People easily forget that "crush depth" is not a hard number that anyone ever really knows until a specific boat actually implodes. And there's no way to know that in wartime.

I think basing estimates on real accounts of boats that lived down to a certain depth is a good way to go. In the end, it's a game after all and it can't model real physics of metal fatigue in detail, so test depth + % cushion based on real historical accounts of surviving boats isn't a bad compromise.
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Old 12-29-11, 04:26 PM   #3585
I'm goin' down
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Default Ducimus - Appears that OTC mod corrupted SH4

Quote:
Originally Posted by I'm goin' down View Post
download does not load. files missing. tried three downloads. gave up.
Quote:
Originally Posted by Ducimus View Post
Try reinstalling the game.

And don't give me any lip about reinstalling. I reinstalled TWICE, with this last release. So i know the files are good.
My previous set up included 2.0/2.2 with Scurvy's OTC mod for TMO. I deactivated all and loaded 2.5. The game with 2.5 is missing files, so I deactivated 2.5, and reactivated 2.0/2.2 with Scurvy's OTC mod for TMO. The game (2.0/2.2 with the OTC mod) once again plays. Apparently, the OTC mod corrupted the existing SH4 files and prevented 2.5 from running regardless of whether the OTC mod is reactivated with 2.5. If there is a solution it should be the reinstallation of SH4 before activating 2.5.

I loaned my SH4 disc, and have to get is back before I activate 2.5 and test it.

Last edited by I'm goin' down; 12-30-11 at 03:45 AM.
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