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Old 01-06-11, 02:08 PM   #2851
Dignan
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Quote:
Originally Posted by Jan Kyster View Post
It's allright, girls!




Wait! If you open up Tater's fix, you'll find the kind man actually made a version specific for TMO Easier AI...

Sorry I missed that! So you can have both without editing anything.


Ps. forgot to mention the mines and subnets - but you're probably all too drunk to care anymore?
Ah! Great. I'll do that then. Thanks
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Old 01-07-11, 06:50 AM   #2852
Kruger
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I read the TMO manual but I don't recall seeing anything about the ship damage model. Is it based on HP's or flooding ?

I'm asking because last night I spent like 4 hours playing sh4 (after a loooong pause) and after torpedoing a 4000 ton freighter (only one torpedo detonated amidships) I waited 48 hours. It's decks were awash, dead in the water.....no modification after 48 hours.
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Old 01-07-11, 09:15 AM   #2853
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Quote:
Originally Posted by Kruger View Post
I read the TMO manual but I don't recall seeing anything about the ship damage model. Is it based on HP's or flooding ?
TMO's sinking mechanics are basically stock. Ducimus did a bunch of experimenting but never came up with a revised sinking model he was satisfied with.
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Old 01-07-11, 12:00 PM   #2854
fitzcarraldo
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Quote:
Originally Posted by virtualpender View Post
TMO's sinking mechanics are basically stock. Ducimus did a bunch of experimenting but never came up with a revised sinking model he was satisfied with.
I don´t use Real Fleet Boat, but I believe this mod have a modification of sinking model.

Regards.

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Old 01-07-11, 06:05 PM   #2855
virtualpender
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Quote:
Originally Posted by fitzcarraldo View Post
I don´t use Real Fleet Boat, but I believe this mod have a modification of sinking model.
Yes, Luke did an amazing amount of work on the RFB sinking model. I know he did all of the warships but I don't recall if the merchants were completed or not. It makes for a much different experience - waiting for vessels to sink and far fewer fireballs.

Ducimus had a pre-beta sinking model included with (I think) the 1.8 release. I loved it - it was highly variable - but Ducimus was never satisfied with how it worked and it was VERY labor intensive for him to come up with what was able to do (I think he only finished around eight merchants, but I'm probably wrong).

[Edit] See here for a mention of it - I guess it was packaged as an optional WIP mod with the 1.9 release:
http://www.subsim.com/radioroom/show...postcount=2180
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Old 01-08-11, 03:15 AM   #2856
keltos01
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Think Duci was looking for this :

S3D v 0.99 :

http://www.mediafire.com/file/6dhif8...0/S3D_v099.rar

It's the rar file.

download from my page only if Skwasjer's page doesn't work

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Old 01-08-11, 03:17 AM   #2857
keltos01
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Quote:
Originally Posted by virtualpender View Post
Yes, Luke did an amazing amount of work on the RFB sinking model. I know he did all of the warships but I don't recall if the merchants were completed or not. It makes for a much different experience - waiting for vessels to sink and far fewer fireballs.

Ducimus had a pre-beta sinking model included with (I think) the 1.8 release. I loved it - it was highly variable - but Ducimus was never satisfied with how it worked and it was VERY labor intensive for him to come up with what was able to do (I think he only finished around eight merchants, but I'm probably wrong).

[Edit] See here for a mention of it - I guess it was packaged as an optional WIP mod with the 1.9 release:
http://www.subsim.com/radioroom/show...postcount=2180
there is still the good old Natural Sinking Mechanics Mod :

http://www.mediafire.com/file/ifg4my...chanics_40.zip

works for me though I'll admit RFB's better in some ways

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Old 01-08-11, 08:49 AM   #2858
Ole122
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Hm, I played this mod again after a long pause and wondered - does it change anything in regard to the u-boat missions? I never started a german career so far and I couldn't find anything related to that question. If not, what mods would you recommend?
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Old 01-08-11, 01:28 PM   #2859
tomoose
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TMO has nothing to do with the U-boat side of the game. Operation Monsun is a U-boat mod but I believe that's only a campaign and not a game tweaker if you get my drift.
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Old 01-09-11, 05:24 PM   #2860
Hylander_1314
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Are ya' sure they didn't toss ya' in the brig Jan?
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Old 01-09-11, 08:22 PM   #2861
Bubblehead1980
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Quote:
Originally Posted by keltos01 View Post
there is still the good old Natural Sinking Mechanics Mod :

http://www.mediafire.com/file/ifg4my...chanics_40.zip

works for me though I'll admit RFB's better in some ways

keltos

NSM doesnt break TMO?
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Old 01-10-11, 05:44 AM   #2862
keltos01
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Quote:
Originally Posted by Bubblehead1980 View Post
NSM doesnt break TMO?
I don't know that, NSM was meant for stock but..

the damage models in various mods rely on two things :

the zones.cfg (data\zones.cfg ) which explains what zone on a ship does what and

the ships themselves in the Sea (Data\Sea\ )directory :



the above list is of the ships modified by NSM 4.0


Natural Sinking Mechanics 4.0 by Werner Sobe also changes the torpedoes and some deckguns and shells (Library folder).


support file for NSM 4.0

I use a revised RFB sinking mechanics in my Jyunsen B mod, chiefly what that means is that we have a common zones.cfg file and common ships in the seas folder, the rest being different.

I honnestly don't know if Ducimus worked on the sinking mechanics, in which case the zones.cfg should have a recent date, and the seas folder should be in his mod.

You can always (if TMO doesn't change the zones.cfg) cut the library folder out of NSM 4.0 and enable it on top of TMO, then you get better sinking mechanics and TMO

I don't have TMO handy atm to check that.

[edit] this says it all !



regards,

keltos
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Last edited by keltos01; 01-10-11 at 06:08 AM.
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Old 01-10-11, 03:45 PM   #2863
goggy
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With my TMO 2 installation it does NOT work. In the submarine school the torpedoes went through the cruiser´s hull without exploding. In the TMO 2 manual Ducimus wrote the NSM mod to be NOT compatible with TMO 2.
It would be nice to have, but does not work so easy.
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Old 01-11-11, 03:17 AM   #2864
keltos01
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try and remove the library folder from the mod then

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Old 01-21-11, 06:14 PM   #2865
Arael
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Just out of curiosity, what is needed to make a playable ship TMO-compatible?
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