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Old 09-30-09, 09:36 AM   #1621
Red Devil
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I have ever only heard of one IJN sub at any time in a few careers now, in either mod, or the natural state, I know, the bugger torp'd me!
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Captain!, there's a destroyer on the por........ periscope is flooded Sir!
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Old 09-30-09, 11:46 AM   #1622
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I have sent four IJN subs to the bottom in TMO, they blow up real nice.Are you sure they torpedoed you? As far as I know none of the AI subs can fire torpedos yet(someone is working on it, cant wait for that day)

The sub you encountered, was it in RSRD?
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Old 09-30-09, 12:21 PM   #1623
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Unsure of its design, did not see it, but assume IJN sub because nobodt was on surface in a zillion klicks of me, no aircraft and no enemy forces on land that was not near me anyway.

Chug Chug! BANG! We've been torpedoed Sir, We have heavy flooding Sir, We have .....................glug!
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Old 09-30-09, 03:08 PM   #1624
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Default they do sink

I put two torps in a IJN sub two weeks ago...

did not wait for it to try to torp me
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Old 10-05-09, 01:56 PM   #1625
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Default question for lurker

I'm trying to edit some of the convoys and TF's in RSRD.

Problem is if I make any changes, it resets the respawn rate from 0 to 24, if I try to set it back to 0, will not stay.Can set it to 10000 hours or so etc but not 0.

Any ideas? How did you get the ME to let you have zero?

Want to add some traffic to the Yellow Sea, its pretty lonely up there.
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Old 10-05-09, 09:18 PM   #1626
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Quote:
Originally Posted by Bubblehead1980 View Post
I'm trying to edit some of the convoys and TF's in RSRD.

Problem is if I make any changes, it resets the respawn rate from 0 to 24, if I try to set it back to 0, will not stay.Can set it to 10000 hours or so etc but not 0.

Any ideas? How did you get the ME to let you have zero?

Want to add some traffic to the Yellow Sea, its pretty lonely up there.
From the readme's in the "Support" directory of RSRDC

For those of you who enjoy “reverse engineering”, if you use the SH4MissionEditor on any layers, under no circumstances make changes or select “ok” in the “Group Properties” window. If you do, you will cause All the tracks within the layer to longer generate correctly. The reason is that I’m making “hand” edits to these files to ensure that the tracks generate “on time”
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Old 10-06-09, 12:02 AM   #1627
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Ah, I read some of the readmes in RSRD but frankly there are a lot of them.Thanks for answering.Now my question is, how do you hand edit the traffic? So can get respawn rate at zero and not affect the timing.
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Old 10-29-09, 05:08 PM   #1628
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Default RSRDC_TMOv18_V500

A new version of RSRDC for TMO is up. Check first post for download link.

The major changes were to ensure 100% comparability with TMO 18. One of things "major" changes I made was to ensure that the TMO unique AI was not changed by RSRDC
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Old 10-29-09, 05:55 PM   #1629
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nice lurker, i look forward to trying this out, esp if you made sure the TMO AI is intact.great work as always
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Old 11-06-09, 07:28 AM   #1630
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Hello! First post
Relatively new to SH4, have been playing TMO beta 18 for a little while..

The mods I use as of now (installed with JSGME):
*tmo 17
*tmo17-18beta
*tmo 18 patch 1
*tmo 18 patch 2
*tmo 18 patch 3
*tmo 18 patch 4
So all I need to do is add RSRDC v500 here? No patches or anything?

Also I was wondering, in TMO 18 (and stock? don't know..) one can easily raid many ports/harbours for 20000 tons each..
How is it in RSRDC (in general)?

Also another question: I tryed RSRDC v4xx something (can't remember sorry, before I saw there was a v500 for TMO18) and just screwed around alittle to see how it seamed..
One thing that bugged me was when I sat (for 4 days) outside a port on the SW end of Formosa (because I wondered what the "unknown black objects" were on the island?). I saw in that time 3 merchants approach from the west only to dissapear less than 2000m from me, is that "normal"?

Thx for what seams an incredible mod mr. Lurker, very much looking forward to trying it out with TMO18!!!
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Old 11-06-09, 08:09 PM   #1631
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thanks lurkie
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Old 11-07-09, 11:11 AM   #1632
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Quote:
Originally Posted by Zonke View Post
Hello! First post
So all I need to do is add RSRDC v500 here? No patches or anything?
That is correct. However a new version (501) will be coming out shortly to support TMO 184


Quote:
Originally Posted by Zonke View Post
One thing that bugged me was when I sat (for 4 days) outside a port on the SW end of Formosa (because I wondered what the "unknown black objects" were on the island?). I saw in that time 3 merchants approach from the west only to dissapear less than 2000m from me, is that "normal"?

What your seeing is "end of track" the ship in question has reach it's last way point and is dropped from the system.
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Old 11-07-09, 11:52 AM   #1633
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Lurker, Re later versions of TMO, just as a heads up. I'd hate to see you bend over backwards only for me to throw more changes at you later on.

Its my intent to start utilizing unit type 16 and 17.

Im moving bungo pete to unit type 17. (elite destroyer escort)
I'll be creating PB102 under the same unit type.

I moved my "Q ship" to unit type 16 (elite patrol craft)

Im considering making another auxillary gunboat and inserting him as a corvette.

I have no other plans on changing unit type designations. I have these changes in a WIP, and have not posted them in any form yet.

I am also considering changing EQP files. I may finally get around to making a 2nd type of DC rack or Y gun. Something im considering, but its just an idea.

CFG files are likey to change as well if i make SCAF an optional mod.

Sorry if any of these changes are giving you problems.
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Old 11-07-09, 12:43 PM   #1634
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Quote:
Originally Posted by Ducimus View Post
Lurker, Re later versions of TMO, just as a heads up. I'd hate to see you bend over backwards only for me to throw more changes at you later on.

Its my intent to start utilizing unit type 16 and 17.

Im moving bungo pete to unit type 17. (elite destroyer escort)
I'll be creating PB102 under the same unit type.

I moved my "Q ship" to unit type 16 (elite patrol craft)

Im considering making another auxillary gunboat and inserting him as a corvette.

I have no other plans on changing unit type designations. I have these changes in a WIP, and have not posted them in any form yet.

I am also considering changing EQP files. I may finally get around to making a 2nd type of DC rack or Y gun. Something im considering, but its just an idea.

CFG files are likey to change as well if i make SCAF an optional mod.

Sorry if any of these changes are giving you problems.
Not a problem. I'll just make a patch "if required"
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Old 11-07-09, 08:32 PM   #1635
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Default New versions of RSRDC

New versions of RSRDC are up. See first post for download links. Please read the readme for changes
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