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Old 01-05-12, 02:27 AM   #3601
Hylander_1314
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Quote:
Originally Posted by seaplate hitman View Post
what is the difference between TMO2.2 and TMO2.5?
It has more refinements than the previous version. Also can have a couple big changes, but mostly, it's more little tweaks here and there to improve gameplay, and things like that.
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Old 01-05-12, 06:09 AM   #3602
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Quote:
Originally Posted by seaplate hitman View Post
what is the difference between TMO2.2 and TMO2.5?
The most evident change is the new environment, really looks well in daytime, but I have some problems in dawn/dusk; I think the problem is in my ATI Radeon GC. I don´t like how looks the water in dawn or dusk time. The sky is OK.

The 25 version seems compatible with RSRDC.

Regards.

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Old 01-05-12, 12:24 PM   #3603
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Quote:
Originally Posted by seaplate hitman View Post
What is the difference between TMO2.2 and TMO2.5?
All changelogs are located in
1_TriggerMaru_Overhaul_2-5\Documentation\version_changelogs

From the very first, to the very last, they're all there.
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Old 01-05-12, 04:35 PM   #3604
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Quote:
Originally Posted by razark View Post
Reduce/turn off graphics options and see how it runs?
already running on very low settings... TMO 2.2 performs better
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Old 01-05-12, 04:47 PM   #3605
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Quote:
Originally Posted by berobispo View Post
already running on very low settings... TMO 2.2 performs better
You can use the Pacific Environment 4 Low Quality Bow Wake submod, included in the PE4 environment mod. It looks well, and performs better... Totally compatible with all supermods.

Regards.

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Old 01-05-12, 07:24 PM   #3606
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Default HELP

Sorry for yet more dumb Q's...

How do I dumb down the escorts initial detection rates?

For instance. Im about 3-4000 yards away from a convoy. They havent detected me yet. Im at persicope depth in the dark and on silent running. Somehow (before any torp doors are evn open let alone been fired!) the escorts come zigging over to my direction and once close start pinging me!!!???

Ive tested this a couple of times from a save point and still the same! Im running TMO 2.5 with only another radio mod.

I recently changed some bits in the Data cfg, sim files hoping this would dumb them down. Heres what I did,

I changed data, cfg, sim Hydrophone: Detection Time from 1 to 3
Sensitivity from 0.15 to 0.50

Sonar Detection Time from 5 to 7
Sensitivity 0.05 to 0.35

and funally the lose time from 30 to 10.

Im working in the blind and testing as I go. Would the above dumb them down a bit? Or have I made them better? Do I need to make further changes??

Many thanks in advance....


Chris

Anyone....?

Last edited by TorpexXIII; 01-06-12 at 06:15 AM.
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Old 01-05-12, 10:04 PM   #3607
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I dunno about normal DDs but I'm trying to do the 'drop a spy at Osaka' mission, which is hard enough to begin with, but once I get into the bay I'm finding small Japanese gunboats (little things with no active sonar or DCs, and just two guns at the front) have a HUGE detection range. There's nothing at all I can do to sneak past them (5 attempts now), and they're too small/shallow to hit with torps. One of them heard me at peri depth at 2 knots out of range of my own sonar, when they appeared on my sonar it was already on a dead straight course for my boat!

And, because the deck gun is slowed, by the time you've killed one you're at 70% hull damage. Then the next one shows up.

Mighty hacked off right now lol. Two questions: 1 - WTF is with those boats and what if anything can I do about it?

and 2: How do you get back the normal deck gun loading speed? If I have to wait ages for my idiot crew to reload a gun, then at the very least AI reload times should be adjusted to compensate - and as they're not, I'd rather level the playing field by reverting the reload time to stock. Normally I wouldn't mind as I don't use it, but since I have no choice but to use it on these little gunboats, I might as well ask!

One final thing - can I reactivate the stock music?Radio distorts the sound and interrupts with the same radio broadcasts every time - would rather have the music on its own. Never did figure out how to do it in the last version either.

Other than this the mod looks great, the sea very reminiscent of the Pacific photos posted last year.
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Old 01-05-12, 11:33 PM   #3608
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Orpheus, if you can, set your torpedoes at the shallowest depth allowed. Mk 14s work fine. At flank speed, turn stern on to them as soon as you can, and open the stern tube doors. Go ahead and raise your periscope, they know you're there. Try to get them to follow you in a straight line, Lock you scope on him, and wait until he gets 550 to 500 yards away, and let go a fish from the stern tube.

You can do this with any ASW ship if you can get them to follow you on that.

I have 46 DDs sunk since Dec. 7 1941, and it's early January 44.

But I know the mission. It's a tough one to ay the least.
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Old 01-06-12, 12:13 AM   #3609
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Quote:
Originally Posted by Hylander_1314 View Post
Orpheus, if you can, set your torpedoes at the shallowest depth allowed. Mk 14s work fine. At flank speed, turn stern on to them as soon as you can, and open the stern tube doors. Go ahead and raise your periscope, they know you're there. Try to get them to follow you in a straight line, Lock you scope on him, and wait until he gets 550 to 500 yards away, and let go a fish from the stern tube.

You can do this with any ASW ship if you can get them to follow you on that.

I have 46 DDs sunk since Dec. 7 1941, and it's early January 44.

But I know the mission. It's a tough one to ay the least.

"The infamous down The Throat shot. Want some real fun? turn into them like you are playing chicken and fire the DDT shot, lots of fun.
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Old 01-06-12, 04:18 AM   #3610
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Quote:
Originally Posted by Ducimus View Post
All changelogs are located in
1_TriggerMaru_Overhaul_2-5\Documentation\version_changelogs

From the very first, to the very last, they're all there.
Thanks a lot!
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Old 01-06-12, 04:55 AM   #3611
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BTW,how to reduce the appearance ratio of fog weather ?
Espeically in south Pacific , my sub always in the middle of fog and rain, it's hard to lock Marus in periscope.
The second question ,it's very difficult to fight in dark night. Fog and too dark night, I just only have a rest. what should I do for making change of this situation.

The last one . What is the optimum way to ambush task force. My Balao sub ever dived approximately in 160m, but JAP DD were very responsive and quickly found me! The main ships changed their direction as soon as possible,everytime I should try my best to escape from the group of Deep charges.
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Old 01-06-12, 06:45 AM   #3612
TorpexXIII
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Default Sonar & AI

OK..my last roll of the dice with this one...

Is there anyone out there that can explain the Data, cfg, SIM files regarding Hydrophone & Sonar sensitivity values.

Ive played about with both and am having trouble ID'ing the results.

Can someone simply answer what is a sensitive sonar value (IE the enemy escorts have good sonar) and what is poor. Ive changed mine from 0.15 to 0.50 on the Hyrdrophones (passive) and from 0.05 to 0.35 on the Sonar (active).

In fact to make it simple, can anyone explain each of the following, esp the height and noise factors and MOST importantly how to manipulate them and know what the results will be!!!

I know its a huge ask but Im sure someone out there will know.

MANY MANY thanks in advance...

;Hydrophone
Hydrophone range factor=1 ;[>=0]
Hydrophone fog factor=0 ;[>=0]
Hydrophone light factor=0 ;[>=0]
Hydrophone waves factor=0.2 ;[>=0]
Hydrophone speed factor=0.5 ;[>=0]
Hydrophone enemy speed=0 ;[>=0]
Hydrophone aspect=0 ;[>=0]
Hydrophone noise factor=0.5 ;[>=0]
Hydrophone sensor height factor=0 ;[>=0]
Hydrophone already tracking modifier=20 ;[detection probability modifier]
Hydrophone decay time=150 ;[>0] already tracking bonus decay, in seconds
Hydrophone uses crew efficiency=true ;[true or false]
;Sonar active.
Sonar range factor=1 ;[>=0]
Sonar fog factor=0 ;[>=0]
Sonar light factor=0 ;[>=0]
Sonar waves factor=0 ;[>=0]
Sonar speed factor=0 ;[>=0]
Sonar aspect=1 ;[>=0]
Sonar enemy speed=0 ;[>=0]
Sonar noise factor=0 ;[>=0]
Sonar sensor height factor=0 ;[>=0]
Sonar already tracking modifier=20 ;[detection probability modifier]
Sonar decay time=150 ;[>0] already tracking bonus decay, in seconds
Sonar uses crew efficiency=true ;[true or false]
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Old 01-06-12, 10:46 AM   #3613
Ray.
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I dont seem to be able to shake those DD's. Ive saved my game after destroying a merchant(1st patrol still) and tried to get those DDs off my back like 6 times. got my ass kicked. everywhere i go, no matter what depth i am they ping me.
I gave up and installed easy Ai. However, reloaded my game and I didnt notice anything to change. needless to say, they kicked my ass again!

Do i need to start new career to make the easier Ai to work? or should I go back to pac-man?
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Old 01-06-12, 12:35 PM   #3614
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For those complaining about the AI being too hard.

All you have to do, to dumb down the AI, is use the vanilla version of the following file:

data/cfg/sim.cfg

Use the vanilla settings in that, and for the most part you'll have the idiot escorts back. Go wrack up mass tonnage, and stop complaining. When you eventually get bored, (and you will), you can always switch back to the modded version of the sim.cfg file.

If you want something in between, compare the two files. It's not hard to figure out what was changed. I recommend using winmerge for text file comparisions.
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Old 01-06-12, 01:16 PM   #3615
0rpheus
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Quote:
Originally Posted by Hylander_1314 View Post
Orpheus, if you can, set your torpedoes at the shallowest depth allowed. Mk 14s work fine. At flank speed, turn stern on to them as soon as you can, and open the stern tube doors. Go ahead and raise your periscope, they know you're there. Try to get them to follow you in a straight line, Lock you scope on him, and wait until he gets 550 to 500 yards away, and let go a fish from the stern tube.

You can do this with any ASW ship if you can get them to follow you on that.

I have 46 DDs sunk since Dec. 7 1941, and it's early January 44.

But I know the mission. It's a tough one to ay the least.

Ah, ok thanks Hylander - I assumed from looking at them that I wouldn't have a hope of hitting one with a (probably faulty) Mk 14, they looked so shallow in the water! I'll give your tactic a try next time, and maybe tweak the sonar values as Duci suggests.

EDIT: Ducimus, any thoughts on restoring the music?
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