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Old 12-19-21, 03:45 PM   #1
ReiKahn
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I have a brief question. In all of my previous campaigns I've used TMO 2.5 with RSRDCv502. Is this new version compatible with the latter?
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Old 12-19-21, 03:48 PM   #2
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Old 12-19-21, 06:12 PM   #3
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Quote:
Originally Posted by ReiKahn View Post
I have a brief question. In all of my previous campaigns I've used TMO 2.5 with RSRDCv502. Is this new version compatible with the latter?
No. TMO BH is an all in one mod, not compatible with campaign mods and OTC.

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Old 12-19-21, 09:12 PM   #4
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Quote:
Originally Posted by ReiKahn View Post
I have a brief question. In all of my previous campaigns I've used TMO 2.5 with RSRDCv502. Is this new version compatible with the latter?

No, RSRD not compatible with my mod, as it will 'break' numerous changes,etc . Honestly, RSRD is not needed with the TMo update as I did a extensive rework of the campaign layers, inspired by RSRD. RSRD is a great mod but has been some time since it was updated and showing its age, plus it nerfs the AI of TMO . I have added many ships , planes etc. as well

Shipping in campaign changes based on time period...example in 1941-1942 there are not a number of convoys...a lot more single merchants and sea lanes are not as well defined. Then there are historic contacts, which spawn only once at historic/date time, take historic route to destination and arrive.

Mid 1943 convoys become more common and unescorted vessels become uncommon, and almost non existent by 1944, a few are there, esp in coastal areas. Sea lanes become more defined. In 1945, traffic thins out and what major convoys there are run in coastal areas, often stopping at night, sailing only in daytime. This reflects the real life changes Japan made, although a but too late.

The task force layers have been completely reworked. Much like RSRD, the major capital ships only move in the game at historic dates and times, so no more alliedesqueijn convoys roaming the ocean randomly. The major and some minor battles are scripted as well. I have a second update coming out in January, which further refines the mod and traffic.
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Old 12-21-21, 05:06 PM   #5
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Default promotion to Captain

can't find the GD post......

i believe you posted that you had set the promotion schedule such that you did not think a player could reach the rank of Captain and to let you know if it happened.

it happened. Promotion date is Feb 12 1944. Career start was 12/8/1942.


secondly, responding to a radio message, we parked ourselves off the Wake Atoll awaiting two air raids on Feb 5 and Feb 9, 1944. We were requested to provide lifeguard service. we did not see either raid nor were there any survivors to rescue. was that radio message a legitimate tasking that should have resulted in sea-air rescue or not?

thirdly, while we were in the vicinity of Wake, we ventured nearer the island to get a better look. we found some AA guns and some shore batteries. when i zoomed in closer on the Nav Map, it displayed two errors. please refer to screen print below. i believe the missing graphics are Small Coastal Defense Guns.

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Old 12-21-21, 08:41 PM   #6
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Originally Posted by KaleunMarco View Post
can't find the GD post......

i believe you posted that you had set the promotion schedule such that you did not think a player could reach the rank of Captain and to let you know if it happened.

it happened. Promotion date is Feb 12 1944. Career start was 12/8/1942.


secondly, responding to a radio message, we parked ourselves off the Wake Atoll awaiting two air raids on Feb 5 and Feb 9, 1944. We were requested to provide lifeguard service. we did not see either raid nor were there any survivors to rescue. was that radio message a legitimate tasking that should have resulted in sea-air rescue or not?

thirdly, while we were in the vicinity of Wake, we ventured nearer the island to get a better look. we found some AA guns and some shore batteries. when i zoomed in closer on the Nav Map, it displayed two errors. please refer to screen print below. i believe the missing graphics are Small Coastal Defense Guns.


While unlikely will be promoted to Captain, not impossible in the initial release of update, but plan to tweak it a bit more. Depends a lot on how successful each patrol is to affect players ranking. I also had the number of patrols set to 20 satisfactory patrols to achieve that rank, so that means you have twenty war patrols completed in that time frame? Did you have some short patrols Also, what realism level are you playing at ?


Yes, I apologize for the issue at Wake Island. I discovered this issue recently. Apparently, the PBY flying boat, somehow had its disappearance date in its roster.cfg file set to July 1943(!). I am not sure how or why it was set to this date. The plan is imported from RSRD and I missed it. I discovered this recently when I went to conduct lifeguard operations/observe the bombing, changed it and planes showed up no problem. This will be resolved in next update, which will feature PBY strikes on Wake on 30 Jan, 5 Feb, and 9 Feb 1944.


These strikes are based on historical missions in Jan/Feb 1944 by PB2Y Coronado flying boats, based in Hawaii, which staged through Midway to strike Wake Island in advance of an during the Marshall Islands invasion. USS Tang was assigned to the lifeguard missions on 30 Jan and 5 Feb before being released to patrol off Truk. I have created these patrol orders for Balao class in the next update as well.



I'll look into the the errors on the coastal gun. Thank you for pointing them out.
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Old 12-21-21, 09:06 PM   #7
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Quote:
Originally Posted by Bubblehead1980 View Post
While unlikely will be promoted to Captain, not impossible in the initial release of update, but plan to tweak it a bit more. Depends a lot on how successful each patrol is to affect players ranking. I also had the number of patrols set to 20 satisfactory patrols to achieve that rank, so that means you have twenty war patrols completed in that time frame?
exactly 20 patrols! amazing!

Quote:
Did you have some short patrols
nothing less than three weeks. is that considered short?

Quote:
Also, what realism level are you playing at ?
68


Quote:
Apparently, the PBY flying boat, somehow had its disappearance date in its roster.cfg file set to July 1943(!).
lol; no need to apologize!
s7rikeback and PB have been schooling me up on fixing all kinds of subtle errors, like the list i sent to you last month or maybe the month before. this is a very complex system design...there are bound to be disconnects.

so...followup question: assuming you correct the PBY-date-thing, how do you plan to generate the air-survivors for us to rescue? i am intrigued by this!


Quote:
I'll look into the the errors on the coastal gun. Thank you for pointing them out.
it's probably a missing TGA file for a zoom-in view. i say that because there was an icon for a coastal gun visible on the Nav Map until i zoomed-in. that's when the error message displayed rather than the next level of icon.
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Old 12-21-21, 10:26 PM   #8
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Twenty patrols , well that explains it. I rarely keep captain beyond six patrols or so anymore, just keep the boat by editing the file to have a a new captain. Twenty satisfactory patrols though, you earned it. I have wolfpack operations integrated into campaign next update, do wish could link promotion to Captain to ability to command a wolfpack.


No, three weeks does not sound short. Patrol lengths can vary based on factors. Just curious.


Got ya. I was curious as I believe the sim does award rating of your boats commander i.e. you based on renown earned by achieving assigned goals and each ship is worth certain amount of renown as well, combined with the difficulty level running at.

no need to apologize!
s7rikeback and PB have been schooling me up on fixing all kinds of subtle errors, like the list i sent to you last month or maybe the month before. this is a very complex system design...there are bound to be disconnects.

"so...followup question: assuming you correct the PBY-date-thing, how do you plan to generate the air-survivors for us to rescue? i am intrigued by this!"

Well, the downed aircrews in this case and most cases come from planes that are actually shot down/crash. Sometimes there are survivors, sometimes there not. In nearly all situations, a few planes will be shot down, providing high chance to rescue downed aircrew. The downed pilots in the water spawn as well as rafts which can be rescued, simulating picking up downed crews of planes with more one person aboard. In some cases, planes may not be shot down or crash, so will be no one to rescue. In the Wake strikes of Jan Feb 1944 by the flying boats, no planes were lost so Tang did not have to rescue any aircrew. The one time I observed these strikes in game, one PBY had a engine fire but flew other and searched area, flight path, no survivors. I have carrier strikes scripted on Wake, Marcus etc, usually a few to rescue due to losses from AA fire etc.

I have also added missions to rescue stranded crew of sunken PT boat in Solomons (based on PT-109) and the Philippines, as well as to recover intelligence agents, commandos. A mission based on Nautilus's rescue of adults and children from Teop,Bougainville in late 1942 as well. The rafts spawn at certain times, usually a date and time based trigger. This method in a few cases is used to spawn downed aviators, such as a TBF pilot down in the waters off Chi Chi Jima on September 2 1944



" it's probably a missing TGA file for a zoom-in view. i say that because there was an icon for a coastal gun visible on the Nav Map until i zoomed-in. that's when the error message displayed rather than the next level of icon."

Thanks, will check into it.
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Old 12-21-21, 10:48 PM   #9
Mad Mardigan
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Quote:
Originally Posted by KaleunMarco View Post
exactly 20 patrols! amazing!

nothing less than three weeks. is that considered short?

68

lol; no need to apologize!
s7rikeback and PB have been schooling me up on fixing all kinds of subtle errors, like the list i sent to you last month or maybe the month before. this is a very complex system design...there are bound to be disconnects.

so...followup question: assuming you correct the PBY-date-thing, how do you plan to generate the air-survivors for us to rescue? i am intrigued by this!


it's probably a missing TGA file for a zoom-in view. i say that because there was an icon for a coastal gun visible on the Nav Map until i zoomed-in. that's when the error message displayed rather than the next level of icon.
If memory serves Me correctly... think it was like, 40-60 days out on patrol... as fleetboats had a rudimentary refrig/freezer on board, where as their counterparts... Uboat & the IJN I class... didn't (not 100% sure about the I class subs of the IJN... but know for definite, the U-boats sure as shooting, didn't... considering the Type 2, was smaller than the S class boats the U.S. had, the Type VII's, were comparable with the S class as far as size, but not near the amenities. Considering the S class complement was 38 to the VII's 44-52. The lesser number of crew opened up the ability to include a means to keep food items cold that required it on the S class, that the VII's were lacking. 2 advantages that the VII's had, over the S class were... ablility to dive faster... & go deeper than they could.

Small comfort, when you considered that their food stock went crappy faster... & the lack of hygiene amenities. Not to mention the sardine quarters...



M. M.

I think, there were a couple of Fleetboats, that went past 60 days out... before hitting the docks back at base. Will have to do some... digging in & see if I can find that info on longest patrols made by Fleetboats, during WW2.
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Old 12-22-21, 04:38 PM   #10
KaleunMarco
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Default Destroyed convoy re-birth

The re-birth of destroyed ships from a convoy has been an issue in the past but I, personally, have not experienced it in a long time. perhaps it is a TMO thing.
i am playing the rebuilt TMO.
it is happening to me on my current mission, twice actually, simultaneously.

it occurs after:
  • boat sinks ships.
  • time passes.
  • game is saved and SH4 exited.
  • SH4 is launched and the saved game is loaded.
  • previously sunk ships return to existence and continue their journey as if they had not been attacked.
  • if you sink them again, you will expend ammo but you will not be awarded any additional credit.
  • however, the enemy ships are just as lethal as if they had never been sunk so they can still destroy you.

did we ever establish the root cause of this phenomenon?
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Old 12-24-21, 01:56 AM   #11
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Originally Posted by KaleunMarco View Post
The re-birth of destroyed ships from a convoy has been an issue in the past but I, personally, have not experienced it in a long time. perhaps it is a TMO thing.
i am playing the rebuilt TMO.
it is happening to me on my current mission, twice actually, simultaneously.

it occurs after:
  • boat sinks ships.
  • time passes.
  • game is saved and SH4 exited.
  • SH4 is launched and the saved game is loaded.
  • previously sunk ships return to existence and continue their journey as if they had not been attacked.
  • if you sink them again, you will expend ammo but you will not be awarded any additional credit.
  • however, the enemy ships are just as lethal as if they had never been sunk so they can still destroy you.

did we ever establish the root cause of this phenomenon?
No one has explained why this happens. I have noticed, it occasionally happens in ALL versions of SH 4, all mods.

Definitely does tend to happen after sinking, saving too close to the sunken vessel and reloading the save.


Another possibility is the spawn interval on the random group was not set properly...Example...convoy is a random group and should be set to say 80 percent chance to spawn every 240 hours or ten days ...but by default when random group is created set to 24 hours 100 percent chance to spawn. So you find convoy and are somewhat close to its spawn point, wipe convoy out, but when 24 hours comes around, respawns the group. This is rare but has happened.

Primarily it is driven by sinking them and reloading saved game, especially when saved within 30 or so miles of a sunken vessel.I always say no closer than 50 miles to a sunken vessel and never when a vessel is within range on any of the sensors.
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Old 12-24-21, 12:03 PM   #12
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Originally Posted by Bubblehead1980 View Post
Primarily it is driven by sinking them and reloading saved game, especially when saved within 30 or so miles of a sunken vessel.
I always say no closer than 50 miles to a sunken vessel and never when a vessel is within range on any of the sensors.
never noticed that previously and i will pay closer attention to the geographical circumstances of my victims vs my location at save.

i am a notorious saver just after a battle and so it follows that i would experience this phenomenon because of the proximity of things.

although i have not experienced this in quite a while so i wonder what other condition(s) is/are at work. also, recently, i have not been exiting/re-entering SH4 during a mission and so i am missing the opportunity to re-load a saved file which is key to this phenomenon.

thanks for sharing.

Merry Christmas!
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Old 12-28-21, 12:36 AM   #13
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Originally Posted by KaleunMarco View Post
never noticed that previously and i will pay closer attention to the geographical circumstances of my victims vs my location at save.

i am a notorious saver just after a battle and so it follows that i would experience this phenomenon because of the proximity of things.

although i have not experienced this in quite a while so i wonder what other condition(s) is/are at work. also, recently, i have not been exiting/re-entering SH4 during a mission and so i am missing the opportunity to re-load a saved file which is key to this phenomenon.

thanks for sharing.

Merry Christmas!

This sim has long had issues(reload bugs) when reloading games, esp when running on newer windows systems etc, what I have noticed. I have a older PC (runs SH 4 great) that I use just for SH 4, so when on patrol, I do not reload games, just leave the sim running, to avoid the reload bugs such as respawns. I do save just in case of the rare CTD etc.

Definitely to minimize issue, as said don't save until are sure out of range and contact with enemy....to be safe I do fifty nautical miles and no contact with any vessel, I do not save near ports or land as well.
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Old 12-22-21, 09:14 PM   #14
KaleunMarco
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Default boxes rather than bubbles?

what setting would make bubbles(?) appear as boxes?



Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\TMO_BH\MODS]

100 TriggerMaru_Overhaul_2-5_UpdateBH Revised Final
110 Nav Map MakeOverTMOUpdate
120 NavMapMakeOverTMOUpdatePatch
130 AlliedShipsTMO
140 ShipsforTMO
150 EAX_Sound_Sim_SH4
160 TMO2_different_smoke_and_splash_effects
170 IJN_Radar_Fix_2
200 DecoysTMO
210 RestoreSDRadarFromStart
220 AAtoDeckguns+Radio
800 TMO_BH_Fixes_MTB
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Old 12-23-21, 06:03 AM   #15
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Default Battles of Java Sea and Sunda Strait missing?

Hi Bubble - thanks for a great mod (again!).

I realise that having the superpower of retro-historical-foresight is very unrealistic - but thinking back to the old combo of TMOv2.5 and RSRD-TMO - both the first and second Java Sea battles were represented and I was able to position myself at 112'10 6'10 and observe the fight between the big IJN cruisers and ill-fated ABDA Eastern Strike Force - attempting to intervene if I could. This seems to have been removed in the latest update - or was it that it was there in RSRD but not in TMO?

Likewise, the equally ill-fated flight of Perth and Houston, and Exeter - were all represented - but now appear to be missing?

Or is it me!!!? (entirely possible!)

All assistance gratefully received! Thanks!

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