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Old 05-02-17, 08:46 AM   #16
LCQ_SH
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Quote:
Originally Posted by Bubblehead1980 View Post

I play RSRD for the more historical traffic etc but have them tuned up to TMO levels. The change I made is my "new depth charge" mod(look in the downloads section)
Couldn't find it, would you have the link??

ED: NVM, looked in the wrong place
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Old 05-03-17, 02:28 PM   #17
CptGlub
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Wow! So I must first off thank everyone for their help and inspiration.

Seems I must eat some crow. When I chose TMO it was based on the general idea that it tended to be the preferred mod with some caveats. It answered my issues with SH4 out of the box with fewer air attacks and less convoys crawling the globe. I was unaware of its amping up of escorts.

Complaining about things without knowing too much about them, I'm afraid. Lots of new info for me to digest and look into. I'll have to start diving in to that mod forum a bit and poking around.

Thanks again all.
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Old 05-03-17, 05:02 PM   #18
Sniper297
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Assuming you're using JGSME;
1. Deactivate TMO.
2. Find your my documents\games\SH4 folder, delete all the save games since you'll need to start a new career.

Downloads to install;

http://www.subsim.com/radioroom/down...o=file&id=1196

Game fixes only, also known as GFO, among other things it reduces the constant air attacks to something more accurately reflects the number and range of actual WWII aircraft.

Also fixes a number of physics to more accurately simulate WWII ships and planes. This should have been an official patch.

Some options;

http://www.subsim.com/radioroom/down...do=file&id=517

Increases rate of fire and lethality of deck guns for subs.

http://www.subsim.com/radioroom/down...o=file&id=4380

Several options to increase US sub torpedo damage.

And of course my latest;

http://www.subsim.com/radioroom/down...o=file&id=5186

Increases duration of decoys. When the destroyers get really irritating install the triple time mod, hit the J key to launch a decoy that lasts 30 minutes to give the destroyers a more attractive target than you so you have more time to sneak away at low speed.
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Old 05-04-17, 07:35 AM   #19
Rockin Robbins
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GFO is the ugly sister of Subsim supermods. Gets very little attention, but it's a pure blast to play!

TMO is a difficulty mod. It does unrealistic things to make you play honestly, as a real sub skipper would. And it gives more challenge to players advanced enough that the challenge is gone from SH4.

Just for fun, I went into an airplane infested hell hole and let myself be seen. In spite of that, and in spite of the air filled with hornets, I didn't have to look at a single plane, ever. I could just go by a simple set of rules and be perfectly safe. Oh, and the "too many airplanes" complaint is just a product of time compression. In real time the frequency is not unrealistic. Many a sub had to leave an area, including Dick O'Kane, because of swarms of Japanese planes. They sure wished they could mod their game and I'm sure they were irritated too.

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Old 05-04-17, 07:42 AM   #20
Rockin Robbins
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And if you just want to make the game into an arcade game, don't do all that sissy stuff. Get some real cajones and load up my Slightly Subnuclear Deck Gun and Slightly Subnuclear Torpedoes! Warning: giving YOU subnuclear shells for your guns gives the bad guys subnuclear shells too. No worries, mate!



Ramp up the challenge AND your destructive capabilities! Nuke 'em! Hope your life insurance is paid up.....
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Old 06-29-17, 03:40 PM   #21
CptGlub
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Have been playing nearly every day since my initial post and want to add a couple issues for posterity.

My basic egress plan was flawed. My idea was that I was going to make the escorts find me first before I did anything. I thought maybe they wouldn't even be able to locate me and have to give up without my doing anything. While this may or may not have worked in reality, in SH4 it ensures detection. Have read a couple posts on the subject that claim, correctly, that an escort in proximity to my broadside WILL ping me. This runs more than a little contrary to reality but that is an argument for another time. Because the escorts will loop around continuously in the area the torps came from, they will eventually run onto your broadside, ping you and commence the depth charging.

It is imperative that the sub move out of the firing area asap. Don't wait around to see the boom. Get down and get going. While in egress, do your best to keep your bow or stern pointed at the closest destroyer(s). Run silently at the best speed that is safe for the listening conditions. Once clear of their search patterns, drop it to just under 50rpms and creep out the side door.

Have been having excellent success with this basic egress plan.

Thanks again to everyone for your expertise. I think I'm on track.
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