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09-11-09, 11:59 AM | #1366 |
Captain
Join Date: Apr 2002
Location: Davie, FL Grid DM 23
Posts: 539
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Am I somehow missing the button in TMO for having the sonar operator track a target and call out continuous angle updates? Can't seem to locate it.
Can anyone help? |
09-11-09, 12:36 PM | #1367 |
Sea Lord
Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
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Last edited by sergei; 09-11-09 at 01:33 PM. |
09-13-09, 11:56 PM | #1368 | |
Admiral
Join Date: Apr 2007
Location: Florida
Posts: 2,250
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Quote:
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09-14-09, 03:18 AM | #1369 |
A-ganger
Join Date: May 2003
Location: The Netherlands
Posts: 77
Downloads: 194
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Hey guys
As I`m using the TMO 1.7, I find it very hard to use the deck gun. It takes ages just to sink a single sampah. A merchant is simply almost impossible, It uses all the shells. Also, when I putt some man behind the gun (yes, the best i have) most of the time they shoot over the target. Is it me or is this harder with TMO. I read in the manual, and I quote: "Deckgun shells have been redone to better represent their relative power compared to one another. The rate of fire of guns was lowered somewhat, but not substantially. Overall, how many shells you'll have to put downrange to sink a target is much greater then stock" I have seen some real footage of u-boats that uses the deckgun, and it didn`t take to long for them to sink a merchant. The rate of fire is ok, Is it possible to change some files to make this all a little easyer? Thanks guys, the mod is awsome, this is my only complain. Install order: TMO 1.7 TMO hotfix 041709 maxpotics and scaf for TMO 1.7 41109 RSRDC for TMO and patch 2 cheers
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"Ashes to ashes, dust unto dust, it may not run, but shine it must, it may not work, but it will not rust." Last edited by Distortion; 09-14-09 at 03:29 AM. |
09-14-09, 03:58 AM | #1370 | |
The Old Man
Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
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Corroboration, 1.8 beta the same.
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09-14-09, 08:17 AM | #1371 |
Captain
Join Date: Apr 2002
Location: Davie, FL Grid DM 23
Posts: 539
Downloads: 59
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09-17-09, 06:37 AM | #1372 |
Commander
Join Date: Aug 2004
Location: Linkoping, Sweden
Posts: 478
Downloads: 176
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In the final version of TM 1.8, will there be any desent new damage model present like the one implemented in RFB?
NSM4 in it´s golden days was very promising but since it´s demise only RFB has a new approach if understand correctly. Cheers /OB
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SHIV:TMo 2.5, RSRD, SCAF OLC, Ralle's modpack SHIV: WDAD, Med Campaign SHIII: GWX3 GOLD, OLCII Gold, ACM-reloaded interface mod, SHIIIcmndr 3.2, Full Realism/DiD SHIII: LSH3 2015 Cold Waters with all bells and whistles Finally SHV but still unmodded and still a noob.... |
09-17-09, 07:43 AM | #1373 |
The Old Man
Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,353
Downloads: 470
Uploads: 10
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having a problem and cant figure it out.
i had been away from SHIV for a very long time, and figured i'd fire her back up and try out some mods. anyway, last night i did a clean install of SHIV + UBM (1.5), and installed TM1.7. Started Dec 8, 1941. Asiatic Fleet, Salmon Class. First patrol: I'm cruising along at high time compression.. and my crew is calling out "Merchant Spotted"... "Merchant Spotted" every few mins. Yet the time compression never slows down. By the time i get the TC to x1, the ship is long gone. Also doesn't slow down for PAC messages etc either. The one time i did manage to slow it down in time when a ship was spotted.. i tried to use my hydrophone to ping it, and couldn't hear em. I could hear my own engine at 180.. but not the other ship. This despite being in visual range and confirming there was indeed something there. so i said fux this.. and pulled up the first single mission just to play around. and voila.. time compression slows down when it should.. and i can hear contacts. sweet! so i start a new campaign. same choices as first time.. and the same problems are there. so uhh, either the salmon class is porked.. or my install is. think i'll try using a diff ship next time (porpoise?) and see if it will finally work. will also redownload TM just incase. |
09-17-09, 07:52 AM | #1374 |
A-ganger
Join Date: May 2003
Location: The Netherlands
Posts: 77
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What speed of TC where you at? I think above 1500 this can happen. Also, and I`m not sure about this, maybe you cought an allied, and therefore TC will not stop. I normally wont go past 1500, except when in clear waters.
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"Ashes to ashes, dust unto dust, it may not run, but shine it must, it may not work, but it will not rust." |
09-17-09, 08:28 AM | #1375 |
The Old Man
Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,353
Downloads: 470
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re-installed.
tried campaign with a porpoise.. and had no problems at all. TC stopped on messages and ship sightings.. even got some hydropne contacts. tried same campaign with a salmon, and no TC stops and the hydrophone cant hear other ships. |
09-17-09, 10:16 AM | #1376 |
The Old Man
Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,353
Downloads: 470
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well it seems to be working intermittenly now.
my guess is TC doesn't stop for friendly ships? cant figure out the hydrophone thing though. if hydrophone works on surface in TM... why dont the crew hear the ship on the phones before they spot it visually? again.. is this just for friendly ships? |
09-17-09, 10:22 AM | #1377 |
Sea Lord
Join Date: May 2008
Location: London UK
Posts: 1,788
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In my experience that is correct.
If my crew spot a friendly we just sail on by, doesn't drop out of TC. As for the hydrophone thing, I think that early war hydrophone combined with inexperienced crew will only hear a ship at about 8000 yards (ish! maybe less) SO in daylight they'll see the contact long before they spot it. At night I get about 50/50 between hydrophone and watch crew spotting contacts first. |
09-17-09, 10:30 AM | #1378 |
The Old Man
Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,353
Downloads: 470
Uploads: 10
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The TC makes sense.. it used to annoy me dropping out of TC everytime i spotted a friendly aircraft or ship back in SH3 when trying to leave port.
as for the hydrophone.. thats just ridiculous. if i can clearly hear it.. the crew should hear it. |
09-17-09, 11:01 AM | #1379 |
A-ganger
Join Date: May 2003
Location: The Netherlands
Posts: 77
Downloads: 194
Uploads: 0
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It is known that you will hear the contact way earlyier than the sonarman. This has to be fixed in SH5.
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"Ashes to ashes, dust unto dust, it may not run, but shine it must, it may not work, but it will not rust." |
09-17-09, 11:32 AM | #1380 |
Swabbie
Join Date: Mar 2007
Posts: 9
Downloads: 13
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Reducing torp duds
Hiya,
Just started TMO and like quite a lot of it. I'm curious how to do two things: - Reduce torpedo dud %: On my current patrol it's between 30 and 45% of my torpedoes (reloading several times to try and get a larger sample size). I appreciate that this may be realistic and that that's one of the reasons people like mods like this, but it's a bit much for me. - Slightly increase deck gun damage. Is this something I'd have to edit files for every ship to accomplish, or is there a single configuration for each type of deck gun that will do it? |
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