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Old 10-15-18, 01:12 PM   #4561
Bleiente
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Quote:
Originally Posted by mark bonamer View Post
hey duckman,
... , i will re-install and try the Ralles modpack.
what differences will I notice between Ralles and TMO+RSRD?
vielen dank
You just have to try it and make yourself a judgment.
However, I think that it will hit your nerve...


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Old 10-15-18, 07:55 PM   #4562
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Quote:
Originally Posted by mark bonamer View Post
hey duckman,


sorry if it seemed i was ignoring you but i was not.
i fixed my TMO+RSRD issue and i am in a US career near the end of 1942. when i get to the end if this career, i will re-install and try the Ralles modpack.
what differences will I notice between Ralles and TMO+RSRD?
vielen dank
Try Ralles and mantain dry your shoes. Best for TMO plus RSRDC.

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Old 10-17-18, 01:48 PM   #4563
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Default On top of Saipan

check this out....IJN captain became confused and thought he was Noah....parked is Taiho-class carrier on top of a mountain on saipan.
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Old 10-17-18, 02:34 PM   #4564
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Eye Alter - der Fehler liegt eindeutig bei Dir.
Du hast mein ModPack nicht ordentlich auf ein sauberes und neu installiertes SH4 V1.5 integriert.
Solche Fehler sind nach knapp 3Jahren gänzlich fremd.
Eindeutig Bediener-Fehler.


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Originally Posted by Bleiente View Post
Yes - but you need a totally new and clean install of SH4 V1.5 .
I have made this ModPack extra, so that no one is confused with this great variety of mods ... it should make things easier for the players.

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Old 10-17-18, 03:50 PM   #4565
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Quote:
Originally Posted by Bleiente View Post
Eye Alter - der Fehler liegt eindeutig bei Dir.
Du hast mein ModPack nicht ordentlich auf ein sauberes und neu installiertes SH4 V1.5 integriert.
Solche Fehler sind nach knapp 3Jahren gänzlich fremd.
Eindeutig Bediener-Fehler.
you are correct, my friend. i am still playing TMO+RSRD.

however, the reason for the ship-on-the-hill is due to an Ubisoft issue, not a mod issue. it is a well-documented fact that when a RGG spawns in close proximity to a land mass, even an island, ships will spawn onto land and not be able to move off. that is exactly what happened here. i arrived on the scene and an IJN task force was near the island port as a RGG and when they spawned, voila, ship on sie land.
my Noah reference was a lame attempt at some gallows humor with my fellow SH4-gamer-captains.
Du sollst lachen, nicht war?

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Old 10-17-18, 08:45 PM   #4566
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Actually, that was a top-secret "weapon" - a decoy, used by the enemy in an attempt to lure you closer in toward shore for the local fisherman to surround your boat and be able to throw dead flounder at you. If you had higher-power zoom, you would notice that it is nothing more than painted plywood. A trick they learned from the Americans as they were preparing for Operation Overlord...

Actually, that phenomenon can happen in stock, or any of the mods, if the "author" of the files isn't careful, as you've seen in FotRSU... If a group is routed over land anywhere in its journey, it'll be fine, so long as you aren't within the "spawn range" when they cross it. While in the digital netherworld, no issue, but as soon as they have to spawn, "crunch" - obstacle, and "collision detected". You should have seen Truk about a year ago in FotRSU...
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Old 10-18-18, 05:07 AM   #4567
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Quote:
Originally Posted by mark bonamer View Post
you are correct, my friend. i am still playing TMO+RSRD.
.
.
....

Du sollst lachen, nicht war?
Huch - I see that now.
Once again I was excited for nothing...

p.s.:
"Duckman" - I like it.
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Old 10-18-18, 08:16 AM   #4568
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Quote:
Originally Posted by propbeanie View Post
Actually, that was a top-secret "weapon" - a decoy, used by the enemy in an attempt to lure you closer in toward shore for the local fisherman to surround your boat and be able to throw dead flounder at you. If you had higher-power zoom, you would notice that it is nothing more than painted plywood. A trick they learned from the Americans as they were preparing for Operation Overlord...
actually, this occurred a year before Overlord...so it was the Americans who copied the IJN! bwahahahaha
i still like my original theory...that an IJN skipper parked it up there.

Quote:
Originally Posted by propbeanie View Post
Actually, that phenomenon can happen in stock, or any of the mods, if the "author" of the files isn't careful, as you've seen in FotRSU... If a group is routed over land anywhere in its journey, it'll be fine, so long as you aren't within the "spawn range" when they cross it. While in the digital netherworld, no issue, but as soon as they have to spawn, "crunch" - obstacle, and "collision detected". You should have seen Truk about a year ago in FotRSU...
seriously....yes. i remember experiencing that previously at various times in more mods than FOTRS-U.
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Old 10-18-18, 03:34 PM   #4569
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Quote:
Originally Posted by Bleiente View Post
"Duckman" - I like it.
well....we americans like nicknames and i, being typically american, made a nickname from your nickname. i couldn't call a fellow captain, lead duck, so duckman was the first alternative that popped into my head.

if i have offended you then i am truly sorry. it was done out of comradely jest.
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Old 10-18-18, 03:45 PM   #4570
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I really like it.

Last edited by Bleiente; 10-19-18 at 02:03 AM.
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Old 10-20-18, 01:50 PM   #4571
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Default Mines and Mine Detection

playing TMO+RSRD has presented a situation which i have not encountered previously, that being MINES.

having played more modern sims such as 688(i) and sub command, boats had more sophisticated sonar with mine detection capability. however WWII technology does not have that capability, so how in the H do i detect the presence of mines? (where is the GD high frequency sonar mod?)

i have performed the due diligence searches and found some neat comments on dispensing mines and using mines as defensive weapons, but nothing about detection and evasion.
thoughts? comments? experiences?
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Old 10-20-18, 01:58 PM   #4572
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One "cheat" is to partially put the periscope up in suspected mine-infested waters. Of course, it has to be daylight, and enough light coming through for you to see either the cables/chains and/or the mines themselves. Same with the anti-submarine nets. Only problem? Seeing them in time to be able to either stop, or change course enough to miss them. Don't forget also, that quite a few US boats disappeared without any corresponding IJN or IJA reports of ASW activity, which leaves only a diving mishap, circle runner, or more likely, a mine. It's best to avoid the areas, or get one of the new sonars, which is late in the war. Some WW2 subs did participate in minefield mapping... - Go and be careful
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Old 10-20-18, 02:08 PM   #4573
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Well then first play my delicious Soljanka.
Where do you actually want, that you have even got into such a minefield?!?
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Old 10-20-18, 02:20 PM   #4574
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Quote:
Originally Posted by propbeanie View Post
One "cheat" is to partially put the periscope up in suspected mine-infested waters. Of course, it has to be daylight, and enough light coming through for you to see either the cables/chains and/or the mines themselves. Same with the anti-submarine nets. Only problem? Seeing them in time to be able to either stop, or change course enough to miss them. Don't forget also, that quite a few US boats disappeared without any corresponding IJN or IJA reports of ASW activity, which leaves only a diving mishap, circle runner, or more likely, a mine. It's best to avoid the areas, or get one of the new sonars, which is late in the war. Some WW2 subs did participate in minefield mapping... - Go and be careful
nice idea but one cannot see very far underwater. i think that is by design.
ok, well, if i am on my own then i will just have to do what Cary Grant and Glenn Ford did.
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Old 10-20-18, 02:27 PM   #4575
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Es redet wohl nicht mehr mit mir - na warte nur ab... ich komme!!!
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