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Old 11-04-14, 08:29 PM   #31
TorpX
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Good. I hope people will give this a try. Maybe it will spark a little renewed interest in SH4.

I started a new career. I may post a AAR, but nothing has happened yet. (War hasn't broken out yet.) I've mostly been fussing over the radio stations, getting them straightened out. I am using some of Fred's excellent radio material, of course.

I do like being able to conduct a normal submerged patrol without worrying about being able to recharge the batteries.
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Old 12-01-14, 06:58 PM   #32
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Version 2.15 is ready!

.
.
.
The only changes are to the waves' effects, and the corrections of various typos I found.
I put in a lot of work on the waves; the idea being to retain serious effects at 14 or 15 m/s, but scale it back some at lower levels.
This version is interchangeable with earlier versions.
Enjoy
-TorpX
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Old 12-03-14, 02:59 PM   #33
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I just switched from Vista to Windows 7 so I'll add this after I get through installing everything
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Old 12-03-14, 10:11 PM   #34
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Good luck with the transition.
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Old 12-04-14, 08:55 PM   #35
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I did a clean install of windows 7 and Silent Hunter was a snap to get installed and running again. I have the mod and will add it to the list of mods and give it a go.
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Old 12-06-14, 01:52 PM   #36
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Wow some big wave action in the San Bernardino Straits. Love that look but I was surprised the merchant didn't snap in two from the stress. I need to get a screen shot.
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Old 12-06-14, 08:11 PM   #37
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Quote:
Originally Posted by merc4ulfate View Post
Wow some big wave action in the San Bernardino Straits. Love that look but I was surprised the merchant didn't snap in two from the stress.
I don't think that can happen. At least I've never seen it. They will sink, though. If too much water goes over the deck, they suffer damage and flood.

I ran a mission to test the weather, where there were two convoys with a fair cross section of IJ ships moving through 13 m/s winds, to see if they did ok. I tracked them for 24 hrs. @ 32x. All did well, except the minesweeper. You know the type; very shallow draft and almost no freeboard. It fell behind, came almost to a standstill, and was low at the stern. I figured it would sink in a few hours. Several hour later, after finishing tracking/observing the convoy, I went back to see if the minesweeper, or some trace of it, was still there. Lo and behold, I found it moving at 8.5 kn., almost recovered from it's ordeal. I guess, that when it was far enough away, the "weather" ceased, and it was able to recover - kinda odd.

Ships will sink at higher wind levels. I consider this a feature, and not a bug, as they say. If I'm experiencing 15 m/s seas, I assume it is impossible to attack by either torpedo or gun, so I am operationally at a standstill, and must wait for things to improve. I can't tell you exactly which ships would be most vulnerable to sinking. I only tested some of them, and mainly at 13 m/s. The amount of freeboard seems to be the main factor. I consider 13 m/s to be the threshold of severe weather. Above this level, you should notice things getting ugly.


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Old 12-06-14, 09:54 PM   #38
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Those huge rolling seas are great from a visual aspect. To bad they could have white caps and foam that would be splendid. I have been running during 1943 and the more turbulent seas seems to aid in damage or at least sinking times of wounded vessels.

I really love using ISP 2.15. It really smooths out the motions and speeds of vessels and the added wave effect is perfect.





Generic Mod Enabler - v2.6.0.157
RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
More_DDs_for_AITorpedoLauncher
Improved Ship Physics_2.15
Classe_Balao_CamoTri
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Old 12-09-14, 08:19 PM   #39
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ISP v 2.4_TMO is in the downloads section.

Link at the bottom of first page.

This is 'light' version for TMO alone (no RSRDC). You can read more of the details in the Mod Workshop thread, or the included Readme.

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Old 12-10-14, 08:35 PM   #40
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I hope to see one for the TMO+RSRD lists
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Old 12-10-14, 09:57 PM   #41
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Quote:
Originally Posted by merc4ulfate View Post
I hope to see one for the TMO+RSRD lists
I'll consider this, but I don't want to start another version until I get feedback on this one.


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Old 12-13-14, 09:35 PM   #42
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Torpx,

First, let me say thank you for hard work you've done on the ISP mod. I enjoy the TMO mod and I alway come back to it after I've done a campaign or two with other mods. I've D/L your ISP 2.5 for TMO and plan to load it with JSGME when I complete the campaign I'm in now. One question, can I run other mods with ISP 2.5? I have read the readme that in the ISP 2.5 mod and I know that you can't be used with RSRD mod. My mod list is below and do I need to place ISP 2.5 in any particular order? Once again, thank you.

Current Mod List:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter Wolves of the Pacific\MODS]

1_TriggerMaru_Overhaul_2-5
1.5_Optical Targeting Correction 031312 for TMO 2.5
1.5_OTC for 5 to 4 Aspect Ratio_TMO
1.5_OTC_Realistic Scopes for 5 to 4_TMO
3000 Yard Bearing Tool (1280x)
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Old 12-13-14, 10:40 PM   #43
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I can't give you a definitive answer. Your mod list looks ok, but you'll have to experiment some. I would suggest putting ISP 2.4 right after TMO. Then, with the mods after, pay attention to what, if anything, is overwritten.

These are the critical files changed by ISP 2.4:
all sub *.sim files >> sub physics
all sub *.cfg files >> engine settings

most ship *.sim files >> ship physics
a few ship *.cfg files >> ship displacements/speeds rec. manual

Scene.dat file >> weather/waves effects
Sim.cfg >> wave effects

also a few changes to special abilities in UPC Data folder.

I don't think most small mods will touch the special abilities area, so that should be ok.

If 1.5_Optical Targeting Correction 031312 for TMO 2.5 changes some of the ships' *.cfg files, I wouldn't be too concerned about that.

However, I consider the *.sim files, the Sim.cfg file, and the Scene.dat file to be critical. I would not use anything that overwrites these files.

Remember, if two (or more) mods change the same file, the one enabled last will prevail. This is where the load order comes in. Ordinarily, large mods are enabled first, then small mods last.
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Old 12-21-14, 10:13 PM   #44
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TorpX,

Sorry for not getting back to you sooner, but R/L events have come into play with me because of the Christmas Season. I did download your ISP 2.4 for TMO program and started using it when I got a chance.

I'm in the middle of a career with a Balao Class submarine. I left Midway on the 4th of September, 1943 and my mission was a photo reconn of Taip Harbor. We traveled 3705 nautical miles at a speed of 10 knots. The weather was cooperating until the 13th of Sept. Nine days into our voyage we encountered high waves. The weather was overcast with medium precipitation, heavy fog, and wind speeds of 15 meters out of the westerly direction. I noticed that our speed was going up and down because of the weather. We had 92 percent fuel remaining at the beginning of the storm.

The next day was the same, not fit for man or beast. But on the 15th, our luck started to change, with partial cloudy skies, the fog letting up and wind speeds going down to ten meters per second, coming from a south to south-easterly direction. We had used up eight percent of our fuel so far on our voyage. The next few days, the weather was good with wind speeds around ten meters per second until the 17th. The wind speed picked back up to around 15, but the sky was partial cloudy with no rain or fog coming out of the north. We were down to eight-nine percent of fuel left.

We continued on our journey, when on the 17th, SJ-1 radar picked up a target. Later at 11:00 hrs, sonar confirmed that it was a merchant. Down to radar depth! Upon visual confirmation that it was a merchant, a Nagara Maru class by the Recognition Manual. Too big to let go by and no escorts either. We had the new Mark 18 electrical torpedoes just for times like this! We got into position ahead of the target and at 11:52 hrs, two of three mark 18s hit the target's starboard side at AOB of 56 degrees. Seventeen minutes later, she went to the bottom. We continued on our mission.

On the 22nd of September, we dove to a depth of 185 feet with silent running, then started in to the harbor. Barely making one knot, turning to keep the narrowest profile to warships as they approached us. Breathing a sign of relief as they turned away from us in the foul air. As the last rays of sunlight of the day fell, we barely raised the periscope up to look into the harbor. Pictures were taken. Turning to make our escape to deeper water, the sonar was straining to hear if anyone was coming up behind us. No sounds were heard as we made the trip back out.

Later once again, the sounds of nemesis was back. We twisted and turned as he got closer and closer until he turned away. The next morning before sunrise, we surfaced to get decks washed, put in a quick charge in the batteries, and get fresh air in the boat. Everyone had headaches from the stale air. At dawn, we dove down to the depths again, hoping to find safety from above. We stayed under the surface until the setting of the sun. We came up to radar depth to 'look' to see if the coast was clear after sonar didn't have any contacts. We had eighty-six percent of fuel left. The weather was about the same with the wind speed around 12 meters per second.

Mods

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter Wolves of the Pacific\MODS]

1_TriggerMaru_Overhaul_2-5
Improved Ship Physics 2.4_TMO
1.5_Optical Targeting Correction 031312 for TMO 2.5
1.5_OTC for 8 to 5 Aspect Ratio_TMO
1.5_OTC_Realistic Scopes for 5 to 4_TMO
3000 Yard Bearing Tool (1280x)

Thanks for hard work on your ISP 2.4! I'll post more later as I get time.
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C:\...100_FalloftheRisingSun_Ultimate_v.1.8

Last edited by Larrywb57; 12-26-14 at 09:54 AM.
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Old 12-22-14, 01:26 PM   #45
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Paragraphs people ... paragraphs.
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