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Old 02-07-12, 04:44 PM   #3721
Mithrandir
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Default Tench bump mapping problem solved! :)

Hello,
making some trials on bumpmapping I have also investigated the reason why the Tench class have a strange behavior when bump mapping is enabled and I found the cause for the problem.
This seems due to the fact that, cloning the Balao, some references to the Balao were not updated to point to new Tench files.
I've made a fix and I'm currently testing it. I will upload it, if Ducimus agrees (they are some TMO 2.5 files modified and a new normalmap texture for the Tench).

Hereafter you can find two images of the Tench with normal maps:


underwater shot


On surface

Hope you like it...

Bye,
Mith

Last edited by Mithrandir; 02-07-12 at 06:38 PM. Reason: Added Tench images
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Old 02-12-12, 10:49 AM   #3722
Mithrandir
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Default Solved another problem and technical advise... :)

Hello to everybody,
I've experienced a problem with classes Gato, Gar, Balao and Tench in TMO: the hydrophone on the bridge (for types JP and JT) does not revolve.
I've checked and I noticed that this problem is not present in the stock game (1.5). It is present even in TMO alone (without other mods installed).
After some trials I've discovered that the problem is caused by the fact that, in the above mentioned subs, the nodes H01, H02, H03 and H04 are not in the correct sequence in the *.dat files (e.g. are in the order H03, H04, H01, H02).
After changing their order the hydrophone restarts to behave correctly.
As consequence I've have to warn that it seems that the order of the nodes in dat files is of extreme importance to allow upgrades to behave correctly.
So, please, order them correctly when you modify a dat file!

Hope this helps,
Mith
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Old 02-12-12, 11:21 AM   #3723
I'm goin' down
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my watch crew does not leave the bridge when the boat submerges. Any fix available?
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Old 02-12-12, 02:23 PM   #3724
Mithrandir
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Default

hello,
what configuration of mods are you using?
usually your problem is caused by alt-tabbing from/into the game when time is paused. you can do it if the game is running in realtime but if you are in pause the game does not detect anymore when you surface or dive. this means that if you do this when you are submerged you can not recharge anymore the batteries, if you do this on the surface the watchmen remain on deck...
hope this helps.
by,
Mith
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Old 02-12-12, 02:54 PM   #3725
I'm goin' down
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i'll give it a shot. Thanks
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Old 02-13-12, 06:25 PM   #3726
Bilge_Rat
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I was reading the TMO manual (pp33-34) on surface radar performance and variable range. However, the way it is written, it is not clear if TMO comes standard with variable range radar or if you have to install the optional "alternate radar performance" mod in the documentation folder to have the variable range. Does anyone know which is correct?
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Old 02-13-12, 06:35 PM   #3727
gi_dan2987
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Quote:
Originally Posted by Bilge_Rat View Post
I was reading the TMO manual (pp33-34) on surface radar performance and variable range. However, the way it is written, it is not clear if TMO comes standard with variable range radar or if you have to install the optional "alternate radar performance" mod in the documentation folder to have the variable range. Does anyone know which is correct?
I think you have to install it separate, but I don't notice a difference between the two honestly. I don't think it makes much of a difference if any at all.
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Old 02-16-12, 11:23 PM   #3728
EricW
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You have to enable it separately, and I've noticed a BIG difference. You can pick up and track large targets from much farther out in general. For example, I just came across a carrier group tonight that I was able to track at over 19 miles...it didn't even show on the PPI scope yet but I could zero in on the carriers & cruisers with the range finder. It took a while to show the escorts (as it should, they're smaller) but I could pick them up at about 12-13 miles with the regular SJ. Your radar range is easily doubled in some situations.

NOW if we could just simulate tubes & capacitors burning out at the worst possible times.....
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Old 02-19-12, 08:48 PM   #3729
Lord_Kane
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I know I am a bit late but yeah! time to reinstall Silent Hunter 4
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Old 02-20-12, 09:19 AM   #3730
The Renegade
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Mith, those screenshots are BEAUTIFUL! Normal maps! The Tench looks absolutely fantastic! To my eyes anyway. Dang it's a good lookin sub you got there

Thank you so much for helping and improving TMO! Seriously, it's fantastic, I wish I knew how to do more. And the hydrophone fix too, that's great! I haven't noticed any problem with the hydrophones not rotating but if I DO now I know what to change!

So again, many thanks to Mithrandir for your great work above
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Old 02-20-12, 05:30 PM   #3731
BillyJoBob
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I have a really bad case of The Dumb, I feel like I missed some instructions because my watch crew stays under water when I dive. They don't seem to perturbed by it but its kind of immersion breaking and just silly. How do I fix this?

Oh whoops, I just saw the post above. Its because I keel alt-tabbing since the Steam overlay doesn't work any more for some reason and I keep tabbing out to talk to people who say things to me.

Since I don't want to double post, has anyone had random crash-to-desktops? I have the RSRD campaign mod for TMO and the patch for the campaign mod. Earlier I was tailing some manner of cargo ship and pummeling it with my deck gun and I would keep crashing around the same spot. I can't say what causes it to crash, sometimes its going to the external camera, sometimes its checking my map, sometimes it just decides the desktop would be a nice place to visit. They aren't all that often but more common than SH IV on its own. I want to boat, game why do you make it hard to boat.

Last edited by BillyJoBob; 02-20-12 at 11:25 PM.
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Old 02-22-12, 01:06 AM   #3732
Mithrandir
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Thanks Renegade,
I've completed it and I will upload today or tomorrow...
Hope you will enjoy it.
Bye,
Mith
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Old 02-22-12, 08:45 AM   #3733
danurve
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submerged Q

Greetings; haven't played the game in months, so please forgive me if I missed something obvious. After loading up 2.5 & max optics I have encountered a stange visual, or non visual. I can't see my sub submerged. None of the subs seem to show up in the museum either. Thought maybe it was a mod tweek by design but I didn't see anything in the documentation about it. Anyone know what's going on about that?
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Old 02-22-12, 08:54 AM   #3734
ReallyDedPoet
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Default

Quote:
Originally Posted by danurve View Post
After loading up 2.5 & max optics I have encountered a stange visual, or non visual. I can't see my sub submerged. None of the subs seem to show up in the museum either.
I have both combined with no problems danurve. At least I am sure I have Max Optics installed, I'll check later and update this post.
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Old 02-22-12, 10:06 AM   #3735
jldjs
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The water is not very transparent in TMO. Try zooming in for a closer view of your sub. I use these MODs and they are working fine.
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