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Old 04-27-14, 08:20 AM   #346
Mikemike47
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Quote:
Originally Posted by LCQ_SH View Post
I mean that the first subfolder of any mod folder within your MODS folder should be a "Data" one....otherwise JSGME won't patch it at all.
@Icalibr8,
Exactly what LCQ_SH said. Check out signature link below. My JSGME thread is stickied in the fleet boat mods workshop, too.
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Old 04-27-14, 12:13 PM   #347
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Yep, many modders pack several separate mods into the file you downloaded, usually the main one and other optional choices.
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Old 04-27-14, 02:57 PM   #348
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Yup, you guys nailed it, rookie mistake . My old computer was slowly dying and I hadn't been able to play for over a year until it finally went kaput. When I got my replacement, I just restored my backup and went merrily on my way until I found Traveller's mod, downloaded it, uncompressed it, and... forgot to check for subfolders! Thanks again for the help.
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Old 04-28-14, 09:20 PM   #349
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I have a little problem with TMO 25 RSRDC plus Traveller mod: I have a CTD when loading museum. Rare, because all seems work fine and I can load the "impossible" OM museum. (I have enough machine for that).

Some help please?

Regards.

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Old 04-28-14, 10:26 PM   #350
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Quote:
Originally Posted by fitzcarraldo View Post
I have a little problem with TMO 25 RSRDC plus Traveller mod: I have a CTD when loading museum. Rare, because all seems work fine and I can load the "impossible" OM museum. (I have enough machine for that).

Some help please?

Regards.

Fitzcarraldo
You can load the OM museum? I bow to the power your computer contains.
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Old 05-09-14, 06:09 AM   #351
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So far, so great

I've been playing TMO+RSRDC+OTC+Traveller for a day now. This is my favorite mod conglomeration so far. I feel I am approaching SH4 mod nirvana, and I haven't even finished a patrol yet. Much thanks for your hard work!

I have found two teensy problems, and I'm not sure where they came from, but the Traveller's mod is installed last, so I will say it here first:

Not:
1. I was getting surface radar contacts near Pearl in Dec.1941. I thought it was strange because my Gar doesn't have surface radar. (I confess I stole 500 renown to buy SD radar to start with!) The radar screens are dark and I cant turn em on - or off! I did not install the optional traveller SJ radar mod. I can live with it - maybe I have the experimental prototype, and it's so secret the captain can't turn it on, but my crew can use it to plot range and bearing... At least near Hawaii - heading for Bungo Bungo to try it out on Japanese merchants right now. Anyone else seen this? Any hints?
Never mind. I must have been drinking. This never happened again, so I assume I was mistaking air "convoy" contacts for surface ships, cuz I'd never seen an air "convoy" before.

2. I didn't see any ships at the firing range near Midway. (Visual or radar!)

As you can see I have major complaints so far!

Something else I might mention: I had a transparent crew for the first time after using TMO/OTC/Traveller. Previously I played about 2 months(?) using RFB+RSRDC with the same environmental FX graphics options, and I never saw it once, except with lighthouses (which are apparently bright at visible AND x-ray wavelengths). I looked it up and the conventional wisdom seemed to be that it was un-fixable except by disabling env fx, which surprised me since i saw it for the first time last night. Maybe RFB had a fix?

Similarly, i suffered the "howling wind inside sub and everywhere else" bug for the first time, today, also in TMO/OTC/Traveller, which I had also never "seen" in TMO, and for which the conventional wisdom also said, it's an unrepairable bug caused maybe by pausing(?). I paused plenty in all weather in RFB! Again, maybe RFB had a fix? Am I missing something in the forums?

Those two don't even count as problems, but I am curious about a solution anyway.

Any insights?

Also - will Webster's Close-up Sonar View (approximate name) work with my mod-pile? Without side effects? I can't function without it! I tried it, and it didn't CTD on launch lol... I'm just afraid it will mess up something "important".

Last edited by Sinkmore; 05-22-14 at 09:35 PM. Reason: correction re radar results
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Old 05-10-14, 05:00 PM   #352
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the wind howling inside sub is caused on my computer by ALT-Tabbing out of the game. If I alt-tab out of the game while the game is paused, it happens 100% of the time. If I go to the sonar station UN-paused and alt-tab out, it never happens.
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Old 05-10-14, 06:54 PM   #353
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Hmm, ok I'll try it from sonar and see if that helps.

The weird thing is, this never happened to me (in 2 months) using vanilla, or RFB+RSRDC - It just started happening (a lot!) with TMO+RSRDC+OTC+Traveller's.

I mention it not as a complaint but in the hope that it will help someone identify the cause / fix the problem. I'm pretty sure this didn't happen before. Same with the transparent crew.

I should also say, I'm on day 4 with TMORSRDCOTCTraveller, and even happier with it than before.

Quote:
Originally Posted by mobucks View Post
the wind howling inside sub is caused on my computer by ALT-Tabbing out of the game. If I alt-tab out of the game while the game is paused, it happens 100% of the time. If I go to the sonar station UN-paused and alt-tab out, it never happens.
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Old 05-10-14, 07:05 PM   #354
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Regarding use of Webster's Close-up Sonar View (name?) with TMO/RSRDC/OTC/Traveller - it does seem to work, but the mouse-click doesn't turn the hydrophones anymore. Just an FYI. Meh, turns out I can play without it after all.
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Old 05-11-14, 10:12 AM   #355
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Default Nukular torpedoes

OK, now I have a complaint.

Again, I don't know if it's the Traveller Mod doing this, but Traveller's is installed last, so I'll say it here first.

I'm running TMO+RSRDC+OTC+Traveller Mod (and loving it.)

1st patrol:

1st merchant target: two torpedoes, one dud, one cataclysmic explosion, instakill, ship splits in two, the bow section rotates 180 degrees in 5 seconds, pieces sink in 30 seconds.
2nd merchant target: two torpedoes, one mystery (deep runner?), one cataclysmic explosion, instakill, sinks in 2 mins.
3rd merchant target: three torpedoes, three hits, first one causes a cataclysmic explosion, instakill, sinks in 2 mins.
3rd merchant target: two torpedoes, one hit, cataclysmic explosion, instakill, ship splits in two, the bow section rotates 90 degrees in 5 seconds, pieces sink in 1 minute.

Am I just lucky?

Is that intended in the Traveller Mod? Or should I blame TMO or OTC?

Is there some way for me to tone it down a little? I love the big eye candy explosions, but not the one-shot-one-kill effect.
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Old 05-11-14, 10:14 AM   #356
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That works! Thanks.

Quote:
Originally Posted by mobucks View Post
the wind howling inside sub is caused on my computer by ALT-Tabbing out of the game. If I alt-tab out of the game while the game is paused, it happens 100% of the time. If I go to the sonar station UN-paused and alt-tab out, it never happens.
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Old 05-13-14, 07:36 AM   #357
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Quote:
Originally Posted by Sinkmore View Post
OK, now I have a complaint.

Again, I don't know if it's the Traveller Mod doing this, but Traveller's is installed last, so I'll say it here first.

I'm running TMO+RSRDC+OTC+Traveller Mod (and loving it.)

1st patrol:

1st merchant target: two torpedoes, one dud, one cataclysmic explosion, instakill, ship splits in two, the bow section rotates 180 degrees in 5 seconds, pieces sink in 30 seconds.
2nd merchant target: two torpedoes, one mystery (deep runner?), one cataclysmic explosion, instakill, sinks in 2 mins.
3rd merchant target: three torpedoes, three hits, first one causes a cataclysmic explosion, instakill, sinks in 2 mins.
3rd merchant target: two torpedoes, one hit, cataclysmic explosion, instakill, ship splits in two, the bow section rotates 90 degrees in 5 seconds, pieces sink in 1 minute.

Am I just lucky?

Is that intended in the Traveller Mod? Or should I blame TMO or OTC?

Is there some way for me to tone it down a little? I love the big eye candy explosions, but not the one-shot-one-kill effect.
I never had this behavior with my mod list. Wasn't using OTC though. Sure I had a few lucky shots here and there and a lot of duds but nothing like you're describing.
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Old 05-13-14, 07:59 PM   #358
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Default Patrol report continued

So I sank 3 more ships, and finished the patrol. All three went down pretty quick, but more like 5-15 mins, and there were no more catastrophic instakills. So maybe I -was- just lucky?

Over 29,000 tons on my first patrol! And I didn't even get credit for another 4k ton ship I maimed, that sank (in 5-10 mins) due presumably to high waves.

Almost 60 days at sea, and no sign of the IJN - although plenty of aircraft.

I started a 2nd patrol. I'll try to keep track of further results.

----------------------------------

2nd patrol - still a couple catastrophic explosions, but few enough. A couple ships took ages to sink. Looks like I -was- just lucky lol.

Last edited by Sinkmore; 05-22-14 at 09:38 PM. Reason: re 2nd patrol
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Old 07-10-14, 07:55 PM   #359
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Hello everyone. Due to several player requests, I've decided to release a small patch for Traveller Mod v2.6 that re-enables the ability to use sub hydrophones on the surface. It can be downloaded at the link below:


http://www.datafilehost.com/d/98bc4316


And if anyone wants to upload the patch here at Subsim, please feel free to do so.

Traveller

Last edited by Traveller; 07-10-14 at 09:13 PM.
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Old 07-14-14, 05:20 PM   #360
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Heya, all!

I'm just getting back into SH4 after a long absence, and I'm trying to get everything squared away using Traveller's mod, v2.6 Final for TMO (I'm also using RSRDC). I just have a few hiccups, so if I may....

3 quick questions, re: Traveller's mod, because I've read the documentation multiple times, but it's wholly possible that my brain just isn't comprehending something, or I have something out of whack.

1) I'm getting the museum CTD that fitzcarraldo reported with Traveller's mod 2.6 for TMO enabled. Any insight?

2) I saw in the readme that at one point Traveller's mod included a patch for Longer Sinking Times (the version compatible with TMO), but I didn't see it as an optional file anymore in the latest version of Traveller's mod, and I'm wondering I need to track down the compatibility mod that was included with an earlier version.

3) Am I correct to assume that, even though Traveller's mod has a patch for OTC, that if I'm using an aspect ratio other than the default 4:3 (gee, thanks, laptop that decides it wants to be 16:9!), I probably shouldn't use OTC with Traveller's mod? I haven't installed it yet because I wanted to get an answer to this question first, so I haven't tried it out to see what would happen.

Thanks, all! And thanks, Traveller, for such a comprehensive piece of work!
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