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Old 04-27-16, 03:44 PM   #4456
antares81
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Just ran into the "Deck Gun moved to Bow" bug that razark just mentioned, and I'll try the fixes.

One question, does aankers small TMO patch for the Tambor also apply to RSRD?
When I did file compares it looked like there was inconsistencies between the small patch and RSRD.

Edit: Ok. I used a compare tool to compare the ActiveStart.upc(or whatever it's called) and made it similar to an older save. Deck Gun is now back to the aft, and the crew positions have moved as well. That wasn't so bad.

Last edited by antares81; 04-27-16 at 07:34 PM.
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Old 05-02-16, 10:59 AM   #4457
aanker
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Quote:
Originally Posted by antares81 View Post
Just ran into the "Deck Gun moved to Bow" bug that razark just mentioned, and I'll try the fixes.

One question, does aankers small TMO patch for the Tambor also apply to RSRD?
When I did file compares it looked like there was inconsistencies between the small patch and RSRD.

Edit: Ok. I used a compare tool to compare the ActiveStart.upc(or whatever it's called) and made it similar to an older save. Deck Gun is now back to the aft, and the crew positions have moved as well. That wasn't so bad.
No, Small Patch doesn't seem necessary with RSRD in TMO 2.5 because RSRD changes so many files, according to some mod lists I've seen.

I don't use RSRD so I don't know firsthand, I use a different campaign.

Many people don't realize that TMO has its own campaign based on Tater's Layers. It's a good campaign too, imo.

Sorry it took so long for me to see this.

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Old 05-05-16, 02:16 PM   #4458
flyer102
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What version of Sh4 does this work with?

v1.3, v1.4, or v1.5?
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Old 05-05-16, 04:02 PM   #4459
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Quote:
Originally Posted by flyer102 View Post
What version of Sh4 does this work with?

v1.3, v1.4, or v1.5?
TMO 2.5?? It works with SH4 v1.5 - the U-Boats add-on (and many other fixes on the US fleet boat side.)

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Old 05-07-16, 09:37 AM   #4460
flyer102
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Anyone else running into a problem where they are in a blank map, and can't find any ships.

To prove i'm not crazy, I went straight into a Japanese harbor, and nothing, just a few cranes...
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Old 08-12-16, 08:23 AM   #4461
Travis Reed
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Quote:
Originally Posted by flyer102 View Post
To prove i'm not crazy, I went straight into a Japanese harbor, and nothing, just a few cranes...
I've found a few harbors that were similarly empty when I've been playing over the years, but they were usually small places that were generally unimportant.

In any case, sailing into an enemy harbor does not prove you aren't crazy. If anything it proves that you are in fact crazy. There could be mines or subnets in there...

I seem to remember an issue where the SH engine will not spawn AI ships within ~20km of the player vessel. This is present in SH4 and has been around for awhile IIRC. Dunno about SH5.
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Old 08-15-16, 12:32 AM   #4462
Travis Reed
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I forgot how unforgiving the AI DDs and DEs can be in TMO... Got sent up to patrol around Attu in my Gato (sometime in '42). Radar picked up a pair of ships moving in a column. I was in a passable ambush position, but got spotted before I could take advantage of it. Turned out, both ships were warships. Both had pingers, but only 1 had DCs. DCs hurt me a bit, but were not going to be the (quick) death of me.

I found out that the Gato cannot get under the pingers. Found my crush depth first, just shy of 595 feet. Since there were 2 pinging me from different directions, I could not simply keep a good angle to give poor results/break contact. Needless to say, the Thermal Layer also didn't help (IIRC it was at ~80 feet). It appears I need more practice to remove the rust... Wonder if Jap pingers have the same problem that Allied ones did in SH3, where you could stay shallow enough to not get pinged until the DD/DE was ontop of you...
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Last edited by Travis Reed; 08-15-16 at 06:58 AM.
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Old 01-08-17, 04:14 AM   #4463
attwater
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Hi

Mod Trigger Maru has modified
Thanks for your mod, it is fantastic but
I saw that we have a mistake on the representation of the 1st class Destroyer and 2nd class Destroyer,

After the First World War, the Japanese built two types of destroyer, the 1st class and 2nd class for ten years.

The 1st classes were almost similar in construction, it regrouped the classes Minekaze, Kamikaze and Mutsuki

Same for destroyers of 2nd class, almost identical, it regrouped the class Momi and class Wakatake, now let us look at the museum crying.gif

Apart from the Akikaze and the Minekaze which are in the game Vanilla and have a good representation, the other destroyers:
- Momi class is to represent in 1st class, it is a mistake, it was a destroyer of 2nd class
Same for the Wakatake

- The Kamikaze, Mutsuki and Kisaragi are representing in 2nd class destroyer, it is also a mistake, it was 1st class destroyers.

In short, a mistake, it did not have the same tonnage, I ask a lot of questions about the game and was enough to look at pictures of the Japanese destroyers in the 20s, can you put everything in order in the Trigger Maru?

Thanks for your feedback
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Old 01-22-17, 04:43 AM   #4464
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So i tried the fixes, but my salmon has the deck gun mounted on the bow and i don't have any options for a stern mount?
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Old 01-25-17, 12:36 PM   #4465
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Hi all,

I've been using this mod for over a year now. When i started playing SH4 i read about these 2 megamods , TMO and RFB and i picked TMO at random. I've never run into any issues.

However, i recently checked out the manual to look for cool stuff i may not know about and i've noticed it's said there that the optimal cruise speed is "standard". This is not true in my game. I've used the "maximum range at current speed" many times and i've always noticed 2/3ds is the most efficient, usually giving me about 30% more range over standard speed.

I was just wondering if this is an error in the manual , a potential error in my installation or if the navigator's estimations are wrong.

Thank you.
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Old 01-26-17, 08:34 AM   #4466
torpedobait
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Quote:
Originally Posted by McBlemmen View Post
Hi all,

I've been using this mod for over a year now. When i started playing SH4 i read about these 2 megamods , TMO and RFB and i picked TMO at random. I've never run into any issues.

However, i recently checked out the manual to look for cool stuff i may not know about and i've noticed it's said there that the optimal cruise speed is "standard". This is not true in my game. I've used the "maximum range at current speed" many times and i've always noticed 2/3ds is the most efficient, usually giving me about 30% more range over standard speed.

I was just wondering if this is an error in the manual , a potential error in my installation or if the navigator's estimations are wrong.

Thank you.
It has been my experience with TMO, with or without RSRD that the maximum range comes at 9 knots, assuming the batteries are fully charged. This usually requires a manual setting (click on the tab at the bottom of the speed dial to see and set the single speeds). In the latest FOTARS, I find I get the best "mileage" by using the Standard speed setting. Hope this helps!
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Old 01-26-17, 11:00 AM   #4467
McBlemmen
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Originally Posted by torpedobait View Post
It has been my experience with TMO, with or without RSRD that the maximum range comes at 9 knots, assuming the batteries are fully charged. This usually requires a manual setting (click on the tab at the bottom of the speed dial to see and set the single speeds). In the latest FOTARS, I find I get the best "mileage" by using the Standard speed setting. Hope this helps!
Ah i see... I was aware of the manual speed selectors but tbh i've never really used it. I will do some testing and if 9kts indeed is the way to go then i will always use that from now on .

I don't know what FOTARS is though. I'm thinking maybe fall of the rising sun but if that's it i have no experience with it.

Anyways , thanks.
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Old 01-26-17, 12:18 PM   #4468
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Using the manual speed setting for about a 1 knot setting, and using Silent Running are about the only ways to stand a chance of getting away from the DDs sometimes...
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Old 01-26-17, 01:23 PM   #4469
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Default Welcome aboard!

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Old 01-27-17, 09:53 AM   #4470
torpedobait
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Quote:
Originally Posted by McBlemmen View Post
Ah i see... I was aware of the manual speed selectors but tbh i've never really used it. I will do some testing and if 9kts indeed is the way to go then i will always use that from now on .

I don't know what FOTARS is though. I'm thinking maybe fall of the rising sun but if that's it i have no experience with it.

Anyways , thanks.
Yer welcome! After finally getting bored with SH3 GWX (if that is even possible) I switched to SH4 with TMO, then added RSRDC to it for the somewhat more historical accuracy of ship and battle locations and dates, but after years and dozens of careers I became bored with the predictability. About six months ago I found a thread for a Fall of the Rising Sun ULTIMATE (FOTARS) mod being started, one that would correct a number of deficiencies. I found that appealing, and have been unofficially testing the public release versions for the last few months. It is in my humble opinion, already far superior to TMO/RSRDC and provides a richer gaming experience. The mod team has done wonders to incorporate fixes from other mods and developed their own, and we users owe them a large debt of gratitude even though there is still much to do. I recommend it, even in its unfinished state.
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