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Old 12-20-10, 02:36 AM   #2806
Liberatus
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Thank you
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Old 12-20-10, 12:14 PM   #2807
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Quote:
Originally Posted by slikster View Post
Edit: Oh, and a general question, where is the RPM gauge refered to in the TMO manual?
The RPM gauges are the group of 4 gauges in the CR the old helmsman was looking at before he moved up to the CT where they are in front of him there.

Regarding the missing "Ship_name_shp.dds" files that are "missing" someone else mentioned, it may be a better idea to make your own mini mod including those files rather than editing a super mod like RSRD. Just enable the mini mod after everything else.

Just a thought.

Also, the values in \Data\Menu\Cfg\Maps.cfg can be included in the above 'mini-mod' or turned into a stand alone mini mod and edited, then enabled. (values like: "SymbolZoom=" )

Happy Hunting!

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Last edited by aanker; 12-20-10 at 12:26 PM.
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Old 12-21-10, 05:22 AM   #2808
Liberatus
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Why do I still hear the engine going on, although I'm standing in place and the speed is 0? Is this a mistake?

my setup:

TMO 2.0
Easier AI for TMO
Convoy routes for TMO 2.0
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Old 12-21-10, 05:48 AM   #2809
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hi !

anyone here would care to make a patch for the Surcouf ?

so that it would be TMO compatible ?

thanks

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Old 12-21-10, 11:10 AM   #2810
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Please reply!
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Old 12-21-10, 12:27 PM   #2811
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Quote:
Originally Posted by Liberatus View Post
Why do I still hear the engine going on, although I'm standing in place and the speed is 0? Is this a mistake?

my setup:

TMO 2.0
Easier AI for TMO
Convoy routes for TMO 2.0
Is it one engine or all four? - lol. You could be charging your battery or your crew is just staying on top of things ready to go after that next contact....

My best guess is, I don't think the diesel engines ever 'turn off' unless your boat is submerged. One would think at least one engine would be charging so your battery can remain fully charged and run the electrical systems that are in use even while stopped. Refrigeration, air conditioning, water heater, cooking, lights, 1MC, pumps, etc, etc.

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Last edited by aanker; 12-21-10 at 12:39 PM.
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Old 12-21-10, 12:43 PM   #2812
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I forgot to add that it is a diesel engine and engine going on after the battery is fully charged. i don't know is it one or four.
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Old 12-21-10, 01:12 PM   #2813
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Quote:
Originally Posted by Liberatus View Post
Why do I still hear the engine going on, although I'm standing in place and the speed is 0? Is this a mistake?
aanker is correct. Never turned off except when submerged.
We need power to the icecream machine!

And some fleetboats were diesel-electrics; the diesels "only" drives generators that feeds electric motors for propulsion...


If you would like to dwell a bit more over the diesels, here's some good info: http://www.hnsa.org/doc/fleetsub/diesel/index.htm
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Old 12-21-10, 02:44 PM   #2814
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Thank you very much Jan Kyster
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Old 12-21-10, 04:05 PM   #2815
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I play Trriger Maru 2.0 and do not know if this mod is a mistake, but I can not hear hydrophone screw motor boats, trawlers flowing next to me even though my operator hydrophone reports of contact. With other ships, no problem. Please answer playing TMO 2.0, but also in older versions of this mod.
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Old 12-21-10, 04:21 PM   #2816
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There's an unresolved bug with the stock game where some ships that are traveling below 7 knots are not audible on the hydrophone when you man the station yourself. It doesn't seem to effect all ships, just some of them.
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Old 12-21-10, 04:40 PM   #2817
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But a hydrophone operator hears ships that are traveling below 7 knots. Ok, thank you.
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Old 12-21-10, 06:39 PM   #2818
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Anyone know how to add the "do not lose this man" crewman to a boat that doesnt have one?
eg: the Narwhale (diesel)
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Old 12-21-10, 08:21 PM   #2819
aanker
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One way is to edit the two+/- saved games files:

Edit the ActiveUserPlayerUnits.upc files so the crewman will have:
SpecialAbilities=Ability-Propulsion-Specialist

- if that is how he designed it.... Mine is the leader in the Engine compartment.

It would be nice to find out how Ducimas did it automatically so the saved game edit isn't necessary. This idea was one of the most outstanding fixes of the year, IMO.

Of course you need to edit the sims - NSS_Boatclass.sim - for 15 kts and the Special Abilities UPC so the Propulsion-Specialist will do the job. Also look at the NSS_Boatclass.cfg files to get the speed settings.

Happy Hunting!

Art
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Through lonely hours their vigil keep.
May peace their mission ever be,
Protect each one we ask of thee.
Bless those at home who wait and pray,
For their return by night and day."


Last edited by aanker; 12-21-10 at 08:35 PM.
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Old 12-21-10, 09:30 PM   #2820
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Quote:
It would be nice to find out how Ducimas did it automatically so the saved game edit isn't necessary.
As i recall, i beleive that its the submarines upc file. Your making calls to crewman and assigning them positions on the boat. Each crewman type has an ID handle in the rank.upc file i think. I made a specific reference for the crewman associated with the battery fix, to the submarine upc file.

At least i think thats how i did it. It's been awhile since i looked at it.
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