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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Commander
![]() Join Date: Dec 2009
Location: Just east of the west coast.
Posts: 463
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![]() Restore Killer AC to TMO 2.1 - RSRDC With thanks to UBI for making a great game , to all the modders who have made it so much better, to Ducimus and lurker_hbl3 for building TMO and RSRDC - the mods that this patch addresses, and to JScones for JSGME which is a really swank piece of software. TMO 2.1. has some deadly aircraft to accompany its infamous escorts. Sadly, these get overwritten by the RSRDC mod. This patch restores some of these overwritten files with the aim of returning the aircraft to previous threat level. I've tried to bring back a fair portion of TMO's aircraft behaviour, their weapon load-outs, and weapon characteristics; and also the conditions under which they spawn and the frequency of their attacks, but I can only play so much, so I'm looking forward to your impressions. I've included a test mission so you can easily judge it's effectiveness for yourself. Something to consider is that RSRDC adds many aircraft to the campaign which are not of the especially deadly TMO variety. So you won't be guaranteed a severe air attack in all instances. Anyway, I hope you enjoy this. Here's the link:\http://www.mediafire.com/download.php?14vdo4bj3tc2919 Installation: Copy the Restore Killer AC to TMO 21 - RSRDC folder to your MODS directory and enable with JSGME The install order is... TriggerMaru_Overhaul_2 TMO_Update_20_to_21 RSRDC_TMO_V502 RSRDC_V5xx_Patch1 Restore Killer AC to TMO 21-RSRDC All play tests were conducted on a clean install of SH4 - 1.5, with no mods enabled other than TMO 2.1 and RSRDC V-502. I make no promises about how it will perform if other mods are enabled.
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There are no great men, only great challenges that ordinary men are forced by circumstances to meet. -- Admiral William Halsey |
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#2 |
Stowaway
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Alright Captain!
Been looking forward to this, have been playing a patrol with the copied version I mentioned in the other thread and have yet to come across any aircraft. Go figure right? Soon as I get down with this patrol (had things go no quite according to plan) I will install. Thanks for the effort mate, though I fear if you were successful your name just might be the bane of my virtual crew and sub! ![]() |
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#3 |
Canadian Wolf
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Nice work
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#4 |
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#5 |
Watch Officer
![]() Join Date: Nov 2007
Location: Montreal, QC
Posts: 345
Downloads: 614
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Good work with this, thanks.
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11 War Patrols / 56 ships sunk or damaged for 212,022 tons Zero casualties throughout the war Scuttled on 8 May, 1945 in Sonderburg Bay, after German surrender |
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#6 |
Commodore
![]() Join Date: May 2007
Posts: 629
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Thank you Capt Morgan.
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#7 |
Sonar Guy
![]() Join Date: May 2005
Location: Squaresville, daddy-O.
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I'm guessing that the escorts are a little nerfed, too, n'est pas?
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"Turning enemy ships into marine habitat since 1986!" Mods Loaded:TMO 2.2, RSRDC, MaxOptics, Strategic Map Symbols, Stop The Shouting ![]() OR: RFB, RSRDC, Maxoptics, SCAF, Strategic Map Symbols and the sanity-saving "stop the shouting". |
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#8 |
Stowaway
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From everything I understood in the original post the only thing that RSRD changes on escorts is the sensor file. Meaning the training that TMO mods are still there but RSRD makes the sensors realistic to the year along with DC tech IIRC.
I had started a career, with this mod and TMO and RSRD and enemy escorts spotted me from about 5 nms away which surprised the heck out of me to say the least.'it seems that TMOs super escorts are still very much there. |
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#9 |
Rear Admiral
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Will the changing of the planes spawn, will it effect the historical plane traffic for battles?
I thought lurker said RSRD doesn't effect TMO sensors, but for sure RSRD overwrites crew ratings that nerf escorts. |
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#10 | |||
Commander
![]() Join Date: Dec 2009
Location: Just east of the west coast.
Posts: 463
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First off, thanks for downloading and trying this.
Well if they get nerfed by installing RSRDC, then they'll be just as nerfed with this patch - I haven't touched the escorts at all. Armistead's comments above however, point to a different matter (Crew ratings) that may create a similar result. I had originally intended to try my hand at a general compatibility patch for TMO 2.1/RSRDC but it will be a while before I learn enough to take that one on. I had some success with the aircraft though, so I released this much. Quote:
Quote:
Maximum Aircraft Range=1500 ;[>0] in kilometers Poor Airbase Modifier=0.25 ;[>0] Modifier for poor airbase (carrier) rating Novice Airbase Modifier=0.3 ;[>0] Modifier for novice airbase (carrier) rating Competent Airbase Modifier=0.35 ;[>0] Modifier for competent airbase (carrier) rating Veteran Airbase Modifier=0.4 ;[>0] Modifier for veteran airbase (carrier) rating Elite Airbase Modifier=1 ;[>0] Modifier for elite airbase (carrier) rating Night Modifier=0.5 ;[>0] Modifier on strike probability at night Default Air Strike Probability=10 ;[>0] Default probability to send an airstrike from a airbase (carrier) Enemy Air Strike Probability Increase on Radio Messages Sent=40 ;[>0] Increase over the default probability on a radio message sent Friendly Air Strike Probability Increase on Contact Report Sent=70 ;[>0] Increase over the default probability on a contact message sent Enemy Air Strike Probability Increase on Player Detection=80 ;[>0] Increase over the default probability on player detection Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session Logic Steps Between Air Sessions=25 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec) They are less effective than they are under RSRDC. I'm undecided as to whether I'll keep TMO's airstrike.cfg. In Play, I was a little disappointed as to the frequency of air attacks. I'm still testing out this. Deleting Data\Cfg\Airstrike.cfg from my patch will restore RSRDC's air strike characteristics. Quote:
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There are no great men, only great challenges that ordinary men are forced by circumstances to meet. -- Admiral William Halsey |
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#11 | |
Rear Admiral
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You could change these using notepad in the campaign file. |
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#12 |
Sonar Guy
![]() Join Date: May 2005
Location: Squaresville, daddy-O.
Posts: 394
Downloads: 186
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I'm using this patch now; haven't been bounced by any planes yet but as always TMO is the model of stability. Not ctd's or whatever.
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"Turning enemy ships into marine habitat since 1986!" Mods Loaded:TMO 2.2, RSRDC, MaxOptics, Strategic Map Symbols, Stop The Shouting ![]() OR: RFB, RSRDC, Maxoptics, SCAF, Strategic Map Symbols and the sanity-saving "stop the shouting". |
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#13 |
Stowaway
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Haha my post was supposed to say over 5 nms. It was somewhere in the 5.6-5.8 range. Given it was a clearday and I was at ahead flank at a 90. But I thought I would have closed the gap close.
I was hoping around watching the smoke on the horizon trying to check course and speed and what all was in the convoy and (puals sound+eax sound sim) whooooooosh splash two shells came awfully close 30-40 yards off my port bow. The hair on my neck stood up and I crash dived as more shells came my way. Apparently the west flank was guard by atleast 3 pretty darn good escorts. Luckily it's 41 and their sonar is crap and I was able to evade. |
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#14 |
Rear Admiral
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How aircraft generation works in TMO.
In Version 2.0 A.) Single engine and twin engine aircraft are on their own individual visual sensor, the difference is how deep they can detect a player via the negative value ascribed to Minsurface factor of those sensors. b.) Each airbase has 3 versions of itself. Novice, competent, and veteran. (If you look closely at TMO's airbase.mis file, you'll notice each base you see in the mission editor has 2 other bases right under it, each at a different skill level) As the war starts, most bases are veteran. As the war progresses, the veteran base is "expires" via its exit date, and the Competent rated base enters in its place. By late war, the competent base has exited play and the poor skill rated base takes its place. The idea of this was to simulate loss of japans air assets. c.)Spawn rates are being variable on the airbase.cfg file and the skill ratings of the base. Look closely at what i did in the airbase.mis file, and look at the airbase modifiers in the airstrike.cfg, and realize what base is in play and when. In Version 2.1 A.) All aircraft can no longer see submerged objects until some of them aquire a new "visual_MAD" sensor in late 43, early 44. This sensor is even "worse" then what you saw in 2.0 (meaning, a larger negative surface factor, and in theory, deeper detection) b.) Airbase skill levels were reversed. Now poor at beginning, and veteran towards end. Contrary to version 2.0, the idea of this was to simulate japan stepping up its ASW efforts (which they did) instead of loss of air assets. c.) Airstrike.cfg changed from verson 2.0 One of the reasons i put version 2.1 as an update, was to give people a choice on what they wanted, or make it easier to reverse engineer these adjustments for your own tastes. Compare the associated files from 2.0 and 2.1. Use what you like best. |
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#15 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
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From my point of view nothing is worse than losing it to an airplnane bomb, especially when submerged. I don't tangle with planes. You cannot see them most of the time, and my gunners cannot hit the broadside of a barn. I prefer to submerge, hide, and resurface when the coast is clear. Being sunk while submerged -- that is worse than being stalked by the dd's when I am having a a good day.
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