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Old 04-20-2016, 08:58 AM   #31
fitzcarraldo
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Quote:
Originally Posted by Bleiente View Post
Ok - then tell me to what specific file in which folder and which Mod is later, did really interest me.

thank you

The file is "reflex_pac.tga" (I´m sorry for my previous error).

It is in OTC.....\Data\Textures\TNormal\tex

And:

OTC....\Data\Textures\TLowRes\tex

These files affect the colours of the TMO 25 environment (it has his reflex_pac file). The sea is mostly light blue with this file and are modified also sunsets, etc.

Best regards.

Fitzcarraldo

Last edited by fitzcarraldo; 04-20-2016 at 11:39 AM.
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Old 04-20-2016, 04:12 PM   #32
Bleiente
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Excellent Note @fitzcarraldo ... I test it up, the graphics are really much better.
However, I must then adjust the visual settings in the CFG again under certain circumstances.

I have the effect new left images in the German Navy Sims Forum ...
http://www.marinesims.de/wbb2/thread...751#post307751

Thank you - Greetings

Last edited by Bleiente; 04-20-2016 at 11:24 PM.
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Old 05-01-2016, 03:36 AM   #33
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Hello,
Can you make a list of the mods included in this mod soup?
How did you managed to make it work with TMO?
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Old 05-02-2016, 07:17 PM   #34
Lt commander lare
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Hi I was wondering if this will work for stock 1.5

Thank
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Old 05-03-2016, 08:37 AM   #35
Bleiente
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Quote:
Originally Posted by bybyx View Post
Hello,
Can you make a list of the mods included in this mod soup?
How did you managed to make it work with TMO?
To recap, the main contents of my ModSuppe, there is / are playing influential with include:
- ISP (without the problematic scene.dat only the relevant files)
- NewDepthCharges
- TDW
- Many very beautiful sounds of FORTS and other modifications, as well as new to me mixed and edited sound files
- TMO Smoke Mod
- Nav_Map makeover V2.1
and much more

I myself have the adapted sensor.cfg -the guard now looks as good as the players and the self sim.cfg - the IJN see now toward more accurate.

Since TorpX had modeled in the original ISP Porpoise class so chic with their limited Sea endurance of 6000nm at 10kn, I have the boats improved P-class (Perch) away.
Accordingly, I have also set up / edited that only the following boats P-class are available:
SS 172-173 with riveted hull (USS Porpoise and USS Pike)
SS 174-175 welded (USS Shark and USS Tarpon)
The boats of the improved Porpoise (also called Perch class) thus no longer be so available.
The use of Manila (especially as the Philippines relatively promptly fall) I imagine there before exciting ... especially when `then the diesel becomes scarce.


The flak was -both reasonably adapted for ammunition and effect- towards reality and reworked the ammunition for the deck guns back on Ducimus-Standart.
this means that the deck gun:
3"/50 - 180 Granaten HE
4"/50 - 150 Granaten HE
5"/25 - 110 Granaten HE

Just let's clarify that sub-carriages to the guns used did not permit it to use selbige as Flak, apart from the Mark 40 for the 5 "/ 25 gun. However, then this could at max. Elevation of 40 degrees to shoot for 13 km, where ultimately diving was both tactically strategically more sense.
In addition, a submarine is not a destroyer or even cruisers, it is possible to operate in secret and therefore there is no armor-piercing ammunition (they had in reality not).
...

Quote:
Originally Posted by Lt commander lare View Post
Hi I was wondering if this will work for stock 1.5

Thank
Lt Commander lare
I do not believe that the Mod soup with SH4 V1.5 Vanilla works because most of the content to specifically TMO_RSRDC_OTC (the best combo for me) are matched.
The included sound folder you can use without restrictions but surely.

As I said, my English is very bad.
Please forgive me this ...

regards
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Old 05-03-2016, 04:36 PM   #36
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No worries
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Old 05-06-2016, 08:09 AM   #37
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Hello Bleiente!
I have the following mods. What is the proper order of activation?
I also have a couple of questions:
1.Ralles mod soup makes the game easy compare with a pure TMO install? TMO gives quite a challenge. The escorts, the airplanes are not easy in TMO.
2. The Real Evironment mod is the same as it was released years ago? It looks to me smaller in size than the original mod. I have the one from subsim and it is alot larger than the one from your download link.
3. What other mods could you suggest that could work with what i already got.




Last edited by bybyx; 05-06-2016 at 08:19 AM.
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Old 05-06-2016, 01:19 PM   #38
Bleiente
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The correct sequence via JSGME would be as follows:

1. TriggerMaru_Overhaul_2-5
(with or without the optional modes)
2. Real Environment RSRDC_TMO by Kriller + Caustic
3. RSRDC_TMO_V502
(and patch)
4. 1.5_Optical Targeting Correction 031312 for RSRDCv502
4a 1.5_OTC_Realistic Scopes for 16 to 9 RSRDCv502
4b 1.5_OTC_Tokko's Revenge for RSRDCv502
(more aircraft and improved AI)
5. Ralles ModSoup for TMO_RSRDC_OTC V1.1

Pure graphic and / or sound modes can be at any time to enable / disable.

As already explained at the beginning, my mod packet is called ModSoup a merging of many small modifications other modders who work with TMO_RSRDC_OTC and harmony.
The aim of this package is to move the game a little more towards realism.

Hope my comments help.

regards

Last edited by Bleiente; 05-06-2016 at 01:41 PM.
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Old 05-08-2016, 02:18 AM   #39
bybyx
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Thanks for your reply. One more thing. Can you tell me more about the following mod:
Real Environment RSRDC_TMO by Kriller + Caustic.
It is a variant of the original Real Environment? What are the differences? If I use it, will change the visuals in TMO and the way enemy reacts or it is just eye candy?
Thanks!
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Old 05-08-2016, 02:44 AM   #40
Bleiente
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Quote:
Originally Posted by bybyx View Post
Real Environment RSRDC_TMO by Kriller + Caustic.
This is a hybrid of "Real Environment FOTRS V2.0_byKriller" and "Improved Stock Environment_v3_TMO&RFB".
This hybrid is specially adapted to TMO and works without any limitations with the sensors ... so pure feast for the eyes.

regards
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Old 05-14-2016, 12:27 AM   #41
Bleiente
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Have again a few photos posted by my current campaign with TMO_RSRDC_OTC and Ralles ModSoup in dt. Forum of MarineSims.de
http://www.marinesims.de/wbb2/thread...198#post308198

Until now, in June 1942, the hunt is still easy.
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Old 05-22-2016, 06:56 AM   #42
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@Bleiente

I find a small bug in your current mod, maybe you can fix it in your next version:

In the "NSS_Tench.upc" file, the "UpgradeClass=" should be 4 rather than 3, otherwise we won't get a tench upgrade from a Balao.
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Old 05-23-2016, 07:23 AM   #43
Bleiente
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This is not an error but as intentional - there is no change within the same class... the Tench is a Balao ~improved~.

The change of an individual classes is subject to availability as follows:
S-/Porpoise --> Salmon/Sargo --> Tambor(Gar)/Gato --> Balao/Tench
-------------------------------------------------------------------------------------------------------------------

But there is a sensor patch, which fixes the hydrophone error at surface running.
The deck and anti-aircraft guns were again slightly more optimized towards reality.

http://workupload.com/file/qEvjGwe

It must be started a new campaign .

greetings

Last edited by Bleiente; 05-23-2016 at 07:49 AM.
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Old 05-23-2016, 08:00 AM   #44
CapnScurvy
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Quote:
However, there is again optimized towards reality a sensor patch, which fixes the hydrophone error on water ride and the deck- / anti-aircraft guns.
I'm not sure what your "error" of the hydrophone sensor is regarding an American sub at the surface?

Except for the early S-Class boats, all other American subs had their hydrophone receivers on the bottom of the hull......allowing for surfaced hydrophone use. Unlike the German's, which required the sub to be submerged.
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Old 05-23-2016, 08:22 AM   #45
Bleiente
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Yes that's right. However, in surface ride was under favorable conditions only max. 5nm and from mid-1943 (WAC modified) max. 7,5nm possible.
I have the effect trying to find some compromise ... and it works.

Last edited by Bleiente; 05-23-2016 at 08:43 AM.
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