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View Full Version : Help with new TMO and RSRD


Longstreet
02-27-08, 01:56 PM
Hi Folks,

Okay -- I am confused. :o I currently have TM 1.76 and RSRD 3.20 and version 4 of the Natural Sinking Mod. I see this new TMO, which is huge -- around 220 meg -- and there is a new RSRD that is now compatible with this. So...my question is...do I disable my current RSRD,TM 1.76, and NS mods and then install the new TMO and RSRD? What about the Natural Sinking mod version 4?

Thanks! :D
-Longstreet

FIREWALL
02-27-08, 02:02 PM
YEP :yep: About the natural sinking mod???

I'd find out from mod makers.

I installed TMO and RSRD last nite and so far no probs.

I wasn't much help sorry.

Longstreet
02-28-08, 08:58 AM
Okay -- I am surprised that this is the only response I have received. :shifty: Surely there are folks out there that can help me with this....please? :-?

Thanks,
-Longstreet

DrBeast
02-28-08, 09:45 AM
Hi Folks,

Okay -- I am confused. :o I currently have TM 1.76 and RSRD 3.20 and version 4 of the Natural Sinking Mod. I see this new TMO, which is huge -- around 220 meg -- and there is a new RSRD that is now compatible with this. So...my question is...do I disable my current RSRD,TM 1.76, and NS mods and then install the new TMO and RSRD? What about the Natural Sinking mod version 4?

Thanks! :D
-Longstreet

Yep...disable the lot (older TMaru, NSM4, RSRDC), install TMO, then RSRDC for TMO, then NSM4. Though NSM4 is not 100% compatible with TMaru, you can use them in this order.

Longstreet
02-28-08, 10:14 AM
Great - -thanks for your help! It is most appreciated. One question, though...what about NSM4 is not compatible with TMO?

Best,
-Longstreet

DrBeast
02-28-08, 10:22 AM
Some files are overwritten. Nothing that will cause a CTD or bad side-effects. General concensus is, it's safe to let NSM4 to overwrite (I don't use TMaru myself, so I can't say from personal experience).

DavyJonesFootlocker
02-28-08, 11:14 AM
I use TM with NSM4 and no problems.

cavvie
04-17-08, 01:24 AM
If I understant correctly, both TMO and RFB keep hit points for ships? I thought TM incorporates /some/ version of NSM.

I was looking at the torpedo files and I noticed that NSM keeps the magnetic pistols = TRUE for the torpedoes throughout the whole war whereas the other two mods tend to make it =FALSE after June 1943 (or is it '44?). I think I prefer this.

Also, if a torpedo is assigned a FALSE value for magnetic pistol, can you still switch the switch in the game? I assume the switch actually has an effect normally. Comments? Suggestions? The only thing I can think of is to tweak the NSM value that concerns me (The rest of it, of course, is top of the line).