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Sandman_28054
04-17-10, 01:09 AM
http://yfrog.com/7bsh4img20100414222314580p

im running:
tmo overhaul 1.9
tmo1.9 patch 25012010
rsrdc tmo v502
rsrdc v5xx patch1

i got a icore 5 8g ram and radeon 5800
every time i torp or fire a shell at them this is what happens, it would appear to happen both to merchants and navy ships. ive got all the sliders maxed for graphics in the game and all post process effects and suchlike ticked ive loaded latest drivers for the graphics card and run the game at 1920 by whatever it is basically maxed out. this is the only thing to what is absolutely outstanding mod. thanks for all your hard work on this.

cheers in advance for a solution

This happens every time I fire the Brittish version of the captured German Torp Mk. 18(?).

Good thing is though, one fish, one ship. :yeah:

Question: Will the Tench Class Mod work with TMO 1.9?

Sub Sailor
04-17-10, 09:30 AM
Ducimus;
I just want to say how much I admire and appreciate your hard work to vastly improve SH4. The amount of time you devote to this project is amazing.
I, like everyone else look forward to the release of your current efforts.

I truly thank you,

Ron Banks MMCM(SS), USN(Ret):salute:

ambarata
04-17-10, 12:21 PM
Status update:

Currently im testing, by... playing. Novel concept. Since this is the final version im doing, im trying to take my time and make sure it plays smoothly and annoyances are ironed out.

Currently commanding USS Grayback. Started on 8th dec 41. It is now june, 1942, and I've completed 3 war patrols, sank 29,000 tons of shipping (a troop convoy with an ocean liner i stumbled into helped with that), was nearly sunk by 3 escorts on the 3rd patrol, turned down a new command for a gato (love my gar) and have now aquired SJ radar and am about to go on patrol number 4.

During each patrol im taking notes on things i see wrong, or just annoy me. Usually 1 or 2 items per patrol, and addressing them before i head out again. Gonna wait tell i get to early or mid 1943 before i think about releasing anything.


I'm a big fan of TMO, so congratulations and thanks for the many hours of fun.
Two questions:

1 - Do you use RSRD? if no Why
2 - What other mods do you use?

AMBarata

badaboom
04-19-10, 10:18 AM
I haven't played SHIV in more than a yr,After a recent PC upgrade and purchase/fail of SHV I installed SHIV and TMO.........WOW!!!!......iNCREDIBLE IMMERSION!!!!!! Thank You for bringing me back to the Salty Pacific!!!
Cheers!!!

Ducimus
04-19-10, 10:40 AM
I'm a big fan of TMO, so congratulations and thanks for the many hours of fun.
Two questions:

1 - Do you use RSRD? if no Why
2 - What other mods do you use?

AMBarata

1.) No, because i have to see what my own traffic layers are doing.

2.) Just TMO, for two reasons. One, i've been trying to make the game as i wanted to play it, and if i were to use alot of other mods, why bother making a super mod then? Two, it makes it easier to track any bugs/errors down if its just my files im using.

Ducimus
04-19-10, 10:46 PM
If there is any modder or group of modders who are sincerely interested in taking over development of this mod, send me a PM. I want out.

edit: I'm taking a break for a week playing call of duty 5.

Phantom II
04-20-10, 01:27 AM
Um, can someone post some sort of outline of what this mod does? I've just dled and installed it (via JSGME) and fired up a patrol to see if my game still works, but I can't say I've noticed anything different. The interface and GUI looks identical to Vanilla. Or did mine not install properly? o_O

Durrrr, Disregard that I'm a moron, by the way, awesome mod, it looks great so far

Iron Budokan
04-20-10, 12:48 PM
Could you please help me? I downloaded TMO and the patch, and extracted the files, but I don't know how to "enable" them. There isn't a setup icon I have found to click on like I could in GWX 3.0.

Could you please explain to me how I can do this? Thank you. :)

p.s.. Do I need to install via JGSME? Will this work for the patch as well? Again, thank you for your help.

Karbo
04-20-10, 01:35 PM
Yes you need JSGME to install the mod and patch. Make sure that the folders you put in the mods folder are not a double folder ie.. TMO\TMO\Data. should be TMO\Data.

Iron Budokan
04-20-10, 01:57 PM
Thank you very much. That's what I did and it seems to be working fine. Thanks again. :salute:

Ducimus
04-20-10, 03:08 PM
Hey Duci! How about releasing the beast and let's all betatest it while you're on your break? :D

Enjoy your Duty! :salute:

That's certainly an idea to chew on. I was waiting on a couple bits though, we'll see.

danurve
04-21-10, 08:41 AM
I would be patient enough to wait for 2.0, looking forward to the things / corrections you mentioned in the list. Not to impeed anyone elses skills / work, just saying.
Thank you.

ryanwigginton
04-21-10, 08:54 AM
Since this is the final version im doing...

Yeah... alright Duci :yep:

Looking forward to a SHIV re-visit when you're all done tweaking.

ShadowWolf Kell
04-21-10, 11:05 AM
Status update:

Currently im testing, by... playing. Novel concept. Since this is the final version im doing, im trying to take my time and make sure it plays smoothly and annoyances are ironed out.

Currently commanding USS Grayback. Started on 8th dec 41. It is now june, 1942, and I've completed 3 war patrols, sank 29,000 tons of shipping (a troop convoy with an ocean liner i stumbled into helped with that), was nearly sunk by 3 escorts on the 3rd patrol, turned down a new command for a gato (love my gar) and have now aquired SJ radar and am about to go on patrol number 4.

During each patrol im taking notes on things i see wrong, or just annoy me. Usually 1 or 2 items per patrol, and addressing them before i head out again. Gonna wait tell i get to early or mid 1943 before i think about releasing anything.


Is it possible to make the CT refits automatic after certain dates? That way you can bypass the new command or new refit issue completely.

Another bug I ran across while accepted a new command in a Gato was being assigned to a Balao with a late war CT, dspite being early 1943.

Ducimus
04-21-10, 04:49 PM
>>Is it possible to make the CT refits automatic after certain dates?

I've already done all i can to force CT refits. I can't bypass hardcoded routines.
4 patrols with 1 patrol rated as "good" (600 renown) before your offered new command or refit. Game seems to default to new command. Decline, and you should get a refit after next patrol. At least in testing, thats what was happening.

>>Another bug I ran across while accepted a new command in a Gato was being assigned to a Balao with a late war CT

Theres only one CT model, the varience is the paint job. If your getting a black sub with a black CT, there is no problem. If your getting a black sub with a gray paint job, there is a problem.

ShadowWolf Kell
04-21-10, 09:30 PM
>>Is it possible to make the CT refits automatic after certain dates?

I've already done all i can to force CT refits. I can't bypass hardcoded routines.
4 patrols with 1 patrol rated as "good" (600 renown) before your offered new command or refit. Game seems to default to new command. Decline, and you should get a refit after next patrol. At least in testing, thats what was happening.

>>Another bug I ran across while accepted a new command in a Gato was being assigned to a Balao with a late war CT

Theres only one CT model, the varience is the paint job. If your getting a black sub with a black CT, there is no problem. If your getting a black sub with a gray paint job, there is a problem.


Hmm, I seem to keep running into a new command prompt, then nothing for the next two patrols. Then I'm offered a new command again. I went so far as to try a Gato as soon as they became available and didn't receive any refit option before being offered a Balao.

As for the Balao, it starts out with the standard Measure 9 factory paint job, so no problem there then.

Dunno what else to do. I've run through 3 seperate games and not once been offered a refit. The only thing I can think of is perhaps I've been doing too well on my patrols. All 3 campaigns I've started out in Manila and only relocated in my latest when I took command of a Gato. It was pretty quiet until I was offered a Balao.

As far as mods go, I'm just running TMO and RSRDC with the latest patches.

I'm kind of at a loss here since I didn't have this trouble with TMO 1.6 which I also played with RSRDC. I wouldn't think RSRDC would interfere in that regard, though it does change how flotillas work.

Ducimus
04-21-10, 09:51 PM
What boat are you starting in? What date is the first command offered? What is the first boat offered?

ShadowWolf Kell
04-22-10, 12:07 AM
What boat are you starting in? What date is the first command offered? What is the first boat offered?

I've tried in a Sargo and a Porpoise (twice) thus far, based in Manila at the start of the war, so Dec. 7, 1941.

In all three instances, I'd returned from my 3rd patrol sometime in April of '42 and have been offered a Gato on each one. My current game is the only one where I actually decided to switch to see if it'd make a difference, which it didn't. Nothing offered until the Balao.

Of note, I did fiddle around a little with the Sargo campaign and transfered to Pearl. Rather than just the new command offers, they also basically gave me the choice of upgrading or retiring. I reverted back to an earlier save and never had that happen in Freemantle.

I'm wondering if it might treat SubPac a bit differently than the others for some reason.

Iron Budokan
04-23-10, 08:34 AM
I finally have a computer that can handle SH4 graphically and have been using TMO and RSRD. I want to say I am really enjoying TMO right now. It's a great mod and I want to thank all the people who worked so hard to give us this great mod.

Thank you, guys! :yeah:

kiwi_2005
04-24-10, 03:36 PM
Back to SH4 and a start on TMO1.9

Career started Feb 16 1943 USS Skate Balao, completed the three training missions in Mare island then transferred to Midway on April 22 1943 with first assignment a Photo recon of Hiroshima Harbor I check the map to see its right inside Japan waters ...:o Your kidding right? I aint playing DiD so luckierly i saved often as i got SUNK often by the destroyers oh and one sinking was cause by the Merchants deck guns, I decided to surface and finish her off after hitting her with one torpedo but she was determined to do the same! Resulting in getting my ass kicked :har: (Reload) Takes note: dont attack on the surface using the deck guns...Ever!. After playing cat and mouse with the bloody destroyers I finally found a way in by hugging the coastline on the right opposite Imazu Habour area as close as possible keeping in mind of any land bunkers while on the surface only to submerge when it got to hot for comfort.

Once inside the harbour it was all plain sailing took the photo and sunk a Hiryu Fleet carrier before leaving. On my way out i had to avoid all the destroyers for a second time sinking one (Wakatake destroyer) that i couldn't shake off and a Nippon Maru Merchant.

What took a whole Saturday afternoon to get in and then out, I finally ordered a course back to Midway when about 400miles out from Japan we got attacked by aircraft losing one of the gunner crew :wah:

All in all it was a damn excellent patrol.:rock: Im preparing myself for my next assignment - 'Drop agent of in Qingdao' !!!

Jurgens
04-27-10, 05:44 PM
you should get with the makers of RSDC and implement the ships from his mod into your main mod, because with just 'fleet carrier' for american CV'S isnt acurate at all.

cdrsubron7
04-27-10, 09:34 PM
I'm playing a career out of Dutch Harbor in the Aleutian Campaign in TMO 1.9.

The date is October 6, 1942 and I am sailing in the S-45. I'm at the beginning of my forth patrol and when trying to start the patrol when setting the speed at standard I get a message saying "Cannot Comply".

Any ideas?

banjo
04-28-10, 08:46 AM
Check to see if your crew is in Battle STations.

cdrsubron7
04-28-10, 07:57 PM
Check to see if your crew is in Battle STations.


Thanks for the suggestion, but this is at the very start of my forth patrol. So I know that battlestations has not been called. :D

TheBeast
04-28-10, 08:01 PM
Thanks for the suggestion, but this is at the very start of my forth patrol. So I know that battlestations has not been called. :D
Does TMO make changes to Rank Structure?:06:
If so, did you get a new Crew Member recently and place them at the Helm? If the Crew Member rank is wrong they will not function.

cdrsubron7
04-28-10, 08:06 PM
Does TMO make changes to Rank Structure?:06:
If so, did you get a new Crew Member recently and place them at the Helm? If the Crew Member rank is wrong they will not function.


As far as I know there has been no additions or subtractions in the crew since I began this career in the Aleutians. Thanks for the suggestion.:DL

banjo
04-29-10, 10:07 AM
I seem to remember in TMO there is a mod you need to get if you are in a S model sub that enables the engines. Check under Ducumus' mods to fine it.

cdrsubron7
04-29-10, 10:46 AM
I seem to remember in TMO there is a mod you need to get if you are in a S model sub that enables the engines. Check under Ducumus' mods to fine it.


Thanks, I'll give that a try. :yeah:

cgjimeneza
04-29-10, 01:47 PM
but wasnt the S boat engine fix done years ago and included in a patch

Im running TMO1.9 and my trusty rusty sboat runs fine.... not very fast, not very far away and allways comes up to to the surface when ordered....

cdrsubron7
04-29-10, 03:37 PM
Hey, buddy. You wouldn't happen to have a link for the S-boat engine fix would you? I don't have it on my computer any more and i can't find it anywhere. :06: :yep:

Jurgens
04-29-10, 06:04 PM
what does TMO19_Patch_25012010 do?

cgjimeneza
04-29-10, 07:12 PM
Hey, buddy. You wouldn't happen to have a link for the S-boat engine fix would you? I don't have it on my computer any more and i can't find it anywhere. :06: :yep:

let me check my external drives and backups... if I find it I shall email it to you

and thanks for asking, we are both fine!!!

right now Im BuPers, can you believe, I cannot edit my signature, must ask Neal about it:salute:

cgjimeneza
04-29-10, 07:13 PM
what does TMO19_Patch_25012010 do?


for one thing.. it tones down the sensitivity of the hidrophones of the IJN, making your life easier, I know I lost a boat before aplying the patch.

Nbjackso
04-29-10, 07:31 PM
Hey, buddy. You wouldn't happen to have a link for the S-boat engine fix would you? I don't have it on my computer any more and i can't find it anywhere. :06: :yep:

I have it. If you want, send me a PM w/ your email and I'll send it to you.

cdrsubron7
04-29-10, 08:12 PM
I have it. If you want, send me a PM w/ your email and I'll send it to you.


PM sent. :D

qjp
04-30-10, 11:03 AM
Hi, i just installed TMO 1.9 and latest patch 25012010, so far so good, but i have some issue:
Backspace isn't working as in stock game (don't pause game it only slows to 1)
Aircrafts became invisible/transparent? on navigation map when spotted.

Any hints?

Cheers

TH0R
04-30-10, 12:10 PM
Hi, i just installed TMO 1.9 and latest patch 25012010, so far so good, but i have some issue:
Backspace isn't working as in stock game (don't pause game it only slows to 1)

That was intended, just like in the latest RFB patch. A big plus to the game play IMO.

razark
04-30-10, 12:36 PM
Hi, i just installed TMO 1.9 and latest patch 25012010, so far so good, but i have some issue:
Backspace isn't working as in stock game (don't pause game it only slows to 1)
Aircrafts became invisible/transparent? on navigation map when spotted.

Any hints?

Cheers

You can modify it back to pausing the game by editing the commands.cfg file.

TH0R
04-30-10, 12:51 PM
You can modify it back to pausing the game by editing the commands.cfg file.

There is a bug in the game, when you pause it - engine sound stops playing until you order a new speed. This 'bypasses' the issue.

razark
04-30-10, 01:07 PM
There is a bug in the game, when you pause it - engine sound stops playing until you order a new speed. This 'bypasses' the issue.

Really? I've never noticed it. (Not saying it doesn't happen, I just haven't been paying that much attention.)

cdrsubron7
04-30-10, 08:49 PM
Well, I tried the S-class engine fix but no luck. No matter what engine speed I try all I get is "Cannot Comply"

Anybody seen Ducimus? :D

cgjimeneza
04-30-10, 09:55 PM
have you tried reinstalling the mod? a corrupt download?

were exactly in time are you, will disable the cycle mod and try to replicate

the missus says hi!!!:salute:

raymond6751
05-01-10, 05:14 AM
All right! Far out! Nicely done. Spot on. Wunnerful, wunnerful.
Right on!
Great Stuff!
Magnificent.
Spectacular.
Never have so many owed so much.
Thanks.
:yeah:

Capt Sinky McShippy
05-01-10, 09:48 AM
Super smashing great lovely....havent read all the thread so sorry if this is a repeat question but I assume I dont need to install the MaxOptics mod like so?

http://dl.dropbox.com/u/404696/screenie.jpg

Plus have I got the right hotfix?

and lastly, how can I get my little tail back on my nav map circle?

Thanks

BillBam
05-01-10, 09:58 AM
and lastly, how can I get my little tail back on my nav map circle?

Thanks

There are instructions on the FAQ page in the TMO folder on how to get the tail back.

Capt Sinky McShippy
05-01-10, 10:04 AM
aha brill didnt see that, how daft of me.

thx

cdrsubron7
05-02-10, 05:48 PM
were exactly in time are you, will disable the cycle mod and try to replicate






The date is October 6, 1942 and I am sailing in the S-45. I'm at the beginning of my forth patrol and when trying to start the patrol when setting the speed at standard I get a message saying "Cannot Comply".

thumper
05-02-10, 06:45 PM
Beautiful work...But i need my deck gun..

cgjimeneza
05-02-10, 08:27 PM
The date is October 6, 1942 and I am sailing in the S-45. I'm at the beginning of my forth patrol and when trying to start the patrol when setting the speed at standard I get a message saying "Cannot Comply".

and in Alaska, right?

My S boat is in cycle 3, has inserted an agent in Rabaul area and has sunk a minelayer and a maru in the strait (Solomons)

cdrsubron7
05-02-10, 09:03 PM
and in Alaska, right?

My S boat is in cycle 3, has inserted an agent in Rabaul area and has sunk a minelayer and a maru in the strait (Solomons)



Alaska is correct, Carlos. :D

Wilcke
05-03-10, 09:34 AM
Super smashing great lovely....havent read all the thread so sorry if this is a repeat question but I assume I dont need to install the MaxOptics mod like so?

http://dl.dropbox.com/u/404696/screenie.jpg

Plus have I got the right hotfix?

and lastly, how can I get my little tail back on my nav map circle?

Thanks

In all likelyhood the #1 Real Enviro mod is completely hosing sensors in TMO. The big mods like TMO and RFB are really meant to be run by themselves and/or with RSRDC.

Happy Hunting!

Chubster
05-03-10, 06:40 PM
Anyone else got kamikaze jap planes?

Just started a new campaign Dec 1941 out of Manilla and two of the three planes that have attacked me have ended there dive run doing somersaults and ending up in the drink :o

Did make the deck crew laugh

Not sure if this has been brought up before but has anyone noticed when on nav map and you zoom down close to harbours when you drag the map the buildings etc move out of place ?

Captain Dave
05-03-10, 07:22 PM
I'm at May 1943 right now. I saw one plane dive bomb a spot he thought I was at. He pulled up too sharp and somersaulted into the sea. Must have been a newbe flyer. So, I guess it could happen at anytime.

Bleh
05-04-10, 02:59 AM
Anyone else got kamikaze jap planes?

I have them too. 3 Planes so far between Manila and the Bongo Straits all dived in then started spinning and finally crashed into the deep:D

(Only taken me 3 years to post a single reply to anything :S - hi guys)

Chubster
05-04-10, 04:08 PM
Do we have to move anyone to hogans alley during a attack....did a search but couldnt see anything and if so who and how many ?

and does "e" still give emergency surface ?

virtualpender
05-04-10, 06:39 PM
Chub -

Hogan's Alley in TMO is generally used to hold the deck gun crew when submerged to prevent them from taking excessive damage during depth charging (the game thinks they are still on deck and not protected by the hull).

"E" is used in TMO to cycle through the aft tubes just as "W" is used to cycle through the bow tubes in stock. Emergency surface can be accessed from the orders bar with the Helm wheel icon.

thumper
05-04-10, 08:37 PM
I do no know how i did it but, i have JOHN HAMMS UNIFORM MOD V.5 working in tmo 1.9..:D

cgjimeneza
05-05-10, 07:03 AM
Do we have to move anyone to hogans alley during a attack....did a search but couldnt see anything and if so who and how many ?

and does "e" still give emergency surface ?

to consider:
during a Depth charge attack, all your deck personnel must be inside the sub, so you move all personnel that is usually topsisde (this includes the people in the connig tower, officer plus look outs, the deck gun crew and the aa gun crew... so you must move them to damage control station and hoganīs alley... take that into account when in port, to remove crew to from those "internal" crew boxes to make room for the people topside.

Ducimus: am I correct in this assesment? as this is my understanding

BillBam
05-05-10, 07:47 AM
to consider:
during a Depth charge attack, all your deck personnel must be inside the sub, so you move all personnel that is usually topsisde (this includes the people in the connig tower, officer plus look outs, the deck gun crew and the aa gun crew... so you must move them to damage control station and hoganīs alley... take that into account when in port, to remove crew to from those "internal" crew boxes to make room for the people topside.

Ducimus: am I correct in this assesment? as this is my understanding

You only need to move the gun crews in TMO, not the watch crews.

cgjimeneza
05-05-10, 10:51 AM
I demand a recount...

really only the shooters? will give it a try.. bungo pete maybe for sure.

BillBam
05-05-10, 10:53 AM
Yes...I remember a post by Ducimuse stating this.

virtualpender
05-05-10, 02:10 PM
Here's what Ducimus had to say about it:

Just FYI, TMO's use of Hogan's alley differs from RFB's implentation of it. In TMO it's more of a place to stash personnel you don't need all the time so they don't get killed, like gun crews, or the damage control team if you don't like looking at them everytime you call GQ. Also the alley in TMO has no bearing or relevance to the watch crew. Which is a point of confusion if im not mistaken.

http://www.subsim.com/radioroom/showpost.php?p=1289013&postcount=5

Aniuk
05-11-10, 06:16 AM
anyone? is there any news on the final release of TMO 2.0. If my memory is correct, Ducimus was testing it. If you know the asnwer, please give me a update. Thanks in advance. Messed up my TMO 1.9 and was thinking: reinstall or just wait for TMO 2.0 release. kind regards, Aniuk.

danurve
05-11-10, 08:03 AM
I would reinstall 1.9 and not sweat it.
If memory serves Ducimus is preoccupied with other IRL jazz but even when he gets back to finishing 2.0 he mentioned doing more documentation, which is least enjoyable.
Give him time.

Aniuk
05-11-10, 11:35 AM
I would reinstall 1.9 and not sweat it.
If memory serves Ducimus is preoccupied with other IRL jazz but even when he gets back to finishing 2.0 he mentioned doing more documentation, which is least enjoyable.
Give him time.

Sure! All the time he wants or needs. Just wondered if I had missed a update. Be happy to reinstall. Thanks for your reply.

I'm goin' down
05-20-10, 02:28 PM
loaded TMO1.9 and RSRDC. I have not played awhile since Ducimus finished off my old motherboard with a well placed depth charge from one of his merciless subs.

Two questions. I have a laptop with a regular keyboard. I do not have a gaming keyboard. How to I man the deck gun which is blocked by the ship's dials? ./del is not a key on my keyboard. Do I use two separte keys?

Also, what is the shortcut key for heading to periscope view and vice versa. I forgot.

Actually, I asked four questions.

Nisgeis
05-20-10, 03:11 PM
Your laptop should have a means to press Del key, possibly by means of a function key in another colour.

= is head to view. View to heading is... not defined as far as I know.

razark
05-20-10, 03:18 PM
View to heading is "-", not the one on the numpad.

(At least on mine.)

I'm goin' down
05-20-10, 03:59 PM
Thanks, Captain Nisgeis.

A few more quesions.

When setting the aspect ratio, do I line up the keel of the shadow target with the flag, the mast or the deck? I have overlayed TMO with RSRDC, so their is no highlighting of those points on the enemy ship drawings viewed during the game. As I recall, merchants and warships had different demarcation points for aspect ration determination in TMO, but I could not find a discussion of them in the literature supplied with the mod (i.e. the readme.)

I forgot how difficult this game is. I missed 6 easy shots on a freighter because I could not get an accurate aspect ratio. I fianllly sank it iwth my deck gun. Also, my custom Gto is not operational even though I selectd a Gato for my boat. I think this occurred because Gatos were not available in early 1942 and Ducimus wrote them out of the game script.


My first mission was a disaster. I forgot to uncheck "no map contacts" at the start of the campaign and forgot to unckeclk "no camera" views. I finally spotted two junks, but they were so far away, I lost them. Then I ran into airplaines and could not man the anti aircraft gun to command the crews to engage on them. Fianlly, I had fuel problems, and limped into Midway on battery power. Further, I modded in a Midway start. That apparently wiped out the various mission start dates input by RSRDC, and left me with start dates of 1941,'42. '43 etc. I wonder if the Midway start mod overrides RSRDC or if the RSRDC mod is still acitve? I disoabled the Midway start mod just in case.

I spent all day yesterday getting familiar with Vista, but I have a ways to go to get back to the semblence of competence that the caption of the USS Barbarrina used to have. I need a shore leave already!

peabody
05-21-10, 04:01 AM
@Nisgeis, If I am correct he needs the numpad-Del not the Delete.

@IGD You could remap to another key if one is available, or you could go into the towers.upc file and change "IDLinkCrewMember= NULL" and in place of NULL put a rank or NR if TMO allows that. Then they would be manned all the time.

Peabody

I'm goin' down
05-21-10, 04:16 AM
@Nisgeis, If I am correct he needs the numpad-Del not the Delete.

@IGD You could remap to another key if one is available, or you could go into the towers.upc file and change "IDLinkCrewMember= NULL" and in place of NULL put a rank or NR if TMO allows that. Then they would be manned all the time.

Peabody

I think I need Ducimus to give me instructions, as I not familiar with what you are suggesting, and I do not want to screw up the game, as I finally got it to work on Vista.

I'm goin' down
05-22-10, 01:49 AM
I have been out of action for quite some time. I resumed playing and noticed the Recognition Manual does not indicate where to line up the shadow ship with the target for establishing range. I think merchants have difffenent points of contact than warships. And carriers are different still.

Could someone let me know what the contact points are for merchants, carriers and sarships other than carriers.

Thank you.

BillBam
05-22-10, 08:28 AM
I have been out of action for quite some time. I resumed playing and noticed the Recognition Manual does not indicate where to line up the shadow ship with the target for establishing range. I think merchants have difffenent points of contact than warships. And carriers are different still.

Could someone let me know what the contact points are for merchants, carriers and sarships other than carriers.

Thank you.

I installed SCAF for TMO and that added the red line to the spot you need to line up with.

I'm goin' down
05-22-10, 10:14 AM
I have enabled TMO1.9 and RSRDC v502. Their is a SCAF mod for each. Do I enable one or both of the SCAF mods? I will try the SCAF mod for TMO1.9 and see what happens re the red dot appearing.

BillBam
05-22-10, 12:33 PM
Just SCAF for TMO

I'm goin' down
05-22-10, 12:58 PM
Thanks. I may be what I needed. I enabled both and sailed off to the battle of Midway in '42. The mission froze right when I had a destroyer in my sights and was thumbing through the ship log to ID it to take an SCAF reading. I use the Attack Map to confirm the accuracy of the TDC settings.

Something froze the machine, and hopefully the combination of the two SCAF mods was the cause. I have all my mods enabled, but I haven't hit a target yet. I had a few torpedoes run underneath targets, but the Attack Map shows that my TDC settings are incorrect. Hopefully, I will get it straight with Easy Aob and gutted's Solution Solver. Saw lots of planes though, and I had one anti aircraft gunner injured. Neither he nor his replacement hit anything.

keltos01
05-22-10, 02:26 PM
I've had the request from a couple people for a patch for the T class submarine for TMO.

could you make such a patch ?

thanks

keltos

T class Submarine v 1.73 :

http://www.mediafire.com/file/njdqr1ug5mz/v1_7_3_HMS_Truant_T_class.7z

I'm goin' down
05-22-10, 08:33 PM
TMO1.9 and RCRDC, along with a variety of mods. Jamminadrids Green Light Mod, brass coated ship dials, and my Kill Flags Gato with embem do not work. Any suggestions?

Also, what is the mod labelled OPCVv1 TMO stand for? Their is a version for TMO1.52 also. Some versions say SCAF instead of TMO, etc.

Balladeer
05-27-10, 05:52 PM
Hello. I recently got this mod installed. I'm unable to use the external camera veiw for some reason now. Has it been reloacted? The normal menu button and f button don't work anymore.

Thanks for any assistance.

I'm goin' down
05-27-10, 06:36 PM
Hello. I recently got this mod installed. I'm unable to use the external camera veiw for some reason now. Has it been reloacted? The normal menu button and f button don't work anymore.

Thanks for any assistance.


Open the TMO1.9 folder. Ducimus provides instructions on how to get the camera back in the frequently asked questions sections. This question has been asked and answered in this thread I believe. Try searching camera anf free camera, also.

razark
05-27-10, 06:58 PM
Hello. I recently got this mod installed. I'm unable to use the external camera veiw for some reason now. Has it been reloacted? The normal menu button and f button don't work anymore.

Thanks for any assistance.

Check your realism settings. If in a career, check the radio on the shelf to the left in the office.

Balladeer
05-27-10, 07:06 PM
Thanks I'll take a look into it. Thanks again all.

I'm goin' down
05-27-10, 11:29 PM
Check your realism settings. If in a career, check the radio on the shelf to the left in the office.

I do not think that is the solution to the camera issue. I checked the "radio" on the shelf, and it does not help. Ducimus provides instructions on how to restore the cameras by deleting the semi colons in the cfg files, items 50 and 51 I believe. If I am wrong, kindly correct the post.

Admiral8Q
05-28-10, 01:58 AM
Ducimus, thanks for a challenging game! Whoot!!!!!

I am waiting for 2.0 or whatever... :salute:

razark
05-28-10, 06:40 AM
I do not think that is the solution to the camera issue. I checked the "radio" on the shelf, and it does not help. Ducimus provides instructions on how to restore the cameras by deleting the semi colons in the cfg files, items 50 and 51 I believe. If I am wrong, kindly correct the post.

That was my first thought, but then I noticed this: "The normal menu button and f button don't work anymore." That sounds like external camera is turned off, not just the next/previous unit cameras.

Balladeer
05-29-10, 07:50 PM
Yes I wasn't able to use the external camera as per default SH4. I still try those suggestions though.

Balladeer
05-30-10, 09:23 AM
I started a new TMO campaign on easy setting but I still can't activate the external camera view. What am I missing? According to the directions the easy setting is supposed to leave the external camera enabled. I also checked my settings in my office using the radio and camera is activated from what I can tell. Is there a config file I need to get into to reactivate it? Thanks.

Aniuk
05-30-10, 11:07 AM
I started a new TMO campaign on easy setting but I still can't activate the external camera view. What am I missing? According to the directions the easy setting is supposed to leave the external camera enabled. I also checked my settings in my office using the radio and camera is activated from what I can tell. Is there a config file I need to get into to reactivate it? Thanks.

Did you check the FAQ?

Questions? First Check FAQ in the following location of the mod:
TriggerMaru_Overhaul_19\Support\FAQ.RTF

I use > and < for camera next and previous unit. It's a free cam but it will only work if you change the command.cfg (see the faq)

Balladeer
05-30-10, 12:18 PM
Well I might have been hitting the wrong button.:oops: When editing the next/previous section in the config as per the faq, I noticed that somewhere it said something about F12. I guess it was moved. I went in game and my external camera is there using F12. However now the next/previous buttons won't work though I've removed the semi colons.:shifty:

Oh well at least I got my external view back. I'll go back and fiddle with the other if needs be.

Thanks everyone for the help.

Aniuk
06-01-10, 12:10 PM
Well I might have been hitting the wrong button.:oops: When editing the next/previous section in the config as per the faq, I noticed that somewhere it said something about F12. I guess it was moved. I went in game and my external camera is there using F12. However now the next/previous buttons won't work though I've removed the semi colons.:shifty:

Oh well at least I got my external view back. I'll go back and fiddle with the other if needs be.

Thanks everyone for the help.

Can you plse tell me what operation system (Windows) are you running? Perhaps you changed the "wrong" command.cfg file.

Balladeer
06-01-10, 04:52 PM
Hello. I'm running Windows 7. I edited the config located within the TMO folders.

Aniuk
06-01-10, 11:27 PM
Hello. I'm running Windows 7. I edited the config located within the TMO folders.

Try this one:

in the map:

appdata\local\VirtualStore\Program Files (x86)\Ubisoft\Silent Hunter 4 Wolves of the Pacific\Mods\TriggerMaru_Overhaul_19\Data\Cfg

If you used the default install maps. It all depends on the location where you unpack the mod. If done after you copy it to the mod folder use the VirtualStore location. Maybe this will solve your problem.

Jan Kyster
06-02-10, 07:21 PM
http://i189.photobucket.com/albums/z15/subject_rod/smilies/tired.gif

http://i189.photobucket.com/albums/z15/subject_rod/smilies/tapedshut.gif

.....

TMO 2 IS OUT!


http://i189.photobucket.com/albums/z15/subject_rod/smilies/run4hills.gif




Loading as typing this! Thanks a quadzillion, Duc! :rock:

SkyBaron
06-02-10, 09:00 PM
http://i189.photobucket.com/albums/z15/subject_rod/smilies/tired.gif

http://i189.photobucket.com/albums/z15/subject_rod/smilies/tapedshut.gif

.....

TMO 2 IS OUT!


http://i189.photobucket.com/albums/z15/subject_rod/smilies/run4hills.gif




Loading as typing this! Thanks a quadzillion, Duc! :rock:

Huh? Where? :stare:

Bubblehead1980
06-02-10, 11:59 PM
yea where? :yeah:

I'm goin' down
06-03-10, 12:22 AM
When you dangle a piece of meat the dgos com a'runnin':D
(I'll eat my hat if kyser's post is true!)

Aniuk
06-03-10, 12:37 AM
When you dangle a piece of meat the dgos com a'runnin':D
(I'll eat my hat if kyser's post is true!)

I will sent the dog if he is wrong:rotfl2:

Jan Kyster
06-03-10, 04:49 AM
That woke 'em up? :D


But have a look at Ducimus' FileFront page: http://www.filefront.com/user/Ducimus554


Looking to forward to see pictures of the hat-eating, I'm goin' down! :rotfl2:

Overkill
06-03-10, 07:35 AM
So, what's new with TMO 2? :DL

SkyBaron
06-03-10, 08:43 AM
That woke 'em up? :D


But have a look at Ducimus' FileFront page: http://www.filefront.com/user/Ducimus554


Looking to forward to see pictures of the hat-eating, I'm goin' down! :rotfl2:

That's great! But why no official post from Ducimus? :hmmm: Maybe that's still a 'test' version?

Overkill
06-03-10, 09:47 AM
First download came up with a lot of corrupt files. :dead:
Downloading again.

Overkill
06-03-10, 10:18 AM
Same thing with the second download attempt. Am I doing something incorrect? :wah:

MoN
06-03-10, 10:34 AM
guess not.

i have the same problem.

razark
06-03-10, 10:51 AM
That's great! But why no official post from Ducimus? :hmmm: Maybe that's still a 'test' version?

That was my guess. The fact that people seem to have problems with corrupt files makes me think this isn't quite the finished version.

The man will give us the word when it's time.

Ducimus
06-03-10, 12:25 PM
Yes that was version 2.0. I uploaded it but didn't say squat, cause i was curious to see if anyone would notice.

Noticed the posts of corrupted d/l's, tried it myself, got one, so i yanked the file. I'll repost it again sometime in the next few days when im not doing anything with my PC. Takes a little while to compress nearly 2 gigs of data into 550 meg's and upload it.

Chubster
06-03-10, 12:50 PM
LOL...nothing like taking the moment away from "da man"

That said, is it wrong that I am quite excited about this....but will wait for your "official" release thread Ducimus

I'm goin' down
06-03-10, 01:21 PM
I downloaded version 2 and deleted it when my computer noted the files were corrupt.

sharkbit
06-03-10, 02:45 PM
Looks like it's time to do SH4multi install, and have one for RFB and one for TMO2.0. I've been waiting for the release to do this.

:)

Bubblehead1980
06-03-10, 03:21 PM
Ducimus is a sneaky one:salute: Can't wait to see whats new myself. wheres the link? i know files are corrupted but want to see the change list.First post on here is still showing the patch from 08/09 at V1.9.Dam it I just finished reworking the convoy layers more to my liking, ah well.

Ducimus
06-03-10, 03:24 PM
I recompressed it again this morning. I'll try and upload it next time i sit down and watch TV for a couple hours with the Misses. ( Well, she will be eventually at any rate :O: ). Otherwise its kinda hard to peel myself away from the other games ive been playing long enough to upload it. :D


I won't say TMO 2.0 is perfect. I never did finish my trial run of it. But its sat on my hard drive collecting dust for the last two months im guessing. Obviously im not doing any more to it, but there's enough done to where i should release what i have, rather then let it go to waste. So at this point, it is what it is, and i did the best i could. If you like it, great. If you have trouble with it, you'll have to help each other out. If you don't like it, you have other options.

Chubster
06-03-10, 03:38 PM
Upload it when you go to bed....

Chubster
06-03-10, 03:38 PM
Now....

Chubster
06-03-10, 03:39 PM
.....goto BED ! :D

razark
06-03-10, 03:48 PM
I won't say TMO 2.0 is perfect. I never did finish my trial run of it. But its sat on my hard drive collecting dust for the last two months im guessing. Obviously im not doing any more to it, but there's enough done to where i should release what i have, rather then let it go to waste. So at this point, it is what it is, and i did the best i could. If you like it, great. If you have trouble with it, you'll have to help each other out. If you don't like it, you have other options.

:salute:

Upload it, and take a well deserved rest.

After you've rested for a while, take some time to play the game.

cdrsubron7
06-03-10, 08:28 PM
I'm also ready to give TMO 2.0 a run through. Bring her on, Ducimus. :D :yeah:

Ducimus
06-04-10, 05:30 PM
Ok, so for those of who know to fish around my D/L directory a new link is up. If nobody gets any CRC errors then i guess the upload is good. If not, then i guess i'll be doing it again later.

Diablo2
06-04-10, 05:40 PM
mother of god...

Chuck Belov
06-04-10, 06:08 PM
My download was fine too, I just finished testing and unpacking it - thx for all your work :salute: :yeah: btw I found the section on Understanding the AI and Evasion in the new manual really helpful. :ping:

Diablo2
06-04-10, 06:35 PM
+1 works great here also, thanks Ducimus.

G2B
06-04-10, 06:56 PM
:timeout: I've been watching the thread over at Ubi for days waiting :har:

Aniuk
06-04-10, 06:58 PM
:salute: no problems. thanks. SH4 with TMO :sunny:

kind regards from the Netherlands

Nbjackso
06-04-10, 07:25 PM
WOOHOO!!!!!! Send the wife and kids to the in-laws this weekend, cause I'm gonna be very BUSY for the next 48+ hours.

Thanks again Duci, I know this last version was more or less an obligation rather than a passion, but you make a lot of people happy with all your hard work.

razark
06-04-10, 08:16 PM
WOOHOO!!!!!! Send the wife and kids to the in-laws this weekend, cause I'm gonna be very BUSY for the next 48+ hours.

Woohoo! The wife and kids are leaving for a two week vacation with the mother-in-law tomorrow morning. :woot:

I might just need to call in to work on Monday, too.

Ducimus
06-04-10, 08:21 PM
Cool. Ill update the first post to this thread and the one at ubi's forums sometime tonight after i get home from work.

As for what changed in 2.0.. honestly, i dont remember. There's a change log in there somewhere. Most of it is just.. sanding down a rough spot here or there.

G2B
06-04-10, 08:48 PM
As for what changed in 2.0.. honestly, i dont remember.

Does this mean there could be a pack of roaming Bungo Pete's :o

BillBam
06-04-10, 08:59 PM
Does your More Merchant Traffic mod still work with this?

Ducimus
06-04-10, 09:25 PM
Does your More Merchant Traffic mod still work with this?

Included.

Gato76
06-04-10, 09:29 PM
Thank you Ducimus,i forgot how fun this game can be with this mod,I have a question,how you take the sub below 450 ft ? in the previous version you just click on the little dial in the control room to take the sub marine down to 500 or 600 ft.I can't do that anymore,anyonealso having this issue or I'm doing something wrong thanks again :salute:

cdrsubron7
06-04-10, 09:31 PM
Ok, so for those of who know to fish around my D/L directory a new link is up. If nobody gets any CRC errors then i guess the upload is good. If not, then i guess i'll be doing it again later.



Could someone be so kind and point me in the direction of this D/L Directory?

I'd really appreciate it. :yeah:

Ducimus
06-04-10, 09:31 PM
Click on th Depth gauge in the forward part of the conning tower.

cdrsubron7
06-04-10, 09:36 PM
Click on th Depth gauge in the forward part of the conning tower.


huh!!!:06:

Gato76
06-04-10, 09:36 PM
Click on th Depth gauge in the forward part of the conning tower.
Thanks,now going back to the pacific :yeah:

G2B
06-04-10, 09:39 PM
Could someone be so kind and point me in the direction of this D/L Directory?

I'd really appreciate it. :yeah:


Go up to post #2362

cdrsubron7
06-04-10, 09:44 PM
Go up to post #2362



D/Ling now. Thanks G2B. :up: :D

I'm goin' down
06-05-10, 12:55 AM
I have TMO1.9 installed and loaded with various mods.

Here is what I i would like to do. Create a new SH4 folder (i.e. SH4-TMO2.0), copy the install SH4 1.5, create a mods folder and download 2.0 into it. I want to active 2.0 with JSGME, but I already am using JSGME for my current installation which includes 1.9 and several mods. Can I do this?

Also, if I can do iit, I want to run mods on top of 2.0, including RSRDC. I assume it is not known what mods are compatible with 2.0, so it will be hit or miss. Any thoughts?

I am looking for tech advice here.

G2B
06-05-10, 01:36 AM
If you run jgsme from each separate installs root folder, it will work only with that install. If you want to create a shortcut for each installs jgsme just add to the jgsme exe. so its jgsmetmo2exe. Should work. Do you have the sh4 multi install gizmo? http://www.subsim.com/radioroom/showpost.php?p=455022&postcount=1 (http://www.subsim.com/radioroom/showpost.php?p=455022&postcount=1)

Or you can right click the shortcut, click the properties and in the target line redirect it to the right install. Hope that's what you need.

I'm goin' down
06-05-10, 03:07 AM
I think I need step by step instructions on a multi install.

Jan Kyster
06-05-10, 03:47 AM
I think I need step by step instructions on a multi install.Pretty simple, really. Copy MultiSH4.exe and JSGME.exe to your new SH4 folder and run from there. :salute:


Now... regarding eating that hat... how's that part going? A video to youtube would be nice! :shifty:

Admiral8Q
06-05-10, 04:30 AM
Now... regarding eating that hat... how's that part going? A video to youtube would be nice! :shifty:

How's this Jan! It should be in the gramophone! :cool:
http://www.youtube.com/watch?v=_VZoJBP5JzI


Cheers,
8Q

I'm goin' down
06-05-10, 09:04 PM
I deleted a post re problems with 2.0. I had a host of problems creating two SH4 files so I have the option of playing 1.9 or 2.0. I have 2.0 up and running in addition to 1.9. (I would call that the best of both workds!) Somehow I moved my mod filed for 1.9, and I am moving them back to their original location. That will take about an hour according to Vista. Then I will copy and move some, such as Easy Aob and RSRDC to 2.0, and resume playing it.

I'm goin' down
06-05-10, 11:40 PM
Unless one goes all of the change logs for all of the versions, how do you know what mods have been programmed into the latest version. For example SMMO adds longer ship wakes and airplane reflections. Webster has mods that limit traffic. Are these needed now? And what about sound sims and Easy Aob? I could go on forever.

etheberge
06-05-10, 11:44 PM
Ducimus,

I have just spent the last 45 minutes reading through your new documentation for TMO 2.0 and it was well worth it.

Now I'm off to spend some quality time checking out the new version but before I do I thought it was important to post my most heartfelt thanks for all the efforts and sacrifices you have personally made over the last three years to create TMO for all of us to enjoy.

Thank you also for all the information you have provided on this forum over the years, you have always been honest and helpful to everyone.

I wish you all the best in your future endeavors, whatever they may be.

Now lets go sink some Japs :D

I'm goin' down
06-06-10, 12:26 AM
Ducimus,

Thank you also for all the information you have provided on this forum over the years, you have always been honest and helpful to everyone.

I wish you all the best in your future endeavors, whatever they may be.

Now lets go sink some Japs :D

I do not want to rain on anyone parade here, but I am at Midway in 6/42 and it is inaccurate to say " lets go sink some Japs :D."

I would articulate it another way, something like, "Let's run and hid from Duci's destroyers!":D Two of them, now three, have been pounding my ass with explosives for two hours. I am trying to guess what Ducimus set as a Gato's crush depth for the Barbarinna. I am having a grand old time. You betcha! I am now deaf. P.S. I am slugging it out in 2.0.

Update:

Midway - ten torpedoes fired at a battleship. 1 hit and 9 misses. Using Easy AoB. Depth charged for 2 hours during and after the attack run. Finally escaped only to be attacked repeatedly by air power. Shot down one plane, and almost ran out of battery power. When I saw 10 planes lining up for an attack, I went deep and will stay down as long as the batteries hold out. 2.0 is kicking my ass.

JoeCorrado
06-06-10, 02:14 AM
Ducimus, you are amazing! :salute:

BillBam
06-06-10, 07:49 AM
Unless one goes all of the change logs for all of the versions, how do you know what mods have been programmed into the latest version. For example SMMO adds longer ship wakes and airplane reflections. Webster has mods that limit traffic. Are these needed now? And what about sound sims and Easy Aob? I could go on forever.

The new manual has a listing of credit for other mods that have been included, and also a list of mods that were in previous versions that are now not included. Just scan to the bottom of the manual.

Chubster
06-06-10, 09:41 AM
Update:

Midway - ten torpedoes fired at a battleship. 1 hit and 9 misses. Using Easy AoB. Depth charged for 2 hours during and after the attack run. Finally escaped only to be attacked repeatedly by air power. Shot down one plane, and almost ran out of battery power. When I saw 10 planes lining up for an attack, I went deep and will stay down as long as the batteries hold out. 2.0 is kicking my ass.


Oh oh......here goes another motherboard :D

Chubster
06-06-10, 09:44 AM
Why no "official" release anyways ?

vickers03
06-06-10, 11:53 AM
just wanted to say that the TMO 2.0 beta does not
include my latest interiors, it's still recommended
to activate them after TMO 2.0

Overkill
06-06-10, 11:57 AM
Ducimus, you are amazing! :salute:
X2

Thanks for all the hard work to make this sim amazing! :D

chris455
06-06-10, 12:23 PM
just wanted to say that the TMO 2.0 beta does not
include my latest interiors, it's still recommended
to activate them after TMO 2.0

Vickers, your interiors should be mandatory. :salute:
S!

vickers03
06-06-10, 12:32 PM
Vickers, your interiors should be mandatory. :salute:they are included but not in their latest version.

aanker
06-06-10, 01:43 PM
Outstanding job - this may sound odd but IMO you're too modest.

Furthermore - SH4 finally has an excellent manual - not only describing TMO but also incorporating into it a whole lot of historical information; a manual incidentally that should .... (another way) a manual that could have been written by professional developers, instead finally written by a modder who truly loved their work. BZ!

Happy Hunting!

Art

PS: I don't think he has to announce 2.0. Word of mouth is spreading the news as fast as an announcement..... lol

I'm goin' down
06-06-10, 01:51 PM
what is the link to vickers interiors?

vickers03
06-06-10, 02:54 PM
what is the link to vickers interiors?
everything is here in the download section

SkyBaron
06-06-10, 06:36 PM
Thanks vickers09 for the heads up :) and a big Thanks to Ducimus for this awesome mod! Hopefully it'll continue to grow even if without its original 'father' :DL

Bubblehead1980
06-06-10, 06:38 PM
dont need the interiors for TMO 2.0, ducimus wisely included them.

Ducimus
06-06-10, 06:55 PM
I included vickers interiors, but i guess he made some revisions. I did not know this. At any rate, at this point the mod is what it is, i'm done. The Mod isn't done, but i am. I'm honestly sick of SH4, and i don't care to look at it again for a very long time, if ever. I can't wait to recover some drive space, lets put it that way. :O:

Overkill
06-06-10, 07:41 PM
:DL Take a break, buddy. You deserve it. :up:

I'm goin' down
06-06-10, 10:07 PM
If you do not come back, so be it insofar as TMO goes. But you have left us with a great piece of work, it and you deserve praise and admiration. You have mine. Thanks.

Bubblehead1980
06-06-10, 11:16 PM
Ducimus, thanks for all the hard work and being so open.You may remember I was the one who bugged you a while back and asked for the radar warning equipment for fleetboats and you made it happen, which has made the game much more playable and realistic in later war.I hope you will at the least save files and things so you can pass them on if someone wants to continue your work or if you ever decide to return.Also, try to play some patrols and enjoy your work and others like RFB, you deserve it.:salute:

I'm goin' down
06-06-10, 11:33 PM
Quote:
what is the link to vickers interiors?
"everything is here in the download section"

Captain Vickers, the word "here" is somewhat vague. Where do you suggest I look? I will try the mods list by Neal Stevens as a starting point.

magic452
06-07-10, 02:31 AM
THANKS A MILLION Duci. It's hard to imagine the hours and effort you put into TMO but I, as well as many others, do appreciate the hard work. It is truly a masterpiece.

My sincere thanks: :up::up::up::up::up:

Magic

vickers03
06-07-10, 05:16 AM
Captain Vickers, the word "here" is somewhat vague. Where do you suggest I look? I will try the mods list by Neal Stevens as a starting point.
check out the subsim download section http://www.subsim.com/radioroom/downloads.php?do=cat&id=7

GOZO
06-07-10, 10:33 AM
Thanks for all the hard work Duci! Appreciated:salute:.

Regards

/Gozo


Download link not working properly??? Anyone else?


Guess I have to wait until the mod is in the Subsim downloads section.

ryanwigginton
06-08-10, 01:56 AM
Thanks Ducimus. Look forward to playing the final version.

GOZO
06-08-10, 02:40 AM
Downloaded and installed..........

Man this is something, itīs really the culmination of working it for so many years now. PERFECT!!!!:woot:


Thanks again Duci.:yeah:

/Gozo

WarlordATF
06-09-10, 01:04 PM
Downloading 2.0 now. Thank You!

I have used your work as a huge part of my custom install and i can totally understand modders burnout. It seems like everytime you sit down to play the game you notice something else that you could fix and it becomes a never ending cycle. If this is the end of the line for TMO, I can understand, but i hope you can now enjoy the game like the rest of us.

You have really gone above and beyond with TMO and alot of us would not be enjoying SH4 nearly as much without it!

Take a Vacation, You've more than earned it! :up:

And once again, THANK YOU!!! :salute:

Aniuk
06-09-10, 02:55 PM
Thank you:salute:

Bubblehead1980
06-09-10, 11:42 PM
:rock: loving TMO 2.0 but any find the escorts to be tougher than in 1.9? Thinking it's the reduction of the effectiveness of thermal layers.I was powned last night and barely escaped a few minutes ago.Seas were calm but was at 340 feet and couldnt lose them, in 1.9 could usually lose them at 340 feet after a while.

Royale-Adio
06-10-10, 03:55 AM
It seems I can't use the free camera with 1.9 . Is this normal or did I do something wrong with the install?

silent killer
06-12-10, 11:28 AM
Thanks ducimus as always nice work.:up::up::up::up::up:

Ducimus
06-14-10, 01:25 PM
Optional mod i meant to make earlier but never did because i am a lazy procrastinator.

Easier AI for TMO
--------------
AI Passive detection not as accute.
Easier to evade active sonar via depth
Single engine planes no longer detect shallow submerged objects.


//changes from TMO 2.0

sim.cfg
------------
Visual ->surfaceFactor -> from 30 to 40
Hydrophone -> noisefactor -> from 0.35 to 0.5


AI_sensors.dat
---------------
Type93-1A -> Max Elevation -> from 115 to 110
Type93-3A -> Max Elevation -> from 115 to 110
Type93-5A -> Max Elevation -> from 115 to 110

AI_VisualSensors.dat
AirS_Visual -> MinSUrface -> from -2.2 to 0.1

D/L:
http://www.filefront.com/16748545/TMO_Easier_AI.7z

Roger Dodger
06-14-10, 01:32 PM
WARNING ** WARNING ** WARNING

FileFront was BLOCKED by my TrendMicro Internet Security program. I got this as soon as it was detected:

**********************
Website blocked by Trend Micro Internet Security


Opening this website may put your security at risk
Trend Micro has not yet evaluated this website
--------------------------------------------------------------------------------

The website you wanted to see might transmit malicious software to your computer, or has done that before to someone else. It may also show signs of involvement in online scams or fraud.

Address: http://www.filefront.com/
Rating: Dangerous

********************************

This is the first time I've had this kind of warning on FileFront. I worked around the block and downloaded TM2 anyway, checked the file and it had no problems.

The Blocking message made me wonder what else I may have downloaded without my knowledge. Makes me kind of spooky about downloading anything else from FileFront. Anyone else had similar problems???

%%%%%%%%%%%%%%%%%%%%%%%%

On a much lighter note: Thank you Ducimus for all you do. You have made SH4/5 the program it should have been. Many good lucks and wishes for your future.

Ducimus
06-14-10, 01:35 PM
Optional mod i meant to make earlier but never did because i am a lazy procrastinator.
Easier AI for TMO
--------------
AI Passive detection not as accute.
Easier to evade active sonar via depth
Single engine planes no longer detect shallow submerged objects.


//changes from TMO 2.0

sim.cfg
------------
Visual ->surfaceFactor -> from 30 to 40
Hydrophone -> noisefactor -> from 0.35 to 0.5


AI_sensors.dat
---------------
Type93-1A -> Max Elevation -> from 115 to 110
Type93-3A -> Max Elevation -> from 115 to 110
Type93-5A -> Max Elevation -> from 115 to 110

AI_VisualSensors.dat
AirS_Visual -> MinSUrface -> from -2.2 to 0.1


D/L:
http://www.filefront.com/16748545/TMO_Easier_AI.7z


Well, the exact details of what i changed are right there, should be an easy edit, just grab S3D if you haven't already.

Bubblehead1980
06-14-10, 03:21 PM
duci, what did you do with the FM sonar you cooked up a while back?

Ducimus
06-14-10, 03:26 PM
Probably still on my server somewhere. Dirctory browsing is disabled, so the only way to grab it is if you know the file name.

No, i don't know it. Id have to FTP into it to look. Didn't i send that link to you two times already? :O:

Bubblehead1980
06-14-10, 08:51 PM
Probably still on my server somewhere. Dirctory browsing is disabled, so the only way to grab it is if you know the file name.

No, i don't know it. Id have to FTP into it to look. Didn't i send that link to you two times already? :O:


I lost it, unfortunately.Lost the file when got mod soup once and deleted everything, it was a while back.Sorry:arrgh!: if you happen to find it and think itll work with 2.0, send my way.

Ducimus
06-16-10, 07:10 PM
Just curious, how's the 5/51 deck gun working out? I thought it was a nice touch, even though I had to reuse a 4/50 3d model for it.

Lionfish298
06-16-10, 08:21 PM
Question: Are the high-def interiors that came out a few weeks back for TMO 1.9 already included in TMO 2.0?

Ducimus
06-16-10, 09:35 PM
2.0 includes a version of Vickers03 interior overhauls.

Bubblehead1980
06-16-10, 11:21 PM
i havent used a tambor or gar class yet duci so not sure about the deck gun.Using a porpoise in one career and Gato in another, will let you know though.

hey duci, next 1942 patrol i do will occur in time for Battle of Midway, I plan to get in on it.I saw the battle of midway file and opened it up with the ME.If I make some minor changes(for example, I have the ship pack that included the carrier Soryu, so I'd like to replace the Hiryu class that is standing in for the Soryu right now) would it throw anything off timing wise if I did this? I tried to edit RSRD one time because I missed it in the readme that you cant or itll throw things off.Just making sure it doesnt in TMO.I know it doesnt in regular campaign.Also should I save as scripted layer instead of random? thanks in advance.

kvbrock82
06-17-10, 11:55 AM
is there an alternative place to download TMO from besides filefront? This is the 4th time im trying and it always has problems finishing.

Rilder
06-17-10, 02:00 PM
Thanks Ducimus, excellent mod.

AVGWarhawk
06-17-10, 02:09 PM
2.0 includes a version of Vickers03 interior overhauls.


Yea! Now we need officer country :D Thanks Duci for mak'in it great. :up:

kiwi_2005
06-18-10, 08:35 AM
man im a nut, i been using TMO 1.9 and waiting for 2.0 to come out then i read a thread and discover 2.0 is already out for how long i dont know. If i didn't stumble across 'im goin down' thread i would still be waiting for 2.0 to be release:har: Never thought to check this thread thought there would be a whole new one when 2.0 came out :dead:

Anyways i can now try 2.0 out! :yeah:

Gorshkov
06-18-10, 12:34 PM
Is ST periscope radar operational on Tench-class subs in this mod? I cannot get it work or even find. However TMO manual states: "In TMO, this is available on the Tench class only."

Bubblehead1980
06-18-10, 07:56 PM
attach to the observation periscope only and has a limited range.hit the o key and if targets are at a short distance, should pick it up.

I'm goin' down
06-18-10, 08:18 PM
I sank a big liner with four shots--2 hits, with a dud, and a missed shot because it ran too deep. It exploded after it missed the target. While it was on fire, a destroyer trailing it by several hundred yards exploded and quickly sunk. Strange! I know I did not hit it with a torpedo as I followed the torpedoes' wakes, plus I was shooting with a torpedo angle of 0 degrees using gutted's Soluton Solver.

To top it off, I only go credit for sinking the liner!

keltos01
06-19-10, 04:07 AM
I just dl it :up:

are you planning to make the patch for the donation Narwhal Ducimus ? or have you quit SH4 altogether ? I saw you've moved on to SH5 ;)

regards

keltos

Gorshkov
06-19-10, 06:25 AM
Thanks for explanations about ST periscope.

Besides I noticed Japan destroyers fire guns while dropping depth bombs. Also being on Tench-class sub and clicking MISC icon I am transferred to the U-boat captain's bunk cabin. :)

Ducimus
06-19-10, 10:42 AM
I just dl it :up:

are you planning to make the patch for the donation Narwhal Ducimus ? or have you quit SH4 altogether ? I saw you've moved on to SH5 ;)

regards

keltos

:damn:

I forgot about that. Give me a couple weeks to get up the gumption.

Bubblehead1980
06-19-10, 02:35 PM
Thanks for explanations about ST periscope.

Besides I noticed Japan destroyers fire guns while dropping depth bombs. Also being on Tench-class sub and clicking MISC icon I am transferred to the U-boat captain's bunk cabin. :)


Thats with all boats in TMO, that is the pseduo captains cabin and yeomans office, you can "walk" in there by going to the front area of the control room and just walking through the hatch.I like this for immersion, fun to be there when cruising along and have to rush to conning tower when make a contact, glad ducimus included it.


No problem, I love the ST radar, wish it was an upgrade for every sub in 1945.

keltos01
06-19-10, 03:01 PM
:damn:

I forgot about that. Give me a couple weeks to get up the gumption.

thanks !!! :up:

k

Royale-Adio
06-19-10, 04:39 PM
I experienced a weird bug recently.

I started my career in the Subaraya base. I made 5 patrols and sunk 80,000 tons of merchants.

After that, they offered me a new sub, a Gato, and I moved to Hawaii. I chose to start patrol at sea, plotted my course and been on my way.

I then saved and quitted to come back later.

When I reloaded the game, my plotted course vanished and it was bright day in 2:03 AM.

I only have TMO 2.0 with RSRDC latest version for TMO and a skinpack.

Anybody ever experienced this?

Oh and is NSM4 compatible with those mods?

Gorshkov
06-19-10, 05:53 PM
Oh and is NSM4 compatible with those mods?

Of course it isn't! Read the TMO manual before posting...

I'm goin' down
06-19-10, 09:31 PM
Of course it isn't! Read the TMO manual before posting...

In my opinion the tone of your post is uncalled for. Some might characterize it as arrogant. See my thread re too RSRDC and TMO spawning too many airplanes. We cannot all read or remember everything. And no one should be insulted for not doing so.:nope:

Additionally, you may be dealing with a casual player rather than a hard core TMO fanatic. He is is not the first captain who may not have read or has forgotten some of the information in Ducimus' readme, and there always exists the possibility that Ducimus modded NSM into 2.0. Finally, did you ever think the post was written by a youngster?

Royale-Adio
06-19-10, 10:07 PM
Finally, did you ever think the post was written by a youngster?

Well, I'm no youngster (I'm 23). But no offense taken :cool:.

No, I haven't took the time to look at the readme. It's just that it seems that the ships sinks a bit too fast, but I may be wrong so it's allright.

I'm goin' down
06-20-10, 12:40 AM
I did not assume you were necessarily young. My point is that, had you been, the retort to your post with which I had a problem because I felt it was fairly harsh, would have been magnified due the age of the targeted recipient. And therein lies my point. That possibility should have been considered when responding to your question about NMO.

Ducimus
06-20-10, 01:22 AM
I saw you've moved on to SH5 ;)

regards

keltos


BTW, im done with that game. Boil the fancy graphics way, all it REALLY seems to offier is a fully rendered sub interior, and RPG like interaction with the crew (i admit, i liked that, but overall, thats about it. Did my second attack on a convoy with that game and was throughly unimpressed. I uninstalled it.

Gorshkov
06-20-10, 06:41 AM
"I am going down": If someone does install super-mod it is obvious he should read the manual because EVERY mod and especially supe-rmod changes stock game to a some degree - in this example to a huge degree! Not doing this is unwise. Mod manuals are first-hand sources of information being must read before posting here about questions already answered there. Besides if Royale-Adio downloaded TMO mod he most probably also visited first page of this thread where it is clearly stated:

"Trigger Maru is not compatible with any large modpack, to include enviromental mods. Exception to this is any version of RSRD made specifically to be compatible the latest version of TMO. All other large mod packs are NOT compatiable. The reason is, many large modpacks deal with the same files, and alot of unexpected results will occur. " - plain and simple even without reading TMO manual!

keltos01
06-20-10, 08:34 AM
BTW, im done with that game. Boil the fancy graphics way, all it REALLY seems to offier is a fully rendered sub interior, and RPG like interaction with the crew (i admit, i liked that, but overall, thats about it. Did my second attack on a convoy with that game and was throughly unimpressed. I uninstalled it.


same goes :(

And I was really looking forward to it... dynamic shadows, dynamic campaign...

:(

keltos

I'm goin' down
06-20-10, 11:08 AM
"I am going down": If someone does install super-mod it is obvious he should read the manual because EVERY mod and especially supe-rmod changes stock game to a some degree - in this example to a huge degree! Not doing this is unwise. Mod manuals are first-hand sources of information being must read before posting here about questions already answered there. Besides if Royale-Adio downloaded TMO mod he most probably also visited first page of this thread where it is clearly stated:

"Trigger Maru is not compatible with any large modpack, to include enviromental mods. Exception to this is any version of RSRD made specifically to be compatible the latest version of TMO. All other large mod packs are NOT compatiable. The reason is, many large modpacks deal with the same files, and alot of unexpected results will occur. " - plain and simple even without reading TMO manual!

I do not disagree with what you posted. It was how you conveyed it. BTW, I am familiar with the portion of the manual you refer to. It has been the subject of posts somewhere in this massive thread. However, the portion of your post, that Royale-Adio "must" do this and "most probably" did that are assumptions. No one "must" do anything.

I think we have both made our points here.

I'm goin' down
06-21-10, 04:20 PM
does max optics 4 work with TMO2.0? Is max optics 4 incorporated into TNO2.0?

kiwi_2005
06-21-10, 07:04 PM
Dont know whether its TM or the driver update for my video card but the water looks fantastic in 2.0.

I finally got TM 2.0 running smooth without crashing was running great then without any warning it would just start ctd whenever i pressd a key any key, didn't matter start game press 5 key to ahead flank and ctd, load up try again press external view and ctd and so on. Updated drivers and turned on DynamicShadows in the main.cfg dont know whether that helped but i was getting desperate so tried everything i read on here lol.

Runs smooth now 3 rd patrol with no crashes. The sea looks amazing - darker, gives impressive your in deep waters. :yeah:

jldjs
06-24-10, 09:34 AM
"does max optics 4 work with TMO2.0? Is max optics 4 incorporated into TNO2.0?"

I just dl'd TMO 2 and started using it. My first venture into the big mod. I installed MaxOptics for 1.9 and it seems to work fine. I don't have very good eyesight so I had to try it and I'm satisfied (with MaxOptics that is).

I'm goin' down
06-24-10, 01:08 PM
ducimus sent me a PM on this max optics 4 question. He said that he slightly increased the optics for 2.0. He did not incorporate max optics 4 into it. When I tried to add it via JGSME I did not notice a difference.

I'm goin' down
06-24-10, 07:34 PM
I finally located a task force in the Battle for Midway after several tries. My boat is a Gato. I took it down to 550 feet eventually because the destroyers were locating the sub at shallower depths. Then I went to 580 feet. It was there a depth charge sunk my boat. Or was it? Maybe it passed crush depth.
I checked the external camera several times to see where the destroyers were. They were either right on my posiitoin are really close.

It is early in the war, June, 1942. I read the sonar and radar tutorials. How can the destroyers find my boat at over 500 feet? I thought I should be safe at over 350 feet? Oh. I run RSRDC over 2.0, if that helps.

Bubblehead1980
06-24-10, 08:10 PM
I finally located a task force in the Battle for Midway after several tries. My boat is a Gato. I took it down to 550 feet eventually because the destroyers were locating the sub at shallower depths. Then I went to 580 feet. It was there a depth charge sunk my boat. Or was it? Maybe it passed crush depth.
I checked the external camera several times to see where the destroyers were. They were either right on my posiitoin are really close.

It is early in the war, June, 1942. I read the sonar and radar tutorials. How can the destroyers find my boat at over 500 feet? I thought I should be safe at over 350 feet? Oh. I run RSRDC over 2.0, if that helps.

It's TMO, the DD's are tough, esp in calm waters, but are beatable for sure..Crush depth with no hull damage for a Gato is around 598 feet in TMO, at 580 depth charge got you unbless you already had hull damage. I can usually lose even best DD's at 300-350 feet but have been pushed well below 500 feet in a Gato from time to time.

Depth helps in TMO but it isnt the grand solution, takes more than that to get away.

Roger Dodger
06-25-10, 12:42 AM
Then I went to 580 feet. It was there a depth charge sunk my boat. Or was it? Maybe it passed crush depth.

It is early in the war, June, 1942. I read the sonar and radar tutorials. How can the destroyers find my boat at over 500 feet? I thought I should be safe at over 350 feet? Oh. I run RSRDC over 2.0, if that helps.


REF: http://en.wikipedia.org/wiki/Anti-submarine_weapon
At first, Japanese anti-submarine defenses proved less than effective against U.S. submarines. Japanese sub detection gear was not as advanced as that of some other nations. The primary Japanese anti-submarine weapon for most of WWII was the depth charge, and Japanese depth charge attacks by its surface forces initially proved fairly unsuccessful against U.S. fleet submarines. Unless caught in shallow water, a U.S. submarine commander could normally dive to a deeper depth in order to escape destruction, sometimes using temperature gradient barriers to escape pursuit. Additionally, during the first part of the war, the Japanese tended to set their depth charges too shallow, unaware that U.S. submarines possessed the ability to dive beyond 150 feet. :haha:
Unfortunately, the deficiencies of Japanese depth-charge tactics were revealed in a June 1943 press conference held by U.S. Congressman Andrew J. May (http://www.subsim.com/wiki/Andrew_J._May), a member of the House Military Affairs Committee who had visited the Pacific theater and received many confidential intelligence and operational briefings. :down: At the press conference, May revealed that American submarines had a high survivability because Japanese depth charges were fused to explode at too shallow a depth, typically 100 feet (because Japanese forces believed U.S. subs did not normally exceed this depth). Various press associations sent this story over their wires, and many newspapers, including one in Honolulu, thoughtlessly published it. :down: Soon enemy depth charges were rearmed to explode at a more effective depth of 250 feet. Vice Admiral Charles A. Lockwood (http://www.subsim.com/wiki/Charles_A._Lockwood), commander of the U.S. submarine fleet in the Pacific, later estimated that May's revelation cost the navy as many as ten submarines and 800 crewmen.

BT

"LOOSE LIPS SINK SHIPS" Remember Congressman?
I've had the same question myself. I should think I would be pretty safe at 350', but I've also had some pretty close calls even at that depth. The DCs in this game (sim) seem to be fused to explode at your depth, no matter how deep you are.

BTW, I've never had the gutz to take my boat to over 500'. Someone told me that was naughty.

God Bless Electric Boat :salute:

I'm goin' down
06-25-10, 01:18 AM
somebody ought to make a mod to prevent detection by dds at too great a depth. Frankly, it is makes the game too hard, especially in the early war. A good mod might fix it.

JoeCorrado
06-25-10, 03:49 AM
somebody ought to make a mod to prevent detection by dds at too great a depth. Frankly, it is makes the game too hard, especially in the early war. A good mod might fix it.

It was probably crush depth that got him. Was there any hull damage before you went deep? Any warnings from your crew before lights out?

Thermal layers are activated in TMO, so if he was running quietly at that depth- he should not have been easy to detect unless he was up against an elite destroyer?

Even with TMO/RSRDC I don't remember ever having had a depth charge bother me at a depth beyond 300 feet during the first year of the war, or having much problem losing a dd at that depth either for that matter.

Anybody else had that in the early war? :06:

Bubblehead1980
06-25-10, 04:41 AM
Well I am currently playing in a Balao in mid-late 1944 on 100 realism, I go to 550 feet after attacking and when DD's come in after me, only had one escort manage to get charges close but no damage.

I dont understand the difficulty people are having with TMO, I sneak inside the escort screen in flat clam seas submerged often and stay undetected most of the time until torpedos start hitting ships, I observe results then go deep for evasion.I'll try to give some tips below...

Silent Running is key, even on approach in calm waters.Calm waters provide ideal sonar conditions, much easier to hear you from further away, silent running does not only mean your speed is quiet, it quiets other noises as well.Use the tachometer in conning tower next to the wheel that read "RPM" ahead 1/3 on silent running keeps sub below 50 RPM, which makes you difficult to hear.

Maintain small profile, keep bow pointed at closest escort is possible so you are presenting small AOB to target.

Try to plot attacks out before hand on the nav map, get in 500 yards or so off an outside column of convoy, flank escorts usually stay about 2000 yards off the flanks, so basically escort will usually be 1500 yards or so, at silent running and slow speed, they shouldnt pick you up, they may, it varies but 98% of the time even in ideal conditions for sonar/hydrophones, they dont know im there.

Now for submerged evasion...

My typical evasion is based on Cdr Tommy Dykers method and has some of my own mixed in to counter TMO's escort, Dykers commanded the USS Jack for 4 or patrols and was very successful.

Say you just sank a big tanker and a couple escorts are heading your way, say youre in a Gato, order test depth of 300 feet, try to get there nd stay quiet and slow unless absolute emergency.DD roars in pinging away, youre leveled off at 300, when he stops pinging and is roaring overhead, order 50-75 feet more in depth, go to ahead flank, this will cause your boat to go deep and the escort has already set charges to explode around the depth when he last pinged you.So say you make it to 350 feet or almost, the charges will blow up at 285-310 feet usually(estimated from watching them via external cam) Thats right, the DD sets charges to blow at your last known depth which he obtains via pinging.Now after charges blow and youve been running at flank for 45 seconds or so, cut speed, order right or left full rudder, allow the momentum to take you through the turn.When speed gets to zero, order ahead 1/3(or 1 knot via the knot o meter) and 20 degrees rudder.

So now youre at 350 on a different course than before the charges were dropped.The second escort is looking, say he is pinging and heading your way, just wait for himhes near, order rudder amidships, roaring overhead, ahead flank! maintain depth though this time, after another 45 second run at flank, all stop, now order full rudder, as long as its the OPPOSITE of the last attack.So, if last time you ordered right rudder, go left rudder and vice versa.Again, all stop, allow momentum to carry you through.Then back to 1 knot until next attack, if there is another.

This creates a constantly moving and twisting target that is never on same course, i've found it really does confuse the hell out of even the best TMO escort., esp after you do it a few times.As in RL, sometimes escorts just get lucky and that one close charge ruins your day, but this tactic really works in the game, try it.

Now, sometimes you need more depth, so if needed go deeper.I try to stay within historic limits of the boat I am using.Gatos for example while capable of going much deeper than 300 feet, in the war they didnt know this and rarely exceeded test depth more than 50-75 feet on purpose, some battle damaged ones sank deep before could be recovered but they didnt go to say 500 feet on purpose.A Balao though with test depth of 412 feet could safely go to 600 feet and many did on purpose.

Hope this helped some, any questions, ask.:arrgh!:

Capt. Morgan
06-25-10, 12:42 PM
...Then I went to 580 feet. It was there a depth charge sunk my boat. Or was it? Maybe it passed crush depth. ...


It's also possible that the force of a near-miss above your boat drove it deeper - below crush depth (just as a near miss below can drive it up).

Not sure if it's modeled in the game, but I keep at least 25' above where I think my crush-depth might be for that reason. I've taken my Sargo to 370' in tests. In combat, 320 is as deep as I'll go.

McHibbins
06-26-10, 06:19 PM
Does TMO using natural sinking mechanics or stock hitpoints ?

onelifecrisis
06-28-10, 07:09 AM
So, just to confirm, 2.0 is the very latest version of TMO and it has everything included? There are no extra files I need to DL from anywhere else? I can just install TMO2 over patched SH4 and I'm good to go?

Also, please tell me this does work with the Steam version of SH4...

sergei
06-28-10, 07:15 AM
Yep, TMO 2.0 is all inclusive.
No extras needed.

Dunno about the STEAM thing though.

AVGWarhawk
06-28-10, 09:42 AM
So, just to confirm, 2.0 is the very latest version of TMO and it has everything included? There are no extra files I need to DL from anywhere else? I can just install TMO2 over patched SH4 and I'm good to go?

Also, please tell me this does work with the Steam version of SH4...

Need the uboat addone 1.5 for TMO. I think you said you got that in another thread. TMO is complete. No fuss, no muss.

Ducimus
06-28-10, 10:16 AM
I wouldn't say its "complete" as in "finished" but it's complete in that it's gotten all that *I* am going to do with it.

If i do another update it will be of fixing bugs if some come up, coupled with Vickers03 and Captain America's work on the interiors, (link (http://www.subsim.com/radioroom/showthread.php?t=155147)) along with nisgesis work on the 3d TDC ( link (http://www.subsim.com/radioroom/showthread.php?t=170944)) if possible. I may also fold in my Uboat mod work in progress to try and get both "under one roof" as it were, but that is undecided.

irish1958
06-28-10, 02:33 PM
I wouldn't say its "complete" as in "finished" but it's complete in that it's gotten all that *I* am going to do with it.

If i do another update it will be of fixing bugs if some come up, coupled with Vickers03 and Captain America's work on the interiors, (link (http://www.subsim.com/radioroom/showthread.php?t=155147)) along with nisgesis work on the 3d TDC ( link (http://www.subsim.com/radioroom/showthread.php?t=170944)) if possible. I may also fold in my Uboat mod work in progress to try and get both "under one roof" as it were, but that is undecided.

These great additions would add vast new game-play to TMO.
Please do it.

onelifecrisis
06-29-10, 07:06 AM
I wouldn't say its "complete" as in "finished" but it's complete in that it's gotten all that *I* am going to do with it.

If i do another update it will be of fixing bugs if some come up, coupled with Vickers03 and Captain America's work on the interiors, (link (http://www.subsim.com/radioroom/showthread.php?t=155147)) along with nisgesis work on the 3d TDC ( link (http://www.subsim.com/radioroom/showthread.php?t=170944)) if possible. I may also fold in my Uboat mod work in progress to try and get both "under one roof" as it were, but that is undecided.

I was told Vickers03's work on interiors was already included in TMO - not so?

razark
06-29-10, 07:44 AM
I was told Vickers03's work on interiors was already included in TMO - not so?

It is, sort of.

The included version is an older one. There were a few changes made after the version included in TMO.

sergei
06-29-10, 08:46 AM
It is, sort of.
The included version is an older one.

Right. I didn't realise that.
Thanks for the heads up.

McHibbins
06-30-10, 06:36 AM
After months of RFB Iīll try TMO 2.0 after a clean reinstall. Is RSRDC recommendable with TMO ?

sergei
06-30-10, 06:50 AM
I'd be inclined to try it without.
Ducimus totally reworked all the traffic layers.
I really like TMO traffic.
I tend to run into a nice mix of singles and small convoys, with the occasional large convoy.

McHibbins
06-30-10, 07:08 AM
Hmm...ok. :hmmm:
Maybe it sounds odd but I like the reduced traffic in RSRDC forced me to do an intensive search for an target which sometimes results in returning home out of fuel with many torps left ( realistic imho : not encountering a target every minute)
How is that in TMO ? Are the "big battles" included too?

Jan Kyster
06-30-10, 08:54 AM
...forced me to do an intensive search for a target...You'll find yourself doing that to his convoys... :nope:

I'm with Sergei reg. traffic - most excellent and varied stuff! :up: And not overdone either, imho.
edit: Don't forget the added merchant pack and the skinpack...


But should you want to enable RSRD, you can do it. See page 1 instructions.

McHibbins
06-30-10, 09:13 AM
You'll find yourself doing that to his convoys... :nope:

I'm with Sergei reg. traffic - most excellent and varied stuff! :up: And not overdone either, imho.
edit: Don't forget the added merchant pack and the skinpack...


But should you want to enable RSRD, you can do it. See page 1 instructions.

Sounds great :up: Youīre speaking sergeis skinpack ? Thatīs a must have indeed. Which added merchant pack do you mean ?

sergei
06-30-10, 09:24 AM
. . . forced me to do an intensive search for an target . . .
Are the "big battles" included too?
I still have to do intensive searches for targets.

Don't know about the big battles, but when starting out of Manilla/Surabaya, I always run into an invasion force somewhere, so I would say that yes, major Japanese operations are included.

Youīre speaking sergeis skinpack ?
Skinpack v2 already included in TMO 2.0 :up:
I'll go and edit the download description so people are aware if this.

Jan Kyster
06-30-10, 04:07 PM
Sounds great :up: Youīre speaking sergeis skinpack ? Thatīs a must have indeed. Which added merchant pack do you mean ?Typo/memory clutter! :D

I meant the shippack by miner1436, here http://www.subsim.com/radioroom/showthread.php?t=157080


And perhaps add the destroyer pack by AOTD_MadMax? :hmmm:
http://www.subsim.com/radioroom/showthread.php?t=160642



I'm not aware if these magnificient ships are part of TMO 2.0 - hasn't come so far yet, stuck in SubRon50... :shifty:
- and I wasn't aware either the skins were made by sergei :oops:

So thanks for those, sergei! :salute:

Ducimus
06-30-10, 04:57 PM
You'll find yourself doing that to his convoys... :nope:


If using TMO's default campaign....

I hope you like zig zags. Takes a we bit more work to arrive at a firing point.

McHibbins
06-30-10, 05:03 PM
Ok

Tested this mod this evening and I must say....


Mr. Ducimus, I like it :up:



The only thing I miss is PE ( Youīre using W-Clears I think), but thats only my personal taste.

Ducimus
06-30-10, 05:13 PM
Ok

Tested this mod this evening and I must say....


Mr. Ducimus, I like it :up:



The only thing I miss is PE ( Youīre using W-Clears I think), but thats only my personal taste.

Thanks! I like it too. :O: As for ENV mods, the one TMO is using is a blend of PE, EE, and RE, along with some of my own tweaks.

McHibbins
06-30-10, 05:17 PM
I like the OM-Effect when a Deckgunshell is hitting a ship. Is it possible to import that ? Which file contains this visual effect ?

Ducimus
06-30-10, 05:26 PM
I like the OM-Effect when a Deckgunshell is hitting a ship. Is it possible to import that ? Which file contains this visual effect ?

I have never played OM, what effect are you referring to?

McHibbins
06-30-10, 05:48 PM
Hm...how can I describe it in english ?:hmmm:
In TMO it looks like a small explosion if a Shell hits a ship. In OM ( also in RFB I think) it looks more like a splinter-explosion; splinters are splashing into water too.
A very nice and imho realistic visual effect (often saw it in war-documentaries too).

Ducimus
06-30-10, 05:54 PM
Ah.... sounds like special effect entries in the zone.cfg file.

Nisgeis
06-30-10, 06:05 PM
Hm...how can I describe it in english ?:hmmm:
In TMO it looks like a small explosion if a Shell hits a ship. In OM ( also in RFB I think) it looks more like a splinter-explosion; splinters are splashing into water too.
A very nice and imho realistic visual effect (often saw it in war-documentaries too).

Is it an effect where your shell explodes and creates multiple streams of smoke which arc up and over and ends up with a lingering smoke trail that looks like a big white spider with more than eight legs?

McHibbins
06-30-10, 06:44 PM
Nope Sir. Itīs the materials.dat or particles. dat in the data/library but one of these two...still testing in the moment.
Hm, wondering which effects of TMO iīm going to loose, using one of these RFB files...

McHibbins
06-30-10, 06:46 PM
Right Nisgeis, found it . Still testing right now.


Ok, both files are needed, but with the cost of other grafical issues and Iīm not able to tweak the parameters, even found them, which are responsible for this visual effect.

Nisgeis
07-01-10, 10:41 AM
This is the effect you get when your own deck gun shell explodes on a ship right? If it's the one I think you are talking about, it's my shell hit effect from PE4, which is in Partcilcles.dat. I think I may have added a new material for the debris. You shouldn't need zones.cfg, as the Shell Hit Effect should already be there, if that's the one you are talking about.

If you mean the effect when the ship is doomed and explodes of its own accord, then that will be defined in zones.cfg and the effect itself will be in particles.dat.

McHibbins
07-01-10, 02:56 PM
This is the effect you get when your own deck gun shell explodes on a ship right? If it's the one I think you are talking about, it's my shell hit effect from PE4, which is in Partcilcles.dat. I think I may have added a new material for the debris. You shouldn't need zones.cfg, as the Shell Hit Effect should already be there, if that's the one you are talking about.

If you mean the effect when the ship is doomed and explodes of its own accord, then that will be defined in zones.cfg and the effect itself will be in particles.dat.

Thatīs what Iīve found out Nisgeis.
Problem is that canīt use the .dat files from OMEGU and/or RFB since Lurker and/or LukeFF tweaked something more in these files so that I get issues with TMO ( another effect I donīt like in their files is the burning oil after a sinking ship--->too much smoke and a strange fire-effect)

So what I need is how and which parameters in the materials.dat and particles.dat are necessary to tweak to get that DG-effect.

onelifecrisis
07-01-10, 03:51 PM
RSRDC...

I just found out about it. I'm pretty sure that I read in the TMO PDF that TMO does make changes the campaign. Ducimus said it doesn't do anything with the big battles (whereas RSRDC does, I gather) but IIRC general shipping (randomly generated shipping?) is changed by TMO to get some sort of nice middle ground between realism and fun. So, what happens if I add RSRDC to TMO? Ducimus' shipping changes get overwritten by lurker's?

McHibbins
07-01-10, 03:52 PM
RSRDC...

I just found out about it. I'm pretty sure that I read in the TMO PDF that TMO does make changes the campaign. Ducimus said it doesn't do anything with the big battles (whereas RSRDC does, I gather) but IIRC general shipping (randomly generated shipping?) is changed by TMO to get some sort of nice middle ground between realism and fun. So, what happens if I add RSRDC to TMO? Ducimus' shipping changes get overwritten by lurker's?

Yes, Iīm sure of it:shifty:


But...did my first patrol this afternoon and I must say that itīs really fine. Getting 5k Renown (isnīt it a little bit too much?) in the Beginning allows me to buy the first radars. That allows me to get lots of contacts and convoys...too many maybe...but saved me from these nasty flying bastards om the other hand.
:D

Nisgeis
07-01-10, 04:25 PM
Thatīs what Iīve found out Nisgeis.
Problem is that canīt use the .dat files from OMEGU and/or RFB since Lurker and/or LukeFF tweaked something more in these files so that I get issues with TMO ( another effect I donīt like in their files is the burning oil after a sinking ship--->too much smoke and a strange fire-effect)

So what I need is how and which parameters in the materials.dat and particles.dat are necessary to tweak to get that DG-effect.

Is the strange fire effect the 'blocky fire effect'? That's due to not having the right materials.dat.

Find the Deck gun hit effect, then look at the particle generator for that. There's probably going to be a sprite generator and an object generator. The sprite generator will deal with the puff of smoke at the centre of the hit. The object generator will link to an effect that creates the individual debris items (the spider legs). That debris item will have another particle generator attached to it that produces the smoke trail and the objet itself will be a simple object with an invisible material, defined in materials.dat. I think I called the effect 'Nisgeis Bang', if you have a look for that - but it was so long ago, I'm not so sure. If you have a look at the Deck Gun Shell Hit effect, you'll be able to locate the particle generator it uses and from that the IDs of either the graphics (sprites) it uses, or the objects it uses and search in materials.dat for them.

onelifecrisis
07-01-10, 04:38 PM
Okay, thanks McHibbins :ping:

McHibbins
07-01-10, 05:04 PM
Hell....

Nisgeis, Iīve found it....puhh...I think, itīs too much for me. Iīm afraid that Iīm not skilled enough to do that:oops:
It looks like a little effect needs tons of work:x

But many thanks, mate. Maybe iīll try it someday.

Btw: not the blocky fire effect; the fire seems to be..hm..too transparent or too bright and big and the smoke is too dark and thick.



@OLC

Always a pleasure:up:

CoruscatingFox
07-05-10, 03:12 PM
Downloaded and installed 2.0 today - I have to say I'm impressed. I especially like the new nav map. :up:

However, I did notice something odd on a patrol out of Midway that's new to me. Got a radar contact on a small convoy heading WNW away from me just south of Hokkaido. As I turned to intercept, this radar contact disappeared and was replaced with a single contact about 1/3 the distance away as the original one. The contact seemed stationary. After I closed and submerged, I found this... (apologies for the darkness of the screens)

Image 1
(http://img202.imageshack.us/img202/8033/sh4img20100705152116796.png)
Image 2 (http://img714.imageshack.us/img714/3804/sh4img20100705152136625.png)

A Zinbu Maru sitting on top of the water, its screw happily spinning away but going nowhere. Luckily, a couple shallow magnetic fish seemed to be enough to permanently disable its magic levitation powers. :O:

This is the area it occured (the date was June 22, 1943): Image 3 (http://img202.imageshack.us/img202/3407/sh4img20100705152031000.png)

I'm currently running the following mods -

TriggerMaru_Overhaul_2
TMO_Easier_AI
TMO_Alt_engineSounds
TMO_Aft_deckguns
TMO Airstrikes (just a minor AirStrike.cfg change to tone down aircraft)

Again, I've never seen this before in previous versions of TMO, so I don't know if it's a random fluke or something on my end, but just in case I thought I'd share it.

Bubblehead1980
07-05-10, 04:21 PM
duci, making some changes to the japharbortraffic.mis file via the ME, want to add ships in places like Namkwan Harbor, Cam Rahn Bay etc.I know they dont have facilities in the game but want ships at anchor to show up in campaign .I opened the file and figured out how I need to set it.My question is should I open and save the file as random layer or scripted etc? Thanks in advance.

Javelin
07-06-10, 05:39 AM
Using TM 2.0 and find that when in either F5 or F6 map modes, I have no bearing and range circles when zooming in . Is this because of 2.0 or a problem with my install.

McHibbins
07-06-10, 07:27 AM
Pleased with Ducimus traffic but Iīll try RSRDC next campaign. What aspects of TMO Iīm going to loose ? I Think I must again install Danurves extra messages but this is no prob since it is only a small txt.file.
How about these "gamey option flotillas" like Task Force Midway or TF Freemantle ? Are the airfields still marked on the NavMap ?


Edit : Loosing performance and CTD near TRUK. Is it a known problem ?