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OmegaMan
07-06-10, 09:28 AM
Pleased with Ducimus traffic but I´ll try RSRDC next campaign. What aspects of TMO I´m 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 ?
See: http://www.subsim.com/radioroom/showthread.php?t=171143
Regards
Jan Kyster
07-06-10, 01:31 PM
:o I... I... I lost her!
Just east of Marshall Islands, april 43, lots of water under the keel.
Intercepted this small convoy:
http://i189.photobucket.com/albums/z15/subject_rod/Death-01.jpg
Managed to get three hits in troop transporter, the escorts ahead got two and one torp sent after them, but they both evaded... we went down to 150 meter and was well clear of the area before they were on the spot. Torps were launched at some 3200 meters... The closest any of the escorts came to us was some 6-800 meters and as they began their search, I started to receive damagereports... Hull damaged... bulkheads... death! :o
Did they have secret weapons? Did we go too deep?? Never had troubles going to 150 meter before - and we had no damage before the incident.
So... what happened?
The final resting place...
http://i189.photobucket.com/albums/z15/subject_rod/Death-02.jpg
Edit: it was the USS Silversides btw., as in sig, but not so lucky. A Gato-class.
AVGWarhawk
07-06-10, 01:45 PM
I have run into this twice in stock and modded game. The men start yelling this and that is damaged. The boat is doomed. I'm not sure what causes this but it has been a known issue since the game was released.
McHibbins
07-06-10, 02:41 PM
Same happened to me few weeks ago with RFB and RSRDC ! First I thought I was hit by my own Torp ( "Kreisläufer" in german).
Some german boats were lost of this reason. Don´t know if some Fleetboats too.
Nisgeis
07-06-10, 02:42 PM
Is that caused by hitting a mine?
AVGWarhawk
07-06-10, 02:43 PM
I do not believe so. This happened in the open ocean. Basically you are surrounded and your sub just implodes. This has happened since release. Not often though.
Same happened to me few weeks ago with RFB and RSRDC ! First I thought I was hit by my own Torp ( "Kreisläufer" in german).
Some german boats were lost of this reason. Don´t know if some Fleetboats too.
Tang and Tullibee were lost to their own torpedoes. There may have been more, but those are the two that were confirmed by survivors.
Hi, using TMO2 + RSRD during campain at Fremantle after upgrade Sargo with conning tower ver. 2 (at the end of august '42) i can't use surface radar it is present in uboat slot but the buttons a greyed out and is not working at all (can't turn on/off)
Anyone come across such thing?
Cheers
fitzcarraldo
07-07-10, 08:38 PM
1 - I want to change the name of my sub (for example: "barracuda"). Is there some way to make that?
2 - I want to select the sub for my campaign (the name of the sub, for example "Tang"). I know the PTC, but it isn´t compatible with TMO 2.0 (or yes???). Is there some way to make this change of sub for the campaign?)
I use SH4 1.5 plus TMO 2.0 plus RSRD campaign mod.
Many thanks!
Fitzcarraldo :salute:
Bubblehead1980
07-07-10, 10:42 PM
Hi, using TMO2 + RSRD during campain at Fremantle after upgrade Sargo with conning tower ver. 2 (at the end of august '42) i can't use surface radar it is present in uboat slot but the buttons a greyed out and is not working at all (can't turn on/off)
Anyone come across such thing?
Cheers
When in port you need to equip your boat with SJ radar.A huge oversight but devs is not making the radar set absent until your select it, always irritated me. When in port, go to upper left hand and click on midd icon its a bit of circle, should see SJ radar, click and drag into the radar slot on the equip screen, costs around 700 renown i believe
Roger Dodger
07-08-10, 12:09 AM
1 - I want to change the name of my sub (for example: "barracuda"). Is there some way to make that?
2 - I want to select the sub for my campaign (the name of the sub, for example "Tang"). I know the PTC, but it isn´t compatible with TMO 2.0 (or yes???). Is there some way to make this change of sub for the campaign?)
I use SH4 1.5 plus TMO 2.0 plus RSRD campaign mod.
Many thanks!
Fitzcarraldo :salute:
Once you have been assigned to a sub, you're stuck with that name. There is a workaround that will give you a better chance of getting the sub name you want. The game seems to default to the first sub in the list (usually), so you need to exchange names BEFORE you are assigned that class. Here's an example:
You want to get the USS TANG (SS 306), which is a Balao Class sub. Normally you will get assigned to the USS BALAO (SS 285) - Unit 1 on the list. GOTO the folder Data\Roster\American\Submarine and locate the cfg files for all the sub classes. Double-click on SSBalao.cfg file to get it into a text processor (like notepad). look down and find a list of units. You should see:
[Unit 1]
Name=USS Balao (SS-285)
DOC=19430101
DOD=19460820
and
[Unit 16]
Name=USS Tang (SS-306)
DOC=19431015
DOD=19441024
Just swap the names and numbers (cut and paste), and save the file. Don't mess with the Date of Commissioning (DOC) or Date of Decommissioning (DOD) - that might confuse the program.
NOTE: This method isn't Fail-Safe, but it gives you a better chance of getting the name you want. Again, this must be done BEFORE you are assigned your new sub.
Hope this was helpful.
God Bless Electric Boat!
CoruscatingFox
07-08-10, 12:24 PM
Hmm. So, I've been playing it some more since my last post. Started playing a new career out of Manila in an S boat. No problems at all for the first patrol and most of the second. I'm really liking many of the subtle changes since TMO 1.9.
In the middle of the second patrol I got the radio message stating that the Asiatic Fleet was relocating to Fremantle as usual. Continuing the patrol, two weeks later in game time I noticed that the home port icon on the nav map still was at Surabaya. No biggie, it takes a while to update normally. However by the time I was heading home in February 1942, the home port icon was still there. Fearing that I'd run into a bunch of angry Japanese at Surabaya, but not wanting to go all the way to Fremantle for no reason, I saved before heading in to the port. It gave me the option to refit/end patrol. Huh.
When I started the next patrol it gave me the initial objective of "Photo recon of Surabaya harbor" (!) Again fearing I'd spawn in the middle of bunch of enemy ships, I started outside the harbor... but when I headed back in it was full of friendly ships, with no apparent way to complete the objective. The "take photo" icon was greyed out no matter what (probably because they were friendly). Something's not right here - even if the port was supposed to be friendly still (Feb '42...), that objective wouldn't make sense.
Image 1 (http://img4.imageshack.us/img4/175/sh4img20100708130038974.png)
Image 2 (http://img692.imageshack.us/img692/5135/sh4img20100708130114787.png) (note the Omaha Light Cruiser in the background)
Running the same mods as last time, minus the "alt engine sounds". Starting to seem to me like something is wrong with my campaign, but I don't really want to reinstall if it isn't going to change anything. Is this normal? :dead:
McHibbins
07-09-10, 03:47 PM
Why do I loose my Surface Search Radar if I get an new conning tower ? :stare:
I´ve bought it in the port with renown, but it isn´t there .
Ducimus
07-09-10, 03:54 PM
Why do I loose my Surface Search Radar if I get an new conning tower ? :stare:
I´ve bought it in the port with renown, but it isn´t there .
I do understand that once a refit is done, for whatever reason i havent figured out yet, the game defaults to basic equipment, forcing you to "repurchase" upgrade items again.
A minor annoyance in my book, but if your telling me that said items don't work even after "repurchasing" them, , then i'll have to look into that. If this is the case, i need to know:
- Calender date in game?
- What boat?
- What tower did you have? What tower did the game give?
- What equipment did you have?
- Is the equipment being placed on the boat? or is it just simply gone?
McHibbins
07-09-10, 04:21 PM
03 November 1942
USS Skipjack (SS184) Salmon Class
Version 1 ---> Version 2
Improved SD Radar; SJ-Radar (missing); twin Oerlikon
The equipment was REPLACED ´cause I´ve had to purchase it again as you said. But that doesn´t matter : new tower-->new equipment--->make sense.
And I have something to do with my earned renown.:03:
But if I´m leaving the base, only the sj-radar is missing. Screens are black and the equipment is also not rendered in 3d-view
Sabotage eh ?:O: Or maybe there´s a thief onboard ?
Edit:
Mods in use :
TMO 2.0
NavMapMakeOver
My own soundmod
TMO sample emblem
Ducimus
07-09-10, 04:38 PM
Ok, added it to my list of things to look at later.
I can't say this will be anytime soon. I've got a full plate currently.
McHibbins
07-09-10, 05:01 PM
Doesn´t matter mate.
This mod is coming up with so many nice stuff, that this is a minor issue for me.
Makes a hard game (with your mod) even harder....which is nice for me:D
Playing TMO 2.0. using F4 screen view I panned around but there was no lookout figures showing. Went to F7 Crew view and the top horizontal bar for the deck crew is not full, but crew members appear okay. Is there a command to get the lookouts up to their posts?
fitzcarraldo
07-16-10, 01:25 PM
Once you have been assigned to a sub, you're stuck with that name. There is a workaround that will give you a better chance of getting the sub name you want. The game seems to default to the first sub in the list (usually), so you need to exchange names BEFORE you are assigned that class. Here's an example:
You want to get the USS TANG (SS 306), which is a Balao Class sub. Normally you will get assigned to the USS BALAO (SS 285) - Unit 1 on the list. GOTO the folder Data\Roster\American\Submarine and locate the cfg files for all the sub classes. Double-click on SSBalao.cfg file to get it into a text processor (like notepad). look down and find a list of units. You should see:
[Unit 1]
Name=USS Balao (SS-285)
DOC=19430101
DOD=19460820
and
[Unit 16]
Name=USS Tang (SS-306)
DOC=19431015
DOD=19441024
Just swap the names and numbers (cut and paste), and save the file. Don't mess with the Date of Commissioning (DOC) or Date of Decommissioning (DOD) - that might confuse the program.
NOTE: This method isn't Fail-Safe, but it gives you a better chance of getting the name you want. Again, this must be done BEFORE you are assigned your new sub.
Hope this was helpful.
God Bless Electric Boat!
Many thanks! Works fine for me. Now making a campaign with Tang (my election).
Regards.
Fitz :salute:
fitzcarraldo
07-16-10, 01:31 PM
A couple of questions:
1 - If I disable via JSGME the RSRD campaign, the TMO 2.0 returns to original state?
2 - I try Fall of the Rising Sun mod, but I have a rare problem in the ports and bases: ever a ship is in flames and the smoke is too dense, the FPSs (normal in my PC: about 55-60), down to 12 or 10 fps!!! In some cases, if I try to close with my sub the ship in flames, the SH4 (plus FOTRS only) go to CTD...:down:
Many thanks.
Fitz :salute:
Ouch! Is it a common thing for TMO crews that they can't spot enemy warships in time ?
I was traveling under 512x time compression because dawn was already breaking. Wind speeds 9(m/s?), no clouds, no fog. All of the sudden I get the 'we're under attack' message and our ship is taking damage. So I ran onto the brigde and see two small japanese destroyers closing in (Wakake). At maybe a handful of thousand yards. Still, when I asked my crew nobody was able to see them at first. Really weird.
I eventually managed to escape but my question would be whether I should expect more of such unpleasant and strange surprises. Again, visibility was just fine and my crew couldn't spot anything until they fired at us several times. The deck watch bar in the crew management screen is filled with green, nobody was really tired or anything.
Thanks, i.
Bubblehead1980
07-20-10, 03:36 PM
which version of TMO are you using? I had that happen a bit in TMO 1.8 when Ducimus made your crew less eagle eyed, little too less eagle eyed, but havent had that problem since.Dont think itll be a common thing for you.
For me it happened in TMO 2.0.
Maybe it had something to do with the crew being tired. But the fatigue was only at around 20-30 points.
seaplate hitman
07-20-10, 10:19 PM
if no AI easy mod
how can we escape? when i meet a fleet, always be surrounded by Japan Destroyers.
The number of Enemy Destroyer is 4 in general,They have fast speed.
The submarine of Gato i played can only dive 91 meter .
Japan navy can find me easily.
Can you give me some advice for escaping?
Hm, ok, next question:
Is it a usual thing that planes crash into the water while making their bombing run on a submarine ? :DL
Roger Dodger
07-21-10, 04:26 PM
Hm, ok, next question:
Is it a usual thing that planes crash into the water while making their bombing run on a submarine ? :DL
I had to refuel at Manila before I could make it to Java (very early war, obviously). Manila was under air attack as I approached, and I instantly became a target. My AA gunner managed to bring down three aircraft going into Manila, and an additional two upon leaving. I managed the safety of the open ocean with only minor damage.
To answer your question: YES! If, and only if, your AA Gunner is any good!
Personally, I prefer to Crash Dive whenever an aircraft appears on my RADAR. I really don't feel comfortable with duking it out with aircraft in so vulnerable a craft as a submarine.
Best wishes and good hunting!
God Bless Electric Boat
True, I also prefer to dive instead of dishing it out on the surface with a plane. But that was at the very first patrol of this career and I didn't have AA radar, so the plane was detected too late for a dive.
It probably got hit by the AA gun but it got its bombs off nonetheless. Then it started its awkward movement down to the water, almost as if the pilot was too aggressive on his attack run. It didn't even burn at that point.
Oh and btw, the gunner is around half-good I would say but that seems more or less sufficient then :D
keltos01
07-22-10, 03:16 AM
True, I also prefer to dive instead of dishing it out on the surface with a plane. But that was at the very first patrol of this career and I didn't have AA radar, so the plane was detected too late for a dive.
It probably got hit by the AA gun but it got its bombs off nonetheless. Then it started its awkward movement down to the water, almost as if the pilot was too aggressive on his attack run. It didn't even burn at that point.
Oh and btw, the gunner is around half-good I would say but that seems more or less sufficient then :D
What you describe Sir is a Kamikaze attack !
keltos
What you describe Sir is a Kamikaze attack !
keltos
With a 4-propeller plane ? I read of those Zekes doing that, though.
I have to admit, I didn't think of that until now...
Ducimus
07-22-10, 07:25 PM
Plane's will be fixed.
edit:
Infact im overhauling the entire "schema" with planes.
Long story short, i learned some things working on Nine Delta two. (http://www.subsim.com/radioroom/showthread.php?goto=newpost&t=171443)and I saw some areas here that could be improved in TMO.
Combine that, with Vickers and Captain America's work, and Nisgesis radar mod, and it spells out another update to TMO.
No ETA, and no teasers. Im not working in full swing right now, but casually. Conserving my "strength" for when vickers and CA are done with their interiors.
Ducimus
07-26-10, 04:30 PM
Tentative plan's for an update:
- Updates to the interior's, a couple items i finally figured out how to do, and some bug fixes are the chief cause.
* In preparation for new interior mods, "Hogan's alley" will be renamed to "After Battery" and will become part of the normal watch rotation. This is to facilitate the ability to render more crewman in 3d per watch rotation. This does not indicate that the After battery area will be rendered in 3d.
*Battery endurance and recharge times made more true to life. This change will be universal and apply to all fleet boats. Submerged endurance will be 96NM @ 2 knots. Battery recharge times for a full charge will be 7 to 9 hours. (i don't know which number to use. Help anyone?)
Notes:
- The engine's will not always be on. If your sitting at all stop, your engines will no longer consume fuel.
- When recharging batteries, your top speed will be reduced. (as it should)
- One prop will be stopped while underway and charging batteries as if on a direct drive. Nothing i can do to fix that.
* Engine exhaust will be reworked. It will be more visible, and if at 0 kts speed, no exhaust will be seen.
* AA and deck gun crews will wear helmets.
* It is planned to fix the lag in Truk Harbor
* It is planned to fix radar upgrade shennanigans.
*it is planned to fix harbor patrols. I Found out why they weren't spawning. No more easy harbor raiding should be the result.
*total overhaul on aircraft and spawn frequency.
*It is planned to see if increasing normal cruising speed from 10 kts to a more realistic 15 knots is feasible.
NO ETA. Doing a little bit at a time, whenever the itch strikes me. I won't feel rushed until new interiors are released, and on that there is no ETA either, and even if i knew, it wouldn't be my place to say.
SgtPotato
07-26-10, 05:42 PM
I'm little bit confused about conning tower upgrades.
My sub is USS Trout, a Tambor class fleet submarine, and I've finished four patrols from the beginning of the war to Nov. 1942. I got 59,913 tonnage in total and still, I didn't get a conning tower upgrade. I might misread the manual that it said, must be 4 war patrols at least to get a upgrade or a new sub. I've been told that the tambor class was never upgraded.
Tentative plan's for an update:
- Updates to the interior's, a couple items i finally figured out how to do, and some bug fixes are the chief cause.
Do you have any plans to include the 3D TDC/Radar into TMO, or is that out of your hands?
Lt commander lare
07-26-10, 11:24 PM
Hello im trying to play trigger maru 2.0 and whenever I try to start a new campaign I select midway and start the game the red bar moves halfway across the screen it says find em chase em sinkem and then there is a ding and the game freezes can anyone help thanks. ps this is the only mod installed via jsgme
lt commander lare
Tentative plan's for an update:
- Updates to the interior's, a couple items i finally figured out how to do, and some bug fixes are the chief cause.
* In preparation for new interior mods, "Hogan's alley" will be renamed to "After Battery" and will become part of the normal watch rotation. This is to facilitate the ability to render more crewman in 3d per watch rotation. This does not indicate that the After battery area will be rendered in 3d.
*Battery endurance and recharge times made more true to life. This change will be universal and apply to all fleet boats. Submerged endurance will be 96NM @ 2 knots. Battery recharge times for a full charge will be 7 to 9 hours. (i don't know which number to use. Help anyone?)
Notes:
- The engine's will not always be on. If your sitting at all stop, your engines will no longer consume fuel.
- When recharging batteries, your top speed will be reduced. (as it should)
- One prop will be stopped while underway and charging batteries as if on a direct drive. Nothing i can do to fix that.
* Engine exhaust will be reworked. It will be more visible, and if at 0 kts speed, no exhaust will be seen.
* AA and deck gun crews will wear helmets.
* It is planned to fix the lag in Truk Harbor
* It is planned to fix radar upgrade shennanigans.
*it is planned to fix harbor patrols. I Found out why they weren't spawning. No more easy harbor raiding should be the result.
*total overhaul on aircraft and spawn frequency.
*It is planned to see if increasing normal cruising speed from 10 kts to a more realistic 15 knots is feasible.
NO ETA. Doing a little bit at a time, whenever the itch strikes me. I won't feel rushed until new interiors are released, and on that there is no ETA either, and even if i knew, it wouldn't be my place to say.
That sounds good, looking forward to an update in the future :up:
the red bar moves halfway across the screen it says find em chase em sinkem and then there is a ding and the game freezes
The ding may be a windows warning that the game is looking for a file it cannot find.
When the game hangs, alt-tab out of it and see if there is a warning dialog telling you what the missing file is.
That may give us a clue as to what the problem is.
If I had to take a guess, I'd say a corrupted download possibly?
Ducimus
07-27-10, 05:00 AM
Tentative plan's for an update:
Notes:
- The engine's will not always be on. If your sitting at all stop, your engines will no longer consume fuel.
- When recharging batteries, your top speed will be reduced. (as it should)
- One prop will be stopped while underway and charging batteries as if on a direct drive. Nothing i can do to fix that.
Nevermind that part.
http://forum.kickinbak.com/viewtopic.php?f=70&t=2054
Jan Kyster
07-27-10, 05:14 AM
Hello im trying to play trigger maru 2.0 and whenever I try to start a new campaign I select midway and start the game the red bar moves halfway across the screen it says find em chase em sinkem and then there is a ding and the game freezes can anyone help thanks. ps this is the only mod installed via jsgme
lt commander lareCould be movies being sized 0 bytes? Try delete them in data\movies\intro
Or... if running Vista/Win7, lack of dx9?
Lt commander lare
07-27-10, 10:08 AM
The error message that im getting is as follows
file not found:data/menu/gui/recmanual/covflagredcross.dds can anyone help me with this or is there a solution to this message thanks im getting this with stock as well.
Lt Commander Lare
Jan Kyster
07-27-10, 11:14 AM
Check this: http://174.123.69.202/~subsimc/radioroom/showpost.php?p=1088251&postcount=153
Looks like residue from other mod? FOTRS?
Lt commander lare
07-27-10, 04:56 PM
Thanks for the help it didnt work with deleting the file but when I uninstalled the game and reloaded it it was taken care of thanks for the help im back in action with tmo.
Lt Commander Lare
gollum65
07-28-10, 12:31 PM
Forgive me if this has been answered but it's hard to search a 170 page thread without a "search thread" function. I just installed TMO + RSRDC yesterday and I'm on my first mission. While exploring the boat I found the visual and command shortcuts to go to silent running. Problem is I can't figure out if we're at silent running (the button doesn't light up) and I can't seem to secure from silent running. What am I missing?
Thanks.
You should be able to see a small icon in the top right corner of your screen that looks like an ear. This means you're currently on silent running.
And to the forum search: although there is no 'search this thread' function here, you can let the search function display the results as posts instead of threads. That makes it at least a bit easier sometimes.
Ducimus
07-28-10, 10:17 PM
Question to regular/avid users of this mod.
I'm contemplating taking the aircrafts ability to visually detect submerged objects, and making that as a separate visual sensor that will come into play later in the war (maybe late 44) to sort of represent the advent of Japanese MAD gear. If i did so, the threat aircraft are becomes greatly reduced, so i have to ask: would anyone miss the "evil airplanes" for most of the war?
virtualpender
07-28-10, 10:50 PM
Ducimus - one vote for a conditional no. Anyway to have a decent chance of detection at 75 feet and some chance of detection at 125 feet? The detecting at 150 feet is a bit much for me but like the idea of it being modeled to represent MAD gear.
Roger Dodger
07-29-10, 12:23 AM
I just tried to install 3D TDC and Radar Range Unit. From what I had been reading on the other thread about this mod, it sounds really kool. Note that I am using only TMO and RSRDC in my MOD list. Also, the MOD hasn't been noted as being compatable, but Ducimus said that it shouldn't cause any problems (I think I read that right).
I installed the MOD (in port), then tried it out using the 'Single War Patrol' #1 (Pogey). The TDC and RADAR came right up, and seem to be working together OK. Then I tried using the Radio/Convoy pull-down map, and all that would show was the extreme lower left corner of the map - no radio at all, just the corner of the map. TMO does change the UserRadio.dds file (verified by loading Convoy Map for TMO + RSRDC ), but the 3D TDC MOD has nothing to do with that particular file.
I disabled the 3D TDC mod, and loaded up again. The Radio/Convoy Map work just fine (either the TMO or the RSRDC model). I tried several times more, always with the same result.
Has anyone else noticed this behaviour, or am I just unique?
Question to regular/avid users of this mod.
I'm contemplating taking the aircrafts ability to visually detect submerged objects, and making that as a separate visual sensor that will come into play later in the war (maybe late 44) to sort of represent the advent of Japanese MAD gear. If i did so, the threat aircraft are becomes greatly reduced, so i have to ask: would anyone miss the "evil airplanes" for most of the war?
This is my first TMO game. On the first patrol I didn't have SD radar and airplanes spotted me before I got to safe depths. But since I have SD I just dive as soon as I get the contact to 90-120ft. and never got spotted so far, anymore.
Maybe I didn't experience the usual TMO-evil in airplanes yet. Or it just won't too much of a difference if they cannot spot a submarine beneath the surface for now.
. . . Then I tried using the Radio/Convoy pull-down map, and all that would show was the extreme lower left corner of the map - no radio at all, just the corner of the map.
Answered in the Map thread.
gollum65
07-29-10, 04:58 AM
You should be able to see a small icon in the top right corner of your screen that looks like an ear. This means you're currently on silent running.
And to the forum search: although there is no 'search this thread' function here, you can let the search function display the results as posts instead of threads. That makes it at least a bit easier sometimes.
Thanks very much.
jahlmeen
07-29-10, 05:37 AM
Just wondering, is there any kind of realistic sinking modded in now? Compatible with TMO? I dont find the game quite enjoying without the unpredictable experience you get with realistic sinking:up: And TMO of course!
Ducimus
07-29-10, 05:01 PM
I'm not gonna go into a long drawn out explanation, but the bottom line is fog settings in the scene.dat, fog factor in sensors.cfg, range factor in sensors.cfg, and some quirks in the world rendering in SH4.
Just FYI, loading an environmental mod over TMO will create some really myopic watchman.
Question to regular/avid users of this mod.
I'm contemplating taking the aircrafts ability to visually detect submerged objects, and making that as a separate visual sensor that will come into play later in the war (maybe late 44) to sort of represent the advent of Japanese MAD gear. If i did so, the threat aircraft are becomes greatly reduced, so i have to ask: would anyone miss the "evil airplanes" for most of the war?
I've been running RFB lately, but I might go back to TMO again soon for a while. That said, I like evil airplanes.
BTW, when I was thinking about modding in MAD planes, a visual node didn't seem like the best way to me for a couple reasons:
1. nighttime use.
2. changes in visual conditions that would not affect MAD.
My idea was to use an active sonar unit, but remove the ping sound from it since there is no real way to mitigate MAD signatures. The idea would be to make it so very short ranged (a couple hundred feet, perhaps) that the planes would have to be at minimum alt to detect your boat.\ at any depth. They'd then need to fly patterns. My idea there was to set them up in some sort of zig zag pattern over likely areas. Many ZZs, but very long legs per side.
So fly ENE for 20km, then WNW for 20km, then ENE, etc. At 100ft alt :)
Ducimus
07-29-10, 10:37 PM
I've already hashed out a bunch of changes. I haven't made a changelog yet, but i think it's gonna be a big one.
I may need a guinea pig or two to test some of it out, but nothing will be published until Captain America is done with his work. He's the whole reason i went back to work on TMO. This is all... preparatory work done in anticipation of his. So when he's done, i'll be ready to go. Naturally i've gone overboard with this prep work. Compulsive Tweaking Disorder got the better of me.
Randomizer
07-29-10, 11:13 PM
Question to regular/avid users of this mod.
I'm contemplating taking the aircrafts ability to visually detect submerged objects, and making that as a separate visual sensor that will come into play later in the war (maybe late 44) to sort of represent the advent of Japanese MAD gear. If i did so, the threat aircraft are becomes greatly reduced, so i have to ask: would anyone miss the "evil airplanes" for most of the war?
Just $0.02 but I have no issues with the Imperial Japanese air arm's as portrayed in TMO; from a sub's point of view all aircraft are evil. But to ask a question - was MAD positively attributed to the loss of any US boats? I did some casual checking and couldn't find anything but won't take that as decisive.
Ducimus
07-29-10, 11:43 PM
But to ask a question - was MAD positively attributed to the loss of any US boats? I did some casual checking and couldn't find anything but won't take that as decisive.
Only one documented incident where MAD almost did that i know of, or at least, the only incident where a sub is confirmed to encounter it.
If you read this book:
http://www.submarinebooks.com/TakeHerDeepNew.htm
Galantin goes into detail on the incident. The Halibut was nearly lossed. The conning tower was so badly "dished in" it had to be abandoned according to Galantin in his book. The damage to the boat was so great, that it was more economical to scrap the boat then fix it. (which they did.. . scrapped the boat) There was a detailed damage report online somewhere but i can't find it at the moment. So you'll have to suffice with this:
http://www.ibiblio.org/hyperwar/USN/rep/WDR/WDR58/WDR58-I.html#SS-232
Randomizer
07-30-10, 12:51 AM
Only one documented incident where MAD almost did that i know of, or at least, the only incident where a sub is confirmed to encounter it.
Thanks for the links. Evidence for MAD detection seems a bit thin in that account though, detected by aircraft while operating against a convoy at periscope depth, the boat may have been spotted visually or even had the shears broach (pure speculation but not impossible). Always a bit suspicious of the target's take on how they were detected in the absence of any corroborating evidence from the attackers. Detection by a 'secret weapon' makes a nice cover for a botched approach but I tend to be skeptical of first-person accounts of most things.
Anyway, TMO is outstanding as is (in my opinion) in case you can overcome your Compulsive Tweaking Disorder. Good luck with that.
Best Regards.
Ducimus
07-30-10, 03:56 AM
Thanks for the links. Evidence for MAD detection seems a bit thin ...
Im getting the impression your skeptical of the Japs had MAD at all.
A couple links to post war interregation reports:
http://ibiblio.org/hyperwar/AAF/USSBS/IJO/IJO-48.html
http://ibiblio.org/hyperwar/AAF/USSBS/IJO/IJO-74.html
Root index for a bunch here:
United States Strategic Bombing Survey
[PACIFIC]
NAVAL ANALYSIS DIVISION
Interrogations of Japanese Officials
OPNAV-P-03-100
http://ibiblio.org/hyperwar/AAF/USSBS/IJO/index.html
Randomizer
07-30-10, 10:08 AM
Im getting the impression your skeptical of the Japs had MAD at all.
Skeptical only as it applied to the Halibut narrative and without corroboration from the Japanese side..
They certainly had MAD, no doubt it worked and I understand that the Japanese version was superior to that of the USN in a number of respects. I am skeptical that a submerged submarine can be certain of how it was located without reference to the locator's account.
MAD, like imaging infrared in Nazi Germany, were technologies where the Axis was equal or better than that of the Allies. The numerous accounts of U-Boats believing that they had been located by some sort of infrared device disguised the existance of centimetric radar since it was assumed that Allied also had infrared technology. In this particular case knowing of MAD and knowing that the Japanese had it as well might affect impartial analysis of how initial detection was actually achieved.
Whether detected by MAD or visual the Japanese attack on Halibut was certainly accurate and devastating so attributing it to some technological advantage is not unreasonable from the target's point of view. The assumption that MAD was a factor in detecting Halibut may be accurate or not, I do not claim to know for sure but I doubt that a submerged submarine lacking the ability to detect low-flying aircraft would be in a position to know either.
This is my first TMO game. On the first patrol I didn't have SD radar and airplanes spotted me before I got to safe depths. But since I have SD I just dive as soon as I get the contact to 90-120ft. and never got spotted so far, anymore.
Maybe I didn't experience the usual TMO-evil in airplanes yet. Or it just won't too much of a difference if they cannot spot a submarine beneath the surface for now.
oh, there are evil airplanes. beware - above all - of these coming in pairs (fogive me, i just know they mean most certain death, not what their names are). even with SD radar and emergency dive, i get to 80 - 100 ft. max before they bomb me with deadly accuracy, for they show up in about 8k distance, and their course is most likely dead on my position
i get the feeling, thou, i encounter more of these ("angels of time compression") when i use the TC near (about up to 150 miles) to imperial bodies of land. try it - i wonder if this is just a coincidence.
Mescator
08-02-10, 10:32 AM
Posted this on the Ubi forums, but i realize these forums are significantly more active, so here goes;
Much love for the work you've put into TMO over the years, it's a fantastic mod. Just a query, how would i go about maintaining TMO Plane behavior and rarity (Can attack shallow depth subs, accurate with bombs) with RSRDC?
I finished a campaign with both and i'd like to restore planes to their TMO level of threat and rarity to make it a bit more diverse. I had a brief look at the game files, but not all of the planes have a .cfg with em and they vary from mod to mod, so if anyone could point me to the relevant files i'd be very appreciative!
Jan Kyster
08-02-10, 05:17 PM
You'll find some notes from the horses mouth here http://www.subsim.com/radioroom/showthread.php?t=124138
As far as I understand it, RSRD doesn't tinker with gamesettings. Meaning you'll be running stock SHIV if you "only" use RSRD. If you want TMO settings, enable RSRD after TMO... see first post in the RSRD thread.
Mescator
08-02-10, 11:03 PM
You'll find some notes from the horses mouth here http://www.subsim.com/radioroom/showthread.php?t=124138
As far as I understand it, RSRD doesn't tinker with gamesettings. Meaning you'll be running stock SHIV if you "only" use RSRD. If you want TMO settings, enable RSRD after TMO... see first post in the RSRD thread.
Thanks for that link. I remember reading a while ago that RSRDC overwrites the plane's (And the mod manager confirms there's interaction with the plane files) although i could be wrong. Regardless, i'm using the TMO Compatible version. I even went periscope depth to try antagonize them in crystal clear water and nada.
Still, that thread was very helpful. I'll fire up the mod that was posted. Thanks for the help!
Edit: Bah, download link is dead. Any ideas?
Ducimus
08-03-10, 04:14 AM
Nothing fancy. Courtesy of copious amounts of miller light with a shot or two captain Morgan. Got a little captain in ya?
http://www.ducimus.net/sh415/preview/nothing_fancy_01.jpg
http://www.ducimus.net/sh415/preview/nothing_fancy_02.jpg
http://www.ducimus.net/sh415/preview/nothing_fancy_03.jpg
http://www.ducimus.net/sh415/preview/nothing_fancy_04.jpg
And yes, that ahead standard is 15 knots. Come to find out, the only reason why 10 knots is the most fuel effiecient is because that's what was commonly accepted since SH3, but it's not true. It's what you set it at, based on surface endurance. If you say 15000 NM @ 10 knots, then 10 knots is your most fuel effieient. If you say 150,000 NM at 15 knots.. then 15 knots becomes your new sweet spot. Granted you could get more range by going at 10 knots, but since fleet boats cruised faster then 10 knots, and the pacific is the worlds largest ocean, 10 knots sucks balls, quite frankly.
Scuse me while i finish this beer. (http://www.youtube.com/watch?v=qGyPuey-1Jw)
http://www.ducimus.net/sh415/preview/nothing_fancy_04.jpg
Wow.
Just - Wow :o :DL
And yes, that ahead standard is 15 knots. Come to find out, the only reason why 10 knots is the most fuel efficient is because that's what was commonly accepted since SH3
Maybe that's not the only reason 10 knots has become the most commonly accepted figure for good fuel efficiency.
Every source I've seen (not just Wikipedia!) quotes a fleetboat range of 'something miles @ 10 knots'.
The mileage varies a little, depending on which source you are looking at, but they all consistently quote the 10 knots figure.
Maybe that's where we got the 10 knots magic number from?
Having said that, I am looking forward to cruising around the PTO with a bit more dash.
Out of interest, what sort of range are we going to be getting at 15 knots?
Mescator
08-03-10, 05:10 AM
Have you tried here on SubSim? In the Download area? Seems to work for me... :hmmm:
I had a look there before i posted of course :)
Could only go back to 08 in the downloads and the thread was around in 07, so i was unable to find it.
Jan Kyster
08-03-10, 06:33 AM
Every source I've seen (not just Wikipedia!) quotes a fleetboat range of 'something miles @ 10 knots'.All patrol reports I've read this far mentions 12 and 15 kts as "standard" speeds - with loads of high speed chases at +17 kts.
At the end of each patrol report is a summary of fuel spent and mileage travelled... Great reads, btw. :ping:
I had a look there before i posted of course :)There's no such thing as "of course" around here! http://i189.photobucket.com/albums/z15/subject_rod/smilies/biggrin3.gif
Release thread: http://www.subsim.com/radioroom/showthread.php?t=123467
RSRDC_TMO_V502.7z for TMO 1.8/2.0: http://www.subsim.com/radioroom/downloads.php?do=file&id=1414
RSRDC_V5xx_Patch1: http://www.subsim.com/radioroom/downloads.php?do=file&id=1459
Having no trouble downloading the files here, so what's happening at your end? :hmmm:
All patrol reports I've read this far mentions 12 and 15 kts as "standard" speeds
I wasn't disputing the standard cruising speed at all.
Just theorising as to why we may have been using the 10 knot figure for so long.
Jan Kyster
08-03-10, 07:29 AM
I wasn't disputing the standard cruising speed at all.
Just theorising as to why we may have been using the 10 knot figure for so long.No disputing here neither - just butting in :rotfl2:
Forgot the Reports-link: http://wwiiarchives.net/
Mescator
08-03-10, 07:42 AM
There's no such thing as "of course" around here! http://i189.photobucket.com/albums/z15/subject_rod/smilies/biggrin3.gif
Release thread: http://www.subsim.com/radioroom/showthread.php?t=123467
RSRDC_TMO_V502.7z for TMO 1.8/2.0: http://www.subsim.com/radioroom/downloads.php?do=file&id=1414
RSRDC_V5xx_Patch1: http://www.subsim.com/radioroom/downloads.php?do=file&id=1459
Having no trouble downloading the files here, so what's happening at your end? :hmmm:
You misunderstand me. I have TMO and RSRD already, they are fine, however the planes act as they do in Stock. The previous link you sent me was to a thread which contained a standalone mod which recreated the TMO Behaviour. This is what i can't download.
Regardless, i've reinstalled so i'll go out on Patrol and check once i finish learning this Radar thing.
No disputing here neither - just butting in
Ok mate, no worries :DL
Thanks for the reports link, I'll do some reading this afternoon. :up:
Jan Kyster
08-03-10, 10:59 AM
You misunderstand me. I have TMO and RSRD already, they are fine, however the planes act as they do in Stock. The previous link you sent me was to a thread which contained a standalone mod which recreated the TMO Behaviour. This is what i can't download.
Regardless, i've reinstalled so i'll go out on Patrol and check once i finish learning this Radar thing.Ahh! Yes, I'm good at misunderstanding stuff! :oops:
That Ducimus' thread was more meant as a guide to what and how to adjust the AI's behaviour.
Happy Hunting! :up:
Ducimus
08-03-10, 11:59 AM
Maybe that's not the only reason 10 knots has become the most commonly accepted figure for good fuel efficiency.
Every source I've seen (not just Wikipedia!) quotes a fleetboat range of 'something miles @ 10 knots'.
The mileage varies a little, depending on which source you are looking at, but they all consistently quote the 10 knots figure.
Maybe that's where we got the 10 knots magic number from?
Having said that, I am looking forward to cruising around the PTO with a bit more dash.
Out of interest, what sort of range are we going to be getting at 15 knots?
About commonly accepted figures and sources. Yeah i know. The thing is they are ALL a little too general and a little too vague. As stated elsewhere, the acutal cruising speed ranged from 12 to 15 knots if you look at patrol reports. To give credit where it's due, the changes were inspired by this thread:
http://forum.kickinbak.com/viewtopic.php?f=29&t=1620
I just finally got around to , thinking outside the "@ 10 knot box".
Basically here's how i did this.
I made these telegraph changes:
AllStop=0.00
AheadSlow=0.25
AheadOneThird=0.50
AheadStandard=0.75
AheadFull=0.90
AheadFlank=1.00
At 2/3rds your doing 10 knots. At standard your doing... 15ish nots, and full your doing 18 knots, and at flank your doing 19 to 20 knots.
Underwater, ahead slow gives you a 2 knot turn, 2/3rds will give you 4 knots, etc etc. It all works out logically, and the speeds seem to be what i've read in various readings.
Now the thing about the range setting in particular. I custom matched the cruising speed according to the top speed of each boat.
For instance, a Gato has a top speed of 20.25 knots.
Ahead standard is 75% of that speed.
So 20.25 * 0.75 = 15.1875
I rounded this number to the nearest tenth. So the acutal range in the submarine sim files will be 15.19 @ 14138.4 .
Which is about what the navigator will report as being your maximum range at current speed when cruising.
The 14138.4 i forgot how i arrived at that, but it involves accounting for the flat map. This flat map makes things about 25% longer in distances then they are in real life.
So each boats cruising speed WILL be different, and they'll be no need to click around the speed dial trying to get it at EXACTLY whatever cruising speed you think is the most economical. I've already done that internally. Just hit ahead standard and off you go. (besides it is humanly impossible to manually set a speed of 15.19 knots. )
I do realize that at 2/3r'ds the navagator is going to report ALOT more range then what you probably should have, but i figure in thise case, if someones going to cheat, then they'll going to cheat. I don't want to curb cruising speed for the "honest" players because of it. Kinda like ubisoft punishing honest players with their stupid DRM.
And i have a hang over. I need more coffee.
EDIT:
BTW, before i forget, here's how the battery fix will work out.
Test results for underwater endurance:
Traveling at 1/3rd bell which equated to 2 knots under water, i covered a distance of 97.3 Nautical miles. I had used 90/100 of my oxygen, and had 11/100 remaining on the battery. (Note how even the battery and O2 usage ratio is)
Battery recharge test results:
- At 0/5 telegraph, it took 4 hours and 27 minutes to recharge the batteries from 11% to 100%.
- At 3/5 telegraph, (15 kts) it took 8 hours recharge from 11% to 100%.
- At 4/4 and 5/5 telegraph, it took 15 hours and 17 minutes to recharge from 11% to 100%.
As an aside, yes, right now if you sit still at an all stop, your batteries will recharge faster. I never realized that until i tested it.
Ducimus
08-03-10, 12:38 PM
And it will depend on waves. If you ask your navigator for max range, it'll drop dramatically if you're in 15 m/s waves.
yup i know. Your talking to a guy who had this (http://www.subsim.com/radioroom/picture.php?albumid=131&pictureid=784) as a forum sig SH3 and drove type 9's exclusively.
Usually "we" here on the Silversides :D set cruising speed depending on weather.
2/3r'ds telegraph is a viable option. That will bring you down to 10 knots, and you'll have an assload of range reported by the navigator. That's the "cheatin" part to this adjustment, but in context of rough weather... not really cheating i suppose.
Roger Dodger
08-03-10, 02:57 PM
Granted you could get more range by going at 10 knots, but since fleet boats cruised faster then 10 knots, and the pacific is the worlds largest ocean, 10 knots sucks balls, quite frankly.
10 kts/hr is the normal in-port speed so your wake doesn't damage moored boats. It always seemed a little slow for patroling. Ducimus is right - the Pacific is a BIG ocean.
Ducimus
08-04-10, 01:11 PM
I finally got around to writing a change log. No version number yet, nothing's being released for awhile yet, and it will probably see more changes, I'm working on conjunction with Captain America, and the only reason i started, was so i'd be ready to go when hes done with his interiors. As usual however, i got carried away in my preparatory work. No ETA on him either. He's working at his own pace, and he can take as long as he wants as far as im concerned.
//JP airpower changes
- adjusted planes so they don't crash in the ocean when attacking
- Adjusted crew numbers and survival chances.
- changed basic loadout to include bombs/depthcharges as applicable.
- altered visual sensors to disallow underwater detection for most units until october 1944
- Visual sensor that allows underwate detection changed to that of a psuedo MAD. Comes into play in october 1944, and only on planes that would have had MAD.
- changed air traffic spawning frequency. You should now see the fewest planes in the beginning of the war, with more planes spawning in the later war years as Japan steps up its ASW effort. (previously I had it where you saw the most planes at the beginning of the war and the fewest in later years, the premise being to illustrate japans loss of air assets). In both early and late war years you should see substantially less air then in stock.
- changed airbase compositions.
* Large airbases spawn: betty's, Mavis's, Emily's,kates, Lorna's, and Pete's.
* Normal Airbases spawn: Mavis's, emily's, and pete's
* Small airbases spawn: pete's, zero's, and Lorna's
End result is you'll see mostly flying boats, and rarely, maybe never, any zero's.
- Recolored aircraft bomb textures from rusty to gray.
- AirS, and AirB visual sensors surface factor set to 0.
- Created MAD_Visual with surface factor set to -2.5
// Player crew
- Increased variation of possible clothing. I removed the officer shorts from normal wear, and also brought back some long sleeve shirts.
- watch crew will be wearing wet weather head gear more often when it rains now.
- AA and deck gun crews now wear M1 helmet. Also Cleaned up M1 helmet.
- Diving officer of 3rd watch now comes with a vital skill as part of the fix to battery recharge times. DO NOT LOSE HIM, or place him anywhere he might get killed. I also increased his hitpoints to 500, just in case.
// Player Sub
- Pretty sure i fixed issue with SJ radar not working correctly after getting a refit from the 1st early war conning tower, to the 2nd conning tower. This bug effected the Porpoise, salmon, and sargo.
- Changed forward telegraph settings for all boats to be more true to life.
* Ahead 1/3rd is 25% of your engines
* Ahead 2/3rds is 50% of your engines
* Ahead standard is 75%
* Ahead Full is 90%
* Ahead Flank is 100% (Extreme speed ahead anyone?)
- Fixed long recharge times and underwater endurance for fleet boats.
* Traveling at 1/3rd bell which equated to 2 knots under water, a distance of 97.3 Nautical miles is possible, but you'll have used 90% of your oxygen, have 11% remaining on your battery.
* Battery recharge times will vary according to your speed. From all top to 2/3rds it will take roughly 4.5 hours to recharge your batteries. From ahead standard, 8 hours, and from ahead full to ahead flank, 15 and a half hours.
- Increased cruising speed for all fleet boats. Cruising speed now varies by boat type, and is 75% of the boats top speed. (telegraph setting is ahead standard, you do NOT need to try and get the exact speed yourself, the game will do that for you).
* Narwhal now cruises at 12.75 knots
* Porpoise now cruises at 13.5 knots
* Salmon now cruises at 12.75 knots
* Sargo now cruises at 15 knots.
* Tambor/Gar now cruises at 15 knots.
* Gato, Balao, and Tench now cruises at 15.19 knots
No longer do you have to cruise around the worlds largest oceans at what's tantamount to a harbor speed, though you can if you want.
- Fixed visual effect for exahust on fleet boats.
- Fixed sound played by 20MM and 40MM AA guns. They no longer share the same sound.
- Removed "Hogans alley", and added "After battery" to the normal watch rotation. This area serves the same purpose, it's just moved to a different location. Dials will no longer obscure AA gun access at lower resolution. Lower resolution players will however experience some overlap in watch rotations in the crew screen. All crewmembers remain accessible regardless of monitor resolution.
- Moved After battery from the engine room, to the "After battery" compartment.
//Environmental changes
- decreased water transparency.
- increased underwater fog.
// Campaign changes
- Fixed truk harbor lag.
- Fixed naval mines by adding a collesion sphere. (where as before, you had to practiclly drive your boat right through it before it would explode)
- Fixed pearl harbor "In harbor' starting location. You now start where the sub base acutally was, because theirs a sub base there now. No more hooking that big U turn leaving port.
virtualpender
08-04-10, 09:22 PM
Ducimus - have you considered reducing the crew numbers for the torpedo rooms? Based on the ship rosters I've seen (and I think Luke found the same thing) there were generally about six sailors assigned to each compartment.
Just wondering. Can't wait for the updated release - glad you are still tinkering.
PS: And thank you for fixing the speed settings.
Ducimus
08-04-10, 09:39 PM
Ducimus - have you considered reducing the crew numbers for the torpedo rooms?
Yeah I have, but only for the purpose of using those crewman elsewhere. (I'd like to keep the crew at around 80 ) If i could, id put in a forward battery compartment, manuevering room, and radio room along with the after battery.
But I can't. Well... i could.. but I can't because i'm keeping compatibilty with lower resolution settings in mind. If I put in everything that i wanted, id have a whole lot of funky things going on in the crew config screen at the lowest resolution. Truncation, overlapping, that sort of thing. If everyone used the highest resolution, or had wide screen monitors this wouldn't be as much of an issue.
The core cause of this is the way the UI is layed out.
http://www.ducimus.net/sh415/preview/nothing_fancy_02.jpg
The area on the left is what the showstopper is, It has to go somewhere. I don't know how, but i suppose if it could be made to be flush with the top of the character info in the middle, it would be a great help.
But then there's still this screen to deal with:
http://www.ducimus.net/sh415/preview/nothing_fancy_03.jpg
Not sure how that could be handled, though i think there is some room there to be used judging by the icon spacing. Then again, this screen is at max resolution at a 4:3 ratio.
The UI is a little bit on the poor side in design when one considers adding correct compartments.
Ducimus
08-05-10, 06:17 PM
In other news, i finally figured out how to create normal/bump maps in GIMP. Since the player subs can have that, but don't... that's my current project. I've already done the Gato, Tambor and Gar's hull. Doing the hulls first, then the conning towers. Textures won't look as flat anymore. Not exactly as spiffy as 3d modeling, but it's an improvement, and come to find it, its fairly easy to do! :yeah:
Ducimus
08-06-10, 03:01 AM
Can yooouuuuuuuu tell the difference?!
Large pics:
Gar class submarine
MS09 without normal map: (http://www.ducimus.net/sh415/preview/ms09a.jpg)
MS02 WITH Normal Map: (http://www.ducimus.net/sh415/preview/ms09b.jpg)
MS32 without normal map: (http://www.ducimus.net/sh415/preview/ms32a.jpg)
MS32 WITH normal map: (http://www.ducimus.net/sh415/preview/ms32b.jpg)
I can tell, i think its obvious, but im a little freaking lite right now. so maybe im waaaaaaaaaaaaaaaayyyy out in space somewhere and there isnt any difference at all. Anywho, i think there's a big differece. Unfortuantly, it doesnt look like i can apply normal maps to conning towers or guns. BAH.
keltos01
08-06-10, 05:54 AM
Can yooouuuuuuuu tell the difference?!
Large pics:
Gar class submarine
MS09 without normal map: (http://www.ducimus.net/sh415/preview/ms09a.jpg)
MS02 WITH Normal Map: (http://www.ducimus.net/sh415/preview/ms09b.jpg)
MS32 without normal map: (http://www.ducimus.net/sh415/preview/ms32a.jpg)
MS32 WITH normal map: (http://www.ducimus.net/sh415/preview/ms32b.jpg)
I can tell, i think its obvious, but im a little freaking lite right now. so maybe im waaaaaaaaaaaaaaaayyyy out in space somewhere and there isnt any difference at all. Anywho, i think there's a big differece. Unfortuantly, it doesnt look like i can apply normal maps to conning towers or guns. BAH.
I tried that awhile back, never was able to put the normal maps or bump maps on the towers though. Skwasjer had some interresting ideas about it though but I never made them work..
I know there's a bump map tutorial here somewhere...
btw you solved my barnacle problem with that picture ! I now know how to make them ! as the Sen Toku I saw was covered in a thick layer of them, I think boats should be dirtier than they are, but not especially rustier
keltos
Jan Kyster
08-06-10, 06:45 AM
Can yooouuuuuuuu tell the difference?!It almost looks like "rust-craters"... metal been eaten away by years of rust. Especially visible on the MS32 hull.
Normally only seen on very old hulls... :hmmm:
Talking of paints, then I would like to see the little-too-clean conning tower weathered to same degree as the hull. :D
Happy landing! :cool:
mobucks
08-06-10, 07:32 AM
While not true bump mapping, can't you add a bump map effect to a texture in GIMP and just use that?
Wouldn't that look very static when lighting conditions change but the predefined shadowed and lightened areas of the texture always stay the same ?
I think if it was so easy we never would need any dynamic bump mapping.
Nisgeis
08-06-10, 12:13 PM
It almost looks like "rust-craters"... metal been eaten away by years of rust. Especially visible on the MS32 hull.
Yeah, I thought that. I can certainly tell the difference, but I don't think it's a change for the better. Looks like a neglected museum boat.
Ducimus
08-06-10, 03:37 PM
It all relates to the base textures.
I've noticed that very clean textures (such as Foobar's texture for the pseudo narhwal), seem to produce a normalmap that is hardly noticeable. The stock textures have alot more grit to them, so it gets a little over the top. I can run filters, mixer and such, on textures, but when it comes to really artistic stuff, i suck miserably. So i'm not sure if i can do any better then what i've already done, becuase any attempt by me to clean up the texture's so their's less "Rust craters" is going to look like ass.
The one good thing about the maps right now, is the boats aren't flat. I've always hated that. I suppose if one doesn't like the maps, you can always delete them. Even if you make the texture call in the UPC file, if the file doesnt exist, the game doesn't care.
mobucks
08-06-10, 08:11 PM
please excuse me if i'm way off... very limited if any experience with this.
a bumpmap is greyscale image right? So if you adjusted the contrast, would that cause less bump effect?
For some reasoun i thought thats how it worked. sorry if i sound like a noob jaj
fitzcarraldo
08-07-10, 12:57 PM
Two questions:
1-Is possible to add new AI units to TMO 2.0? Ships, aircrafts...I like the combination TMO plus RSRDC (with added AI elements), but I want those units in TMO "pure version", too. The RSRDC is historically accurate, but there are some boring patrols (without convoys, etc...). The TMO "pure" has a campaign with more movement (action!!!:up:).
2-TMO 2.0 is compatible with the Real Navigation for SH4? (Sextant and chrono...:03:). I like that complicate way of navigate the sub from SH3...:yep:
Many thanks!
Fitzcarraldo :salute:
TwinStackPete379
08-07-10, 02:58 PM
TMO 2.0 is amazing. Ducimus, what you did is outstanding, well done!
Spieder3
08-08-10, 04:14 AM
I have a big problem.
I installed the mod, but at the start the game only shows erros like this.
File not found: data/menu/Skins/Americans/gui/layout/crewleft.tga
File not found: data/menu/Skins/Americans/gui/layout/crew page background.dds
The erros never end. Please help!:cry:
I have SH 1.4 and installed the TriggerMaru Overhaul 1.9, no other mods.
TMO 1.9, or 2.0 is not compatible with SH4 1.4 I'm afraid.
You need to be patched up to 1.5 for it to work, which means you'll have to get your hands on the U Boat Missions expansion pack.
If that's not an option, maybe you can find an older version of TM, I think maybe TM 1.6 was compatible with the older patch :06:
Spieder3
08-08-10, 04:55 AM
Ok, but I can't find the 1.6, only 1.4.
Were can I find the 1.6?
Thanks for help.:)
I found it at filefront.
Andrew82
08-08-10, 05:03 AM
Ok, but I can't find the 1.6, only 1.4.
Were can I find the 1.6?
Thanks for help.:)
1.4 is the latest version of TMO for non-Uboat mission versions.
You could get a copy of SHIV + U-boat missions for under $10,- trough Amazon or Ebay.
Installed and played TMO 2.0 last evening, had a blast, wow thanks Ducimus! :salute:
Jester_UK
08-08-10, 08:50 AM
This is an amazing mod. Many thanks to all the contributors for their hard work!
Personally I would like to make one change though. I find that night is way too dark. Without constantly fiddling with the gamma slider in the graphics options menu I can't even see the bow wave at night. Could someone tell me what files need editing to make nighttime slightly less dark?
Thanks.
keltos01
08-08-10, 09:53 AM
there is a night observation periscope mod outhere that helps, changes the obs scope to an orangy color, better at night, also be sure to use the obs scope or to attack surfaced at nite.
keltos
coolicus
08-08-10, 01:15 PM
Hey guys I apologise if this shouldn't be posted here but it seems that with TMO the speed estimation function based on Range updates doesn't work the same anymore :/. Now I don't quite have the patience to work out the speed manually using the data tools all the time and this was a nice happy middle ground for me between the lack of fun with auto targeting and the trying process (for me) of calculating speed with a good old pen and paper and the tools.
I've managed to get an estimate once basically accidently and I can't recall the method I did to get it :/. Any help will be greatly appreciated!
This is an amazing mod. Many thanks to all the contributors for their hard work!
Personally I would like to make one change though. I find that night is way too dark. Without constantly fiddling with the gamma slider in the graphics options menu I can't even see the bow wave at night. Could someone tell me what files need editing to make nighttime slightly less dark?
Thanks.
That was bothering me too. I can imagine that is fixable by using the S3D tool to edit the sim.dat file. Not sure, but I think I saw some appropriate values there once.
In the recognition manual the length of the ships are not presented. :hmmm:
How can you get those?? (Essential if you like to make AOB-tables)
/OB
Jester_UK
08-09-10, 08:24 AM
That was bothering me too. I can imagine that is fixable by using the S3D tool to edit the sim.dat file. Not sure, but I think I saw some appropriate values there once.
I did some digging on the forums and found the following thread:
http://www.subsim.com/radioroom/showthread.php?t=131424&highlight=night+visibility
I adjusted the two files suggested with Paint.net, placed them into the TMO_2 folder and then deactivated and reactivated the mod with JSGME and it worked like a charm.
Needless to say back up the files first incase you don't like the results.
I still have fairly dark nights but at least I can now see something at night and make out a horizon line.
In the recognition manual the length of the ships are not presented. :hmmm:
How can you get those?? (Essential if you like to make AOB-tables)
Look in the Sea folder.
Open the folder of the ship you wish to check.
In there you will find a cfg file that contains info for that ship
http://img691.imageshack.us/img691/3417/lenst.jpg
aaaah! Excellent!!!:yeah:
Thanks a lot!!!
Cheers/OB:salute:
Look in the Sea folder.
Open the folder of the ship you wish to check.
In there you will find a cfg file that contains info for that ship
What units is that in?
Beats me Razark.
I'm guessing it's meters, because all the rest of the game 'under the hood' uses metric values for everything else except speed.
I did some digging on the forums and found the following thread:
http://www.subsim.com/radioroom/showthread.php?t=131424&highlight=night+visibility
I adjusted the two files suggested with Paint.net, placed them into the TMO_2 folder and then deactivated and reactivated the mod with JSGME and it worked like a charm.
Needless to say back up the files first incase you don't like the results.
I still have fairly dark nights but at least I can now see something at night and make out a horizon line.
Thanks, I will try that too :up:
gollum65
08-10-10, 08:56 PM
I know this sounds like a really stupid question so I apologize for even having to ask it....
Is there some trick to finding targets in TMO+RSRDC? I just finished my first deployment out of Pearl. Spent over 4 months at sea and found a grand total of 3 merchants and no warships. I was everywhere from the coast of Japan to the East China Sea to the Formosa straits to the Philippines to the Java Sea and everywhere in between. Luckily the 3 merchants were enough to finish 3 sets of orders but I never finished the 4th and after searching for targets for over 6 weeks I finally gave up and went home. What am I doing wrong?
First TMO 2.0 is a killer mod, outstanding job makeing this. My question is how do you go about putting kill flags on the conning tower? Are there any special programs needed?
thank you
FAR WIND and FOLLOWING SEAS
Larry
Mescator
08-10-10, 11:01 PM
Is there some trick to finding targets in TMO+RSRDC? I just finished my first deployment out of Pearl. Spent over 4 months at sea and found a grand total of 3 merchants and no warships. I was everywhere from the coast of Japan to the East China Sea to the Formosa straits to the Philippines to the Java Sea and everywhere in between. Luckily the 3 merchants were enough to finish 3 sets of orders but I never finished the 4th and after searching for targets for over 6 weeks I finally gave up and went home. What am I doing wrong?
There's a map which contains all the shipping routes and hotspots. You can get quite a few if you follow them. With that said, that's fairly realistic. Some Captain's didn't make a contact for the entire patrol.
Is there some trick to finding targets in TMO+RSRDC?
http://www.subsim.com/radioroom/showthread.php?p=1452375#post1452375
:03:
I do seem to struggle finding targets in the opening months of the war, running out of Pearl.
(If I'm running out of Manilla I'll always find an invasion force somewhere).
After that, no problem.
mobucks
08-11-10, 03:31 AM
Also you don't really get anything for completing missions (i think...) so you can just go wherever you want and hunt. the only thing that matters is tonnage.
Ive been lucky in both RFB and TMO both with RSRD by just hangin out in the Singapore/Manilla/Luzon areas. All nowhere near where COMSUBPAC sends you from pearl.
My problem is alt-f4ing out of the unsaved patrol in frustation after missing 4 fish in a row. :damn:
My question is how do you go about putting kill flags on the conning tower?
Edit the conning tower tex file for your sub.
You'll find it in the Textures folder.
You can use GIMP, it's free
http://www.subsim.com/radioroom/downloads.php?do=file&id=1356
Plus you'll need the dds plugin for it
http://www.subsim.com/radioroom/downloads.php?do=file&id=2756
modisch
08-11-10, 04:10 AM
Is there some trick to finding targets in TMO+RSRDC?
My secret is to raid ports and harbors. Some convoy routes have born fruit for me... but pulling into Truk or Cam Rahn Bay does the trick for me. I'll raid the port/harbor under the cover of darkness, sink one or two merchants and slide off before the patrol boats catch me.
So, when you finish an objective or get assigned a "sink enemy shipping" objective, just scoot over to the nearest Japanese-held port and either catch people coming in and out or go in and sink stationary targets. Just pick areas that aren't too shallow (like Singapore). Truk lagoon is nice because it has high target density and ~200-250 ft deep channels leading in from different directions.
I'll be sad when the US take Micronesia in my campaign... This campaign is my first one where I've raided Truk and I'm loving it.
From Wikipedia (http://en.wikipedia.org/wiki/Truk_Lagoon):
Once the American forces captured the Marshall Islands, they used it as a base from which they launched an early morning attack on February 17, 1944 against Truk Lagoon. The Japanese withdrew most of their heavy units. Operation Hailstone lasted for three days, with an American bombardment of the Japanese wiping out almost anything of value - 60 ships and 275 airplanes were sent to the bottom of the lagoon.
http://upload.wikimedia.org/wikipedia/commons/d/d8/Truk-Atoll.jpg
I guess Operation Hailstone is when the party ends. Looks like I have about 16 more months of snacking on the lagoon. I'll see how many shipwrecks I can create for recreational divers...
-m
gollum65
08-11-10, 05:49 AM
Thanks for the tips and maps guys. I do realize that sometimes subs didn't find many targets in real life. I've been reading various patrol records for different subs on wikipedia. I do try to sit off the coast just outside harbors in the hopes of catching someone coming out. I'm afraid to go into a port and get stuck in shallow water. In the campaign I mentioned what spurred me to post was that I sat off Okinawa for 5 days and not a single boat came or left. I just found that unusual.
Still TMO+RSRDC are great and much more realistic. Even merchants are smarter and tougher to sink then in the stock game. Always fun to have a challenge. :yeah:
Elfishgene
08-11-10, 07:34 AM
Hi everybody it's my first post here so be gentle with me :P plus if this in the wrong place i do apologise and maybe a mod can move it along.
I've recently installed TMO and have been loving it and i tend to play as close to real time as possible (i play a few hours a day at the correct timings) so as you can imagine things can get rather tedious, this tedium has been solved by the excellent gramophone and radio mods i've come across but just recently i've run into a snag, i downloaded (legally) a load of 1940's music (mp3 format) and put them into the mods gramophone folder a few of the tracks were identical so i overwrit and replaced them, after closing everything down i restarted the game and hit the gramophone button only to hear nothing but static, no matter what i do i can't get a sound out of it, does TMO support mp3? or is it wav only?
Welcome aboard Elfishgene.
I suspect you know the answer to this already.
You'll have to convert them to WAV files.
It's not TMO that doesn't support mp3s.
It's actually SH4.
Elfishgene
08-11-10, 07:55 AM
Thanks Serg i had a sneaking suspicion this was the case, wow got a lot of tunes to convert :DL
Thanks Serg i had a sneaking suspicion this was the case, wow got a lot of tunes to convert :DL
No problem.
Good luck :DL
Elfishgene
08-11-10, 11:46 AM
It seems like i may have a problem after all, just converted all 150 mp3 tracks into WAV files and placed them into the gramophone folder (within the mod folder) and still nothing, i'm guessing this has something to do with TMO reading the files as other music files (radio) in TMO are actually MP3 and play just fine.
Any ideas?
Mescator
08-11-10, 11:53 AM
Welcome aboard Elfishgene.
I suspect you know the answer to this already.
You'll have to convert them to WAV files.
It's not TMO that doesn't support mp3s.
It's actually SH4.
Are you sure? I swear i had Mp3's playing over the Gramophone.
just converted all 150 mp3 tracks into WAV files and placed them into the gramophone folder (within the mod folder) and still nothing
Don't put them in the mod folder (unless you have disabled TMO first, and then are going to re-enable it after copying the files across).
Put the files in SH4/Data/Sound/Gramaphone.
Then try it.
Are you sure? I swear i had Mp3's playing over the Gramophone.
Now that you mention it, I'm not sure anymore. :oops:
Sorry Elfishgene, dunno where I got the idea that mp3s wouldn't play.
Ducimus
08-11-10, 12:09 PM
First TMO 2.0 is a killer mod, outstanding job makeing this. My question is how do you go about putting kill flags on the conning tower? Are there any special programs needed?
thank you
FAR WIND and FOLLOWING SEAS
Larry
Just GIMP as sergi mentioned. You don't need to convert it to a DDS however. See the sample emblem in the documentation directory. All you need, is the abilty to edit or create targa files.
Also you don't really get anything for completing missions (i think...) so you can just go wherever you want and hunt. the only thing that matters is tonnage.
Not tonnage, Renown. See chart in PDF. Of course it could be im mistaken and the game really does keep track of mission complete or not, but i haven't seen any other indication other then how much renown you earn. As it happens, sometimes the best way to earn renown, is to do your mission.
Elfishgene
08-11-10, 12:27 PM
Don't put them in the mod folder (unless you have disabled TMO first, and then are going to re-enable it after copying the files across).
Put the files in SH4/Data/Sound/Gramaphone.
Then try it.
It worked a treat Serg i'm now back at sea with a working gramophone and a much happier crew and captain.
/salute
Glad you got it working. :DL
Sorry 'bout the whole mp3/wav mixup.
Ducimus & Sergei,
thank you for the reply. You are a great help.
FAIR WINDS and FOLLOWING SEAS
Larry
Whether prompt is fashions for ТМО where it is possible to establish mines from submarines? :hmmm:
I love TMO 2 well done to all those involved
Have found a few sea planes sat around in harbours parked up.
Can I suggest it shouldn't take 6 or 7 rounds of the deck gun to sink them.
I would of thought one round of 3.5 and thats game over for any plane.
What do others think ?
Regarding the mine collision sphere. I had tried that on the chains before in the hope that I could get a collision SOUND associated with hitting the mooring chain... instead, it blew up when I hit the chain, even 50m below the mine.
The explosion SEEMED to happen at the point of impact, too, NOT the mine itself. Sad, because It might be cool to have some collision spheres down the chain about a boat length or so if they blew up at the point of the actual mine... Might give some DC like quality to them.
John Channing
08-12-10, 01:42 PM
Regarding the mine collision sphere.
What a Mime Collision might look like...
http://www.subsim.com/radioroom/picture.php?albumid=361&pictureid=2875
Regarding the mine collision sphere. I had tried that on the chains before in the hope that I could get a collision SOUND associated with hitting the mooring chain... instead, it blew up when I hit the chain, even 50m below the mine.
The explosion SEEMED to happen at the point of impact, too, NOT the mine itself. Sad, because It might be cool to have some collision spheres down the chain about a boat length or so if they blew up at the point of the actual mine... Might give some DC like quality to them.
I did a mine on base Mk-27, all works but I am not able to do a drawing that looked naturally. But the most important thing at installation of a minefield game brakes.
Elfishgene
08-12-10, 06:39 PM
Been playing TMO for a few days now and it's incredible but with the added addition of Pouls sound mod the game just completely blows my mind, i would just like to thank both creators for outstanding contributions both mods are well and truly above and beyond the call of duty, thanks guys! :salute:
On a seperate note can anybody recommend any other mods to go with these two? i know thats asking a lot as both are exemplary works but you never know what your missing. :DL
Roger Dodger
08-12-10, 11:00 PM
On a seperate note can anybody recommend any other mods to go with these two? i know thats asking a lot as both are exemplary works but you never know what your missing. :DL
I would suggest the 3D TDC Radar and Range unit. The TDC actually works.
http://www.subsim.com/radioroom/showthread.php?t=170944
There is also a training forum to learn how to use it.
God Bless Electric Boat
Elfishgene
08-13-10, 03:10 AM
Fabulous, thanks Roger i can't wait to try it, what would be nice now is the rest of the boats internals is there a mod that adds a torpedo room etc? or am i getting way ahead of myself? :DL
Barkhorn1x
08-13-10, 12:16 PM
Hello all. Back from a long haitus. Just read the last 20 pages of this thread and d/l'd TMO 2.0. Will be sailing this weekend.
What can one say except you da man Ducimus and I am glad to see that you will do one more round of fixes/upgrades to your masterpience.
Bravo!!:yeah:
Roger Dodger
08-13-10, 03:23 PM
Fabulous, thanks Roger i can't wait to try it, what would be nice now is the rest of the boats internals is there a mod that adds a torpedo room etc? or am i getting way ahead of myself? :DL
I don't think anyone is working on a Torpedo Room internal. It might be interesting to watch the crew load torpedoes, but the amount of animation involved would make it a massive undertaking. Have you ever been inside of a torpedo room? Its pretty crowded, to say the least. I can't imagine where you'd position the camera to even get a decent view of what happens there. There are also TWO torpedo rooms - fore and aft, except on 'S'-boats. One more thing - the torpedo rooms are where the crew's 'head' is located. Some might find that offensive. :haha:
For the moment, I think the Management/Torpedo screen will give you any needed information.
BT
The 3D TDC mod makes alot of sense of the two RADAR units and how to use them. Even if you never use the TDC (auto-fire control), the RADAR is alot more useful (after you get one).
Good Hunting!
BT
BT
Message ends
Elfishgene
08-13-10, 04:21 PM
Iv'e just loaded the 3D TDC and its not appeared in my Porpoise am i correct in thinking it comes into service later in the war? or is it boat/class related?
I should read up on these things but i just don't have the time sadly :cry:
Roger Dodger
08-13-10, 06:44 PM
Iv'e just loaded the 3D TDC and its not appeared in my Porpoise am i correct in thinking it comes into service later in the war? or is it boat/class related?
I should read up on these things but i just don't have the time sadly :cry:
So far, the TDC will only work for the Gato/Balao interiors. Just for curious, do you have (Surface Search) RADAR installed on your Porpoise? I'm using the same sub in the campaign, and haven't been offered RADAR yet, even after my 3rd patrol. Everybody seems to get Air Search RADAR from the get-go, even S-Boats.
When you get Surface Search RADAR installed, it (RADAR) will probably work as advertised. The TDC 'may' work, but you won't get the realy neat-o 3D TDC screen. Like me, you'll just have to wait until you're offered a Gato sub and the Surface Search RADAR to go with it.
In the meantime, download the 'Submarine School' missions to really learn how to make it all work. Available on the 'Training' forum.
Best of luck!
Elfishgene
08-13-10, 08:30 PM
So far, the TDC will only work for the Gato/Balao interiors. Just for curious, do you have (Surface Search) RADAR installed on your Porpoise? I'm using the same sub in the campaign, and haven't been offered RADAR yet, even after my 3rd patrol. Everybody seems to get Air Search RADAR from the get-go, even S-Boats.
When you get Surface Search RADAR installed, it (RADAR) will probably work as advertised. The TDC 'may' work, but you won't get the realy neat-o 3D TDC screen. Like me, you'll just have to wait until you're offered a Gato sub and the Surface Search RADAR to go with it.
In the meantime, download the 'Submarine School' missions to really learn how to make it all work. Available on the 'Training' forum.
Best of luck!
At the moment i'm just learning the ropes and taking my first patrol as a kinda crash course hardcore tutorial.
As far as i know i left Pearl with a rather basic air detection system (broomhandle with wings) and nothing else. i've had an hour or two tonight (when i could commandeer the TV, looks incredible on a 56 inch HDTV! from the other half lol)) on a few tutorials the TDC and hydrophone only attack vids were very enlightning and i'm slowly getting my head around the complex geometry involved in hunting and tracking over distance, i have to admit it's becoming a bit of an addiction.
I'm using the same sub in the campaign, and haven't been offered RADAR yet, even after my 3rd patrol.
Keep an eye on the date.
Surface search radar becomes available for upgrade in the summer of '42, around June IIRC.
i have to admit it's becoming a bit of an addiction.
Yep - this game gets like that real quick :DL
Help to find a photo or drawing of a mine of Mk.10 mod.1. Very much it would be desirable to see it in ТМО.
http://www.warships.ru/usa/Weapons/Mines/NavyMines.htm
I like what I see. Great job to all involved.:yeah:
I have been playing SH3 for a long time and i thought I would try SH4 again. I feel like a NOOB again.
I have recently downloaded the new TMO v2.0 and installed with no other mods installed.
On pg 8 of the TMO v2.0 manual pdf is says there are 8 career options available. the question I have is.
1. Are these career starting locations available DEC8/41.
2. Is there a certain year when they become available.
When I start DEC8/41 the only options I have available are Pacifac Fleet and Asiatic Fleet.
Is this normal or a bad install.
I would like to start with a more challenging career.
Tweety
1. Are these career starting locations available DEC8/41.
Yes, Asiatic and Pacific fleets. Asiatic starts in Manila, Pacific starts at Pearl.
2. Is there a certain year when they become available.
1941.
I believe other starting locations become available in later years.
Is this normal or a bad install.
Sounds normal to me.
I would like to start with a more challenging career.
Try an S boat out of Manila.
Thank you razark.
The reason I was asking is the TMO v1.9 had four starting locations.
I always started with a salmon out of Manilia, because I like to go fishing.
I will have to give this S-boat a try.
Tweety
fitzcarraldo
08-24-10, 06:21 PM
I have a question for TMO 2.0 plus RSRDC: where is the Panamá Channel???:damn: I tried, for first time, to navigate the channel, but, after Balboa base, there is a bay and...land and land and land!! No pass for the Atlantic:wah:
Is it possible? Make I some wrong procedure with the channel? (Hour, day, year...I try the pass on September 1944.)
Many thanks!
Fitzcarraldo :salute:
Roger Dodger
08-24-10, 07:44 PM
I have a question for TMO 2.0 plus RSRDC: where is the Panamá Channel???:damn: I tried, for first time, to navigate the channel, but, after Balboa base, there is a bay and...land and land and land!! No pass for the Atlantic:wah:
Is it possible? Make I some wrong procedure with the channel? (Hour, day, year...I try the pass on September 1944.)
Many thanks!
Fitzcarraldo :salute:
Actually, it probably read "Panama Canal". If its the same Panama I'm thinking of. I wasn't even aware it existed in the game, never being east of Pearl myself. It might be fun to try to negotiate the canal locks with a submarine. I'll give it a try next time I can take a break from sinking Japanese vessels.
BTW, many S-boats spent the war guarding the Panama Canal eastern approaches.
Good Hunting
fitzcarraldo
08-24-10, 08:51 PM
Actually, it probably read "Panama Canal". If its the same Panama I'm thinking of. I wasn't even aware it existed in the game, never being east of Pearl myself. It might be fun to try to negotiate the canal locks with a submarine. I'll give it a try next time I can take a break from sinking Japanese vessels.
BTW, many S-boats spent the war guarding the Panama Canal eastern approaches.
Good Hunting
Ok, yes, the Panama Canal. I navigated it with FOTRS, from Balboa to Colon. In TMO I can´t make it.
Thanks!
Fitzcarraldo :salute:
Roger Dodger
08-25-10, 03:23 AM
Ok, yes, the Panama Canal. I navigated it with FOTRS, from Balboa to Colon. In TMO I can´t make it.
Thanks!
Fitzcarraldo :salute:
Just checked while running 10kts from Midway to Saigon - lots of time to tinker. Panama Canal does not exist in TMO. Just looks like river mouths. I suppose you could tie your sub to a blimp and float over the isthmas, but that's about the only way you are going to get across it. Sorry about that.
God Bless Electric Boat
fitzcarraldo
08-25-10, 06:36 AM
Just checked while running 10kts from Midway to Saigon - lots of time to tinker. Panama Canal does not exist in TMO. Just looks like river mouths. I suppose you could tie your sub to a blimp and float over the isthmas, but that's about the only way you are going to get across it. Sorry about that.
God Bless Electric Boat
Many thanks! I don´t remember if the Canal is in SH4 Stock. It is in FOTRS. I try the journey to the West, I like too see the sun of Miami and New York...:cool:
Regards.
Fitzcarraldo :salute:
peabody
08-25-10, 08:04 AM
Many thanks! I don´t remember if the Canal is in SH4 Stock. It is in FOTRS. I try the journey to the West, I like too see the sun of Miami and New York...:cool:
Regards.
Fitzcarraldo :salute:
No the canal is not in the stock game. It was modded in, I apologize to the person that did it for my poor memory, I do not remember who put it in.
Peabody
Jan Kyster
08-25-10, 09:46 AM
No the canal is not in the stock game. It was modded in, I apologize to the person that did it for my poor memory, I do not remember who put it in.
PeabodyIt was Ref! :salute:
Added the Kiel Canal, Scapa Flow east entrance, Suez Canal, Panama Canal and Helgoland... http://www.subsim.com/radioroom/showthread.php?t=135442
fitzcarraldo
08-25-10, 03:31 PM
It was Ref! :salute:
Added the Kiel Canal, Scapa Flow east entrance, Suez Canal, Panama Canal and Helgoland... http://www.subsim.com/radioroom/showthread.php?t=135442
Great!!!! I´ll download that and I´ll try it in TMO 2.0.!!!
Many thanks!!!:yeah::yeah::yeah::yeah:
Fitzcarraldo :salute:
fitzcarraldo
08-25-10, 04:23 PM
...but the links are death:wah:
Where can I download the mod for the Canals??? :hmmm:
Many thanks!
Fitzcarraldo :salute:
Silverwolf
08-25-10, 06:41 PM
If you have FOTRS you can copy the terrain folder in
Ubisoft\Silent Hunter Wolves of the Pacific\MODS\FalloftherisingSun_V1.3_SH4V1.5_EN\Da ta
find the folder called Terrain and copy it. Then go to the mods directory and make a new folder called Canals. In the "Canals" folder make another folder called Data. Then in that "data" folder paste the "Terrain" folder.
Then go into the Terrain folder and delete everything except for the Data folder. Then you can enable the mod with JSGME and it will work with TMO. I don't know if FOTRS has the other canals but I know it does have the Panama Canal.
If you can't figure it out I can take some screen shots to show you what to do.
fitzcarraldo
08-25-10, 06:59 PM
If you have FOTRS you can copy the terrain folder in
Ubisoft\Silent Hunter Wolves of the Pacific\MODS\FalloftherisingSun_V1.3_SH4V1.5_EN\Da ta
find the folder called Terrain and copy it. Then go to the mods directory and make a new folder called Canals. In the "Canals" folder make another folder called Data. Then in that "data" folder paste the "Terrain" folder.
Then go into the Terrain folder and delete everything except for the Data folder. Then you can enable the mod with JSGME and it will work with TMO. I don't know if FOTRS has the other canals but I know it does have the Panama Canal.
If you can't figure it out I can take some screen shots to show you what to do.
Many thanks for the tip, I´ll try it! :yeah::yeah::yeah::yeah:
Fitzcarraldo :salute:
The the traffic is not scripted with this in mind, it will be very ugly indeed.
Silverwolf
08-25-10, 08:57 PM
If the traffic is not scripted to use the canals then there should be no problems.
Sorry, I was thinking about Truk. Musta been a different thread, but I know I just read a similar post.
fitzcarraldo
08-25-10, 10:59 PM
The the traffic is not scripted with this in mind, it will be very ugly indeed.
Finally I try the Terrain of FOTRS in TMO 2 plus RSRDC, the passage across the Panama Canal works fine. No traffic. Balboa and Colon appears OK, and there are some scenery along the canal (houses, trees...).
Also I see on the map the Suez Canal is present.
Many thanks
Fitzcarraldo :salute:
Hello good people
I have one question for Ducimus and for those who follow this topic. There is a mod I like called: "Worn better scopes nomograph large compas v1.5". Unfortunately it is not TMO2 compatible and from what i can tell ATR-42 doesn't mod SH4 anymore. Can it be made TMO 2 compatible? Sadly i have no modding skills whatsoever. Can I be guided how to do it or can some of you gents spare the time an do it? I like this mod because the scopes are a bit bigger that those in TMO but smaller that those in Max Optics. The only things that are missing from it are greenish lines for crosshairs an maybe a colour filter.
Thank you in advance.
fitzcarraldo
08-27-10, 12:41 PM
Dear mates:
I want to know the way of add new AI traffic to bases in TMO 2.0 - aircraft and ships. There are some bases with very poor traffic or inexistent, and there aren´t airplanes in Pearl...:hmmm:
I want to add some traffic in the Panama Canal, too. I have the Canal open, now, applying the terrain of FOTRS.
Many thanks!
Fitzcarraldo :salute:
Ducimus
08-27-10, 12:59 PM
I've been mulling it over the last few days, and i decided i'm going to "leak" what updates I have so far. Primarly because I'm predicting its going to be awhile before TMO is officialy updated (burn out's a bitch), and the changes I have thus far, i feel are important to gameplay, and it bugs me their just sitting here on my hard drive collecting virtual dust.
For changes, see the documentation directory in the download.
Install:
- AFTER TMO 2.0. and any optional TMO mods, but BEFORE RSRD if your running it.
- TMO optional mods for the aft deck gun are NOT compatible. I haven't updated that mod yet. So what you have is the default installation.
- You will need to start a new career game to see some of the changes.
- As always, be in port when applying this.
- If you don't like the bump mapping, simply delete the NO1.dds that resides in each of the submarine directories.
(example: data/submarine/NSS_Gato/NSS_gato_N01.dds )
- Feed back on changes contained within this update are welcome. Bug reports are welcome. Requests/wish's will probably be ignored if you don't present a very good case for them. (i'm really burned out on modding, so it takes a pretty good poke that strikes the right cord to get me to move on something)
Download:
http://www.filefront.com/17240111/TMO_20_Beta_update.7z/
Enjoy.
fitzcarraldo
08-27-10, 02:36 PM
I've been mulling it over the last few days, and i decided i'm going to "leak" what updates I have so far. Primarly because I'm predicting its going to be awhile before TMO is officialy updated (burn out's a bitch), and the changes I have thus far, i feel are important to gameplay, and it bugs me their just sitting here on my hard drive collecting virtual dust.
For changes, see the documentation directory in the download.
Install:
- AFTER TMO 2.0. and any optional TMO mods, but BEFORE RSRD if your running it.
- TMO optional mods for the aft deck gun are NOT compatible. I haven't updated that mod yet. So what you have is the default installation.
- You will need to start a new career game to see some of the changes.
- As always, be in port when applying this.
- If you don't like the bump mapping, simply delete the NO1.dds that resides in each of the submarine directories.
(example: data/submarine/NSS_Gato/NSS_gato_N01.dds )
- Feed back on changes contained within this update are welcome. Bug reports are welcome. Requests/wish's will probably be ignored if you don't present a very good case for them. (i'm really burned out on modding, so it takes a pretty good poke that strikes the right cord to get me to move on something)
Download:
http://www.filefront.com/17240111/TMO_20_Beta_update.7z/
Enjoy.
Many thanks for the update!!! :yeah::yeah::yeah::yeah:
Regards
Fitzcarraldo :salute:
virtualpender
08-27-10, 03:08 PM
Wow - nice surprise!
Thanks, Ducimus!
fitzcarraldo
08-27-10, 09:46 PM
I try the update, Ducimus, very nice work. I try it with and without RSRDC. No CTD. But I think RSRDC modifies the data of the TMO update. True? The "After battery room" remains in RSRDC. But the airplanes modifications - I think - are overwrited by RSRDC. The "super mate" of the battery recharging remains in RSRDC, and works.
Regards!
Fitzcarraldo :salute:
just learning modding but for submarine acceleration would it be possible to add a dummy zone on submarine to either create drag or clutch engine somehow to slow acceleration?.or a sphere to do same without interfering with diving etc.been expermenting with settings etc.even with 1000 h.p and drag accel. is to fast.humm just a thought, love your work by the way.
Drag is in the sim files.
If it's anything like ships, it's (badly) hard coded someplace. I messed with ships for a while, and though you can slow their acceleration from X knots to flank, 0 to X knots is always ridiculously fast.
Mean Duck
08-29-10, 11:32 AM
Hello everyone.
It's my first post here. I’ve been playing TMO+RSRDC for some time now, and i must say it’s a really good mod. Improves the entire feel of the game which makes it way better then stock sh4 v1.5. Yet i’ve run into a difficulty, i can’t refit my boat. Currently in my campaign it’s 1943, all last 4 patrols got rating above 1 i was offered a new command refused it and expected to get a new conning tower on the boat but none of it happend. I’m still stuck with the 1941 configuration. Any words of advice?
Plus i’ve spoted a bug i don’t know if it was reported but the jap small subchaser is unsinkable, i have engaged it with deck gun, fired over 40 shots and nothing happend not a scratch on the enemy ship.
adrians69
08-30-10, 02:13 AM
I have been reading the TMO manual about how much work and hours have been spent making this mod. Believe me it has not been in vain. I and many, many other SH4 players will be praising you and your work for years. I have had SH4 since release and have been struggling along with it and the UBoat addon. Ypur excellent work has made it a great experience rather than the OK one it was before.
Many thanks, you deserve your break now!!
Mescator
08-31-10, 04:09 AM
Hey, little off topic but since I'm running TMO 2.0 i thought perhaps this the best place to ask.
Do you guys sink Sampans and fishing boats? I'm reading a lot of stuff saying Submarines sunk them with Deck gun and 40mm fire but i seem to have it stuck in my head that this incurs a renown loss in-game.
Could anyone clarify this for me?
Roger Dodger
08-31-10, 10:14 PM
Hey, little off topic but since I'm running TMO 2.0 i thought perhaps this the best place to ask.
Do you guys sink Sampans and fishing boats? I'm reading a lot of stuff saying Submarines sunk them with Deck gun and 40mm fire but i seem to have it stuck in my head that this incurs a renown loss in-game.
Could anyone clarify this for me?
Don't know about renown loss, but they make great gunnery practice, and they don't shoot back. By the end of the war in RL, that's about all there was left to shoot at.
There are only two kinds of ships: Submarines and TARGETS! Since Sampans and Fishing Boats aren't submarines, they MUST be targets. Make sense?
Good hunting!
Jester_UK
09-02-10, 06:59 PM
Sorry if this is a silly question.... But in TMO are ships in harbour impervious to torpedo hits?
I just started a new career using the recently released beta patch and sneaked into Kolonia after sinking the resident subchaser with gunfire from long range. I used up the rest of my ammo on the Byzun Maru (tanker of approx 4000 tons) but didn't have enough rounds to sink it, so even though the angle was terrible (moored in the harbour bow on to me), I fired two torpedoes at it. To my suprise both hit but did no damage at all.
I then fired my other two bow torpedoes at the hak?? Maru (can't remember the name.... Freighter of about 8000 tons) which was at an angle of just off 90 deg to me at the 2nd mooring further into the harbour. Both hit but again no damage.
I turned about and fired both stern torps at the same target, both hit, one dud. Again no damage.
I then turned around again and fired all four freshly reloaded bow tubes at the same target.
All four hit. Two duds, two exploded. Again no damage.
So for the freighter that makes 8 torpedoes of which 3 were duds but 5 exploded on target without causing the ship to even list fractionally. The Byzum Maru tanker was also undamaged even after being hit on the bow with one and having another exploding beneath the keel (plus about 50 rounds of HE from the deck gun).
I packed up and went home!! :cry:
Roger Dodger
09-02-10, 08:32 PM
Sorry if this is a silly question.... But in TMO are ships in harbour impervious to torpedo hits?
:cry:
I just sank two ships at Guam. The first on the west side was just leaving port, doing about 1 kt, and still in water too shallow to bring in a sub. It was a long shot (over 4000 yds), so I used two bow torpedoes on slow setting. Both were hits, and the ship sank, but just barely.
The second attack was in a whole fleet of merchants moored on the east side of Guam - speed 0 kts, and time about midnight. There was also a VERY snoopy gunboat prowling around. I watched him on the RADAR for awhile as I approached at 1/3 ahead, and noticed he never covered the south end of the formation. I approached to 5000 yards, then submerged, went silent, then plotted my course as far away from the gunboat as possible. As I went over the first depth contour, I then turned the boat 180 degrees, then backed in to the targets at 1/3 astern and silent running at periscope depth. Anytime the gunboat approached (on SONAR) I would shut down the engines and coast. As the gunboat turned away, I could raise the scope, get a bearing, lower the scope, then continue backing in until I could get an ID on the two targets and lock them into the TDC. I fired two torpedoes at each target from the stern tubes, range around 3500 yds, so was using slow setting again.
All four torpedoes scored hits and exploded. One ship was moored, and took awhile to sink, but it finally did. The other ship was docked. My hits started a fire on the ship, but its crew managed to put it out, and it didn't sink.
Strangly, the gunboat didn't even seem to notice what was happening, and continued his patrol around the anchorage even though every searchlight and flare in the port lit up the sky. I was able to sneak away easily (since I was pointed in the right direction). I might add that this last attack took a couple of hours since I was working most of the time in real time.
Ships in harbour are not impervious to torpedo hits, but the shallowness of the harbor and weird AOBs make sinking them alot more difficult.
Good hunting!
Spike88
09-03-10, 04:38 AM
Just installed this mod, and have to say from the brief 10 minutes I spent with it, I'm highly impressed. :yeah:
Powerthighs
09-03-10, 02:42 PM
Do you guys sink Sampans and fishing boats? I'm reading a lot of stuff saying Submarines sunk them with Deck gun and 40mm fire but i seem to have it stuck in my head that this incurs a renown loss in-game.
There is no renown loss for sinking sampans. Keep in mind they may have a radio on board to report your position. I have no idea if this is modeled in the game or not.
Jan Kyster
09-10-10, 02:22 PM
Two troublesome observations.
Radioreport received at 06:06 June 21, 1944: Small convoy spotted. Long 124 14' E, Lat 27 38' N, Course ESE, 9 kts
It was only 100 miles away and we didn't really think we would find them :roll: but at around 10:50 we got them on radar.
Strange escorts floating almost out of water:
http://i189.photobucket.com/albums/z15/subject_rod/Floating.jpg
Haven't seen that behaviour elsewhere in TMO, so it's possible this convoy alone?
One of the ships in the convoy has to zig-zag all the time - it's like the spacing between them are too short?
Another "strange" thing... a bit north of Manila, there are two airbases. One US and one Japanese??
http://i189.photobucket.com/albums/z15/subject_rod/Bases.jpg
Besides these tiny "quirks", everything's fine! :rock:
Nbjackso
09-10-10, 10:17 PM
Two troublesome observations . . . Another "strange" thing... a bit north of Manila, there are two airbases. One US and one Japanese??
This is an issue with my Nav Map Make-Over mod. Let me check it out and I will report my findings, and possible fix.
On the UBI forum Ducimus replied that the Easier AI mod was not compatible with 2.0 Beta. Not knowing this I installed it
over 2.0 Beta because the DDs were getting me and I
could not escape. So I put it in (JGSME). I had saved
and restarted and was then able to escape with
usual tactics, slow, deep, silent, etc. What r ur
thoughts about this?
Bubblehead1980
09-18-10, 04:25 PM
I've been mulling it over the last few days, and i decided i'm going to "leak" what updates I have so far. Primarly because I'm predicting its going to be awhile before TMO is officialy updated (burn out's a bitch), and the changes I have thus far, i feel are important to gameplay, and it bugs me their just sitting here on my hard drive collecting virtual dust.
For changes, see the documentation directory in the download.
Install:
- AFTER TMO 2.0. and any optional TMO mods, but BEFORE RSRD if your running it.
- TMO optional mods for the aft deck gun are NOT compatible. I haven't updated that mod yet. So what you have is the default installation.
- You will need to start a new career game to see some of the changes.
- As always, be in port when applying this.
- If you don't like the bump mapping, simply delete the NO1.dds that resides in each of the submarine directories.
(example: data/submarine/NSS_Gato/NSS_gato_N01.dds )
- Feed back on changes contained within this update are welcome. Bug reports are welcome. Requests/wish's will probably be ignored if you don't present a very good case for them. (i'm really burned out on modding, so it takes a pretty good poke that strikes the right cord to get me to move on something)
Download:
http://www.filefront.com/17240111/TMO_20_Beta_update.7z/
Enjoy.
About to load this up, can't wait to see the changes.Thanks for the work ducimus!
does RSRD change anything with the new air files since its installe after? sure you thought about that.just if RSRd takes away from the new things, dont want to run it with TMO
Bubblehead1980
09-20-10, 04:17 PM
Anyone dealth with the "pseudo MAD" from the planes in the new TMO patch yet?
captain flounder
09-22-10, 06:23 AM
Ahoy Captains,
Just followed the link in the "list of modifications" page where it's reported that TMO 2.0 is compatible with SH4 patched at 1.4. Here instead I saw that that's not true; SH4 v1.5 is required ... which is the "ultimate" truth?
Mescator
09-22-10, 07:14 AM
Ahoy Captains,
Just followed the link in the "list of modifications" page where it's reported that TMO 2.0 is compatible with SH4 patched at 1.4. Here instead I saw that that's not true; SH4 v1.5 is required ... which is the "ultimate" truth?
Aye Captain. 1.5 Is required for most mods now. The 1.4 Compatible versions are no longer being updated to my knowledge.
Good hunting :)
sortofredhead
09-24-10, 10:36 PM
Just loaded TMO 2. I have SH 1.5
First thing I notice is that no matter if I tell it to start a campaign outside the harbor, it aklways starts at the dock. Minor issue there.
I do have SD radar, I raise the mast but the radar will not turn on.
I tried loading the Beta patch and no changes it either of these small issue. I do have realistic as my campaign setting if that makes a difference, but i do not know.
Any suggestions? Thanks.
Ducimus
09-24-10, 10:42 PM
First thing I notice is that no matter if I tell it to start a campaign outside the harbor, it aklways starts at the dock.
Explained in manual.
I do have SD radar, I raise the mast but the radar will not turn on.
Radar screen in conning tower applies to SJ only. SD radar doesn't have a 3d display modeled in the interior. This is a Game limitation. Refer to navagation map for SD radar contacts instead.
I do have realistic as my campaign setting if that makes a difference, but i do not know.
Campaign setting only refers to which realism values are checked by default (dud torp, realistic damage, limited fuel, etc).
sortofredhead
09-24-10, 11:03 PM
Thank you. I did not "think" about the fact that I was at Midway.
Armistead
09-28-10, 06:52 PM
OK, time to try TMO2...Seems I've heard mention of a patch, but I don't see one listed other than optional AI...is there one needed?
Edit..After install I do get the new loading screen. However, at the career or game screen where you pick a career I still have TMO 1.9 listed. Is this an oversight or do I have a problem.
NorthBeach
09-28-10, 09:07 PM
Ducimus released a beta of some updates in post #2676.
Ducimus
09-28-10, 09:23 PM
After install I do get the new loading screen. However, at the career or game screen where you pick a career I still have TMO 1.9 listed. Is this an oversight or do I have a problem.
Sounds like you have a problem. You shouldn't be seeing 1.9 listed if you've installed 2.0
Re patch:
patch is unofficial, more of a beta that is waiting for some interior work to finish before it becomes the next update....... but has some important fixes, and the interior is going to be a while, so i posted as mentioned above.
Armistead
09-28-10, 11:29 PM
Yea, somethings up, strange. I disabled all mods one by one, loaded TMO2, RSRD and left all my smaller mods outs. Game started it's obvious 1.9....wierd.
I ususally reinstall the game when I change supermods and will do tomorrow.
Bubblehead1980
09-29-10, 10:40 AM
Yea, somethings up, strange. I disabled all mods one by one, loaded TMO2, RSRD and left all my smaller mods outs. Game started it's obvious 1.9....wierd.
I ususally reinstall the game when I change supermods and will do tomorrow.
Fresh install will solve the prob.
Armistead
09-29-10, 04:52 PM
Well, actually it didn't, but I've pretty much figured it out, just not which mod is doing it. Loading TMO and RSRD alone, it showed 2.0, so I thought fine, added some smaller mods and changed the label back to 1.9, backed them out and again it's fine. I'm beginning to think one of the smaller mods just changes the label and will figure it out later.
gollum65
09-30-10, 02:02 PM
Hi all. I recently reinstalled the latest copies of TMO and RSRDC after trying the FOTRS campaign for a while. Now whenever I load a game, either new or saved, I get an error "file not found data/menu/gui/RecManual/CovFlagRedCross.dds". If I hit ok to this error the game seems to operate fine but it is annoying. I'm not even 100% sure if this is related to TMO or what but I figured I'd start by asking here. Thanks.
Armistead
09-30-10, 08:12 PM
Hi all. I recently reinstalled the latest copies of TMO and RSRDC after trying the FOTRS campaign for a while. Now whenever I load a game, either new or saved, I get an error "file not found data/menu/gui/RecManual/CovFlagRedCross.dds". If I hit ok to this error the game seems to operate fine but it is annoying. I'm not even 100% sure if this is related to TMO or what but I figured I'd start by asking here. Thanks.
Are you playing ver 1.5. I recall that error showing up with many long ago, but don't remember why. Had it myself, but seems it was with 1.4
Armistead
09-30-10, 08:16 PM
Ducimas,
Over at SH forums someone couldn't find a workable 600ft clickable gauge in the control room for a Gato. He said the Helmsmen area gauges don't work. I checked and the clickable gauges in the helmsmen area don't function for me either. The ones at the front and rear right are working. There is a small 600ft gauge in the rear right section that works. Playing TMO2 in a Salmon, the gauges work with a Salmom at the Helm area.. They also worked in 1.9 in that area.
I ran the 3D interiors with 1.9 and the gauges worked at the helm?
Ducimus
09-30-10, 09:44 PM
Yeah i saw that. The 600 foot gauge in the conning tower at the helmsman station works. If you install the TDC and radar ranging mod, it won't. It overwrites the conning tower dat files, which is where the clickable 600 ft depth gauge is located.
The one in the CR (450 foot i think) , I noticed that the clicky on that went away after vickers revamp. I didn't concern myself over it because the one in the CT was still working, and was graduated to 600 feet where as the CR was 450 feet........ i think. I honestly dont remember if i graduated the CR depth guage to 600 or not. I don't think i did, because the same interior is used accross 5 different boats and not all of them had a reason for that particular depth gauge.
Armistead
09-30-10, 10:38 PM
Duc,
What is the diving depth of a Salmon? I thought if you passed the point of no return, there was no saving it. Here's what happened. Attacked a convoy, sunk a few and evading escorts. No escort was near me. I had hit the D key to dive and forgot. Next thing I know I get compressor damage. I was like WTF, nothing near me and saw I was near 360-370ft. I figured I had crossed the line and would lose my boat. As I came up about 350 ft I got pump damage, total damage about 14%, but I came up and no more damage after that. I had the cam on my boat so sure nothing was near.
...or just say if it's possible to pull out of a below the line and live...Maybe I was just at that exact point..
Ducimus
09-30-10, 11:20 PM
What is the diving depth of....
Test depth is marked by red needle on depth gauge in order bar. Crush depth.... i will never tell. Crush depth however, varies on the condition of the hull. The poorer the condition, the shallower crush depth becomes. Not sure what exactly caused the bit of damage you experienced there. Mod conflict maybe? The D key in a salmon should be leveling you off at test depth. 250 feet if i remember correctly.
Armistead
10-01-10, 02:56 AM
You'll never tell...gonna make me test it, huh..
I don't know, everything seems to be working great, just this little damage, but to verify...whatever that fine line is, you cross it by even a foot...it's over, correct?
gollum65
10-01-10, 05:18 AM
Are you playing ver 1.5. I recall that error showing up with many long ago, but don't remember why. Had it myself, but seems it was with 1.4
Yes, I'm running 1.5. I searched the entire forum for any part of the error message and found nothing. If you know of some discussions on it I'd appreciate a point in the right direction.
You'll never tell...gonna make me test it, huh..
I don't know, everything seems to be working great, just this little damage, but to verify...whatever that fine line is, you cross it by even a foot...it's over, correct?
Correct from a metallurgical point of view, a rapid cascade of failure, quick and final. It adds the much needed element of ending that fab patrol you were having and forcing you to set course for the repair yard at Mare Island. As DTB so aptly named it, no more "Tiger Tank" Subs!
Armistead
10-01-10, 01:32 PM
Yes, I'm running 1.5. I searched the entire forum for any part of the error message and found nothing. If you know of some discussions on it I'd appreciate a point in the right direction.
I would start a sepertate thread called "CovFlagRedCross.dds" not found"
I notice it's path has gui in it. Have you tried pointing your shortcut to sh4 instead of gui. It's possible gui as it updates can't find that file. If I recall your game probably plays OK anyway?
Anyhow, go to your sh4 shortcut on your desktop, right click, properties, look for target command under shortcut, change the gui for sh4, the line should then look like this.
"C:\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific\sh4.exe"
GUI is ubi's online updater checker. It's known to cause crashes for many. If that fixes it fine, if not, still a good idea to do. It's possoble FORS may have change something, seems it added redcross ships...
Wish I could be more help.
Jan Kyster
10-01-10, 03:39 PM
I would start a sepertate thread called "CovFlagRedCross.dds" not found"No need... http://www.subsim.com/radioroom/showthread.php?t=165071
gollum65
10-01-10, 07:03 PM
No need... http://www.subsim.com/radioroom/showthread.php?t=165071
Thanks for the link. You nailed it.
Bubblehead1980
10-19-10, 09:06 PM
hey ducimus, anyway can get the foofighters skins and other optional mods to work with the beta patch for TMO 2.0? I liked having a clean skin when my sub was new or fresh from overhaul then removing it after a patrol two and having the "been there done that look" also miss having stern deck guns in early war.
fitzcarraldo
10-20-10, 01:49 PM
Hi, mates. I have some questions for TMO 2: :hmmm: I read the diverse posts of this thread, but there are some problems I can´t resolve:
- Is the TMO Beta patch compatible with RSRDC and RSRDC 5xxx patch?
- What is the latest or the best ( or more convenient) mod for adjust the medals in TMO, compatible with RSRDC?
- Is there some mod for correct the problem with the stormy weather dresses for the lookouts?
- Is there some mod (similar to SH3´s "Compulsory U-boat headress") for the crew with hats in her heads ever?
Many thanks and regards.
Fitzcarraldo :salute:
Armistead
10-20-10, 09:14 PM
Hi, mates. I have some questions for TMO 2: :hmmm: I read the diverse posts of this thread, but there are some problems I can´t resolve:
- Is the TMO Beta patch compatible with RSRDC and RSRDC 5xxx patch?
- What is the latest or the best ( or more convenient) mod for adjust the medals in TMO, compatible with RSRDC?
- Is there some mod for correct the problem with the stormy weather dresses for the lookouts?
- Is there some mod (similar to SH3´s "Compulsory U-boat headress") for the crew with hats in her heads ever?
Many thanks and regards.
Fitzcarraldo :salute:
The beta is fine with RSRD.
I've used the Medal fix for 1.5 before and saw no problems, but don't now because not an issue for me
Not sure what you mean about dresswear for storms. All my men have correct heavy rain jackets and headwear.
Didn't understand last one. If you're talking about hats in hand, don't know of any.
Bubblehead1980
10-21-10, 02:58 AM
Anyone notice the Tench didnt upgrade with the new TMO beta patch? No 20 MM on aft deck, no after battery compartment and no "battery recharge fix" officer comes with.No hogans alley either.Any ideas? Sucks because I was going to start a late war career.
fitzcarraldo
10-21-10, 06:17 AM
The beta is fine with RSRD.
I've used the Medal fix for 1.5 before and saw no problems, but don't now because not an issue for me
Not sure what you mean about dresswear for storms. All my men have correct heavy rain jackets and headwear.
Didn't understand last one. If you're talking about hats in hand, don't know of any.
Many thanks for the answers. :yeah:
In some occassions, I have my crewmen without the rain jackets in stormy weather...
I like the mates with her hats. My search is for a mod with crewmen ever with hats.
Regards.
Fitzcarraldo :salute:
Sub Sailor
10-21-10, 08:25 AM
I just installed TMO 2.0 and I am looking for the enhancment mods; Diesel Sounds, optics, and any others that will increase my playing experience. I must give Ducimus and everyone else involved in this massive undertaking a huge Bravo/Zulu for a job well done.:salute::yeah:
Ron Banks MMCM(SS), USN(Ret)
Ducimus
10-21-10, 11:08 AM
I just installed TMO 2.0 and I am looking for the enhancment mods; Diesel Sounds, optics, and any others that will increase my playing experience. I must give Ducimus and everyone else involved in this massive undertaking a huge Bravo/Zulu for a job well done.:salute::yeah:
Ron Banks MMCM(SS), USN(Ret)
D/L this:
http://www.subsim.com/radioroom/showpost.php?p=1478813&postcount=2676
And be sure to see the change log. I think you'll like it.
hi!
sorry for my bad english.........
is this the right way?????
http://img521.imageshack.us/img521/2136/sh4v.png
mfg Lupo!:arrgh!:
Robin40
10-22-10, 11:31 AM
Plz tell me if there any conflicts and/or tle loading order is correct
TriggerMaru_Overhaul_2
MaxOptics IV for TMO_2
TMO_Stock_Gramaphone
TMO_Alternate_JS_Radar_Performance
TMO_20_Beta_update
IJN_Rad_Fix_for_TMO2_beta update
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Fixed Zero Bomb Load RSRDC
Fixed_CD_sonar_RSRDC
Convoy Routes TMO+RSRD
TMO_Visuals_for_RSRDC
SCAF for RSRDC v502_2.0
Captain Midnights CBS NEWS Sound Mod
Nav Map Make-Over v. 1.2
NMMO Airbase Add-on
I'm goin' down
10-23-10, 02:20 AM
when attempting to dive past 400 feet in my gato, I click my cursor on the depth dial that has a max depth of 600 feet. I click it at, say, 500 feet. The cursor disappears. Nothing happens. Anyone experienced this issue? Is there a fix or is it a glitch.
I have activated the following: 2.0, Beta, Easier AI, RSRDC and patch, and some other nodescript mods including Easy Aob and EZ Plot 1.0.
Armistead
10-23-10, 03:15 AM
Plz tell me if there any conflicts and/or tle loading order is correct
TriggerMaru_Overhaul_2
MaxOptics IV for TMO_2
TMO_Stock_Gramaphone
TMO_Alternate_JS_Radar_Performance
TMO_20_Beta_update
IJN_Rad_Fix_for_TMO2_beta update
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Fixed Zero Bomb Load RSRDC
Fixed_CD_sonar_RSRDC
Convoy Routes TMO+RSRD
TMO_Visuals_for_RSRDC
SCAF for RSRDC v502_2.0
Captain Midnights CBS NEWS Sound Mod
Nav Map Make-Over v. 1.2
NMMO Airbase Add-on
Let me see here...The best thing to do is place your RSRD files after TMO, since they're both major mods and the other smaller mods after that since they change small things in them. I think you need to run the IJN radar fix and altenate JS radar after RSRD. RSRD has many of it's own sensors and would overwrite those. .
Haven't seen or tried the TMO visuals for RSRD, but doe's it overwrite and change maxoptics or anything else. I assume your gramophone is showing and not being overwritten by RSRD? Also thought TMO2 included the Nav map or airbase mod, but that won't hurt anything.
Just best to place RSRD after TMO and all other mods after that. RSRD may not overwrite those things, but you would see conflicts if it did.
Armistead
10-23-10, 03:19 AM
when attempting to dive past 400 feet in my gato, I click my cursor on the depth dial that has a max depth of 600 feet. I click it at, say, 500 feet. The cursor disappears. Nothing happens. Anyone experienced this issue? Is there a fix or is it a glitch.
I have activated the following: 2.0, Beta, Easier AI, RSRDC and patch, and some other nodescript mods including Easy Aob and EZ Plot 1.0.
If I recall, TMO2 includes the 3D interiors and I believe Duc said the interiors overwrite some of his clickable dials, so many don't work. Those that work, you will see it say depth when you place the cursor over it.
However, you can still find other dials that work and at least one 600ft gauge, just have to walk around and test them.
Think that's it
virtualpender
10-23-10, 12:48 PM
hi!
sorry for my bad english.........
is this the right way?????
http://img521.imageshack.us/img521/2136/sh4v.png
mfg Lupo!:arrgh!:
:yeah:
Your mods are correct!
Uboat177
11-01-10, 09:45 AM
Hello,
I just noticed I'm getting a particular deck watch crewman (ranked as a chief petty officer - 7) who is missing a body each time on his shift. All that shows is a head and his binoculars. I've only noticed it occur when everyone else is wearing foul weather gear but I'm not sure if this has something to do with it. He was also recently promoted from Petty Officer 1st class (6) in port.
I am running only TMO and no other mod or installment.
http://i53.photobucket.com/albums/g47/Yeti_MRU/SH4Img2010-11-01_103327_011.jpg
SkyBaron
11-01-10, 09:59 AM
Hello,
I just noticed I'm getting a particular deck watch crewman (ranked as a chief petty officer - 7) who is missing a body each time on his shift. All that shows is a head and his binoculars. I've only noticed it occur when everyone else is wearing foul weather gear but I'm not sure if this has something to do with it. He was also recently promoted from Petty Officer 1st class (6) in port.
I am running only TMO and no other mod or installment.
I guess you found the galloping ghost of the Japanese coast :DL
You can try to use the Rank, Uniform & Insignia mod, it might help:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1525
I'm goin' down
11-01-10, 12:22 PM
Re: the Head without a body deck hand.
It only happens on Haloween
fitzcarraldo
11-03-10, 07:03 PM
Hi, mates...I have a question: I want to install the Kollmorgen periscope mod to TMO 2 (plus beta update plus RSRDC). What is the mask/file for attack periscope in TMO?. I make some tests with diverse files (periscope.dds, etc...). I can´t see the Kollmorgen graphics installed. It´s only a graphic mod for the periscope.:hmmm:
Many thanks for the help :up:
Regards.
Fitzcarraldo :salute:
subsunk1307
11-08-10, 10:47 AM
Thanks for all your hard work, this game would suck if it wasn't for the modders out there
Thanks again
kvbrock82
11-14-10, 11:34 AM
Im having a slight problem and wonder if anyone can help me.
Im surfaced and my crew dont want to come up on the bridge even though they should be on it according to the crew chart. Ive also had a problem with my repairmen.. I got damaged and assigned a squad to get to repairing the various damaged parts of the sub however in the 2 days of sailing, nothign seems to have been repaired even though they had a whole list of items to fix. I then went to crashdive when i saw a plane and plummeted to the bottom of the ocean head first! :o
Also, my compressed air level is staying at 15/100 even though im surfaced and have been surfaced for a few hours. Edit: My CA is actually rising so it thinks im still submerged?
Any ideas?
thanks
Im having a slight problem and wonder if anyone can help me.
...
Any ideas?
Save game, quit, restart, reload.
Edit:
Ack. I see from you other thread you already found the solution.
kvbrock82
11-14-10, 12:01 PM
Save game, quit, restart, reload.
Edit:
Ack. I see from you other thread you already found the solution.
Thanks for the reply razark..
Now i've noticed that ive been underwater for 24 hours yet CO2 levels remained at 0/100.. Is this common and is there any way around this bug?
thanks
Thanks for the reply razark..
Now i've noticed that ive been underwater for 24 hours yet CO2 levels remained at 0/100.. Is this common and is there any way around this bug?
thanks
That's not one I'm familiar with. As Armistead mentioned in the other thread, Alt-Tab is reported to do some funny things. Avoid doing that. One thing I've tried that seems to work is to go to the Control Room (F2), leave the game at 1x time compression, and then alt-tab out. Since I've been doing that, I haven't seen many issues. (Of course I generally leave the game up on my desktop computer and do my surfing on the laptop, so that really reduces having to tab out of the game.)
kvbrock82
11-14-10, 12:30 PM
thanks for the advice, ill try that out.
On the topic of Alt + tabbing, i find that it sorts out visual problems such as transparent hatches and crew etc. Sometimes it also brings my FPS into check when id be struggling.
ShadowWolf Kell
11-25-10, 03:48 PM
So after a long break from SH in general, I'm back in the saddle and trying out TMO 2.0.
Unlike my previous campaigns, I decided to try TMO without RSRD installed. I remember reading awhile back that Ducimus had been working pretty hard on mission and campaign layers and wanted to see what all he's done.
So far I'm impressed. I especially like the prediodic radio messages from other subs reporting their sinkings which adds a sense of friendly competition, and a lot of other historical updates giving you a sense of the war progressing. Fortunately most of the messages don't interrupt TC which is an added bonus!
I'm not too far into my campaign yet. It's April of 1942 and I'm about to depart from Freemantle for the first time. I've had a shore party mission off the coast of Formosa so far, and my last patrol was a seek and destroy mission off the coast of the Philipines.
One thing I've noticed that I never saw in RSRD was the effect of being spotted by enemy planes. I've had patrol boats sent to hunt for me on several occasions. For some odd reason, I've never seen this behavior in RSRD though it's very much a part of OM (which is why I avoid the English coastlines as much as possible!)
Another aspect that I'm enjoying about TMO is that the secondary explosions seem to be very much toned down from how they were in TMO 1.9. A rather nice addition is locational damage is paramount. I ran into a BB task force as I was heading towards Luzon on my first patrol. On a whim I decided to aim my torpedos at each major gun turret. One ended up being a dud, but the remaining three hit just below the turrets and ignited the magazines. The first Kongo literally ripped itself apart from the explosions after the first two hits. The last was overkill.
The second Kongo was a lot more problematic since I wasn't able to get my torpedos to hit where I wanted them too, due to it being alert and manuevering.
I've had similar results with Mogani CAs. The last one I hit, took 5 torpedos to put down.
My mod list for TMO isn't extravegant.
TriggerMaru_Overhaul_2
TMO_20_Beta_update
Torpedo Graphics for TMO+RFB
Poul-Sound for SH4
EAX_without_WebstersManeuver_TMO19
Medals Fix IV for v1.5 - TMO by Latency
TMO_SubTextures_FooSkin
TMO_Personal_Fixes
The personal fixes is simply my command.cfg file and webster's cleaned impurity.dds file.
The only issues I've had with TMO is repeating voices. Whenever I go to battle stations, I hear "Yes sir!" repeated over and over. I'm assuming that's due to the Poul sound mod and/or EAX. On the otherhand, it's a small price to pay for all the added sound goodies.
Like 1.9, it's been extremely stable. In fact, the TMO series has always been the most stable mod I've played for SH4.
I've been offered a Gato, but I declined. One of the minor issues I ran into with TMO 1.9 was not being able to get an upgraded conning tower. We'll see what happens this time around. I do like my Sargo. :DL
Overall, I'd say the biggest change that's taken a bit to get used to is the new speed settings. I'm simply NOT used to cruising around the Pacific at 15 knots. Another being that my hydrophones seem to be working on the surface. I still dive periodically and scan for targets out of habit, but it's really odd to pick up a visual contact with the TBT and then hear the sonarman report said contact.
All in all, Ducimus outdid himself with TMO. :up:
Does TMO 2.0 fix the missing "depth charges in the water" line from the sonar man?
Bubblehead1980
11-29-10, 03:45 PM
So after a long break from SH in general, I'm back in the saddle and trying out TMO 2.0.
Unlike my previous campaigns, I decided to try TMO without RSRD installed. I remember reading awhile back that Ducimus had been working pretty hard on mission and campaign layers and wanted to see what all he's done.
So far I'm impressed. I especially like the prediodic radio messages from other subs reporting their sinkings which adds a sense of friendly competition, and a lot of other historical updates giving you a sense of the war progressing. Fortunately most of the messages don't interrupt TC which is an added bonus!
I'm not too far into my campaign yet. It's April of 1942 and I'm about to depart from Freemantle for the first time. I've had a shore party mission off the coast of Formosa so far, and my last patrol was a seek and destroy mission off the coast of the Philipines.
One thing I've noticed that I never saw in RSRD was the effect of being spotted by enemy planes. I've had patrol boats sent to hunt for me on several occasions. For some odd reason, I've never seen this behavior in RSRD though it's very much a part of OM (which is why I avoid the English coastlines as much as possible!)
Another aspect that I'm enjoying about TMO is that the secondary explosions seem to be very much toned down from how they were in TMO 1.9. A rather nice addition is locational damage is paramount. I ran into a BB task force as I was heading towards Luzon on my first patrol. On a whim I decided to aim my torpedos at each major gun turret. One ended up being a dud, but the remaining three hit just below the turrets and ignited the magazines. The first Kongo literally ripped itself apart from the explosions after the first two hits. The last was overkill.
The second Kongo was a lot more problematic since I wasn't able to get my torpedos to hit where I wanted them too, due to it being alert and manuevering.
I've had similar results with Mogani CAs. The last one I hit, took 5 torpedos to put down.
My mod list for TMO isn't extravegant.
TriggerMaru_Overhaul_2
TMO_20_Beta_update
Torpedo Graphics for TMO+RFB
Poul-Sound for SH4
EAX_without_WebstersManeuver_TMO19
Medals Fix IV for v1.5 - TMO by Latency
TMO_SubTextures_FooSkin
TMO_Personal_Fixes
The personal fixes is simply my command.cfg file and webster's cleaned impurity.dds file.
The only issues I've had with TMO is repeating voices. Whenever I go to battle stations, I hear "Yes sir!" repeated over and over. I'm assuming that's due to the Poul sound mod and/or EAX. On the otherhand, it's a small price to pay for all the added sound goodies.
Like 1.9, it's been extremely stable. In fact, the TMO series has always been the most stable mod I've played for SH4.
I've been offered a Gato, but I declined. One of the minor issues I ran into with TMO 1.9 was not being able to get an upgraded conning tower. We'll see what happens this time around. I do like my Sargo. :DL
Overall, I'd say the biggest change that's taken a bit to get used to is the new speed settings. I'm simply NOT used to cruising around the Pacific at 15 knots. Another being that my hydrophones seem to be working on the surface. I still dive periodically and scan for targets out of habit, but it's really odd to pick up a visual contact with the TBT and then hear the sonarman report said contact.
All in all, Ducimus outdid himself with TMO. :up:
The speed settings took some getting used to but I love it now and it is historically accurate.The Gato/Balao/Tench did cruise at 15 knots.For really long trips I have found that setting the speed to 12 1/2 knots saves a little extra fuel and is still a decent speed.10 knots is too slow to make long trips to and from patrol area.I usually head to patrol area at 15 knots, patrol at 12 when on surface, back home at 15.
Ducimus
11-29-10, 04:32 PM
I especially like the prediodic radio messages from other subs reporting their sinkings which adds a sense of friendly competition, and a lot of other historical updates giving you a sense of the war progressing. Fortunately most of the messages don't interrupt TC which is an added bonus!
While i didn't write the messages TMO currently uses (i forgot who did, it should be in the credits), i did alter them so they didn't drop you out of TC. I remember "fondly" playing SH3 with similar modifications and being driving absolutley insane by constantly being kicked from TC.
Does TMO 2.0 fix the missing "depth charges in the water" line from the sonar man?
Unfortunetly thats a fix that has pretty much evaded everyone. You can hear the DC's hit the water, which is just as good - but hearing the sonarman would be preferable.
Mescator
11-30-10, 01:31 AM
Unfortunetly thats a fix that has pretty much evaded everyone. You can hear the DC's hit the water, which is just as good - but hearing the sonarman would be preferable.
Wouldn't it be easy enough to add the sonar man saying that into sound file played when the charge hits the water?
I'm goin' down
11-30-10, 01:57 AM
I would like a mod that has sea life, such as whales, seals, and porpoises, rays, flying fish, billfish, sharks, an occasional giant squid, and on very rare ocassion, sea snakes. After all, we are in the south Pacific, where they are prolific. The modders can throw in a mermaid or two if they have a sense of humor, and if they are whacked out, toss in a polar bear. How hard could it be?
Mescator
11-30-10, 02:42 AM
I would like a mod that has sea life, such as whales, seals, and porpoises, rays, flying fish, billfish, sharks, an occasional giant squid, and on very rare ocassion, sea snakes. After all, we are in the south Pacific, where they are prolific. The modders can throw in a mermaid or two if they have a sense of humor, and if they are whacked out, toss in a polar bear. How hard could it be?
If that's a dig at me my question was to establish if this would work without adverse effects like repeating sounds, not asking Duci to do it. I would have added the sound in myself.
Having read my post though, i can see how it would come across how you've interpreted it, so i apologize.
Edit: Having thought about it a bit anyway, i can see why it wouldn't have been attempted. Multiple charges = Audio Spam
Ducimus
11-30-10, 12:27 PM
Wouldn't it be easy enough to add the sonar man saying that into sound file played when the charge hits the water?
The depth charge splash sound, is being used by multiple objects, not just depth charges. Although, you may have hit on something, as i wonder if its possible to assign a new (and isolated) sound to just the depth charges. Then you could make it any sound you wanted, you'd just hear it ALOT on a Y thrower run.
I'd poke at that, I may have tried it in the past, i may not have, i hacked at the problem endlessly, but i don't even have SH4 installed at the moment. :88) I just installed a new hard drive a couple weeks ago and just haven't gotten around to reinstalling Silent Hunter related items yet.
Flybywire
11-30-10, 12:35 PM
Where can I find TMO_20_Beta_update. I have been away for a long time but am now getting ready to take to the sea.
Mescator
12-01-10, 06:06 AM
Then you could make it any sound you wanted, you'd just hear it ALOT on a Y thrower run.
Yeah, this was my logic as well. I wasn't aware of multiple sounds calling on that audio file though, which definitely rules it out =(
Something i was thinking about today; Would you actually hear the charges hit the water without the Hydrophones in real life? If not (And assuming your idea to assign a unique audio file works out) You could probably play a sound with the sonar man informing you charges are on the way down, followed by 10 seconds of blank audio to prevent spam. Of course, if you were listening on the Hydrophones that would be weird, unless there's a second separate file for the Hydrophones which could have the normal charge noise in it?
My time, unfortunately, is limited this week (12 Hour days suck), but I'll have a fiddle with what meagre skills i have with SH files this weekend. At the least I'll mix up a few different Depth Charge sounds with the sonar man in them, so if something does work out the files exist. Don't feel obliged to reinstall either mate, i know your feeling burnt out at the moment so I'll tinker away at it for the time being :)
Onehunglow
12-02-10, 11:16 AM
Does TMO 2.0 use a version of NSM or a modified damage system like RFB 2.0 or just stock?
Bubblehead1980
12-02-10, 02:46 PM
Does TMO 2.0 use a version of NSM or a modified damage system like RFB 2.0 or just stock?
Much better than stock but doesnt use NSM.Although I admire the work, I didnt care for the way ships go down in RFB.I had to put 6 torpedos into a small taihosan maru.One torpedo in RL and the small fry would basically vaporize, esp if explosive cargo aboard.I think the NSM for large warships and very large merchants would be great.But read countless stories about ships going down very quick, less than a minute.
fitzcarraldo
12-03-10, 02:37 PM
I have a couple of questions about time compression and the Poul Sound in TMO 2.0 (without RSRDC):
What is the recommended time compression limit for TMO? I have some CTDs in high compression rates.
I have some CTD when I run in surface (high speed) from an enemy base, after an attack. It seems some sound produces the CTD. I use Poul Sounds, I want to know if this sound mod is totally compatible with TMO 2.0 plus the beta patch.
Many thanks and regards!
Fitzcarraldo :salute:
Mescator
12-03-10, 09:52 PM
I have some CTD when I run in surface (high speed) from an enemy base, after an attack. It seems some sound produces the CTD. I use Poul Sounds, I want to know if this sound mod is totally compatible with TMO 2.0 plus the beta patch.
When i was fiddling around with poul sound i was creating CTDs with alarming regularity. I never fixed it, but certain sounds in certain camera views would cause a crash, which was weird because my version of the sound would crash the game, but Pouls would not, despite his being longer and larger.
TheBeast
12-04-10, 04:41 AM
When i was fiddling around with poul sound i was creating CTDs with alarming regularity. I never fixed it, but certain sounds in certain camera views would cause a crash, which was weird because my version of the sound would crash the game, but Pouls would not, despite his being longer and larger.
Most of the Sound Samples are supposed to be limited to 15 Sec Max. Many of the Sound Samples in many many MODs exceeds this limit and can cause many different problems.
If you can edit the sounds and trim them down to 15 seconds or less and save with propper format and quality you will not get as many CTD's or Sounds sticking in loop.
Mescator
12-04-10, 05:11 AM
Most of the Sound Samples are supposed to be limited to 15 Sec Max. Many of the Sound Samples in many many MODs exceeds this limit and can cause many different problems.
If you can edit the sounds and trim them down to 15 seconds or less and save with propper format and quality you will not get as many CTD's or Sounds sticking in loop.
Thats the thing, i was replacing 20 - 30 seconds long clips with sounds that were under 15 seconds and getting CTDs, despite the 30 second long sound working fine. Even custom sounds i made that were over 15 seconds still did it.
fitzcarraldo
12-04-10, 06:27 AM
Thats the thing, i was replacing 20 - 30 seconds long clips with sounds that were under 15 seconds and getting CTDs, despite the 30 second long sound working fine. Even custom sounds i made that were over 15 seconds still did it.
Yesterday, in campaign in Palau Islands, a lonely destroyer attack me at night, I run away in surface at flank speed and attack the destroyer with the cannon. The destroyer hit my sub, I took damage, and - in the moment I think the destroyer hit me with the decisive and fatal salvo - the game go to CTD. I think a sound of explosion of my sub, or another sound problem with Poul sounds, cause this CTD. Today I´ll try TMO without the Poul mod, I want that mod installed, but the CTDs are very frequents...:yawn:
Many thanks and regards.
Fitzcarraldo :salute:
TheBeast
12-04-10, 07:56 AM
Thats the thing, i was replacing 20 - 30 seconds long clips with sounds that were under 15 seconds and getting CTDs, despite the 30 second long sound working fine. Even custom sounds i made that were over 15 seconds still did it.
The sample rates (Sound Quality) are not correct. Look at the sample rates of the stock sounds. That is the sample rate that should be used when making new sound samples. If you try to get high quality sample rates it causes problems.
When i was fiddling around with poul sound i was creating CTDs with alarming regularity. I never fixed it, but certain sounds in certain camera views would cause a crash, which was weird because my version of the sound would crash the game, but Pouls would not, despite his being longer and larger.
I'm having the exact same problem. See my posting about it here I just made http://www.subsim.com/radioroom/showthread.php?t=177685
Beast, you say it's the "sample rates" how do we tweak this or make sure it's the same as stock?
TheBeast
12-04-10, 09:57 AM
I'm having the exact same problem. See my posting about it here I just made http://www.subsim.com/radioroom/showthread.php?t=177685
Beast, you say it's the "sample rates" how do we tweak this or make sure it's the same as stock?
I use Wavepad to edit the OGG and WAV files. Typically a voice sample rate should be 44100 Mono. Some other sound samples may be stereo but I wouldn't recommend it as the game handles left/right frwd/back channel control depending on you sound settings and sound hardware.
If you try saving at a higher quality sample rate you will have problems.
if you are using 44100 mono and still having problems, it may what Jan point out, faulty hardware or drivers.
Mescator
12-04-10, 07:14 PM
The sample rates (Sound Quality) are not correct. Look at the sample rates of the stock sounds. That is the sample rate that should be used when making new sound samples. If you try to get high quality sample rates it causes problems.
Thanks, I'll have a look at this today. Why would the sound play perfectly in one view and not another though? As a example, i made a new silent running sound which CTD when triggered from the control room, but worked fine from the exterior cam.
TheBeast
12-04-10, 08:20 PM
Thanks, I'll have a look at this today. Why would the sound play perfectly in one view and not another though? As a example, i made a new silent running sound which CTD when triggered from the control room, but worked fine from the exterior cam.
Almost all Exterior Ambient Sound Samples are small in size and playback time. The Interior ambient sound sample is a much larger size file and much longer playback time.
Try tweaking the interior sound samples to reduce size and playback times.
Thanks for the help on the sound CTD guys. I seem to have fixed it by ensuring bitrates are the same.
Got a second question about install order.
I'm running TMO, RSRDC and the TMO/RSRDC sensor fixes by Tater. I just downloaded the TMO2.0 beta patch. Should the install order be like this or will the Fixed Sensors mod overwrite the beta patch changes?
1 TriggerMaru_Overhaul_2
1b TMO_Beta Patch
2 RSRDC_TMO_V502
3a SCAF for RSRDC v502_2.0
3b Fixed_sensors_TMO-RSRDC
Swabbie
12-08-10, 08:45 PM
My boat won't move. Installed this mod and only this mod. Started a new career. Any bell changes I try to make are answered with. "Can not comply."
Freecam shows none of the boats as having deck guns. Can't go to that station either.
TheBeast
12-09-10, 12:58 AM
My boat won't move. Installed this mod and only this mod. Started a new career. Any bell changes I try to make are answered with. "Can not comply."
Freecam shows none of the boats as having deck guns. Can't go to that station either.
Sounds like the Crew Ranks are wrong in the UPC files for your boat.
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