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Stary Wuj
12-09-10, 08:05 AM
Thank You again!

Merry Christmas and Happy New Year!

Stary Wuj

Swabbie
12-09-10, 11:26 AM
Sounds like the Crew Ranks are wrong in the UPC files for your boat.

Crew ranks? How could that be? I'm using the vanilla boats that come with SH4.

slikster
12-09-10, 03:27 PM
I've had a couple patrols with TMO now. Generally, I like what's there. However, It gets a little boring!

Going 5 days or more without seeing or hearing anything but an occational plane is the norm when searching an objective area. Is there any tweaks out there to up the shipping traffic a bit? I also really miss occational contact reports of single ships so that I can intercept them over longer distances.

I only have TMO loaded up.

Bubblehead1980
12-09-10, 04:15 PM
I've had a couple patrols with TMO now. Generally, I like what's there. However, It gets a little boring!

Going 5 days or more without seeing or hearing anything but an occational plane is the norm when searching an objective area. Is there any tweaks out there to up the shipping traffic a bit? I also really miss occational contact reports of single ships so that I can intercept them over longer distances.

I only have TMO loaded up.


Need to find the shipping lanes.I ignore my assigned patrol areas at times unless it's in a hot spot, I don't get to play much so when I do want to have a reasonable chance to find something.Howver, I've had patrols where I find nothing for 30 days then as I'm about to turn for home, I run into a convoy.Patience is key in sub warfare.I suggest opening the campaign files up with the mission editor...it'll show the traffic lanes or take a look at the map attached to the radio.

Jan Kyster
12-09-10, 04:20 PM
...so that I can intercept them over longer distances.In TMO??? :o :rotfl2:

Forget it, man! They zig like hell. Once managed to loose a reported contact 60km away... :nope:


But I'm with you re. the occasional contact report! We do have a lot of ships, planes and friends out there.

Ducimus
12-09-10, 05:08 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.

Make sure your install of SH4 is an unmodded, clean installation of SH4 with the Uboat mission expansion. (or a clean install of SH4 gold). If your using version 1.4 without the uboat addon, the mod won't work correctly. If your using a career game started before you installed the mod, it probably won't work correctly.

I've had a couple patrols with TMO now. Generally, I like what's there. However, It gets a little boring!

Going 5 days or more without seeing or hearing anything but an occational plane is the norm when searching an objective area. Is there any tweaks out there to up the shipping traffic a bit? I also really miss occational contact reports of single ships so that I can intercept them over longer distances.

I only have TMO loaded up.

The traffic is out there. You just have to find it. As frequency goes its much less then stock, but (and i'm guessing) a little bit more then RSRD.

In TMO??? :o :rotfl2:

Forget it, man! They zig like hell. Once managed to loose a reported contact 60km away... :nope:


All convoys in TMO zig zag at regular intervals. My suggestion would be to track a convoy long enough to guess the zig zag interval, and plot your incercept course based on when you think it will change course to next. Anticipate his movement, and cut him off.

Wojak10
12-09-10, 06:56 PM
Hi all, how do you think this set will be appropriate and compatible and can still add something?
Thanks for the advice and greet

TriggerMaru_Overhaul_2
TMO_20_Beta_update
Torpedo_ Graphics_for_TMO+RFB
Medals_Fix_ IV for v1.5 -TMO by Latency
IJN_Rad_Fix_for_TMO2_betaupdate
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
Nav Map Make-Over v. 1.2
NMMO v1.2 Patch 1
NMMO Airbase Add-on
NMMO Airbase Add-on Patch 1
Poul-Sound for SH4

virtualpender
12-09-10, 08:29 PM
Hi all, how do you think this set will be appropriate and compatible and can still add something?
Thanks for the advice and greet

TriggerMaru_Overhaul_2
TMO_20_Beta_update
Torpedo_ Graphics_for_TMO+RFB
Medals_Fix_ IV for v1.5 -TMO by Latency
IJN_Rad_Fix_for_TMO2_betaupdate
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
Nav Map Make-Over v. 1.2
NMMO v1.2 Patch 1
NMMO Airbase Add-on
NMMO Airbase Add-on Patch 1
Poul-Sound for SH4

Wow - that's a lot of mods!

It appears your install order is correct but you should not need the Medals_Fix or the IJN_Radar_Fix. The medals work properly in TMO 2.0 and the radar data for IJN ships is superceded by RSRDC and Tater's fixes. Otherwise, should work fine. Happy hunting!
:DL

ZigmundFreund
12-09-10, 08:45 PM
Make sure your install of SH4 is an unmodded, clean installation of SH4 with the Uboat mission expansion. (or a clean install of SH4 gold). If your using version 1.4 without the uboat addon, the mod won't work correctly. If your using a career game started before you installed the mod, it probably won't work correctly.

If I may add something here. I had a lot of similar bugs when I started to use mods with SH4.

I bought the game prior to patch 1.4 which I installed. My mistake was to install Uboat addon on top of that. If that's your setup, Uninstall everything re-install SH4 (reboot, defrag...) and install the Uboat addon only. Patch 1.4 is included in it.

This and some reading about bow/aft gun positioning on this forum fixed it for me. Every mod I tried since is working fine.

Onehunglow
12-09-10, 11:57 PM
Wow - that's a lot of mods!

I'm a bit confused now :hmmm: this is my load order

TriggerMaru_Overhaul_2
TMO_20_Beta_update
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
SCAF for RSRDC v502_2.0
MaxOptics IV for TMO_2
3000 Meter Bearing Tool


Should I be using these after RSRDC_V5xx_Patch1 and before SCAF ?

Fixed_CD_sonar_RSRDC
IJN_Radar_Fix_for_TMO2_v1
Fixed Zero Bomb Load RSRDC
TMO_Visuals_for_RSRDC

Wojak10
12-10-10, 07:19 AM
Wow - that's a lot of mods!

It appears your install order is correct but you should not need the Medals_Fix or the IJN_Radar_Fix. The medals work properly in TMO 2.0 and the radar data for IJN ships is superceded by RSRDC and Tater's fixes. Otherwise, should work fine. Happy hunting!
:DL


Nice set of what :DL? Should like to thank the modders in this place so that we can enjoy efficient and a great campaign:salute:

I wonder if you can throw something else into fashion Poul - Sound for SH4 and TMO ?:hmmm:

I'm having trouble keeping track of contact when you point out that the officer gives the sonar bearing only once and not repeats of new contacts (whether near or far, or at the surface or under water) and maybe I'm doing something wrong

:hmmm:

Dignan
12-13-10, 10:05 AM
I'm playing TMO2.0 with map contacts 'ON.' Recently I've noticed that when I try to zoom in close the contact on the map, the contact disappears on the three highest zoom levels. Did I break something in the mod? All that's laid over TMO is TMO beta patch, RSRD, associated official patches and sound mods.

Does TMO2.0 beta take away map contacts at close range on purpose?

rein1705
12-13-10, 09:43 PM
I'm playing TMO2.0 with map contacts 'ON.' Recently I've noticed that when I try to zoom in close the contact on the map, the contact disappears on the three highest zoom levels. Did I break something in the mod? All that's laid over TMO is TMO beta patch, RSRD, associated official patches and sound mods.

Does TMO2.0 beta take away map contacts at close range on purpose?

FOTRS is like that too. They just vanish unless its a visual contact. Airplanes will disappear as well.

drakkhen20
12-14-10, 12:43 AM
I couldnt post my load out even if I wanted to. I get so upset with sh4 most of the time. I have tmo 2.0 and been with tmo since 1.5 and its been the only mod I have had enabled. I like authinticity and realism so I thought id give othe mods with tmo together. but unfortunatly I find myself potralling and never ever finding any contacts what so ever for weeks on in a single patrol. so t he game has been very boring aside from the graphics and real environment mods and all. if you wondering what all mods I have I couldnt tell you much. I think tmo 2.0,fotrs, uh the larger optics mods and a couple other I cant remember. if anybody has any suggestions for me that would be great.

Dignan
12-14-10, 07:14 AM
FOTRS is like that too. They just vanish unless its a visual contact. Airplanes will disappear as well.

These are definitely visual contacts in "visual range" but they still disappear.

jldjs
12-14-10, 10:40 AM
I'm playing TMO2.0 with map contacts 'ON.' Recently I've noticed that when I try to zoom in close the contact on the map, the contact disappears on the three highest zoom levels. Did I break something in the mod? All that's laid over TMO is TMO beta patch, RSRD, associated official patches and sound mods.

Does TMO2.0 beta take away map contacts at close range on purpose?

No but I found some of the ships from RSRD don't have the DOT display
when you zoom in. This fixable but I'm not at home PC to give you that
fix. I'm sure someone else will read this and reply.

Dignan
12-14-10, 12:27 PM
No but I found some of the ships from RSRD don't have the DOT display
when you zoom in. This fixable but I'm not at home PC to give you that
fix. I'm sure someone else will read this and reply.

Aha! That would definitely explain it. It isn't every ship but only some. I'm definitely interested in the fix if you have time. I am running RSRDC.

razark
12-14-10, 12:44 PM
Aha! That would definitely explain it. It isn't every ship but only some. I'm definitely interested in the fix if you have time. I am running RSRDC.
Uninstall RSRD. Open up the RSRD mod folder, and go into the Data folder, and down into Sea. Each ship has it's own folder there. Pick a ship from TMO that is not in RSRD. Copy the <whatever>_shp.dds file from the folder, and put it into the folder for the ship without the dot. Rename it to match the new ship. You will have to do this for each ship that doesn't display on the map. Reinstall RSRD.

Use with caution, always make backups, not responsible if it makes your dog crazy, do not operate heavy machinery while driving. Some drowsiness may result. If you experience frequent symptoms, see your medical provider immediately. Always discuss any changes with your doctor before reading disclaimers.

slikster
12-15-10, 12:05 AM
Where would I install the New Narwhal K mod? Before or after TMO? Or is it even compatible?

Edit: Oh, and a general question, where is the RPM gauge refered to in the TMO manual?

keltos01
12-15-10, 01:29 AM
Where would I install the New Narwhal K mod? Before or after TMO? Or is it even compatible?

Edit: Oh, and a general question, where is the RPM gauge refered to in the TMO manual?

no it is not compatible.

on the same basis, I'd like to make my Surcouf mod TMO compatible too.

anyone knows what files to change ?

regards

keltos

Dignan
12-15-10, 08:10 AM
Uninstall RSRD. Open up the RSRD mod folder, and go into the Data folder, and down into Sea. Each ship has it's own folder there. Pick a ship from TMO that is not in RSRD. Copy the <whatever>_shp.dds file from the folder, and put it into the folder for the ship without the dot. Rename it to match the new ship. You will have to do this for each ship that doesn't display on the map. Reinstall RSRD.

Use with caution, always make backups, not responsible if it makes your dog crazy, do not operate heavy machinery while driving. Some drowsiness may result. If you experience frequent symptoms, see your medical provider immediately. Always discuss any changes with your doctor before reading disclaimers.

Ha. Thanks for the directive on this. Appreciated.

Soundman
12-15-10, 02:29 PM
Question....Everyone is saying they are using TMO 2.0. The only "2" version I can find is 2.7z. Am I missing somthing? Normally I would assume 2.7z is the version everyone is referring to but........I have been using TMO 1.9 and decided to upgrade to 2.0 yesterday. I also decided to add the SCAF, MAX Optics, and 3000 yd bearing tool on top (and in that order). For some reason, when applying the "3000 yd bearing tool" the game loads without the gauges at the bottom of the screen (white background in their place), and soon after I get a CTD, so somthing is screwy. The 3000yd mod was tested on TMO 1.9 before I put in TMO 2.7z and it worked like a champ. I also thought it may be a conflict with one of the other mods, so I applied on top of TMO 2.7z without any other mod with the same result, so I don't feel the problem is with that mod itself, but somthing conflicting with TMO. It would appear others are using these very same mods successfully, so I have to ponder if there is an actual "TMO 2.0". Again,..I can only find TMO 2.7z ????? :hmmm::hmmm::hmmm: Bottom line... is there a "TMO 2.0" out there somewhere?

fitzcarraldo
12-15-10, 03:15 PM
Question....Everyone is saying they are using TMO 2.0. The only "2" version I can find is 2.7z. Am I missing somthing? Normally I would assume 2.7z is the version everyone is referring to but........I have been using TMO 1.9 and decided to upgrade to 2.0 yesterday. I also decided to add the SCAF, MAX Optics, and 3000 yd bearing tool on top (and in that order). For some reason, when applying the "3000 yd bearing tool" the game loads without the gauges at the bottom of the screen (white background in their place), and soon after I get a CTD, so somthing is screwy. The 3000yd mod was tested on TMO 1.9 before I put in TMO 2.7z and it worked like a champ. I also thought it may be a conflict with one of the other mods, so I applied on top of TMO 2.7z without any other mod with the same result, so I don't feel the problem is with that mod itself, but somthing conflicting with TMO. It would appear others are using these very same mods successfully, so I have to ponder if there is an actual "TMO 2.0". Again,..I can only find TMO 2.7z ????? :hmmm::hmmm::hmmm: Bottom line... is there a "TMO 2.0" out there somewhere?

Please, go to first post of this thread, the TMO 2.0 is the 2.7. There is a TMO Beta Update, also. TMO 2.0 have some optional mods included.

Regards.

Fitzcarraldo :salute:

Jan Kyster
12-15-10, 03:24 PM
It's a 7z-file. So Trigger Maru Overhaul is called TMO_2 and with filetype .7z :D

Let's make a club, don't know how often it has fooled me too :88)


Do you have a link to the 3000 y tool? Wouldn't mind testing it.

Soundman
12-15-10, 03:45 PM
It's a 7z-file. So Trigger Maru Overhaul is called TMO_2 and with filetype .7z :D

Let's make a club, don't know how often it has fooled me too :88)


Do you have a link to the 3000 y tool? Wouldn't mind testing it.

HeHe, yes, now I get it "7z" ..Makes sense, however, now that I know I'm using the same as everyone else, must still figure out why the bearing tool is npt working correctly. I'll report my findings. Thanks for the info guys! :up:

Soundman
12-15-10, 04:22 PM
It's a 7z-file. So Trigger Maru Overhaul is called TMO_2 and with filetype .7z :D

Let's make a club, don't know how often it has fooled me too :88)


Do you have a link to the 3000 y tool? Wouldn't mind testing it.


Sorry, missed the question first time around.:doh: ..... The 3000 yd Bearing tool can be found in the Download Section under "Gameplay" mods. I'd link it for you, but you have to download the version for whatever screen resolution you are running the game under. It's a great tool and will be accurate and matches (exactly!) the measuring tool on the navmap as long as you use the version matching your screen resolution. I'm using (or trying) the 1920x. As stated earlier.. when I tested it with TMO 1.9, it worked like a champ. That's what got me so puzzled.

As a note of interest: There is a fair chance that the current bearing tool (overlay) you currently have, does not display distances accurately. To test this, simply go to the navmap, zoom in and draw a line from your boat to the outer edge and compare measurement. I'm running 1920x and the stock bearing tool goes up to (if I remeber correctly) 1500 yds and when measuring using the line tool actually measures 1000 yds, so it's off by a large margin. Let me know what you discover. Good luck! :up:

Jan Kyster
12-15-10, 07:18 PM
As a note of interest: There is a fair chance that the current bearing tool you currently have, does not display distances accurately..... Let me know what you discover. Good luck! :up:I've discovered, there's nothing in the overlay tool, that will cause TMO to tilt, so you can let that part out of the equation! :up:

And how did you know, I got a new monitor today? :D Indeed it does not fit anymore - so back to the drawingboard.
None exist in this resolution and what I remember from making the 1600x1200 old version, it took a lot of trial and error to get the size right.
As far as I remember, it was not a simple rescale that did the trick... :88)

Soundman
12-15-10, 09:29 PM
I've discovered, there's nothing in the overlay tool, that will cause TMO to tilt, so you can let that part out of the equation! :up:

And how did you know, I got a new monitor today? :D Indeed it does not fit anymore - so back to the drawingboard.
None exist in this resolution and what I remember from making the 1600x1200 old version, it took a lot of trial and error to get the size right.
As far as I remember, it was not a simple rescale that did the trick... :88)

I tried removing 2.0 and put 1.9 back in with the same result, so TMO is obviously not the problem. Thought maybe the download was somehow corrupted, so tried downloading everything over again and got the same result. I wonder now if it's not a driver issue although it did indeed work fine when tested yesterday. Either way, 2.0, SCAF and Max Optics playing great as long as the 3000 yd mod is not activated. Still puzzled, but for now I've decided to live with it as is. Something got borked along the way, but the only thing I know to try now is a complete vanilla re-install and while I'd love to have the overlay, it's not worth the re-install effort. I can live with it as long as I know 1500 yds is really 1000 yds. :D

Hammertime
12-15-10, 10:09 PM
Howdy shipmates

sorry in advance if this has been answered already

Am using TMO 1.9 and looking to install the latest version (its the only mod ive ever needed btw :yeah:)

is it just a matter of removing1.9 using the mod enabler then applying 2.0?
or do I need to do a clean install of sh4

Thanks - and merry xmas to you!

Rip
12-15-10, 11:52 PM
I just pulled 1.9 and inserted 2.0 should be safe as long as you didn't hand mod anything.

Hammertime
12-16-10, 12:51 AM
I just pulled 1.9 and inserted 2.0 should be safe as long as you didn't hand mod anything.

Thanks greywolf

Uboatman
12-17-10, 05:45 PM
So have just finished reading this thread from the very 1st page to the last and now very keen to give it ago as looks like things have come along way since my last attempt. I do have quite a few questions before I do though if you chaps have the spare time to answer them:up:

1. What if any mods should I install over TMO 2.0 to make the experience even better? I noticed that lots of you are running several mods, I'm thinking maybe 3-5 must haves to go with TMO or none if that's just as good.

2. I am also running SH3 with GWX at the mo, will d/l JSGME again for SH4/TMO cause a problem resulting in an uninstall of SH3 if I want to play SH4/TMO?

3. Having read through this thread I'm still undecided if I should go with the reduced AI mod, any thoughts?

Thanks in advance.

virtualpender
12-17-10, 06:50 PM
1. What if any mods should I install over TMO 2.0 to make the experience even better? I noticed that lots of you are running several mods, I'm thinking maybe 3-5 must haves to go with TMO or none if that's just as good.

TMO is rather comprehensive. Try running it just with the Beta patch. After a couple patrols you can determine if there are other mods or tweaks you'd like.

2. I am also running SH3 with GWX at the mo, will d/l JSGME again for SH4/TMO cause a problem resulting in an uninstall of SH3 if I want to play SH4/TMO?

As long as JSGME is installed separately in your SH3 and SH4 folders there should be no problems.

3. Having read through this thread I'm still undecided if I should go with the reduced AI mod, any thoughts?

Again, I would play as is. I think the AI in TMO gets a worse reputation than it deserves. Play smart, not reckless, and you'll find the AI challenging but not necessarily unrealistic.

Good luck, enjoy, and send a mental Christmas card to Ducimus to thank him for the thousands of hours he's put into TMO!

razark
12-17-10, 07:05 PM
1. What if any mods should I install over TMO 2.0 to make the experience even better?
All of them. You'll never know what works for you if you don't try them. Install them, play a bit, try another one. Just be careful mixing too many together. It can get messy.

2. I am also running SH3 with GWX at the mo, will d/l JSGME again for SH4/TMO cause a problem resulting in an uninstall of SH3 if I want to play SH4/TMO?
If you have any problems, it's because you did it wrong. I have about 5 different JSGME installs between SH3/4 and flight sims.

3. Having read through this thread I'm still undecided if I should go with the reduced AI mod, any thoughts?
Never tried it.

Uboatman
12-17-10, 07:42 PM
Don't have that much time to try them out hence asking, got a baby coming by the end of Feb.:timeout: :)

What is RSRD (sorry not read up on it, after reading the 187 pages here my eyeballs are sore enough) and how will it affect TMO?:hmmm:

edit: Installing now, do I need to run SH4 to create any save files or such like before installing the mods?

razark
12-17-10, 08:44 PM
Don't have that much time to try them out hence asking, got a baby coming by the end of Feb.
Seriously, we don't know what you like or what your playing style is; it's very hard to tell someone what mods they should use. Do you want a challange, realism, manual targeting, etc?

What is RSRD (sorry not read up on it, after reading the 187 pages here my eyeballs are sore enough) and how will it affect TMO?
Run Silent, Run Deep. It's a complete rewrite of the campaign, to give more realistic traffic. TMO has it's own campaign rewrite, but a lot of research went into RSRD. I've mostly run TMO without it.

edit: Installing now, do I need to run SH4 to create any save files or such like before installing the mods?
I don't believe so.

Uboatman
12-17-10, 09:19 PM
Yes I suppose tastes are different for everyone but I guess my preferences run similar to the ethos of TMO as described by it's author. I like it realistic to a point.

I'm not one for complicated manual targeting and I like my external camera etc, but will have all the really gamey stuff like unlimited options off and sensors and damage etc set to realistic.

After a fun challenge but not hard work I guess.

Whacked up all my settings on my GFX card through the Nvidia control panel and also in the options screen, looks great but the screen does jump as if it were refreshing every so often, are there recommend settings for my setup:

Running on XP x32 SP2, 4GB RAM(running at 3:cry:), 9800GTX card with latest drivers through a DVI widescreen TFT

Have launched a patrol out of Pearl now, but don't mind going back to beginning if I have to change settings.

Need to get the next/prev camera back, I know it's this thread somewhere:cool:...................

ReallyDedPoet
12-17-10, 09:30 PM
Need to get the next/prev camera back, I know it's this thread somewhere:cool:...................

How do i get the next/ previous camera back?

The easiest way is to open the /data/cfg/commands.cfg in TMO. Search for " [Cmd50] " Your looking for these two blocks:


[Cmd50]
Name=Camera_on_next_unit
Ctxt=1
;Key0=0xBE,,">"
Page=0x34000000,3714

[Cmd51]
Name=Camera_on_prev_unit
Ctxt=1
;Key0=0xBC,,"<"
Page=0x34000000,3714

Simply remove the semicolon placed in front of the key assignment, and you have the next/previous cameras back. Note: this will restore hotkeys. It will not restore the buttons on the ordersbar.

Uboatman
12-17-10, 09:42 PM
Oops, must remember to disable before changing things in files, well got the cameras done.

Does pressing the return to course button always result in "all Stop"?

razark
12-17-10, 10:04 PM
Does pressing the return to course button always result in "all Stop"?
As far as I know, it only does that if you have no waypoints set.

Uboatman
12-17-10, 10:24 PM
odd, well, no biggie, see if it does it next patrol.

Was I meant to fill the empty slots in the roster at the start of the mission? Sorry, not very familiar with SH4:oops:

Mescator
12-17-10, 11:30 PM
As far as I know, it only does that if you have no waypoints set.

I also find it does it in the first few minutes of loading a game where you saved while underway. Goes away after a second or two with TC on.

razark
12-17-10, 11:35 PM
I also find it does it in the first few minutes of loading a game where you saved while underway. Goes away after a second or two with TC on.
Now that you mention it, quite possibly. I don't tend to load saves very often.

Was I meant to fill the empty slots in the roster at the start of the mission?
I usually fill all the slots before I head out.

Sorry, not very familiar with SH4:oops:
Asking is one of the best ways to learn.

Uboatman
12-18-10, 06:10 AM
The reason I asked about the crew slots was that I had read earlier in the thread about the deck gun crew still taking damage when submerged, is this no longer a problem and when I get back to port I can just fill up all the empty slots?

lynx
12-18-10, 08:17 AM
Hello, for a long time I play SH4-UBM with TMO 2,0 + MaxiOptics+Scaf and I have not been having problems.
I want to congratulate Christmases to all and to be thankful for to Ducimus its work.
Greetings Merry Christmas, Feliz Navidad!!

http://i54.tinypic.com/8wxugx.jpg

Mikemike47
12-18-10, 04:30 PM
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.

This file is from FalloftherisingSun_V1.3 or earlier versions. I had the same result of what you described above. It has happened to me when I did not uninstall mods properly for (JGME) Jones Generic Mod Enabler. I usually look in the "Wolves of Pacific folder\MODS\!BACKUP and !INSTLOGS folders to see if any files was left behind because of my error in solving some complicated mod issues. I have had a few leftover recognition manual dds files from various mods. It WAS NOT A FAULT of JGME.

I now keep a DVD backup of Silent Hunter 4 1.5 U-boat missions before mod additions to eliminate future mistakes.

Liberatus
12-18-10, 05:19 PM
hi everyone!

Has anyone had played in TMO 2.0 with Easier AI for TMO? If the Trriger maru with this mod (AI easier for TMO) is too simple or only slightly changes the AI?

Uboatman
12-18-10, 05:44 PM
hi everyone!

Has anyone had played in TMO 2.0 with Easier AI for TMO? If the Trriger maru with this mod (AI easier for TMO) is too simple or only slightly changes the AI?

Have just started out with TMO 2.0 plus beta patch and added the easier AI on top, finding it ok just now, think it's great for learning with as it's still a challenge to get into position without being detected but nowhere as easy as stock, will probably do a career or 2 before progressing to regular AI.

Hope this helps:)

Liberatus
12-18-10, 05:50 PM
Easier Ai is more difficult than in the stock version SH 4, isn't it?

Uboatman
12-18-10, 05:59 PM
Easier Ai is more difficult than in the stock version SH 4, isn't it?

Yes, you'll still get pounded if your a TMO newbie like me:D

Liberatus
12-18-10, 06:10 PM
Thanks Uboatman :)

Uboatman
12-18-10, 06:40 PM
Thanks Uboatman :)

Good luck, I didn't survive my 1st 2 contacts, did the 3rd only got 2 hits for all my efforts with duds and misses (6 torps left) but it was very satisfying to even get the 2 when I know it could have been none:woot:

Good hunting:arrgh!:

Liberatus
12-19-10, 04:45 PM
Why not have a watch periscope in TMO 2.0? There is attack periscope and night periscope.

jldjs
12-19-10, 05:26 PM
I play TMO 2 Beta with easier AI. It took over an hour of game
time to get free of a minesweeper and Yama something
DD. I also just learned that going to flank to evade dropped
DCs takes you out silent running. Those two followed my every move
even while I was 560 ft deep running at 1 knot. I think they ran out of DCs.

Bubblehead1980
12-19-10, 08:15 PM
Why not have a watch periscope in TMO 2.0? There is attack periscope and night periscope.


The "night scope" is also the watch scope aka observation scope.

Liberatus
12-20-10, 02:36 AM
Thank you :D

aanker
12-20-10, 12:14 PM
Edit: Oh, and a general question, where is the RPM gauge refered to in the TMO manual?
The RPM gauges are the group of 4 gauges in the CR the old helmsman was looking at before he moved up to the CT where they are in front of him there.

Regarding the missing "Ship_name_shp.dds" files that are "missing" someone else mentioned, it may be a better idea to make your own mini mod including those files rather than editing a super mod like RSRD. Just enable the mini mod after everything else.

Just a thought.

Also, the values in \Data\Menu\Cfg\Maps.cfg can be included in the above 'mini-mod' or turned into a stand alone mini mod and edited, then enabled. (values like: "SymbolZoom=" )

Happy Hunting!

Art

Liberatus
12-21-10, 05:22 AM
Why do I still hear the engine going on, although I'm standing in place and the speed is 0? Is this a mistake?

my setup:

TMO 2.0
Easier AI for TMO
Convoy routes for TMO 2.0

keltos01
12-21-10, 05:48 AM
hi !

anyone here would care to make a patch for the Surcouf ?

so that it would be TMO compatible ?

thanks

keltos

Liberatus
12-21-10, 11:10 AM
Please reply!:ping:

aanker
12-21-10, 12:27 PM
Why do I still hear the engine going on, although I'm standing in place and the speed is 0? Is this a mistake?

my setup:

TMO 2.0
Easier AI for TMO
Convoy routes for TMO 2.0
Is it one engine or all four? - lol. You could be charging your battery or your crew is just staying on top of things ready to go after that next contact....

My best guess is, I don't think the diesel engines ever 'turn off' unless your boat is submerged. One would think at least one engine would be charging so your battery can remain fully charged and run the electrical systems that are in use even while stopped. Refrigeration, air conditioning, water heater, cooking, lights, 1MC, pumps, etc, etc.

Happy Hunting!

Art

Liberatus
12-21-10, 12:43 PM
I forgot to add that it is a diesel engine and engine going on after the battery is fully charged. i don't know is it one or four.

Jan Kyster
12-21-10, 01:12 PM
Why do I still hear the engine going on, although I'm standing in place and the speed is 0? Is this a mistake?aanker is correct. Never turned off except when submerged.
We need power to the icecream machine! :rock:

And some fleetboats were diesel-electrics; the diesels "only" drives generators that feeds electric motors for propulsion...


If you would like to dwell a bit more over the diesels, here's some good info: http://www.hnsa.org/doc/fleetsub/diesel/index.htm

Liberatus
12-21-10, 02:44 PM
Thank you very much Jan Kyster :yeah:

Liberatus
12-21-10, 04:05 PM
I play Trriger Maru 2.0 and do not know if this mod is a mistake, but I can not hear hydrophone screw motor boats, trawlers flowing next to me even though my operator hydrophone reports of contact. With other ships, no problem. Please answer playing TMO 2.0, but also in older versions of this mod.

Ducimus
12-21-10, 04:21 PM
There's an unresolved bug with the stock game where some ships that are traveling below 7 knots are not audible on the hydrophone when you man the station yourself. It doesn't seem to effect all ships, just some of them.

Liberatus
12-21-10, 04:40 PM
But a hydrophone operator hears ships that are traveling below 7 knots. Ok, thank you.

rein1705
12-21-10, 06:39 PM
Anyone know how to add the "do not lose this man" crewman to a boat that doesnt have one?
eg: the Narwhale (diesel)

aanker
12-21-10, 08:21 PM
One way is to edit the two+/- saved games files:

Edit the ActiveUserPlayerUnits.upc files so the crewman will have:
SpecialAbilities=Ability-Propulsion-Specialist

- if that is how he designed it.... Mine is the leader in the Engine compartment.

It would be nice to find out how Ducimas did it automatically so the saved game edit isn't necessary. This idea was one of the most outstanding fixes of the year, IMO.

Of course you need to edit the sims - NSS_Boatclass.sim - for 15 kts and the Special Abilities UPC so the Propulsion-Specialist will do the job. Also look at the NSS_Boatclass.cfg files to get the speed settings.

Happy Hunting!

Art

Ducimus
12-21-10, 09:30 PM
It would be nice to find out how Ducimas did it automatically so the saved game edit isn't necessary.

As i recall, i beleive that its the submarines upc file. Your making calls to crewman and assigning them positions on the boat. Each crewman type has an ID handle in the rank.upc file i think. I made a specific reference for the crewman associated with the battery fix, to the submarine upc file.

At least i think thats how i did it. It's been awhile since i looked at it.

aanker
12-21-10, 09:56 PM
As i recall, i beleive that its the submarines upc file. Your making calls to crewman and assigning them positions on the boat. Each crewman type has an ID handle in the rank.upc file i think. I made a specific reference for the crewman associated with the battery fix, to the submarine upc file.

At least i think thats how i did it. It's been awhile since i looked at it.
Thank you! It's thanks to your countless hours burning the midnight oil and coming up with ideas like this, SH4 has become a joy.

Merry Christmas!

Art

rein1705
12-22-10, 04:43 PM
As i recall, i beleive that its the submarines upc file. Your making calls to crewman and assigning them positions on the boat. Each crewman type has an ID handle in the rank.upc file i think. I made a specific reference for the crewman associated with the battery fix, to the submarine upc file.

At least i think thats how i did it. It's been awhile since i looked at it.



You sir are a amazing individual. You have my admiration. :salute:


Thank you all for your help and support.
Rein.

Captain_AJ
12-23-10, 03:17 PM
It appears that I have more dud torpedoes than good ones while enabling this mod .I am currently near Okinawa and in a high traffic area . I missed a juicy target "Hora maru " I checked and rechecked and all four torpedo shots were duds , Using AOTD .. I didnt have that many duds , a few are ok and acceptable but almost the full load in the aft tubes using a Tambor class sub is unacceptable . I am a seasoned captain :damn: . Please do not get me wrong and I am not bashing these honorable efforts , I am asking the community for thier feedback and asking if this is simular . FYI

I have the latsest and greatest of your current version of the MOD . My settings are at 85% for game play

aanker
12-23-10, 03:44 PM
You are experiencing some of the frustration real WWII US submarine commanders experienced with dud torpedoes, deep runners, and premature detonations prior to late 43 when torpedo problems were finally - well - mostly fixed.

Happy Hunting!

Art

Captain_AJ
12-24-10, 10:03 PM
You are experiencing some of the frustration real WWII US submarine commanders experienced with dud torpedoes, deep runners, and premature detonations prior to late 43 when torpedo problems were finally - well - mostly fixed.

Happy Hunting!

Art


Yes this is true . I did set sail June 1942 . And thanks for the encouragement

EnDSchultz
12-28-10, 09:29 AM
Is it just me or are the aircraft in TMO indestructible? Moments ago I was sailing south to (hopefully) take part in the Coral Sea engagement, when, around the Marshall Islands, I was attacked by an aircraft. As we know, they are disturbingly accurate with bombs (perhaps too much so) but nevertheless I chose to hold my ground, just this once, and fire on the oncoming aircraft. Fortunately for me it was an unarmed scout plane, but nevertheless it continued diving at me. So I decided to see what it would take to shoot it down. I used up all of my 900 or so rounds of AA ammunition over at least a half dozen passes and he's still in the air, unscathed. I understand the intention is to make you fear aircraft and dive away from them as a submariner would in reality, but it seems a bit hypocritical to use an absurd divergence from realism to force realistic behavior. What if I'm in shallow water and have no choice but to take my chances? Apparently I'm doomed anyway because the aircraft seemingly can't be shot down. :damn:

Is the "HP" of aircraft governed by an easily accessible file? I'm thinking I'd like to return their durability to stock levels...

Edit: It seems to be the larger planes (twin engine flying boats, for instance) that are almost indestructible. Shot down what appeared to be a cruiser-launched biplane. Also, isn't TMO supposed to reduce the amount of aircraft you deal with? Granted, I'm in the middle of a warzone that supposedly has carriers in the area, but still, having an aircraft bothering me every two hours or so is a bit much. Does RSRDC perhaps change aircraft somehow?

Armistead
12-28-10, 10:01 AM
It's best to use the crew with high gun ratings. Early war it may be you have only a single 20mm AA gun, very hard to shoot a plane with that.

The obvious advice..DIVE, why risk your ship....but we all do it from time to time, but if you're playing to live think as a real skipper would...never put your sub in a bad postion against planes, stay out of shallow water in the day if that's a big risk. Also, if a plane spots you, it will vector in more planes. If you're playing TMO alone, the planes are dangerous.

Later war you'll have options of duel 20's of 40 bofars and with the right crew you stand a much better chance if you must fight on the surface. A few direct hits from a 40 will splash most planes. I prefer one 20 and one 40.

Sub Sailor
12-30-10, 09:54 AM
I posted this yesterday, but not in the right place I believe.
I have the above installed and I believe correctly but I never see my rating score. In my last mission I was to insert an agent into Siapan which I did, then I went hunting and sank 5 Maru's and 1 DD for 26,000 tons. I returned to Pearl docked and the tonnage, and type was correct but on the rating line-nothing- and I have never received a rating score since I installed TMO 2.0, but I don't know why.
Another question is what does a person have to accomplish to be awarded medals such as CMH, Navy Cross, Silver Star, etc. I know from my reading how medals were awarded to skippers during the war. I had one mission- patrol a site for 4 days which I did then I snuck in to a port sank 9 Maru's and 3 patrol boats, 56K tons no rating and received the Asia-Pacific medal. I don't understand that as that particular medal was awarded simply for serving.
Would some one be kind enough to explain what I am doing wrong or what mistake(s) I must have made on my install that prevents my game from performing the way it should. It plays fine I believe I just don't understand why I never see rating or receive more realistic medals awarded. I don't even believe I am receiving bonus points for upgrades the way I should.

Thank you,

Ron Banks MMCM(SS), USN(Ret)

Liberatus
12-30-10, 10:13 AM
I play on Trriger Maru 2.0 and my sub( Porpoise class) with 0% hull damge can go down on 165m and hasn't damage. It's a normal?

Hylander_1314
12-30-10, 12:25 PM
Liberatus,

Ducimus set the crush deoth deeper than the "test" depth. Boats in general can dive deeper than their rated test depth, especially with 0% hull damage. How much deeper? When your boat crushes, you have reached it's individual crush depth just like the real boats did.

It used to be very frustrating before this was added as skippers regularly went passed the rated test depth to avoid depthcharges and bombs, but the stock game had the crushing at their test depths.

Wojak10
12-30-10, 01:27 PM
Hi all
I'm using as a basic fashion: TMO 2.07 + fashion with TMO 2.07 Optional
Could you guys advise on what fashion can do to increase the realism of this great mod?

Liberatus
12-30-10, 01:30 PM
Thanks for explanation:up:

Hylander_1314
12-30-10, 08:29 PM
Hi all
I'm using as a basic fashion: TMO 2.07 + fashion with TMO 2.07 Optional
Could you guys advise on what fashion can do to increase the realism of this great mod?

The realism settings in the game will be the biggest contributors to making your gaming experience as realistically simulated as possible. Turning off the external camera, and event camera are big ones. But if you are still learning the ins and outs, play at your own learning curve, so you can get used to things, then start to turn off the little helpers as get more and more comfortable with things. If you need to, you can turn things back on while you learn the more complex things like manual targeting. But while you are learning how to defensively move while evading destroyers. Or however you feel most comfortable.

You may also want to consider adding the RSRD (Run Silent Run Deep) mod along with TMO as it will add more realistic shipping as the war progresses, until you get late in the war, and enemy shipping is very difficult to find. I think the mod also includes naval battles that you can engage in to help sink enemy warships too. It's always nice to add a BB CV, or a heavy cruiser to your taly of sunk vessels.

Hope this helps!

Hylander_1314
12-30-10, 08:45 PM
Thanks for explanation:up:

You're welcome! Just remember, if you do find your boats crush depth, you won't sail home to tell everyone about it. :03: Even the real skippers who figured out their boat's crush depth are on eternal patrol.

What I do, is multiply the test depth by 1.5, i.e, 250ft test depth x 1.5 = 375ft. You should be safe to that depth. After that, you are playing with fire. I think some folks multiply it by 1.75 which would give you a depth of 437ft. But remember, the older boats had thinner pressure hulls than the later Gato, Balao, and Tench Class boats. So if your test depth is 250, I wouldn't try pushing it past the 400ft depth mark, unless you absolutely need to.
One trick I use with the shallower boats, is to really vary your depth while evading destroyers. Not only that, but I am constantly changing direction horizontally too. But I switch from the compass to the rudder settings on the dial so I can make faster turns than just hard to port or starboard. I can use slower speed settings, and conserve battery power without having to constantly go to flank speed. Tighter turns are nice, but they bleed off too much speed for my liking. I like to use 15 to 20 degree left or right rudder, as I can maintain a good head of speed, and it throws off their aim just enough so I can run the speed up a few seconds before dropping it back down again.

Wojak10
01-01-11, 04:21 AM
Thanks for your help Hylander 1314

bother me one question more ...

When you hear the contact (convoy), what can I do to follow up sonar, and determined the ship chosen by me (contact). Which one of the buttons in TMO2 specifies the chosen target in a convoy (selected ship), which is administered in intervals?

Denis4510
01-02-11, 11:41 PM
Thanks for the mod Ducimus - from a newbie - have been playing with TMO wTw 1.7 but are now stepping up for the big one.

Kruger
01-05-11, 09:04 AM
Is the latest version of the TMO only compatible with version 1.5, or can I install it over my 1.4 ? Thanks.

fitzcarraldo
01-05-11, 09:15 AM
Is the latest version of the TMO only compatible with version 1.5, or can I install it over my 1.4 ? Thanks.

Ummmm...I uninstalled the older version (1.4) and installed the TMO 2 with JSGME, over a clean SH4 1.5. Only compatible with 1.5 (u boat missions).

Regards.

Fitzcarraldo :salute:

thehiredgun
01-05-11, 10:40 AM
I used JSGME to put it in & it crashes? Does it mix with other mods?

fitzcarraldo
01-05-11, 11:06 AM
I used JSGME to put it in & it crashes? Does it mix with other mods?

What crashes? JSGME or SH4? TMO 2 is a large mod; in occasions (I use W7), JSGME crashes when the mods are very large. But use JSGME with Adminstrator rights and XP compatibility; and insist.

Regards.

Fitzcarraldo :salute:

thehiredgun
01-05-11, 12:01 PM
I uninstalled all the mods from the JSGME & it crashed. Won't even load the game at the begining

thehiredgun
01-05-11, 01:05 PM
I am looking for thr TMO Deck_Gun mod? Anyone have it?

Kruger
01-05-11, 05:09 PM
I just ordered myself the gold version to be able to install TMO. In the meantime I was reading the manual.

Ducimus, :hmmm: I can only admire the amazing effort you have put into this, thank you for your work.

Dignan
01-05-11, 07:18 PM
I'm running TMO2.0 with the following additional TMO mods in this order

TMO Beta update
TGT Dials to PK Fix TMO
RSRDC_TMO_V502
SCAF for RSRDC v502
Fixed Sensors_TMO-RSRDC (tater's mod)
TMO Easier AI

My question is this....should "easier AI" go before or after the "Beta Update" and Tater's "Fixed sensors" mod?

Jan Kyster
01-05-11, 08:06 PM
My question is this....should "easier AI" go before or after the "Beta Update" and Tater's "Fixed sensors" mod?You can't have both... only way to get both, you'll have to edit the AI_Sensors.dat in either of the mods.

May I recommend forgetting the "easier AI" - with a good portion of common sense (and plain, ordinary fear of course). and you'll find the enemy is quite 'handable'... :D

But keep good distance to escorts. And stay away from Bungo Strait. Oh! and keep an extra eye out for Zeros too, btw. :stare:
And coastal batteries... don't get too close to merchants either. Or some of the fishing boats! :nope:

Besides that, it's no big deal. :D

Ducimus, :hmmm: I can only admire the amazing effort you have put into this, thank you for your work.Yeah, these are the only things we can do. Admire and thank. I have a nice bottle of whisky, but do you think the stubborn, old geezer wants it?! :nope:

Nbjackso
01-05-11, 09:43 PM
... keep good distance to escorts. And stay away from Bungo Strait. Oh! and keep an extra eye out for Zeros too, btw. :stare:
And coastal batteries... don't get too close to merchants either. Or some of the fishing boats! :nope:

Besides that, it's no big deal. :D

I was getting ready to shove off on a war patrol, then I read your post, and I decided to stay inport and get drunk instead.:arrgh!:

Armistead
01-05-11, 11:38 PM
Do what I do, hide under the bunk and drink the Pabst....

Dignan
01-06-11, 08:29 AM
All sound advice I suppose. :haha:

I think I'll just lay TMO easier AI over Tater's fixes. If a few things get overwritten it won't be the end of the world as neither is really a mandatory mod.

fitzcarraldo
01-06-11, 09:32 AM
I was getting ready to shove off on a war patrol, then I read your post, and I decided to stay inport and get drunk instead.:arrgh!:

Ouch...Iīll install my old SH1 with indestructible option...

Or play Duke Nukem.

Fitzcarraldo :salute:

Jan Kyster
01-06-11, 09:56 AM
It's allright, girls! :salute:


:rotfl2:

I think I'll just lay TMO easier AI over Tater's fixes. If a few things get overwritten it won't be the end of the world as neither is really a mandatory mod.:timeout: Wait! If you open up Tater's fix, you'll find the kind man actually made a version specific for TMO Easier AI...

Sorry I missed that! :oops: So you can have both without editing anything.


Ps. forgot to mention the mines and subnets - but you're probably all too drunk to care anymore? http://i189.photobucket.com/albums/z15/subject_rod/smilies/drink.gif

Dignan
01-06-11, 02:08 PM
It's allright, girls! :salute:


:rotfl2:

:timeout: Wait! If you open up Tater's fix, you'll find the kind man actually made a version specific for TMO Easier AI...

Sorry I missed that! :oops: So you can have both without editing anything.


Ps. forgot to mention the mines and subnets - but you're probably all too drunk to care anymore? http://i189.photobucket.com/albums/z15/subject_rod/smilies/drink.gif

Ah! Great. I'll do that then. Thanks

Kruger
01-07-11, 06:50 AM
I read the TMO manual but I don't recall seeing anything about the ship damage model. Is it based on HP's or flooding ?

I'm asking because last night I spent like 4 hours playing sh4 (after a loooong pause) and after torpedoing a 4000 ton freighter (only one torpedo detonated amidships) I waited 48 hours. It's decks were awash, dead in the water.....no modification after 48 hours.

virtualpender
01-07-11, 09:15 AM
I read the TMO manual but I don't recall seeing anything about the ship damage model. Is it based on HP's or flooding ?

TMO's sinking mechanics are basically stock. Ducimus did a bunch of experimenting but never came up with a revised sinking model he was satisfied with.

fitzcarraldo
01-07-11, 12:00 PM
TMO's sinking mechanics are basically stock. Ducimus did a bunch of experimenting but never came up with a revised sinking model he was satisfied with.

I donīt use Real Fleet Boat, but I believe this mod have a modification of sinking model.

Regards.

Fitzcarraldo :salute:

virtualpender
01-07-11, 06:05 PM
I donīt use Real Fleet Boat, but I believe this mod have a modification of sinking model.

Yes, Luke did an amazing amount of work on the RFB sinking model. I know he did all of the warships but I don't recall if the merchants were completed or not. It makes for a much different experience - waiting for vessels to sink and far fewer fireballs.

Ducimus had a pre-beta sinking model included with (I think) the 1.8 release. I loved it - it was highly variable - but Ducimus was never satisfied with how it worked and it was VERY labor intensive for him to come up with what was able to do (I think he only finished around eight merchants, but I'm probably wrong).

[Edit] See here for a mention of it - I guess it was packaged as an optional WIP mod with the 1.9 release:
http://www.subsim.com/radioroom/showpost.php?p=1349481&postcount=2180

keltos01
01-08-11, 03:15 AM
Think Duci was looking for this :

S3D v 0.99 :

http://www.mediafire.com/file/6dhif8vj71hfzb0/S3D_v099.rar

It's the rar file.

download from my page only if Skwasjer's page doesn't work :yeah:

keltos

keltos01
01-08-11, 03:17 AM
Yes, Luke did an amazing amount of work on the RFB sinking model. I know he did all of the warships but I don't recall if the merchants were completed or not. It makes for a much different experience - waiting for vessels to sink and far fewer fireballs.

Ducimus had a pre-beta sinking model included with (I think) the 1.8 release. I loved it - it was highly variable - but Ducimus was never satisfied with how it worked and it was VERY labor intensive for him to come up with what was able to do (I think he only finished around eight merchants, but I'm probably wrong).

[Edit] See here for a mention of it - I guess it was packaged as an optional WIP mod with the 1.9 release:
http://www.subsim.com/radioroom/showpost.php?p=1349481&postcount=2180

there is still the good old Natural Sinking Mechanics Mod :

http://www.mediafire.com/file/ifg4myzmmzk/NaturalSinkingMechanics_40.zip

works for me ;) though I'll admit RFB's better in some ways

keltos

Ole122
01-08-11, 08:49 AM
Hm, I played this mod again after a long pause and wondered - does it change anything in regard to the u-boat missions? I never started a german career so far and I couldn't find anything related to that question. If not, what mods would you recommend?

tomoose
01-08-11, 01:28 PM
TMO has nothing to do with the U-boat side of the game. Operation Monsun is a U-boat mod but I believe that's only a campaign and not a game tweaker if you get my drift.
:salute:

Hylander_1314
01-09-11, 05:24 PM
Are ya' sure they didn't toss ya' in the brig Jan?

Bubblehead1980
01-09-11, 08:22 PM
there is still the good old Natural Sinking Mechanics Mod :

http://www.mediafire.com/file/ifg4myzmmzk/NaturalSinkingMechanics_40.zip

works for me ;) though I'll admit RFB's better in some ways

keltos


NSM doesnt break TMO?

keltos01
01-10-11, 05:44 AM
NSM doesnt break TMO?

I don't know that, NSM was meant for stock but..

the damage models in various mods rely on two things :

the zones.cfg (data\zones.cfg ) which explains what zone on a ship does what and

the ships themselves in the Sea (Data\Sea\ )directory :

http://img195.imageshack.us/img195/7160/nsm4.jpg (http://img195.imageshack.us/i/nsm4.jpg/)

the above list is of the ships modified by NSM 4.0

Natural Sinking Mechanics 4.0 by Werner Sobe also changes the torpedoes and some deckguns and shells (Library folder).

http://img196.imageshack.us/img196/8440/nsmdr.jpg (http://img196.imageshack.us/i/nsmdr.jpg/)
support file for NSM 4.0

I use a revised RFB sinking mechanics in my Jyunsen B mod, chiefly what that means is that we have a common zones.cfg file and common ships in the seas folder, the rest being different.

I honnestly don't know if Ducimus worked on the sinking mechanics, in which case the zones.cfg should have a recent date, and the seas folder should be in his mod.

You can always (if TMO doesn't change the zones.cfg) cut the library folder out of NSM 4.0 and enable it on top of TMO, then you get better sinking mechanics and TMO

I don't have TMO handy atm to check that.

[edit] this says it all !

http://img441.imageshack.us/img441/2673/nsmuw.jpg (http://img441.imageshack.us/i/nsmuw.jpg/)

regards,

keltos

goggy
01-10-11, 03:45 PM
With my TMO 2 installation it does NOT work. In the submarine school the torpedoes went through the cruiserīs hull without exploding. In the TMO 2 manual Ducimus wrote the NSM mod to be NOT compatible with TMO 2.
It would be nice to have, but does not work so easy.

keltos01
01-11-11, 03:17 AM
try and remove the library folder from the mod then

keltos

Arael
01-21-11, 06:14 PM
Just out of curiosity, what is needed to make a playable ship TMO-compatible?

Slyguy3129
01-24-11, 01:31 PM
So exactly how do you need to install NSM with TMO, not through JSGME? But picking apart the mod and installing bits and pieces of it?

If I install it with JSGME do I install it first or TMO2 first?

OH the humanity!

Kruger
01-31-11, 09:17 AM
Hi guys,

I'm running the latest TMO (along with easier AI) - no other mods installed, fresh installation on 1.5 version of the game.

I seem to have a problem (not sure though). All japs dd seem to have an extremely shallow draft. I can torpedo subchasers, but not dd's (they ride much higher in the water). Even if I set my torpedoes to minimum, magnetic, they seem to go like 2 meters under all dds'.

I'm currently in august 1942 in game.

Is this a problem, or are all my torpedoes running deeper, and I should wait until mid 1943 to be able to get dd's ?

Thank you,

Arael
01-31-11, 12:43 PM
Hi guys,

I'm running the latest TMO (along with easier AI) - no other mods installed, fresh installation on 1.5 version of the game.

I seem to have a problem (not sure though). All japs dd seem to have an extremely shallow draft. I can torpedo subchasers, but not dd's (they ride much higher in the water). Even if I set my torpedoes to minimum, magnetic, they seem to go like 2 meters under all dds'.

I'm currently in august 1942 in game.

Is this a problem, or are all my torpedoes running deeper, and I should wait until mid 1943 to be able to get dd's ?

Thank you,

TMO models the type 14 running 11 feet deeper then it was set, just like it did in reality. If you want to go DD plinking, I would suggest packing a couple type 10s, as they don't have this problem.

Kruger
01-31-11, 03:14 PM
I'll just wait til' mid 43' when the problems were solved with the 14's.


Can anyone enlighten me, is RSRDC_TMO_V502.7z the latest version of RSRDC for TMO ?

Mikemike47
01-31-11, 05:29 PM
Can anyone enlighten me, is RSRDC_TMO_V502.7z the latest version of RSRDC for TMO ?

Yes, it is.

http://www.subsim.com/radioroom/showthread.php?t=123467

Kruger
02-01-11, 08:22 AM
I saw Ducimus made another thread about the latest beta update, is this update available ?

Ducimus
02-01-11, 12:53 PM
http://www.filefront.com/17240111/TMO_20_Beta_update.7z/

Kruger
02-02-11, 03:18 PM
Can I install this update over RSRD ?

fitzcarraldo
02-02-11, 03:32 PM
Can I install this update over RSRD ?

Not over; before RSRDC. First TMO 2, second Beta Update and after, RSRDC.

Regards.

Fitzcarraldo :salute:

WH4K
02-03-11, 10:59 AM
Using just plain TMO2, I keep getting "radar contacts" in my S-boat out of Manila, which certainly doesn't have radar.

TMO bug, or something else?

razark
02-03-11, 11:16 AM
Using just plain TMO2, I keep getting "radar contacts" in my S-boat out of Manila, which certainly doesn't have radar.

TMO bug, or something else?
Do you have the SD air search radar?

WH4K
02-03-11, 11:31 AM
Yes. Searching around, I gather that what I'm getting is reports of air contacts.

With bearing information, which isn't historically accurate.

SubCommand
02-03-11, 01:56 PM
Yeah, I'm pretty sure they didn't have radar search for U-Boats at that time. How historically accurate is this game trying to be? And I'm assuming the mods sort of throw caution to the wind in that respect?
__________________
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aanker
02-03-11, 04:34 PM
I thought the US boats had the advantage of SD air search radar at the beginning of the war, or at least within a month by January, and for sure in early 1942. It may only have had a 6 - 10 nm range at first but was enough advance warning to dive. This was considered secret information and so it is hard to find precise documentation. These sets and masts were installed at the earliest opportunity. What I've read says by Jan 42.

Happy Hunting!

Art

TorpX
02-04-11, 04:37 PM
I don't know about TMO, but in RFB, I'm in a S-18 class boat, and yet to receive radar, or any other upgrade, for that matter. I gather the Asiatic fleet S-boats are the red-headed step-children of the USN. :cry:

BTW, in SHCE the S-boats got SD radar, and it actually worked! That was nice......:cool:

fitzcarraldo
02-05-11, 06:53 AM
Hi, mates! Where can I download the "TMO Easier AI" mod? I want to play some "relaxing" patrols in TMO, after the last hard campaign...

Many thanks and regards!

Fitzcarraldo :salute:

EDIT:

Ok, ok, the mod is in the first post of the thread...:damn::damn::damn:

Regards.

Liberatus
02-09-11, 05:15 AM
Hello!

What are the recommended system requirements for Trriger Maru?
Are they the same as for the stock SH 4? Are they a little bigger?
Is the 3.0 GB RAM is enough for the TMO?

Wilcke
02-09-11, 10:51 AM
Hello!

What are the recommended system requirements for Trriger Maru?
Are they the same as for the stock SH 4? Are they a little bigger?
Is the 3.0 GB RAM is enough for the TMO?

I have run TMO on an AMD 2 Core, 4 gigs of ram and 9800GT very nicely, no issues. Harbors were a bit choppy but that is easily remedied by always start the patrol outside port.

Ducimus
02-09-11, 04:14 PM
I have run TMO on an AMD 2 Core, 4 gigs of ram and 9800GT very nicely, no issues. Harbors were a bit choppy but that is easily remedied by always start the patrol outside port.

Question for people out of pearl:

The out of harbor starts you off in harbor at midway. Is this location choppy as well? I was wondering if i should make all out of harbors.... out of THEIR harbor for lag purposes.

WH4K
02-09-11, 04:51 PM
I don't have issues with choppiness around harbors (in framerate, that is, not weather), but then again take a look at my hardware (listed below).

The only time I get choppy performance is if I get too happy with the time compression near a harbor, and that's not a smart thing to do anyway, with the risk of running into something.

Small TMO feature request: Anytime the ice-cream maker aboard a Pompanito-class boat breaks, it should be a "hard break" that forces an immediate return to port.

Morale and all that. Plus it'd be hilarious.

virtualpender
02-09-11, 05:49 PM
I haven't noticed any choppiness. Having said that, I'd still vote to always start out of port.

fitzcarraldo
02-09-11, 07:15 PM
Hi, mates: I want to know how the TMO Easier AI modifies the TMO Beta Update. My actual mods list for SH4 with TMO:


Generic Mod Enabler - v2.6.0.157
[C:\SH4\MODS]

TriggerMaru_Overhaul_2
TMO_Sample_Emblem
TMO_Stock_Gramaphone
Poul-Sound for SH4
speech_overhaul
Webster's Missing Voices
TMO_20_Beta_update
RSRDC_TMO_V502
TMO_Easier_AI
IJN_Radar_Fix_for_TMO2_Easier_AI
TMO_Visuals_for_RSRDC
Fixed_CD_sonar_RSRDC
Fixed Zero Bomb Load RSRDC

TMO Easier AI overwrites sensors in TMO Beta Update...And TMO Visuals?

I think the Beta update with this mods after, is bypassed...:hmmm:

Many thanks and regards.

Fitzcarraldo :salute:

Jan Kyster
02-09-11, 08:46 PM
...TMO Easier AI overwrites sensors in TMO Beta Update...And TMO Visuals?Yeah, JSGME warns you with what overwrites what. So this way you decide which sensors you prefer to use by simply enable the set later...

:hmmm: if that makes sense?

fitzcarraldo
02-10-11, 06:27 AM
Yeah, JSGME warns you with what overwrites what. So this way you decide which sensors you prefer to use by simply enable the set later...

:hmmm: if that makes sense?

Yes, I see that, but I want to know if the Easier AI have the same sensors as stock TMO for the japs aircrafts...(modified by TMO Beta).

Many thanks!

Fitzcarraldo :salute:

Jan Kyster
02-10-11, 04:16 PM
Yes, I see that, but I want to know if the Easier AI have the same sensors as stock TMO for the japs aircrafts...(modified by TMO Beta).Speaking from memory which never has been anything it was ever supposed to be... but didn't Ducimus add some sensors?

If I was you, I would disable "TMO_Easier_AI" and replace "IJN_Radar_Fix_for_TMO2_Easier_AI" with "IJN_Radar_Fix_for_TMO2" and then I would start campaign like a rookie. Very, very cautious and very, very scared until I was familiar with our opponents behavior. Perhaps run a few single missions first...

Otherwise there's no other way than to get hold on Skwasjer's S3D tool and start modding. See what Ducimus did in Easier AI, make your own adjustment, test, readjust etc.

Sorry for the miserable answer... :oops:

Thailand Express
02-10-11, 05:04 PM
Hello all, I spent the afternoon searching and could not find a answer for an issue I'm having.

While I am out on patrol and my Chiefs get enough experience and get promoted to senior chief, 2 out of 3 got an special ability. My problem is that after I load my game the next time to play they have a different ability or none at all. I can then reload the save game and it does it again.

The crew that I "bought" with renoun do not have this problem.

I have over a clean install
TMO 2.0
TMO_Easier_AI
IJN_Radar_Fix_for_TMO2_Easier_AI
MaxOptics IV for TMO_2

Thanks in advance for any help :)

“If you talk to God, you are praying. If God talks to you, you have schizophrenia.”
Thomas S. Szasz

fitzcarraldo
02-10-11, 06:22 PM
Speaking from memory which never has been anything it was ever supposed to be... but didn't Ducimus add some sensors?

If I was you, I would disable "TMO_Easier_AI" and replace "IJN_Radar_Fix_for_TMO2_Easier_AI" with "IJN_Radar_Fix_for_TMO2" and then I would start campaign like a rookie. Very, very cautious and very, very scared until I was familiar with our opponents behavior. Perhaps run a few single missions first...

Otherwise there's no other way than to get hold on Skwasjer's S3D tool and start modding. See what Ducimus did in Easier AI, make your own adjustment, test, readjust etc.

Sorry for the miserable answer... :oops:

:har: Many thanks for your "miserable answer"! I uninstall the "Easy" mod and Iīll make a kamikaze campaign, direct to death (with TMO full sensors...). :dead::dead::dead::dead:

Best regards.

Fitzcarraldo :salute:

Ducimus
02-11-11, 11:05 PM
Soo... ahh.. after watching this:

http://www.youtube.com/watch?v=8Ga9RUZS5VM


I have one question. Do you have a problem with faces/heads going missing like that? Odds are that guy has some other mods running. I figure if this was a problem with TMO, people would have told me by now.


I do have one observation. I had a bad feeling i was leaving too much armor on the psuedo narwhal. Time to think about hitting that puppy with the nerf bat!

razark
02-12-11, 12:04 AM
I have one question. Do you have a problem with faces/heads going missing like that?
Missing heads? Haven't had that problem.

My problem is that my boat is crewed by a whole bunch of identical twins...
http://www.subsim.com/radioroom/picture.php?albumid=442&pictureid=3651

I would kinda like to see someone else on the boat once in a while.

Anybody have any input on what I could do to fix this?

Ducimus
02-12-11, 09:30 PM
Missing heads? Haven't had that problem.

My problem is that my boat is crewed by a whole bunch of identical twins...

http://www.subsim.com/radioroom/picture.php?albumid=442&pictureid=3651

I would kinda like to see someone else on the boat once in a while.

Anybody have any input on what I could do to fix this?

I'm not entirely sure why that happens, but yeah, I've noticed that too. Next thing i look at.

Ducimus
02-15-11, 06:28 AM
Apparently Filefront, is now known is Gamefront.

Update and PDF that goes with it are up. See first post. Hopefully Gamefront doesn't screw the pooch.

This patch has been officially punted into the "Phucket Bucket". I'm going to bed.

fitzcarraldo
02-15-11, 06:33 AM
Apparently Filefront, is now known is Gamefront.

Update and PDF that goes with it are up. See first post. Hopefully Gamefront doesn't screw the pooch.

This patch has been officially punted into the "Phucket Bucket". I'm going to bed.

Many thanks, Ducimus!

Dowloading now...:woot::woot::woot::woot:

Fitzcarraldo :salute:

Hylander_1314
02-15-11, 08:17 AM
Thanks Ducimus! I was only a couple days into a new campaign, so it's no long wait to finish a carreer this time.

chrysanthos
02-15-11, 12:58 PM
how can you fixed a destroyed bulkhead? i keep try the damage but nothing happened

Mescator
02-15-11, 04:22 PM
how can you fixed a destroyed bulkhead? i keep try the damage but nothing happened

Can't fix destroyed items without a special ability. Without 1.5 and a engineer capable of repairing destroyed items, your gonna be sailing with a big hole in the boat.

Bubblehead1980
02-15-11, 08:14 PM
know if tater's IJN radar fix will work with TMO 2.1?

Diablo2
02-15-11, 11:20 PM
Apparently Filefront, is now known is Gamefront.

Update and PDF that goes with it are up. See first post. Hopefully Gamefront doesn't screw the pooch.

This patch has been officially punted into the "Phucket Bucket". I'm going to bed.

Thanks for all your hard work, youre mod is what keeps me playing sh4.
Now if CapAmerica or someone would finish/do a full interior mod id have a reason to scrub sh5 and all its problems off my hd. :salute:

Slyguy3129
02-17-11, 02:34 AM
Hey Ducimus, just wanted to jump in and give a word of thanks for the new update!

So having said that, thank you Ducimus for your work on SH4.

It is minds like yours that keep games new and fresh years after the Devopers stop their work.

Just ordered a dive to periscope depth and was greeted with the aroooo ga aroooo ga of the siren. Scared the crusty barnacles off me and brought a smile to my face.

Ducimus
02-17-11, 02:35 AM
Just ordered a dive to periscope depth and was greeted with the aroooo ga aroooo ga of the siren. Scared the crusty barnacles off me and brought a smile to my face.


Did i forget to document that? Ooopsy...... :O:

Slyguy3129
02-17-11, 02:40 AM
Ha that's alright. Up a bit late aren't you?

1:36 CST here in Lone Star territory, maybe working on further ideas for TMO? ;) Don't forget to take time to enjoy your work.

Edit: Having asked that I am curious. What is the one thing you would create for your mod (your highest priority). Regardless of game engine limitation that is.

You mentioned a while back that there were things you wanted done.

Ducimus
02-17-11, 03:53 AM
Ha that's alright. Up a bit late aren't you?

I work swing shift. I typically don't go to bed tell 2AM.


1:36 CST here in Lone Star territory, maybe working on further ideas for TMO?

I do have an idea, but not for TMO per say. Im just sitting here mulling it over. Idea is basically to make a new mod, that focuses on just ONE boat, using TMO as a base. That one boat, ive just decided (should i do this), would be the USS Tautog. It was there at pearl, did 13 war patrols until she was retired, and was the highest scoring boat in number of sinkings in the war. Doing this would require alot of scripting of missions. Not sure if people would like a scripted campaign or not.


Don't forget to take time to enjoy your work.

Honestly, i can't play for very long before i'm either bored, or find something i dislike. I seriously haven't played SH4 like a normal player in a year or two.

Edit: Having asked that I am curious. What is the one thing you would create for your mod (your highest priority). Regardless of game engine limitation that is.


If i had the ability? A full interior, and a more interactive and life like crew. I've got this crazy notion in my head that more interaction would bring to the game a level of immersion that *I* need to be engrossed in the game. From my perspective, ive been playing these sub sim's since 2005 and SH3. The routine is always the same. Find, chase, sink, evade, regardless of boat, or what side of the war you play on. So I guess im needing more detail, more "you are there" type of experience. I wish i could bring what SH5 does, into SH4. Sadly thats not within my ability, though i do what i can.



You mentioned a while back that there were things you wanted done.

Yeah, im at a point where there's not too much more i'm willing to do. Long term i was thinking about mounting a couple Ma dueces on the conning towers and slapping a flag on the flag pole. Import some german stuff from the Nine Delta Two mod i was working on, get it made into an installer (i got an offer to have one made), and call it good. But seriously? All that is fluff. If captain America never comes back with his interior work, i don't see myself doing much more. So for now, i'm going to let TMO 2.1 ride how it is. If i see feedback on the planes and damage model, i might update the patch, but baring that, odds are ill get lazy, combine 2.0 and the 2.1 update into a FULL package, upload it, forget it existed and move on to something else in life.

Hydra
02-17-11, 11:29 AM
but baring that, odds are ill get lazy, combine 2.0 and the 2.1 update into a FULL package, upload it, forget it existed and move on to something else in life.

Ahh, but what else are you going to do in life for which you will have so many grateful fans? :yeah: Seriously, thanks for all your work! You deserve all the accolades accorded to you.

Istar
02-17-11, 01:21 PM
Aah shoot..
And here I was hoping you`d trow yourself once more into the abyss and try to create some good sinking mechanisms for us.

That`s what you get when you keep spoiling us.. we keep wanting more of the good stuff. :up:

I'm goin' down
02-18-11, 02:38 AM
I just loaded the 2.1 update. I read the documentation and thought that new compartments were added to the crew stations? I was expecting to see the aft battery compartment. I still have Hogan's alley, and the crew stations appear to be the same as before. It is not a problem if that was what was intended. If not, please advise. The game loaded fine, and I have not activated any mods which should affect the crew stations. Maybe I misunderstood the documentation?

p.s. I am starting a new career and have been assigned a Gar, if that makes a difference.

Ducimus
02-18-11, 03:01 AM
Make sure your installing the update correctly, and not accidently nesting in a subdirectory within itself. The menu screen will say Trigger maru overhauled ver 2.1.

I'm goin' down
02-18-11, 04:30 AM
Make sure your installing the update correctly, and not accidently nesting in a subdirectory within itself. The menu screen will say Trigger maru overhauled ver 2.1.

Thanks. I inadvertantly extracted the data file from the download, so when I activated the folder via JGSME, it contained nothing. I repeated the extraction process a second time, activated the folder via JGSME in the recommended order after first deactivating the mods installed after it, and viola, there was the after battery comparment. I figure everything must be in order as well. My mistake.

fitzcarraldo
02-18-11, 06:43 AM
Now I have TMO 2.1 with RSRDC, last version.

It seems works fine, but I lose (logically) the Ten-Ten dock in Pearl and some of the modifications in aircrafts (overwrited by RSRDC). The AI seems work fine (but they are from RSRDC).

I have the After Battery Room and the son-of-Admiral-Nimitz mate (the guy for recommended protection...).

@Ducimus: Is it possible a new update with more japanese ships? RSRDC add some pretty ships to TMO.

My actual JSGME:

Generic Mod Enabler - v2.6.0.157
[C:\SH4\MODS]

TriggerMaru_Overhaul_2
TMO_Update_20_to_21
TMO_Sample_Emblem
TMO_Stock_Gramaphone
Poul-Sound for SH4
speech_overhaul
Webster's Missing Voices
RSRDC_TMO_V502
TMO_Visuals_for_RSRDC
Fixed_CD_sonar_RSRDC
Fixed Zero Bomb Load RSRDC


Many thanks and best regards.

Fitzcarraldo :salute:

jldjs
02-18-11, 09:36 AM
Make sure your installing the update correctly, and not accidently nesting in a subdirectory within itself. The menu screen will say Trigger maru overhauled ver 2.1.

My menu screen (the one with Options, Load, etc?) says Trigger maru overhauled _ 2 and SCAF.
My MODs list is;
TriggerMaru_Overhaul_2
TMO_Update_20_to_21
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Convoy Routes TMO+RSRD
SCAF for RSRDC v502_2.0
MaxOptics IV for TMO_2
3000 Yard Bearing Tool (1280x)
EAXsoundsim_without_WebstersManeuver_TMO19
Return for Creaks and Man the deck(flak) gun
Fixed Zero Bomb Load RSRDC
Fixed_CD_sonar_RSRDC
TMO_Visuals_for_RSRDC
Webster's Smaller Rain for TMO
SofuGan
TGT AOB TO PK FIX - TMO
TMO_Easier_AI
Map Colour Scheme 3
New_Large_Lifeboat
IJN_Radar_Fix_for_TMO2_Easier_AI

My questions is have I really installed TMO2.1 ?

Kruger
02-18-11, 04:34 PM
Hi guys,

Mu current install looks like this. Where should I upload the latest patch, what would be the optimal order ? Thx.

http://img442.imageshack.us/img442/6263/captureodv.th.png (http://img442.imageshack.us/i/captureodv.png/)

Uploaded with ImageShack.us (http://imageshack.us)

Nisgeis
02-18-11, 04:43 PM
My menu screen (the one with Options, Load, etc?) says <SNIP>

I think he means it's the menu screen in game that will say TMO 2.1. Look at the main menu where you get to start a campaign, single mission etc and that will tell you.

I'm goin' down
02-18-11, 04:51 PM
These all work fine with the new update.:)
Trigger Maru_Overhaul_2
TMO_Update_20 to 21
RSRDC_TMO_502
RSRDC_V5xx_Patch1
SCAF for RSRDC v502_2.0
MaxOpticsIV for TM0_2
IJN_Radar_Fix_for_TMO2_v1
Fixed Zero Bomb Load for RSRDC
Fixed_CD_sonar_RSRDC
TMO_Visuals_for RSRDC
Convoy Routes TMO+RSRD
Stock Map Icons (note: for map contacts enabled; this mod enables the oringinal ship and aircraft colors)
Extra Allied naval bases for SH4 + UBM + TMO v1.7
TGT DIALS TO PK FIX - TMO
Nav Map Make-Over v.1.1
SS142 USS Barbarinna_Fooskin Combo_Custom
EAXsoundsim_with_WebstersManeuver_TMO19
#4 PE4 Shi_debris_SH4_with bodies (now we need a shark mod with AI)
3000 Yar-Meter Bearing Tools (1280x960)

If map contacts are not enabled, then delete the Stock Map Icons mod, supra, and install nigeis' incredible 3D TDC and Radar Range Unit1.2 and razark's show air contacts1.1 mod.

Maybe I should add the realistic lifeboats mod?

fitzcarraldo
02-18-11, 05:03 PM
These all work fine with the new update.:)
Trigger Maru_Overhaul_2
TMO_Update_20 to 21
RSRDC_TMO_502
RSRDC_V5xx_Patch1
SCAF for RSRDC v502_2.0
MaxOpticsIV for TM0_2
IJN_Radar_Fix_for_TMO2_v1
Fixed Zero Bomb Load for RSRDC
Fixed_CD_sonar_RSRDC
TMO_Visuals_for RSRDC
Convoy Routes TMO+RSRD
Stock Map Icons (note: for map contacts enabled; this moce enables the oringinal ship and aircraft colors)
Extra Allied naval bases for SH4 + UBM + TMO v1.7
TGT DIALS TO PK FIX - TMO
Nav Map Make-Over v.1.1
SS142 USS Barbarinna_Fooskin Combo_Custom
EAXsoundsim_with_WebstersManeuver_TMO19
#4 PE4 Shi_debris_SH4_with bodies (now we need a shark mod with AI)
3000 Yar-Meter Bearing Tools (1280x960)

Mate, Iīm losing some stuff!!!:hmmm:

Where can I download those mods? (the yellows...).:06:

Best regards.

Fitzcarraldo :salute:

Sub Sailor
02-18-11, 06:06 PM
I have 21 Update installed, my enabler screen shows TMO 2 and TMO Update 20 to 21. My menu screen shows 2.0, what have I failed to do?

Do I need the max optics and hot fix 041789?

AND dumbest question of all where do I find the instructions to get rid of the NOMO GRAPH, and how to get tails back?

I swear I will write it down. Be kind and chalk it up to advanced years, I am 70 years old, and spent to many years in a high neutron flux on to many old boats. The glow dimished some time back, hardly noticeable in full light.


Respectfully,

Ron Banks MMCM(SS), USN(Ret):oops::o:doh:

HMCS
02-18-11, 06:13 PM
How are the campaign layers done? Is RSRDC still a good way to go?

fitzcarraldo
02-18-11, 06:18 PM
I have 21 Update installed, my enabler screen shows TMO 2 and TMO Update 20 to 21. My menu screen shows 2.0, what have I failed to do?

Do I need the max optics and hot fix 041789?

AND dumbest question of all where do I find the instructions to get rid of the NOMO GRAPH, and how to get tails back?

I swear I will write it down. Be kind and chalk it up to advanced years, I am 70 years old, and spent to many years in a high neutron flux on to many old boats. The glow dimished some time back, hardly noticeable in full light.


Respectfully,

Ron Banks MMCM(SS), USN(Ret):oops::o:doh:

Hi, Ron: When download the TMO 2 to 2.1 mod, the folder have inside another folder with "TMO 20 to 21". In this folder, there is a "data" folder. The estructure of the mod is: TMO 20 to 21\data. Please, check if you have the folder with this structure. If you unzip the mod directly in MODS folder, the structure, securely, is wrong.

Observe if the TMO 20 to 21 mod overwrites some files of TMO in JSGME. If not, the structure of the folder is wrong.

Best regards.

Fitzcarraldo :salute:

I'm goin' down
02-18-11, 07:17 PM
[/QUOTE]Where can I download those mods:

1. Stock Map Icons (note: for map contacts enabled; this mod enables the oringinal ship and aircraft colors)
2. Extra Allied naval bases for SH4 + UBM + TMO v1.7
3. TGT DIALS TO PK FIX - TMO
4. Nav Map Make-Over v.1.1
5. SS142 USS Barbarinna_Fooskin Combo_Custom
6. EAXsoundsim_with_WebstersManeuver_TMO19
7. #4 PE4 Shi_debris_SH4_with bodies (now we need a shark mod with AI)
8. 3000 Yar-Meter Bearing Tools (1280x960)

Best regards.

Fitzcarraldo :salute:[/QUOTE]

1-3. Search the mods forum using keywords.
4. The is the easy aob mod, which you can find via Neal Stevens' popular mod sticky,
4. Search the mod forum using keywords.
5. This is a custom mod made by the old Kill Flags moderator, with emblem made by Gunfighter.
6. See Webster's mod site.
7. Download Pacific Environment and it is a sub file; or ask armistead.
8. See Neal Stevens' popular mod sticky.

for 1-3, 4, 6, 7 and 8 also check the Subsim download site.
Hint: search the forum for posts using the search words. that should get you to where you want to go pretty quickly.

fitzcarraldo
02-18-11, 07:20 PM
Where can I download those mods:

1. Stock Map Icons (note: for map contacts enabled; this moce enables the oringinal ship and aircraft colors)
2. Extra Allied naval bases for SH4 + UBM + TMO v1.7
3. TGT DIALS TO PK FIX - TMO
4. Nav Map Make-Over v.1.1
5. SS142 USS Barbarinna_Fooskin Combo_Custom
6. EAXsoundsim_with_WebstersManeuver_TMO19
7. #4 PE4 Shi_debris_SH4_with bodies (now we need a shark mod with AI)
8. 3000 Yar-Meter Bearing Tools (1280x960)

Best regards.

Fitzcarraldo :salute:

1-3. Search the mods forum using keywords.
4. The is the easy aob mod, which you can find via Neal Stevens popular mod sticky,
4. Search the mod forum using keywords.
5. This is a custom mod made by the old Kill Flags moderator, with emblem made by Gunfighter.
6. See Webster's mod site.
7. Download Pacific Environment and it is a sub file; or ask armistead.
8. See Neal Steven's popular mod sticky.

for 1-3, 4, 6, 7 and 8 also check the Subsim download site.[/QUOTE]

Many thanks! Iīm searching in subsim; I read about a 1.2 version of Nav Map MakeOver and a patch for 1.1.

Extra Naval Bases donīt change the RSRDC?

I have a mod with white sharks for SH4, but I never NEVER see a shark...

Best regards.

Fitzcarraldo :salute:

I'm goin' down
02-18-11, 07:28 PM
RSRDC still leaves from the same bases as before. Later in the war, as new bases are added, you have more locations to refuel your killer sub. However, you still must return to the home base to end mission.

I have used the white shark mod. Never seen one either. We need a shark mod with whites, makos, white pointers, hammerhead, and bull sharks. Shark AI would be good too. That would make for some interesting post impact viewing with the free camera!!! Sailors in the water are a shark's idea of a vacation.

Ducimus
02-18-11, 10:43 PM
I have 21 Update installed, my enabler screen shows TMO 2 and TMO Update 20 to 21. My menu screen shows 2.0, what have I failed to do?

There's a common error people make and it deals with how you extract the files the 7z file you downloaded. There's two ways to go about it. They way *I* go about it, is open the 7z file. Select the directory you see within the file, and then use the "Extract to" command.

Or simply left click on that first directory you see within the 7z file, drag it, and drop it into the SH4/mod directory.


The way some people do it, i think they extract the whole 7z file without ever looking to see whats in it. However they do it, you end up with the mod being "nested". Meaning instead of:

Funny_Mod_Name/Data/etc etc

they'll have

Funny_Mod_Name/Funny_Mod_Name/Data/etc etc

The first one works, the second one doesn't.

Do I need the max optics and hot fix 041789?

I keep hearing Max optics, i need to look into that. The hot fix is no longer needed. It was incorporated.

AND dumbest question of all where do I find the instructions to get rid of the NOMO GRAPH, and how to get tails back?

it should be in the FAQ. Somewhere in TMO's manual. The short answer is open the menu.ini file.

Its located in SH4/data/menu

Open it with note pad, and search for "nomo". When you find it, they'll be a block of code, looks sort of like

[G124 IH]
bunch of numbers here
bunch of numbers here
blah blah blah
texture something or rather "data/menu/somepath/nomograph.tga
blah blah blah


Either put a semicolon before each line, or just delete the block entirely. They'll be two instances of this in the menu.ini file. One for the germans, one for the US.

The nomograph is cool, but to be honest i don't use it all that much either.



I swear I will write it down. Be kind and chalk it up to advanced years, I am 70 years old, and spent to many years in a high neutron flux on to many old boats. The glow dimished some time back, hardly noticeable in full light.


Respectfully,

Ron Banks MMCM(SS), USN(Ret):oops::o:doh:

You know, there's a whole lot of questions I'd love to ask you about the smoke boats. (im assuming you served on one in the cold war maybe?) Mainly like "what have i got right, and "what have i got wrong?" Especially with this update. All info for a guy like me is second or third hand, or inferred. For instance, you can see "3 engine speed" in a ton of patrol reports, but none ever cite any exact numbers on it.

fitzcarraldo
02-18-11, 10:57 PM
RSRDC still leaves from the same bases as before. Later in the war, as new bases are added, you have more locations to refuel your killer sub. However, you still must return to the home base to end mission.

I have used the white shark mod. Never seen one either. We need a shark mod with whites, makos, white pointers, hammerhead, and bull sharks. Shark AI would be good too. That would make for some interesting post impact viewing with the free camera!!! Sailors in the water are a shark's idea of a vacation.

Well...I never see the famous dolphin in SH3 GWX...:cry:

Great idea is an AI hungry shark. Do you use the machinegun (tra-tra-tra), for kill the enemies in the lifeboats? Mush Morton kill the survivors of a troops transport (from the USS Wahoo - August 1942, I think), because they should survive arriving to the coast, and kill american guys. The hungry sharks seems a more "elegant" solution...:-?

Best regards.

Fitzcarraldo :salute:

I'm goin' down
02-18-11, 11:01 PM
I think the nomograph is a great tool. It is simple to use. If you do not know how to use it, just drag a line from the speed in kts. to the time in minutes. Then examine the columns and it will make a LOT of sense.:DL

HMCS
02-18-11, 11:02 PM
I can't sweep with my hydrophone controls. Have a patrol in save, so I'd kinda like to rescue it.

WH4K
02-19-11, 12:05 AM
I too enjoy the nomograph, but I have a problem using it during in-game "night."

When I have "Tool Helper" turned on and use the Ruler tool to figure something out on the nomograph, the center mark of the Tool Helper compass rosette is almost impossible to see. It is drawn with very thin, light blue lines, and gets lost among the much heavier, black lines of the nomograph on the "nighttime" map. The blue also blends in with the slightly darker blue of the ocean on the nighttime map, which is darker toward the edges than the daytime map.

Any chance of getting that fixed?

I can't say whether this is a problem in stock SH4. I've mostly played with TMO 2.0 so far.

FWIW, I run the game at 1600x1200. It's possible I wouldn't have this problem at a lower res, but that is not a real solution.

zeitoun
02-19-11, 01:03 AM
Hello,

I must be stupid but I can't find TMO easier AI. :damn::damn:
Do somebody can give me the link ?

Jan Kyster
02-19-11, 05:24 AM
...TMO easier AI - give me the link ?
http://www.mediafire.com/file/43tblb4cc3991ia/TMO%20-%20Easier%20AI.zip

Not recommended though... :D

zeitoun
02-19-11, 07:03 AM
http://www.mediafire.com/file/43tblb4cc3991ia/TMO%20-%20Easier%20AI.zip



Not recommended though... :D


Thank you

I know but like we say in France : avant de courrir, apprends a marcher.

jldjs
02-19-11, 09:10 AM
I think he means it's the menu screen in game that will say TMO 2.1. Look at the main menu where you get to start a campaign, single mission etc and that will tell you.

Yup, that's the Menu screen I'm looking at. Could it be a result of adding the SCAF Mod after TMO 21? I double checked that I didn't have the nested mod file too. Is there something else to look at in the game to make sure I've 21 installed?

fitzcarraldo
02-19-11, 11:41 AM
Yup, that's the Menu screen I'm looking at. Could it be a result of adding the SCAF Mod after TMO 21? I double checked that I didn't have the nested mod file too. Is there something else to look at in the game to make sure I've 21 installed?

When you install MAX optics (included in SCAF 2), the menu screen change for that with "TMO 2 with SCAF". You donīt see TMO 21.

When you install the mods via JSGME, step by step, you see the files overwrited by the succesives mods. RSRDC, for example, overwrites some files of TMO 21, and those carachteristics will be from RSRDC and not TMO 21.

TMO 21, as the Beta update, changes, in the crew management (F7 key), the Hogans Alley with the after battery room, and put the son of Nimitz in the crew :haha: for fixing the battery recharge, this mate must be protected as the son of Nimitz or a closed friend of Roosevelt (if you lost the guy, you havenīt the fix for the batteries). If you see the Hoogans Alley in your installation, you havenīt TMO 21.

For ALL the changes in TMO 21, you must install ONLY TMO 2 plus TMO 2 to 21. All others mods installed after TMO 2 to 21 modified the 21 version, and you have a "partial" TMO 21.

Best regards

Fitzcarraldo :salute:

fitzcarraldo
02-19-11, 11:48 AM
http://www.mediafire.com/file/43tblb4cc3991ia/TMO%20-%20Easier%20AI.zip

Not recommended though... :D

Same opinion.

In the download of TMO 2, there are two interior folders: data and documentation. Inside Documentation, there are the optional mods (stock gramaphone, emblems, and the TMO Easier AI...All is part of TMO 2.).

Regards.

Fitzcarraldo :salute:

WH4K
02-19-11, 12:29 PM
I have found it unnecessary to use the easier AI mod.

Just don't get caught.

Or, find an area guarded by a lone escort, and sink him first.

I'm goin' down
02-19-11, 01:26 PM
I see the after battery compartment, so 2.0 to 2.1 must be activated, and I assume correctly. I moved the guy with special abilities re the battery to that compartment as Ducimus suggests. However, unlike Nisgeis, I do not see the 2.1 label anywhere. I have current versions of max optics and scaf installed, if perhaps, as suggested, that affects seeing the 2.1 label. I do not have a file within a file set up issue. Conclusion: My belief is that 2.1 is activated. (Ignorance is bliss!)

I have an after battery compartment and a Hogan's alley. I am not sure what Fitzcarraldo is saying is accurate re a partial 2.1. Either there is a Hogan's alley or there isn't. I think there is, and there is one in my setup. If I am incorrect, let me know?

fitzcarraldo
02-19-11, 03:52 PM
I see the after battery compartment, so 2.0 to 2.1 must be activated, and I assume correctly. I moved the guy with special abilities re the battery to that compartment as Ducimus suggests. However, unlike Nisgeis, I do not see the 2.1 label anywhere. I have current versions of max optics and scaf installed, if perhaps, as suggested, that affects seeing the 2.1 label. I do not have a file within a file set up issue. Conclusion: My belief is that 2.1 is activated. (Ignorance is bliss!)

I have an after battery compartment and a Hogan's alley. I am not sure what Fitzcarraldo is saying is accurate re a partial 2.1. Either there is a Hogan's alley or there isn't. I think there is, and there is one in my setup. If I am incorrect, let me know?

The Hogan's Alley there isnīt in TMO 21. Only After battery and the special abilities sailor. If you have a Hoganīs Alley, there isnīt TMO 2.1, or the crew management screen (F7) is affected by other mod installed after TMo 20 to 21.

SCAF change the menu screen; replaces the TMO 21 by TMO 20 with SCAF.

A recommendation for changing the text in menu screen:

Uninstall the SCAF mod, via JSGME.

Search the file:

SCAF Folder\Data\Menu\menu.txt

Open this file with Notepad (or another text editor), and search for "Trigger". You have this (for example, in the version of SCAF for RSRDC, I use it):

1944=TRIGGER MARU OVERHAULED_2 and S.C.A.F.
1945=VIDEO SETTINGS
1946=SOUND SETTINGS
1947=ACADEMY
1948=PROFILES

Change by:

1944=TRIGGER MARU OVERHAULED 2.1
1945=VIDEO SETTINGS
1946=SOUND SETTINGS
1947=ACADEMY
1948=PROFILES

Install via JSGME the SCAF mod.

And you have the "Trigger Maru 2.1" identified in the menu...

That works fine on my installation of SH4.

The loading screen (with Max Optics installed):

http://img703.imageshack.us/img703/7294/sh42011021917340421.jpg


Menu without modifications, TMO 21 and SCAF installed (see the original TMo 20 with SCAF menu):

http://img266.imageshack.us/img266/3871/sh42011021917325687.jpg




Menu with SCAF, with my modification, TMO 21 installed and SCAF (see the change in the name of the mod):

http://img406.imageshack.us/img406/4907/sh42011021917495224.jpg


Screenie of the Crew Management (F7 key) in TMO 21:

http://img267.imageshack.us/img267/152/sh42011021917360946.jpg


My actual JSGME list:

Generic Mod Enabler - v2.6.0.157
[C:\SH4\MODS]

TriggerMaru_Overhaul_2
TMO_Update_20_to_21
TMO_Sample_Emblem
TMO_Stock_Gramaphone
Poul-Sound for SH4
speech_overhaul
Webster's Missing Voices
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
SCAF for RSRDC v502_2.0
MaxOptics IV for TMO_2
IJN_Rad_Fix_for_TMO2_betaupdate
Fixed Zero Bomb Load RSRDC
Fixed_CD_sonar_RSRDC
TMO_Visuals_for_RSRDC
Extra Allied naval bases for SH4 + UBM + TMO v1.7 (v1.0)
TGT DIALS TO PK FIX - TMO

WARNING WITH IJN Rad Fix for TMO....If you use TMO 21, the TMO2 Beta Update is the correct optional. The beta update is incorporated in TMO 21. The "standard" IJN Radar fix is only for TMO 20.

Best regards

Fitzcarraldo :salute:

HMCS
02-19-11, 05:58 PM
Ok, so all I see in Feb 41 SE of Taiwan are ASW patrols, and the DD's are spotting my boat before my crew can see them. One ASW group found me in a storm, at night and moving past me at 12 kts. I was at silent running, at periscope depth.

I thought that the bad guys weren't supposed to be "Allied tough". They are. Actually, tougher than the escorts I ever saw in the Atlantic.

Losing interest....

razark
02-19-11, 06:01 PM
Ok, so all I see in Feb 41...
Perhaps you should wait until the war starts in December?

HMCS
02-19-11, 06:11 PM
misprint. February 42. Is there an easier AI mod somewhere?

I see the optional mods folder, but there is no easier AI version there. I see speedChart, engine sounds, deck guns, JS radar, emblems, gramaphone and skins.

fitzcarraldo
02-19-11, 06:16 PM
Ok, so all I see in Feb 41 SE of Taiwan are ASW patrols, and the DD's are spotting my boat before my crew can see them. One ASW group found me in a storm, at night and moving past me at 12 kts. I was at silent running, at periscope depth.

I thought that the bad guys weren't supposed to be "Allied tough". They are. Actually, tougher than the escorts I ever saw in the Atlantic.

Losing interest....

If you use RFB, you need RSRDC for RFB. The campaign in pure RFB is stock...RFB is only a mod for realistics subs and ships.

And, of course, donīt sink a japanese ship in Feb 41...The japanese can declare the war to USA...Do you want to change the history?:03:

Best regards.

Fitzcarraldo :salute:

HMCS
02-19-11, 06:18 PM
Never mind. I can see that I'm not getting any help here.

I meant to write Feb. 42. I'm in Feb. 42. It's 1942. After PH. 1942.

OK?

razark
02-19-11, 06:22 PM
misprint. February 42.
Figured it was. I just wasn't sure what year you had actually meant.

It's been a while since I've sailed in early '42. Those ASW groups can be a pain, so I try to stay as far away from them as I can.

Is there an easier AI mod somewhere?
There is an easier AI mod somewhere. I don't think it's packed with any of the TMO downloads, but if you poke around, you should be able to find it.

HMCS
02-19-11, 06:23 PM
Okeydoke.

fitzcarraldo
02-19-11, 06:57 PM
Okeydoke.

TMO 2 Easier AI:

http://www.mediafire.com/file/43tblb4cc3991ia/TMO%20-%20Easier%20AI.zip

I donīt tell you if this mod is compatible with TMO 21. Iīm not sure about that.

For an easy ASW, try FOTRS, or add RSRDC to TMO. The TMO ASW is hard, the mod is famous because the agressive ASW. Easier AI only down that a little, only a little...:03:

In FOTRS, the Midway mission is easy, I sunk two carriers and the ASW only drop some depth charges, no fishes are dudes. The same mission in TMO 2 (or 21), only I sunk a battleship, a lot of dude fishes, and the destroyers make a festival of depth charging of my sub, ram me, and, mostly damaged, I get to run to a safe position. I could survive, but...

Best regards.

Fitzcarraldo :salute:

HMCS
02-19-11, 07:05 PM
I'm not looking for beginner easy, it's just a balance I'm looking for. Thanks for your help.

I'm goin' down
02-19-11, 09:13 PM
The Hogan's Alley there isnīt in TMO 21. Only After battery and the special abilities sailor. If you have a Hoganīs Alley, there isnīt TMO 2.1, or the crew management screen (F7) is affected by other mod installed after TMo 20 to 21.

SCAF change the menu screen; replaces the TMO 21 by TMO 20 with SCAF.

A recommendation for changing the text in menu screen:

Uninstall the SCAF mod, via JSGME.

Search the file:

SCAF Folder\Data\Menu\menu.txt

Open this file with Notepad (or another text editor), and search for "Trigger". You have this (for example, in the version of SCAF for RSRDC, I use it):

1944=TRIGGER MARU OVERHAULED_2 and S.C.A.F.
1945=VIDEO SETTINGS
1946=SOUND SETTINGS
1947=ACADEMY
1948=PROFILES

Change by:

1944=TRIGGER MARU OVERHAULED 2.1
1945=VIDEO SETTINGS
1946=SOUND SETTINGS
1947=ACADEMY
1948=PROFILES

Install via JSGME the SCAF mod.

And you have the "Trigger Maru 2.1" identified in the menu...

That works fine on my installation of SH4.

Screenie of the Crew Management (F7 key) in TMO 21:

http://img267.imageshack.us/img267/152/sh42011021917360946.jpg


I made the recommended change. It was a success. My Hogan's Alley crew disappeared and was replaced by a damage control team. I did the change mid mission, and when I resumed the saved game it worked fine. Thanks.

fitzcarraldo
02-19-11, 09:32 PM
I made the recommended change. It was a success. My Hogan's Alley crew disappeared and was replaced by a damage control team. I did the change mid mission, and when I resumed the saved game it worked fine. Thanks.

Congratulations, but...your Hoganīs Alley disappeared with the changes of the txt file? I think that changes only the legend in the menu screen...

Welcome to TMO 2.1! Thanks to Ducimus! :woot::woot::woot:

Fitzcarraldo :salute:

I'm goin' down
02-20-11, 12:53 AM
Congratulations, but...your Hoganīs Alley disappeared with the changes of the txt file? I think that changes only the legend in the menu screen...

Welcome to TMO 2.1! Thanks to Ducimus! :woot::woot::woot:

Fitzcarraldo :salute:

I activated SCAF after Max Optics when I made the change to the txt file and that must have fixed the Hoagan's Alley issue. Regardless, it is working now. If I could only find some ship's to sink. All I am finding are allied destroyers....

fitzcarraldo
02-20-11, 08:00 AM
I activated SCAF after Max Optics when I made the change to the txt file and that must have fixed the Hoagan's Alley issue. Regardless, it is working now. If I could only find some ship's to sink. All I am finding are allied destroyers....

Well, I have SCAF before Max Optics and have TMO 21 F7 screen.:)

Do you use RSRDC? When I donīt find any ship to sunk, I make an incursion in a japanese base...Dangerous, but one o two ships go to bottom :03: Depth of fishes minimum, and fire from 1200-1300 yards.

Regards

Fitzcarraldo :salute:

Kruger
02-20-11, 10:12 AM
What should I install over TriggerMaru_Overhaul_2:

TMO_20_Beta_update" or "TMO_Update_20_to_21" ?

fitzcarraldo
02-20-11, 12:25 PM
What should I install over TriggerMaru_Overhaul_2:

TMO_20_Beta_update" or "TMO_Update_20_to_21" ?

TMO 20 to 21. The Beta is included in TMO 21.

Best regards.

Fitzcarraldo :salute:

Kruger
02-20-11, 01:58 PM
Thanks mate :DL


:( I must be doing something wrong...i still have the hoogan alley.


This is how my install looks like...

http://i108.photobucket.com/albums/n3/krugerblue/Stuff/TMO.png

HMCS
02-20-11, 02:18 PM
what is the point of the battery compartment? Is it just a replacement for Hogan's alley or is there some other function?

I'm goin' down
02-20-11, 03:13 PM
what is the point of the battery compartment? Is it just a replacement for Hogan's alley or is there some other function?

I believe the after battery compartment was developed by Ducimus for realism purposes. See his support docs for the mod. The Damage Control team replaces Hogan's allley and has fewer personnel. I am not sure what is wrong in your set up. I will think about it and see if I have a suggestion. As for as RSRDC, you need to activate the mod on the left of your JGSME screen to have the current/updated version. That could be the fix you are looking for, but I am not sure.

Kruger
02-20-11, 03:16 PM
Anyway I do not seem to be able to find out what is wrong in my setup...

That is just a RSRDC update, it has nothing to do with TMO.

I'm goin' down
02-20-11, 03:45 PM
Anyway I do not seem to be able to find out what is wrong in my setup...

That is just a RSRDC update, it has nothing to do with TMO.

I am not sure it is merely an update. It may be a fix as well.

fitzcarraldo
02-20-11, 04:42 PM
Anyway I do not seem to be able to find out what is wrong in my setup...

That is just a RSRDC update, it has nothing to do with TMO.

When you activates the TMO 20 to 21, appears a window in JSGME with the overwrited files of TMO 20?

If "NO", the structure of the folders of TMO 20 to 21 is wrong. Please, check this structure: TMO_Update_20_to_21\data. The downloaded update has the structure: TMO_Update_20_to_21\TMO_Update_20_to_21\data. If you put the original, unzipped folder in your MODS folder, the structure is wrong.

If "YES" (TMO 20 to 21 overwrites files of TMO 20)...well, I donīt know what is wrong with your installation.

RSRDC modified the TMO 21 (because that, I speak about a "partial installation" of TMO 21). RSRDC overwrites some files of TMO 21, but nothing of the crew management of TMO 21 and you only have a damage control team and the son of Nimitz guy for battery recharge fix. No Hoganīs Alley in TMO 21 or TMO 21 with RSRDC.

Check my post #2960 in this thread, there are some images of my installation.

Best regards.

Fitzcarraldo :salute:

Kruger
02-20-11, 05:11 PM
So, I reverted everything and left only TMO 2.0 enabled.

When I put 20 to 21 over it, yes it rewrites a whole lotta lines. Still, when entering the game the hoogan alley is still there.

fitzcarraldo
02-20-11, 05:57 PM
So, I reverted everything and left only TMO 2.0 enabled.

When I put 20 to 21 over it, yes it rewrites a whole lotta lines. Still, when entering the game the hoogan alley is still there.

Do you use SH4 1.5? Really this is an strange case...:hmmm:

When TMO 20 enabled, appears the "Trigger Maru Overlauled 2" in the menu screen?

I donīt use TMO Easier AI. Unable the mod, please. Only install TMO 20 and after, TMO 20 to 21. Is it a side effect of Easier AI? (I think not, itīs only a sensors.dat file...).

Regards.

Fitzcarraldo :salute:

I'm goin' down
02-20-11, 06:03 PM
When you activates the TMO 20 to 21, appears a window in JSGME with the overwrited files of TMO 20?

If "NO", the structure of the folders of TMO 20 to 21 is wrong. Please, check this structure: TMO_Update_20_to_21\data. The downloaded update has the structure: TMO_Update_20_to_21\TMO_Update_20_to_21\data. If you put the original, unzipped folder in your MODS folder, the structure is wrong.

If "YES" (TMO 20 to 21 overwrites files of TMO 20)...well, I donīt know what is wrong with your installation.

RSRDC modified the TMO 21 (because that, I speak about a "partial installation" of TMO 21). RSRDC overwrites some files of TMO 21, but nothing of the crew management of TMO 21 and you only have a damage control team and the son of Nimitz guy for battery recharge fix. No Hoganīs Alley in TMO 21 or TMO 21 with RSRDC.

Check my post #2960 in this thread, there are some images of my installation.

Best regards.

Fitzcarraldo :salute:

What Fitzcarraldo is saying, in other words, is make sure you do not have a file within a file set up as that creates a problem. It has caused me no end of grief in other situations. E.g. SH4/SH4/data is wrong. SH4/data is correct. Hence TMO_Update_20_to_21\data is correct, while TMO_Update_20_to_21\TMO_Update_20_to_21\data constitutes a file within a file and is not correct.

Kruger
02-20-11, 06:21 PM
I am using 1.5 version.

I understand what you are saying, however I double checked it all, I am confident all folder structure is sound and good.

I disabled everything, left only tmo 2.0, and in the game menu it says 2.0

I put 2.1 update, and in the game menu it says 2.1. No other mods installed, but now I get a "silent hunter has stopped working" (after giving up all other mods, just to check how teh game is behaving)

I have had this install for over 2 months now, it has never given me any headache, always worked flawlessly.

I have no other choice than to shave it, after shave it, and do a clean install.

fitzcarraldo
02-20-11, 06:52 PM
I am using 1.5 version.

I understand what you are saying, however I double checked it all, I am confident all folder structure is sound and good.

I disabled everything, left only tmo 2.0, and in the game menu it says 2.0

I put 2.1 update, and in the game menu it says 2.1. No other mods installed, but now I get a "silent hunter has stopped working" (after giving up all other mods, just to check how teh game is behaving)

I have had this install for over 2 months now, it has never given me any headache, always worked flawlessly.

I have no other choice than to shave it, after shave it, and do a clean install.

Do you have some problem with JSGME? In few occassions, installing and uninstalling mods, JSGME "crash" (program donīt respond), and leave "residuals" of the mods in the main instalation of SH4 (data folder). These "residuals" causes CTDs in SH4 (and SH3, I have some serious troubbles with it).

The best option, now: uninstall SH4, reinstall and put the mods.

Best regards

Fitzcarraldo :salute:

Armistead
02-20-11, 10:53 PM
I am not sure it is merely an update. It may be a fix as well.

If you're gonna run RSRD with TMO, you're correct, you need to run it after RSRD, it's a needed fix. Leave it out, RSRD won't spawn traffic correctly.

Armistead
02-20-11, 10:58 PM
RSRDC still leaves from the same bases as before. Later in the war, as new bases are added, you have more locations to refuel your killer sub. However, you still must return to the home base to end mission.

I have used the white shark mod. Never seen one either. We need a shark mod with whites, makos, white pointers, hammerhead, and bull sharks. Shark AI would be good too. That would make for some interesting post impact viewing with the free camera!!! Sailors in the water are a shark's idea of a vacation.

I've run into Dolphins, first by accident by hearing them on sonar, wondering what the F that chirping as I found them. Fairly sure they're in TMO and RSRD.

Ran into a dang Iceburg the other day playing RSRD...that was a first.

WH4K
02-20-11, 11:35 PM
That kind of thing is why I keep a backup copy of the unmodified game install, somewhere away from the game directory where I let JSGME do its thing. Simply copying from an unmodified /SH4 folder is way quicker than a reinstall, especially since I would have to re-download through Steam.

Bubblehead1980
02-21-11, 01:25 AM
I've run into Dolphins, first by accident by hearing them on sonar, wondering what the F that chirping as I found them. Fairly sure they're in TMO and RSRD.

Ran into a dang Iceburg the other day playing RSRD...that was a first.


where at?

Kruger
02-21-11, 03:23 AM
That kind of thing is why I keep a backup copy of the unmodified game install, somewhere away from the game directory where I let JSGME do its thing. Simply copying from an unmodified /SH4 folder is way quicker than a reinstall, especially since I would have to re-download through Steam.


You;re right, this is what I am going to do next.

Are you guys saying I should stop using RSRDC ? Or install it before TMO ? Duci clearly states that any other mod should be installed after TMP and it's updates.

fitzcarraldo
02-21-11, 06:55 AM
You;re right, this is what I am going to do next.

Are you guys saying I should stop using RSRDC ? Or install it before TMO ? Duci clearly states that any other mod should be installed after TMP and it's updates.

No, no. Using or not using RSRDC is your election. TMo has his modified campaign, but RSRDC is more historically realistic. Also adds some aditional ships. Only for taste of realism, it is recommended, but you can play TMO 21 without RSRDC.

For RSRDC, it is needed the patch RSRDC 5XX. Firts, ever, TMO 21. After that, RSRDC for TMO 20, and after that, the patch RSRDC 5XX. RSRDC must overwrites files of TMO 21; if not, you have the TMO 21 campaign.

There isnīt a RSRDC for TMO 21, we are waiting that...The RSRDC for TMO 20, with the patch, seems works fine.

RSRDC donīt change your crew management; the problem with Hoganīs Alley is independent of RSRDC.

Best regards.

Fitzcarraldo :salute:

fitzcarraldo
02-21-11, 06:59 AM
I've run into Dolphins, first by accident by hearing them on sonar, wondering what the F that chirping as I found them. Fairly sure they're in TMO and RSRD.

Ran into a dang Iceburg the other day playing RSRD...that was a first.

I see iceberg in the Arctic, in TMO plus RSRDC, but dolphins...Where?

Regards.

Fitzcarraldo :salute:

Hylander_1314
02-21-11, 07:03 AM
Dolphin? They're probably in Miami.

fitzcarraldo
02-21-11, 07:13 AM
Dolphin? They're probably in Miami.

:har: But in SH4 TMO, if you havenīt the terrain dat of FOTRS, you havenīt the Panama Canal and for a visit of Miami you must arrive via the Drake and the South Atlantic...:O:

I have the terrain dat installed in my SH4/TMO/RSRDC and works fine; I have Panama Canal and Suez.

The dolphins donīt help to the wartime effort. I want cowboys sharks, allied hungry sharks anxious of lifeboats lost in the sea...:D. I provide the "load" of the lifeboats with my torpedoes; the sharks make the rest...;). Itīs needed an AI shark for that.

Regards.

Fitzcarraldo :salute:

HMCS
02-21-11, 01:56 PM
I just got promoted to a new command, a Gato. I see that there are empty crew slots in the forward torpedo room. Why is that?

Also, do I need to move my deck watch crew into other compartments if I am about to get depth charged?

Ducimus
02-22-11, 03:11 AM
I just got promoted to a new command, a Gato. I see that there are empty crew slots in the forward torpedo room. Why is that?

I'm guessing your last boat (whatever it was) didn't need as many crew as a gato does, and your current crew transferred over. Since your current crew was (im guessing) smaller then a gato's crew size.. you had empty slots to fill.


Also, do I need to move my deck watch crew into other compartments if I am about to get depth charged?

NOOOOO. I specifically avoided tweaking this part of the sub damage system to avoid having to move the watch crew. I figure deck and AA guns are enough to shuffle around, let alone the watch crew. I've never been big on micromanaging.

Hylander_1314
02-22-11, 03:25 AM
:har: But in SH4 TMO, if you havenīt the terrain dat of FOTRS, you havenīt the Panama Canal and for a visit of Miami you must arrive via the Drake and the South Atlantic...:O:

I have the terrain dat installed in my SH4/TMO/RSRDC and works fine; I have Panama Canal and Suez.

The dolphins donīt help to the wartime effort. I want cowboys sharks, allied hungry sharks anxious of lifeboats lost in the sea...:D. I provide the "load" of the lifeboats with my torpedoes; the sharks make the rest...;). Itīs needed an AI shark for that.

Regards.

Fitzcarraldo :salute:

I used to have a great book called Devil Boats, http://www.amazon.com/Devil-Boats-PT-Against-Japan/dp/0891415866

and in there the PT Boaters in the Solomons feared the giant tiger sharks more than the Japanese. Since they grow to an average size of 20+ feet, or 7 meters on average.

HMCS
02-22-11, 01:12 PM
Tigers aren't that big!! You don't see many Tiger sharks over 15' often and the average is 10 to 14'. Anything more than 15' would be very, very rare.

Hylander_1314
02-22-11, 05:19 PM
Just relaying what the PT Boaters said in the Solomons. Yes the average size is roughly 16fy, which is nothing to sneeze at, but a tiger caught in 1957 was said to be 24 ft. long, or there abouts. Yes they are rare, that big, but also, 70+ years ago, tigersharks weren't overfished either, so larger specimens were probably more abundant then too.

Reguardless though, the slightest bleeding wound, would bring the usual marine preditors around for a sample.

HMCS
02-22-11, 05:30 PM
You almost never see White Pointers over 20'; and they are the big ones. I am thinking that the lads were exaggerating - that the old fishing adage "it was THIS big" comes into play. Tigers aren't necessarily over fished, they're not on the endangered list, per se.

Then again, this is somewhat off topic.

I'm goin' down
02-22-11, 06:08 PM
You almost never see White Pointers over 20'; and they are the big ones. I am thinking that the lads were exaggerating - that the old fishing adage "it was THIS big" comes into play. Tigers aren't necessarily over fished, they're not on the endangered list, per se.

Then again, this is somewhat off topic.

According to J. E. Randall, the largest white shark reliably measured was a 6.0 m (19.7 ft) individual reported from Ledge Point, Western Australia in 1987.[14] Another great white specimen of similar size has been verified by the Canadian Shark Research Center: a female caught by David McKendrick of Alberton, Prince Edward Island in August 1988 in the Gulf of St. Lawrence off PEI. This female great white was 6.1 m (20 ft) long.[3] However, a larger great white shark specimen was verified by T. C. Tricas and J. E. McCosker in 1984. This specimen was 6.4 m (21 ft) long and had a body mass of about 3,324 kg (7,330 lb).[15]

Sub Sailor
02-23-11, 11:06 AM
I will admit I don't have the computer smarts all of you seem to have, in fact I am not good at all. But I really love to play sub sims, especially Sh4 and SC. My overall problem I don't fully grasp how to use JSGME. I have TMO, I show TMO 20 and TMO 20 to 21 but I don't have either completely and I can't figure out what I have done wrong.
I know all of you have tried to help me, and believe me I appreciate it, further more I feel like a complete ass to keep asking for help. Honestly I have felt like giving up and playing what I have, but that is not who I am.
I just reread this and said I dont fully grasp, hell I don't have a clue. So if anyone wants to attempt helping an old retired nuke who is not the smartest compter person, guys when I started in Nuke School we used slide rules. I had been teaching about 10 years before I learnd well sorta learned to use one of these infernal machines.
So if anyone would care to try to help me I would be forever im your debt.
I guess I am asking for a "how to use JSGME for dummies."

Thank you,

Ron Banks MMCM(SS), USN(Ret):damn::doh:

Capt. Morgan
02-23-11, 11:16 AM
The TMO manual states that surface search radar detection ranges now depend on aspect, size and distance to target ( :rock:).

Am I right in assuming that this feature is the default in TMO-2, or do I have to install TMO_Alternate_JS_Radar_Performance from the optional mods folder to get this behaviour (My reading of the manual kinda' suggests both)?

BTW, we have some mean Hammer-heads up here in Vancouver.

I'm goin' down
02-23-11, 12:11 PM
I will admit I don't have the computer smarts all of you seem to have, in fact I am not good at all. But I really love to play sub sims, especially Sh4 and SC. My overall problem I don't fully grasp how to use JSGME. I have TMO, I show TMO 20 and TMO 20 to 21 but I don't have either completely and I can't figure out what I have done wrong.
I know all of you have tried to help me, and believe me I appreciate it, further more I feel like a complete ass to keep asking for help. Honestly I have felt like giving up and playing what I have, but that is not who I am.
I guess I am asking for a "how to use JSGME for dummies."

Thank you,

Ron Banks MMCM(SS), USN(Ret):damn::doh:

There is link to a post that show you how to use JGSME, explained via screen shots, and it is pretty simple. Someone should post it here. Either that or search for it using the search button.

Initially, download 7-zip and run the program. You can download it to the C:/programs folder. This is a program that will help you extract your download files. You can find a link to it in Neal Stevens' popular mod sticky in the mods forum. Download and run it. Then forget about it unless you computer gives a choice of programs later, and if it does, select it.

In short, first download JGSME and put it in the SH4 folder (the main folder). C:/Ubisoft/SH4/JGSME.) Run the program, and create a shortcut which you then drag to the desktop. Leave the shortcut on the desktop (forever.) Open the JGSME shortcut folder on your desktop, and keep it open while you activate a mod. The opened JGSME shortcut folder will display a right and a left column. The left column is the location for mods that have not been activated. Since you have not moved any mods to JGSME yet, both columns will be empty.

Next, download a mod of your choice to the Mods folder (which is created when you run the JGSME program I believe) and extract the downloaded mod file there. Until it is extracted it should be bundled in a 7-zip file. Right click the 7 zip icon and extract the mod to the MODS folder. Upon extracting the downloaded mod, you will see a folder with name of the mod (ie. Ubisoft/SH4/Mods/TMO2.0.) Next, drag the mod folder (e.g. TMO2.0) across the JGSME program that you have opened on the desktop per the instruction in the preceding paragraph. The mod folder's name should appear in the left column of JGSME, which means that JGSME has accpeted the folder, but not activated it. Now (and you are about done), click on the arrow in JGSME program to transfer the TMO2.0 mod from the left side (not activated) to the right side of JGSME (activated.) Viola! The mod is activated. Run the game. TMO2.0 should show up on the loading screen. (Mods which are not supermods usually do not show up on the loading screen, but you can tell that they have been activated since they are in the right column of JGSME.)

You can do this. Thousand have done it before you. It will seem like a piece of cake once you get the hang of it.

I'm goin' down
02-23-11, 12:20 PM
Go to Neal Stevens' Popular Mod sticky in this forum. Under Commonly Asked Questions there is a link to Step by Step Mod Installation. There is a better, more recent explanation somewhere, but it is a start. If you follow my instructions above, it should work.

Capt. Morgan
02-24-11, 07:43 PM
The TMO manual states that surface search radar detection ranges now depend on aspect, size and distance to target ( :rock:).

Am I right in assuming that this feature is the default in TMO-2, or do I have to install TMO_Alternate_JS_Radar_Performance from the optional mods folder to get this behaviour (My reading of the manual kinda' suggests both)?



So does no one's sure about this one?

Ducimus
02-24-11, 08:20 PM
It's optional. NOT a default installation. After testing i thought the changes and the results might be a little too radical for the masses at large. I thought about tossing it entirely, instead i made it an optional mod.

Capt. Morgan
02-25-11, 01:47 AM
It's optional. NOT a default installation. After testing i thought the changes and the results might be a little too radical for the masses at large. I thought about tossing it entirely, instead i made it an optional mod.

Thanks. I'm looking forward to trying it out.

punkmaster98
02-25-11, 11:20 AM
I have the TMO stock gramaphone mod activated but i still cant get the stock gramapone to work to use my own music. can somebody pls help?

WH4K
02-25-11, 12:03 PM
All I had to do for SH3 was copy some .ogg files to the "Gramophone" folder (e.g. J:\silent hunter 3\data\Sound\Gramophone).

It's supposed to work pretty much the same way in SH4. But there's a small twist for TMO users. From the TMO manual:
11.) What happened to my Gramophone?
The gramophone has been altered to include a speed/range chart. Its a very handy tool for intercepting
contacts. Unfortunately theres some monitor/display aspect ratio that does not like this modification
(wide screen users i believe). For this reason, a stock gramophone modlet has been included in the
support directory.
I take this to mean that you don't get a gramophone with TMO unless you specifically enable the mentioned gramophone mod (e.g. using JSGME).

punkmaster98
02-25-11, 01:23 PM
All I had to do for SH3 was copy some .ogg files to the "Gramophone" folder (e.g. J:\silent hunter 3\data\Sound\Gramophone).

It's supposed to work pretty much the same way in SH4. But there's a small twist for TMO users. From the TMO manual:
I take this to mean that you don't get a gramophone with TMO unless you specifically enable the mentioned gramophone mod (e.g. using JSGME).

I have the mod enabled but i still dont see it. what do i do. thanks for the help

Armistead
02-25-11, 04:42 PM
I have the TMO stock gramaphone mod activated but i still cant get the stock gramapone to work to use my own music. can somebody pls help?

The TMO gramophone is different, you won't see the gram. When you click the gram, you get a chart, the buttons to work the gram are on the bottom of the chart to the top left.

Armistead
02-25-11, 04:44 PM
Dang shame Lurker isn't around to update RSRD with TMO now,..any news if he ever will Duc..

WH4K
02-25-11, 04:56 PM
What he said. I've been itching to try TMO 2.1, but I also want to use the RSRD campaign. I presume the old RSRDC for TMO won't work with the TMO 2.0->2.1 update, what with the substantial changes made?

Ducimus
02-25-11, 05:00 PM
Dang shame Lurker isn't around to update RSRD with TMO now,..any news if he ever will Duc..

Last any of us within the SH4 modding community have heard from Lurker, to my knowledge was August of last year. (2010). He simply told us, goodbye, he was done, and has uninistalled SH3/SH4, and all related programs.

From what I know of him, Lurker is a man of his word, and his word is final. He doesn't change his mind later on and waffle on a decision like i would. (ive said i'm done multiple times). Never did figure out what was eating him. Burnout? community politics? I'll probably never know.

Honestly I have a bad feeling i'm somehow involved in his reason for quiting, in some way, shape or form. Either that or it was how he was inundated with stupid questions, criticism, inane feedback, people who don't read instructions, and self appointed experts. None of which went over with him very well. Some of which got under his skin, he just never vented it publicly.

Or it was a combination of all of the above. It's kinda like that old tootsie pop commercial (http://www.youtube.com/watch?v=LZ0epRjfGLw), the world may never know.

Diablo2
02-25-11, 06:37 PM
Sad i really liked his mods :/ and with what Tomi is doing with the uboat interiors it would make a nice OM update..

Diablo2
02-25-11, 06:47 PM
What he said. I've been itching to try TMO 2.1, but I also want to use the RSRD campaign. I presume the old RSRDC for TMO won't work with the TMO 2.0->2.1 update, what with the substantial changes made?

Works for me just dont have sofugan, some ships dont come up on the navmap when zoomed, and the escorts seem nerfed :hmmm:

Bubblehead1980
02-25-11, 07:14 PM
duc, anyway you could get the tench back to how it was? Where it had a deck gun and hogans alley? Really sucks having no deck for the tench.

Ducimus
02-25-11, 07:26 PM
Really sucks having no deck for the tench.

I don't follow. Cause you have:
- two deck guns (double the pleasure, double the fun)

- An after battery to keep some of the deck crew (edit: This serves the same function as Hogans alley, only its part of the rotation now. The reason this was done is so they could be rendered in 3D later on. BTW Hogan's alley is a smokeboat nickname for some of the racks in the after battery. )

- You could use the damage control area if you wanted to. Nobody gets killed there. Hell, i figured most people probably cram that full with crew anyway.

- On top of that you could pull some of the 3rd deck watch for guns if you had to. They ain't doing anything during a battle. Battle stations mainly calls upon the first and second watch's.

So, me no comprehendo'.

Capt. Morgan
02-25-11, 07:35 PM
What he said. I've been itching to try TMO 2.1, but I also want to use the RSRD campaign. I presume the old RSRDC for TMO won't work with the TMO 2.0->2.1 update, what with the substantial changes made?

FWIW, I've completed one patrol starting in Manila, Dec 7/41, without problem using TMO 2.1 and RSRD.

No obvious problems. I got assigned sensible patrol objectives, IJN invasion force arrived in Lingayan Bay on schedual, Base at Manila switched to Surabaya on time - not an extensive test but worth trying... so far, so good.

WH4K
02-25-11, 09:38 PM
The TMO gramophone is different, you won't see the gram. When you click the gram, you get a chart, the buttons to work the gram are on the bottom of the chart to the top left.

What buttons? Where? It can't be both the bottom of the chart and the top left of the chart (whichever "chart" you mean).

Please post a screenshot, because I have no idea what you're referring to.

fitzcarraldo
02-25-11, 09:56 PM
FWIW, I've completed one patrol starting in Manila, Dec 7/41, without problem using TMO 2.1 and RSRD.

No obvious problems. I got assigned sensible patrol objectives, IJN invasion force arrived in Lingayan Bay on schedual, Base at Manila switched to Surabaya on time - not an extensive test but worth trying... so far, so good.

The same, RSRDC seems works fine with TMO 21.

Missed the new ten - ten dock in Pearl (submarine base), but all the stuff seems work fine.

Best regards.

Fitzcarraldo :salute: