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I'm goin' down
02-26-11, 12:03 AM
I am not so sure there are no problems. I was given the option to go to Holy Loch which is not supposed to be in the game per Armistead. Plus, after I went there, no ships were sighted and then my game crashed. Also, at various times the dials for navigating the sub (lower right side of the screen) were totally white. When I shut the game down and restarted it, the problem fixed itself. I am now in mid 44 on a career. So far I have only seen one TF, and that changed course on my so I did not get a shot off. I have sunk the only light cruiser I have spotted, but that was sailing alone. Warships are few and far between. (Maybe the campaign sends my boat to places were the TFs either had already departed or had not yet arrived? I can accept that explanation.) Here is a potential fix: we need to find a modder like Ducimus who will go into RSRDC and make whatever adjustments they believe are necessary, but that is a wish that probably will not be granted.
Capt. Morgan
02-26-11, 04:56 AM
:hmmm:Not so good news there.
I personally haven't had any problems with the HUD dials (but I'm using the Highres_Dark_Hud_Dials mod which might mask the problem), or any other signs of instability. TMO 2.1 + RSRDC seems to run very smooth up to 4000X TC.
So, I've just created a fresh SH4 install with nothing but TMO 2.1 and RSRDC_TMO_V502 + RSRDC patch 1 installed, with the intent of doing some play-testing.
I'll start a separate thread for that.
fitzcarraldo
02-26-11, 06:55 AM
I am not so sure there are no problems. I was given the option to go to Holy Loch which is not supposed to be in the game per Armistead. Plus, after I went there, no ships were sighted and then my game crashed. Also, at various times the dials for navigating the sub (lower right side of the screen) were totally white. When I shut the game down and restarted it, the problem fixed itself. I am now in mid 44 on a career. So far I have only seen one TF, and that changed course on my so I did not get a shot off. I have sunk the only light cruiser I have spotted, but that was sailing alone. Warships are few and far between. (Maybe the campaign sends my boat to places were the TFs either had already departed or had not yet arrived? I can accept that explanation.) Here is a potential fix: we need to find a modder like Ducimus who will go into RSRDC and make whatever adjustments they believe are necessary, but that is a wish that probably will not be granted.
I made a journey to Midway in April-May 42', and there I waited the Nagumo carriers and escorts. They were there. I sunk a carrier and a destroyer, all the stuff works fine. My sub was a Porpoise.
I was in Holy Loch, and I have only a problem: some textures missing or distorted in the port and land. I can live with that.
In RSRDC is difficult to find ships and warships. I think there isnīt a problem with TMO 21 with RSRDC. Ah...I missed the ten-ten dock in Pearl.
Best regards.
Fitzcarraldo :salute:
Armistead
02-26-11, 03:39 PM
I am not so sure there are no problems. I was given the option to go to Holy Loch which is not supposed to be in the game per Armistead. Plus, after I went there, no ships were sighted and then my game crashed. Also, at various times the dials for navigating the sub (lower right side of the screen) were totally white. When I shut the game down and restarted it, the problem fixed itself. I am now in mid 44 on a career. So far I have only seen one TF, and that changed course on my so I did not get a shot off. I have sunk the only light cruiser I have spotted, but that was sailing alone. Warships are few and far between. (Maybe the campaign sends my boat to places were the TFs either had already departed or had not yet arrived? I can accept that explanation.) Here is a potential fix: we need to find a modder like Ducimus who will go into RSRDC and make whatever adjustments they believe are necessary, but that is a wish that probably will not be granted.
Well, the issues are what they are before. RSRD overwrites so many of the changes of TMO. I believe Duc redid a lot of the planes sensors, loadouts and spawn rates, RSRD will change all that to it's own settings. Course it always nerfed the crew ratings. Not that RSRD will cause CTD's or change traffic, just lose a lot of changes and settings that most wouldn't notice...you and me prolly would long as we've played. Would love to see a TMO patch to run over RSRD. I've made many changes to RSRD, haven't noticed problems, but not skilled enough that I would release it.
I actually got the white dials myself, that was a first, figured it was my card settings, a reload corrected it, hasn't happened again.
Slyguy3129
02-26-11, 03:47 PM
Wait you mean if your playing TMO+RSRD the AI is easier?
Crud that's the whole reason I play TMO because the AI was supposed to be killer lol.
Hopefully that isn't true.
fitzcarraldo
02-26-11, 03:48 PM
Well, the issues are what they are before. RSRD overwrites so many of the changes of TMO. I believe Duc redid a lot of the planes sensors, loadouts and spawn rates, RSRD will change all that to it's own settings. Course it always nerfed the crew ratings. Not that RSRD will cause CTD's or change traffic, just lose a lot of changes and settings that most wouldn't notice...you and me prolly would long as we've played. Would love to see a TMO patch to run over RSRD. I've made many changes to RSRD, haven't noticed problems, but not skilled enough that I would release it.
I actually got the white dials myself, that was a first, figured it was my card settings, a reload corrected it, hasn't happened again.
Yes. Because that, I told about a "partial" TMO 21 with RSRDC. There are changes made by RSRDC over TMO 21. It seems donīt affect gameplay; not different to TMO 20 with RSRDC.
The PTO isnīt a campaign as ATO. RSRDC is the more historic version. TMO and FOTRS are not-totally-historical, but they have some funnie action.
The frustrating navigation in RSRDC without ships for attack is a carachteristic of RSRDC, from the first version made by Lurker.
Also I have my own version of RSRDC (not installed yet, except fot testing), with more ships (extracted from FOTRS), and airplanes. But only for test, by now. I donīt know if some day Iīll publish it.
Best regards.
Fitzcarraldo :salute:
Armistead
02-26-11, 03:55 PM
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.
Activate the gramophone, that will activate chart. See SS...Chart is top left, you have to drag it out some, the buttons for the gram are on the bottom of the chart. Notice where mouse cursor is on the play, those are the buttons.
http://i651.photobucket.com/albums/uu235/Armistead1424/SH4Img2011-02-26_154720_687.jpg
fitzcarraldo
02-26-11, 03:55 PM
Wait you mean if your playing TMO+RSRD the AI is easier?
Crud that's the whole reason I play TMO because the AI was supposed to be killer lol.
Hopefully that isn't true.
Well...if you want all the action and AI killer of TMO, play TMO without RSRDC...
The combination TMO plus RSRDC is harder than RFB plus RSRDC. But the best for action, is only TMO.
Regards.
Fitzcarraldo :salute:
Armistead
02-26-11, 04:08 PM
Yes. Because that, I told about a "partial" TMO 21 with RSRDC. There are changes made by RSRDC over TMO 21. It seems donīt affect gameplay; not different to TMO 20 with RSRDC.
The PTO isnīt a campaign as ATO. RSRDC is the more historic version. TMO and FOTRS are not-totally-historical, but they have some funnie action.
The frustrating navigation in RSRDC without ships for attack is a carachteristic of RSRDC, from the first version made by Lurker.
Also I have my own version of RSRDC (not installed yet, except fot testing), with more ships (extracted from FOTRS), and airplanes. But only for test, by now. I donīt know if some day Iīll publish it.
Best regards.
Fitzcarraldo :salute:
RSRD is basically all traffic, but doe's make many other changes to TMO, but as stated it won't cause problems, just different gameplay. RSRD sets the crew ratings for ships, most are much easier early war, get a lil harder late war, TMO's are harder throughout the war. Tater made some fixes for RSRD over TMO to add back TMO's settings over RSRD.
The biggest issue for me is still planes. I love the harder planes of TMO, loadouts, ect...RSRD overwrites all of this and nerfs the planes. This will be my next project.
RSRD actually has much better traffic, it's just knowing where to look. I've played and studied it so long I could fight large TF or convoys throughout the war. Plus I love the added ships. Nothing is more run than taking on 30-50 plus ship convoys.
I wouldn't call RSRD easier than TMO, just the difficulty progresses. With the larger TF and Convoys, usually you have more escorts. Not sure if Duc added the extra ships RSRD has, but several escorts in RSRD are killer, TypeAB, Matsu, etc...
Still we need a TMO patch to run over RSRD to get all of Duc's changes...doesn't appear Lurker is around anymore.
Slyguy3129
02-26-11, 04:16 PM
Where might one find the mod that tater did?
Bubblehead1980
02-26-11, 06:28 PM
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'.
well when I started a campaign with the tench class, no after battery compartment or deck gun slots.Running TMO 2.0 and the 2.0 to 2.1 patch, thats it.
I'm goin' down
02-26-11, 06:34 PM
I like reading your posts. However, you emblem at the bottom of them is driving me up the wall. :wah: Contact Gunfighter, say I recommended you, and let him design you an emblem worthy of an Admiral. :salute:
fitzcarraldo
02-26-11, 07:01 PM
I like reading your posts. However, you emblem at the bottom of them is driving me up the wall. :wah: Contact Gunfighter, say I recommended you, and let him design you an emblem worthy of an Admiral. :salute:
Well! I think you mention the Milton poem. Or the LSH3 banner?
I want to change the Milton. I want to contact Gunfighter. Where?
Regards.
Fitzcarraldo :salute:
I'm goin' down
02-26-11, 08:32 PM
send him a pm. Give him my regards. He posts a lot in the SH5 subsim screen shot sticky and the realistic photo sticky. Give him an idea of what you prefor for an emblem, or send him a photo of what it is you are looking for.
fitzcarraldo
02-26-11, 09:35 PM
send him a pm. Give him my regards. He posts a lot in the subsim screen shot sticky and the realistic photo sticky. Give him an idea of what you prefor for an emblem, or send him a photo of what it is you are looking for.
Many thanks, Iīll contact Gunfighter :yeah:
Regards.
Fitzcarraldo :salute:
What sinking mechanics are in use?
The reason I'm asking is that I sank a Nagara Maru with 3 hits to the bow and she sank in about 45 seconds from the stern.:hmmm:
As I understand it, TMO does not modify the stock SH4 "hit points" sinking model. It sure looks that way, based on sinking mechanics I've observed in my war career (played entirely under TMO 2.0).
If you want a more realistic sinking model, you probably should try Real Fleet Boat. Its "flooding"-based model is well explained in the RFB manual. That's my next stop. I've nearly finished the war with my current sub captain, and plan to restart the war with RFB.
fitzcarraldo
02-28-11, 02:35 PM
As I understand it, TMO does not modify the stock SH4 "hit points" sinking model. It sure looks that way, based on sinking mechanics I've observed in my war career (played entirely under TMO 2.0).
If you want a more realistic sinking model, you probably should try Real Fleet Boat. Its "flooding"-based model is well explained in the RFB manual. That's my next stop. I've nearly finished the war with my current sub captain, and plan to restart the war with RFB.
Yes, RFB has a realistic sinking mechanics. TMO (and RSRDC, only a campaign plus other stuff), donīt change the stock sinking mechs of SH4.
Regards.
Fitzcarraldo :salute:
Armistead
02-28-11, 03:17 PM
TMO's damage model is far from stock, although it probably operates on stock factors. Damage from weapons have two values, direct and splash, direct to the immediate area hit, splash in indirect damage from the blast radius. Ducimas has adjusted these values so ships don't sink so easily. Seems he's also played with adjusting the damage zones again with TMO2.1. Why it's important to spread the damage. If you score 100% hit points on a zone, it's not going to take anymore damage.
Also crew ratings effect how fast a ship can be repaired and TMO has much higher ratings than stock.
Overall, I still think a flooding model gives more balance than one based on hit points. Watching a carrier blow up after two torps and sink in a few minutes rather unrealistic. If I had my way we would have no "ship sunk" message, until it's totally underwater. Even then I wish we didn't get credit until we got back to base, that way we would have to watch each ship go under to know..
I'm goin' down
02-28-11, 03:46 PM
If I had my way we would have no "ship sunk" message, until it's totally underwater. Even then I wish we didn't get credit until we got back to base, that way we would have to watch each ship go under to know..
Armistead, what about the ten ships I hit that went down in shallow water? Don't theyt count? Only their flags were above the water line, and there were lifeboats in the water. No credit for sinking any of them, eh? I never imagined that the depth of the water would be a factor used in determining whether one was credited with sinking a ship. How about credit for half a ship? Or a creidt for a ship with an asterisk next to it?:D
I'm goin' down
02-28-11, 03:57 PM
I have tried RFB. After playing TMO I found that it was too easy to evade the dds in RFB. That tells me that attacks lack as high a degree of risk in RFB. I like the risk and challenge of tyring to outwit the dds in TMO. Plus, one way or another, after a successful attack on a convoy or TF in TMO you usually have deal with them. It puts your whole career at risk, so you cannot be asleep at the wheel. If RFB, and for that matter, FOTRS, had dds with a tougher AI, I would try them again. It has been over a year since I gave them up.
My technique for approaching a convoy or TF in TMO is to come in under the thermal layer, let the lead dd pass, come to periscope depth, fire torps, and sneak or run away. I have never got the hang of Armistead's "end around" technique. Each time I have tried it, my boat has been sunk.
Ducimus
02-28-11, 04:43 PM
The mod uses a modified vanilla damage model so ship don't sink so quickly.
I went this route for several reasons:
1.) Ships sink the same way regardless if HP loss or flooding. Its not like SH3 where they went KABOOM and broke in two pieces each and every time hitpoints went to zero.
2.) In my personal opinion, the only real tangible benefit that i can tell off a purely flood based model is the removal of the ship sunk message. Given the amount of things there are to do, i couldn't justify to myself spending 8 hours a day for a month or two on a damage model overhaul, just to get rid of a text message. The cost of labor to benefit ratio didn't jive with me.
3.) By just modifing the vanilla model, it allows TMO to have new ships adapted to it much easier. If you want to add a ship to TMO, its not really a problem. With a complete damage model overhaul, you'd have to make the new ship compatible first by reworking its damage zones before it would work correctly.
4.) More of a personal but, I hate sitting around for forever and a day to wait and see if a ships going to sink. IMO, one purpose of a damage model overhaul to pure flooding, is to get reduce player tonnage to more realistic values by encouraging them to use more ordinance per target. While i like that idea, it does NOT work on me as a player. I will sit there and use TC for however long it takes if it means saving a fish, no matter how much i hate it, ill sit there and wait, gnashing my teeth, cussing a mean streak. I imagine lots of other people are the same way. And since I'm the only one who's behind the overall design of this mod, and design decisions are generally not made by any committee.... there ya go.
5.) I did start a complete damage model overhaul to a pure flood system at one point in time, but found I don't have the patience for that type of work anymore. Its incredibly tedious and time consuming. Combine with points 1 through 4, and you have my full stance on the subject.
I'm goin' down
02-28-11, 05:18 PM
The mod uses a modified vanilla damage model so ship don't sink so quickly.
I went this route for several reasons:
1.) Ships sink the same way regardless if HP loss or flooding. Its not like SH3 where they went KABOOM and broke in two pieces each and every time hitpoints went to zero.
2.) In my personal opinion, the only real tangible benefit that i can tell off a purely flood based model is the removal of the ship sunk message. Given the amount of things there are to do, i couldn't justify to myself spending 8 hours a day for a month or two on a damage model overhaul, just to get rid of a text message. The cost of labor to benefit ratio didn't jive with me.
3.) By just modifing the vanilla model, it allows TMO to have new ships adapted to it much easier. If you want to add a ship to TMO, its not really a problem. With a complete damage model overhaul, you'd have to make the new ship compatible first by reworking its damage zones before it would work correctly.
4.) More of a personal but, I hate sitting around for forever and a day to wait and see if a ships going to sink. IMO, one purpose of a damage model overhaul to pure flooding, is to get reduce player tonnage to more realistic values by encouraging them to use more ordinance per target. While i like that idea, it does NOT work on me as a player. I will sit there and use TC for however long it takes if it means saving a fish, no matter how much i hate it, ill sit there and wait, gnashing my teeth, cussing a mean streak. I imagine lots of other people are the same way. And since I'm the only one who's behind the overall design of this mod, and design decisions are generally not made by any committee.... there ya go.
5.) I did start a complete damage model overhaul to a pure flood system at one point in time, but found I don't have the patience for that type of work anymore. Its incredibly tedious and time consuming. Combine with points 1 through 4, and you have my full stance on the subject.
And they don't count as sunk unless they are totally submerged without even the flag showing!:D
Fair enough; I was just asking.
As far as the escorts in RFB, I suppose it would be a fairly easy task to toughen them up with a submod.
Ducimus
02-28-11, 05:50 PM
Fair enough; I was just asking.
When people ask the same thing, or a bunch of people talk about the same thing, i'll make a general response, not really directed at anyone in particular. The mod is what it is. It's not the greatest mod, but I've done my best to address as many areas of the game as possible. ( One problem ive always had is when I focus on one thing too long, everything else gets neglected. So i tend to spend so long on one problem, and then move on to the next. )
As far as the escorts in RFB, I suppose it would be a fairly easy task to toughen them up with a submod.
Yeah i think it is. I've never looked at their work, but i know the files involved in increasing the AI. Its really not hard, so I think its a matter of intent. Whatever the RFB team did or didn't do with the AI, i'm sure there was an intent behind it.
Armistead
02-28-11, 09:07 PM
Armistead, what about the ten ships I hit that went down in shallow water? Don't theyt count? Only their flags were above the water line, and there were lifeboats in the water. No credit for sinking any of them, eh? I never imagined that the depth of the water would be a factor used in determining whether one was credited with sinking a ship. How about credit for half a ship? Or a creidt for a ship with an asterisk next to it?:D
Maybe Duc can answer, but obviously it takes more work to get ships to sink in shallow water if the deck doesn't go under. I've had them sunk, but because they hit bottom and the decks still show above it seems to take more hit points to get enough damage to get a sunk message.
As for the flag, were talking decks below water, not mast.
Hylander_1314
02-28-11, 10:08 PM
I don't venture ino harbors often, but when I do, with the intent to sink vessels, I make sure to hit them hard, to where everything topside on the deck blows up, and or try to split the target in 2. That is the only way I have been able to get credit for moored shallow water ships. The other thing to look for, is if they roll onto their side.
But to me, that's a waste of torpedoes to use 4 or 5 on one target to make sure it's a kill. I'll stay in the deep water so that when they go under, there's no question.
I'm goin' down
03-01-11, 01:38 AM
I missed the Leyete Gulf IJN force north of Luzon in October 44 (this campaign is a disaster for finding and sinking capital ships), but I had 12 torps left, including 2 in the aft compartment, and had already sunk four merhcants on the current mission. So, I sailed to Bungo Straights with plenty of fuel and waited. Eventually, along meandered two dds and two battleships (the BBs were doing 12 kts.) I decided to take out both BBs, as I had only racked up a dd and light cruiser to my warship tally in three and a half years into the campaign. I hit both. They were late war Ise's, and I nailed each with three torps, range of 900 yds., with the torps set to run at 25 feet. That slowed them down by a mere one knot. I hit the trailing Ise at 3,500 yds with a fourth torp, but that did not manage to slow it down further. End result: I did not sink either. I was out of torps. I should have unloaded all the torps on one target. By splitting the torps between two targets to rack up tonnage I ended up returning to base empty handed. You know you aren't having much luck when you nail two BBs with three shots each with impacts 25 feet below the water line.
Armistead, re credit for sinking: I was kidding you. I don't sink anything anyway, so I isn't an issue I worry about.
I hate sitting around for forever and a day to wait and see if a ships going to sink.
This is the best reason for doing this. I like realism up to a point. I barely have time to play these games in the midst of real life so I don't want to spend too much of that free time waiting for ships to sink. Good design choice. :up:
I've long thought it was odd that your crew could notify you "She's going down!" regardless of the situation. For instance, how are they going to know that a ship is finally going under when you're several nautical miles away, 300 feet under the surface, crawling along at 1 knot under silent running?
Shouldn't you have to stick around and actually observe the sinking to get credit? I do unless being attacked. Not only is it more "correct," but sometimes a ship that looks as if it should sink, does not, & requires another torpedo or going-over with the deck gun.
Also it's curious how your log automagically knows the exact tonnage of the target. Wasn't tonnage sunk more or less guesswork? Another game-ism I guess.
I'm goin' down
03-01-11, 12:16 PM
Honestly, I did not even notice the "issue" raised re recording sinkings. It is kind of like the issue re the authenticity of medals that was raised ine the stock game before the medals fix mod came out. It is something that doesn't bother me. If the method of recording sinkings is adjusted that is fine with me and if not I am happy with it the way it is.
What I need is too earn more renoun so I can purchase more powerful torpedoes. I am still smarting after those two Ise's got away from me (see post above.) The M14's did not pack enough punch.
Also it's curious how your log automagically knows the exact tonnage of the target. Wasn't tonnage sunk more or less guesswork? Another game-ism I guess.
I'd love to see a claims system of some sort implemented. Some way for the player to claim a sinking (and damage), and estimate the tonnage, with the claims being verified based on survivors, radio intercepts, staying to watch or photograph the sinking, etc. At the end of the career, the true results could be revealed, and you can compare your claimed total vs. JANAC.
Armistead
03-01-11, 01:58 PM
I missed the Leyete Gulf IJN force north of Luzon in October 44 (this campaign is a disaster for finding and sinking capital ships), but I had 12 torps left, including 2 in the aft compartment, and had already sunk four merhcants on the current mission. So, I sailed to Bungo Straights with plenty of fuel and waited. Eventually, along meandered two dds and two battleships (the BBs were doing 12 kts.) I decided to take out both BBs, as I had only racked up a dd and light cruiser to my warship tally in three and a half years into the campaign. I hit both. They were late war Ise's, and I nailed each with three torps, range of 900 yds., with the torps set to run at 25 feet. That slowed them down to one knot. I hit the trailing Ise at 3,500 yds with a fourth torp, but that did not manage to slow it down further. End result: I did not sink either. I was out of torps. I should have unloaded all the torps on one target. By splitting the torps between two targets to rack up tonnage I ended up returning to base empty handed. You know you aren't having much luck when you nail two BBs with three shots each with impacts 25 feet below the water line.
Armistead, re credit for sinking: I was kidding you. I don't sink anything anyway, so I isn't an issue I worry about.
How can you miss the Leyte TF, both BB groups come through narrow straits, San Bern and Surigao night of Oct. 25. The northern carrier TF is a little hard to find in the open sea, but most go for the two BB groups.
Roger Dodger
03-01-11, 03:54 PM
I've long thought it was odd that your crew could notify you "She's going down!" regardless of the situation. For instance, how are they going to know that a ship is finally going under when you're several nautical miles away, 300 feet under the surface, crawling along at 1 knot under silent running?
Shouldn't you have to stick around and actually observe the sinking to get credit? I do unless being attacked. Not only is it more "correct," but sometimes a ship that looks as if it should sink, does not, & requires another torpedo or going-over with the deck gun.
Also it's curious how your log automagically knows the exact tonnage of the target. Wasn't tonnage sunk more or less guesswork? Another game-ism I guess.
I've noticed that under the conditions stated (several nautical miles away, 300 feet under the surface, crawling along at 1 knot under silent running) that I 'might' get a 'greyed' sinking symbol and no credit - even though I can watch the sinking via the external camera. A real annoyance when shooting at two fat tankers, heavily escorted. This has happened several times. My only consolation is that I know I sank them.
I'm goin' down
03-01-11, 06:43 PM
How can you miss the Leyte TF, both BB groups come through narrow straits, San Bern and Surigao night of Oct. 25. The northern carrier TF is a little hard to find in the open sea, but most go for the two BB groups.
Ducimus, the wily fox, ordered my boat on station north of Luzon for four days starting on October 20th. "Yes Sir, Admiral." I replied, doing my job. :salute:(Who am I to argue?) I was on station from the 20th the the 24th, and then departed.
I know about the San Bernadino and Suriago Starights, and assumed one of the TFs for the Philipines would sail thorugh my sector on the way to find the American fleets. I was wrong. Foiled again! Maybe it is Lurker's fault? He is not online any longer, so let's point fingers at RSRDC.:nope:
Back to the Ise's that got away. They totalled over 60K tons, and probably would have earned me a big fat and juicy medal, and maybe promotion. It was tough to see them sailing off into the strights!! I would have followed them if I had more torpedeos. Maybe next time?
Armistead
03-01-11, 07:56 PM
You probably just missed the carrier TF sent that way to lure Halsey, that's a fun battle if you time your attack when the US carrier planes attack the group in mass, just hurry, they wipe it out fairly fast. Course it comes through more east on the skirts of Luzon moving down towards Halsey. When I first went looking for it, I was like sure is a big TF, but I ran into Halsey on the way, so be careful what you shoot at.
This is so weird. I'm on what will probably be my last patrol of the war, in June 1945. And I keep running into big, fat, juicy convoys of 6-12 ships, including 1 to 3 big 'uns (Nippon Marus and Nagano (?) Marus, 10000 and 7000 tons respectively).
Where were these guys earlier in the war?
I'm pretty sure Japan's merchant fleet, especially the larger ships, was mostly at the bottom of the sea at that point. But the targets are more bountiful than ever.
I'm trying to make my way from the East China Sea to just east of Luzon in the Phillippines, and I am practically getting run over by large convoys every day. You could almost walk from Kyushu to Luzon and not get wet.
Go figure.
Nevermind, then.
Honestly, I've never made it beyond '43. Someone keeps putting out a new mod, or a new version, and I have to restart in 1941.
No idea why I typed 1942, I meant 1945 (corrected above).
Ducimus
03-02-11, 03:17 PM
This is so weird. I'm on what will probably be my last patrol of the war, in June 1945. And I keep running into big, fat, juicy convoys of 6-12 ships, including 1 to 3 big 'uns (Nippon Marus and Nagano (?) Marus, 10000 and 7000 tons respectively).
Where were these guys earlier in the war?
I'm pretty sure Japan's merchant fleet, especially the larger ships, was mostly at the bottom of the sea at that point. But the targets are more bountiful than ever.
I'm trying to make my way from the East China Sea to just east of Luzon in the Phillippines, and I am practically getting run over by large convoys every day. You could almost walk from Kyushu to Luzon and not get wet.
Go figure.
If your using TMO, without RSRD, id like to know the exact date, and position. I just looked over the convoy layer for late 45, and nothing really stuck out to me. The respawn time on convoy in that layer is an 11% to spawn chance every 3 to 7 days. The 83 hour timers could be a problem, but at 11% chance to spawn, im not so sure.
Armistead
03-02-11, 06:35 PM
If your using TMO, without RSRD, id like to know the exact date, and position. I just looked over the convoy layer for late 45, and nothing really stuck out to me. The respawn time on convoy in that layer is an 11% to spawn chance every 3 to 7 days. The 83 hour timers could be a problem, but at 11% chance to spawn, im not so sure.
Been awhile, I don't recall seeing a 45 year file for TMO convoy traffic, seems like it may have been scripted in to 44 to keep spawning through 45..
Course, I use RSRD, but seems I didn't see 45 for TMO campaign, am I missing something?
I'm goin' down
03-02-11, 11:58 PM
TMO/RSRDC - what a mod! Hit nos. 1 and 2 targets in a convoy. Target 2 exploded. Later Target 1 went down. No credit for target no. 1. Aarggh!
TMO/RSRDC - Sank a target in a convoy. The dds went berserk, and one collided with a merchant and below itself up. I got no credit for the dd that blew up. Then two other dds bombed the crap out my boat. I used decoys to throw them off as I snuck at a gallop (i.e. 2 kts.) One of the dds sat listening forever. I peaked through my periscope at 3,200 yds. a couple of hours later and there it was - silent and still as a mouse, and listening. I sank it with a torpedoe. Heh!
TMO/RSRDC - I purchased five cuties. Two hit a merchants but did not sink it. I finished it off with my deck gun. (The specialized gun crew crewman is a Really BAD Shot.) How much power do cuties pack compared to Mark14? I am not sure they are worth the cost.
If your using TMO, without RSRD, id like to know the exact date, and position. I just looked over the convoy layer for late 45, and nothing really stuck out to me. The respawn time on convoy in that layer is an 11% to spawn chance every 3 to 7 days. The 83 hour timers could be a problem, but at 11% chance to spawn, im not so sure.
I don't have the savegames anymore, but I do remember it was early June 1945, and I ran into like 3 convoys in a row going from roughly from Kagoshima to Formosa. Two convoys practically ran right over me on my way to Luzon.
It wasn't 3-7 days between convoys. Maybe I just ran into a statistically unlikely situation.
By the way, do you know why SH4 keeps crashing when I try to get into Tokyo Bay? Not sure whether it's a TMO problem or not. I started a thread about it here: http://www.subsim.com/radioroom/showthread.php?t=180919
A little more info: The crashes happen when I try to go to any of the attack views (TDC, bridge, either periscope) in the discussed area. Invariably, I'll press the key to get to one of those views, the game will freeze for a while, then I get the "Silent Hunter has stopped working..." error dialog. Or sometimes it freezes for so long that I end up having to kill it manually in Task Manager.
TMO/RSRDC - I purchased five cuties. Two hit a merchants but did not sink it. I finished it off with my deck gun. (The specialized gun crew crewman is a Really BAD Shot.) How much power do cuties pack compared to Mark14? I am not sure they are worth the cost.
Yes, Cuties are pretty much worthless. Not enough oomph to sink anything with one hit, and too slow to be useful against escorts.
Playing TMO with 2.0 to 2.1 mod. No RSRD, tired of not finding may (any) capital ships. It's April 28, 1942, and I'm in northern part of Daveo Gulf. Time is around 17:00 hours, I think. Sonar then visual on a convoy 5 or 6 merchants and two escorts, their track is 330 , speed 7 Kts. I attack on surface, approach to about 3000 yds, TDC is set from the TBT. Just as I'm about to push the big red button, whaaa, the targets ALL disappear! I go looking for them but they have vanished, and I don't mean DOWN.
Diablo2
03-03-11, 03:20 PM
If your to close to a harbor ships will dissapear when they reach it. I found this out the hard way with a fat convoy right outside rabaul... :oops:
I was about 10 NM SE of the Daveo harbor. That is probably what happened. First time for me so that's why I posted.
Thanx.
The big boys are out there. I just sank the Shokaku as she was retreating from the Battle Of Santa Cruz, SE of Truk. Managed to get away with it, too. Mainly 'cuz the weather was bad and the escorts couldn't pin me down.
Roger Dodger
03-04-11, 03:42 PM
I'm trying to make my way from the East China Sea to just east of Luzon in the Phillippines, and I am practically getting run over by large convoys every day. You could almost walk from Kyushu to Luzon and not get wet.
Go figure.
I'm not sure how Ducimus has worked over the campaign layers. I have always used the TMO + RSRDC combo. In the latter part of the war, targets get few and far between. During 1945, count yourself lucky if you can 'gun down' a couple of sampans or fishing boats.
The original game seems to randomly generate shipping no matter when or where you are.
Install the Run Silent Run Deep Campaign, but be prepared for several REALLY BORING patrols.
Good Hunting
God Bless Electric Boat!
I'm goin' down
03-04-11, 06:37 PM
July, 45 - sank a Ise anchored in Tokyo Bay. Wahoo! It took 5 torpedoes, including two cuties, before it went down. I still had my remianing forward torpedo and all reserve forward torpedoes, so I decided to hunt a captital ship, as I had not seen any before this missisn, and I was running out of time because the rumors were that most of the Jap Navy was out of action. So, I sailed off to the Bungo Straights, where I came upon a four ship TF force composed of two dds, a cruiser, and, lo an behold, one gigantic Yamato. The TF was in single file, the Yamato was second in line, and its speed calculated over 6 minutes was 17.75 kts. It was late and the sun was beginning to set. I went to manual targeting and fired when it was at 4,500 yds. A five topedoes salvo (I forgot to fire the sixth torpedo), with each set to run at a depth of 25 ft. concluded with five hits with M14s at a range of around 3,900 yds! (Thank god for nicolas and ddgrn and their Easy Aob mod.) However, its not dinner until its in the pan, as the cowboys say. The 5 hits did not sink Mr. Yamato much to my amazment :wah:, and only started a small fire which did not last long. I submerged to avoid the dds. By the time I came up for air the Yamato had looped arojund my boat and headed back into the straights. I tried to follow, but eventually the Yamoto worked itself up from 10 to 15 kts., and I lost it.
This reminds me of the time I was fishing in the Persian Gulf. We were catching 2-3 foot sharks. All of sudden I felt a couple of jerks on my fishing line, so I jerked back hard. A fish took my line. I must have pissed him off because he took off. Because I had light tackle, he had run out the line in 20 -30 seconds. My pole started to bend, and someone said, "Either the pole is going to break or the line will." I tried to grab the line as it was running ran off the spool, and it almost sliced open my hand, as the fish had departed at warp speed (The Starship Enterprise would have been impressed.) The line broke. For several days, my mates said I did not know how to fish, etc. Then, a few days later, at dinner, the most experienced fisherman amongst us said when their was a lag in the conversation, "Weren't no human being going to stop that fish." That Yamato was not going down.
Slyguy3129
03-08-11, 02:32 AM
Ok I've got to ask seeing as how 1 in 6 torpedoes I just fired worked.
Does setting the mark 14 to slow (31kts) decrease the failure rate? I came across the invasion fleet at Vigan (12/10/41 RSRD) and found three large stationary targets. Only one torpedo detonated but luckily that was all that was needed to send the Horai Maru to the bottom.
Again does setting the mk14 to slow make them fail less. Or am I stuck with this horrible torpedo till they are fixed in 43. Does the Cromwell 45 help? What about the influence detenator?
Mescator
03-08-11, 02:47 AM
Ok I've got to ask seeing as how 1 in 6 torpedoes I just fired worked.
Does setting the mark 14 to slow (31kts) decrease the failure rate?
Again does setting the mk14 to slow make them fail less. Or am I stuck with this horrible torpedo till they are fixed in 43. Does the Cromwell 45 help? What about the influence detenator?
Yes, slower speeds and avoiding direct 90 Degree hits reduce dud chances.
Influence detonator is just as bad as the contact detonator. It may work, it may not go off at all or it may go off well before the target.
Slyguy3129
03-08-11, 03:08 AM
Cool well from now any stationary targets get slow mk14s.
Any suggestion on how to hit stationary targets without the 90 degree. I have a heck of a time hitting targets not moving.
Mescator
03-08-11, 04:25 AM
My angles are probably a bit off, but this should give you a basic idea of the targeting solution you want.
http://img251.imageshack.us/img251/6962/49805782.png (http://img251.imageshack.us/i/49805782.png/)
Slyguy3129
03-08-11, 04:34 AM
Wow I really like the fact this is modeled in. I'm just getting out of my S18 phase ( got old when convoys were out running me) and decided to start in 12/41 with a P class.
Going to try J P Cromwells 45 and see if that will help out a bit. Thanks for the info man!
I'm getting some CTDs while using TMO +RSRDC.
I'm starting to suspect the problem is the environmental additions to TMO because the CTDs, while rare, usually happen when I'm viewing a burning ship. I also get some jerky graphics that I think are caused by the better wave graphics.
Is it possible to easily delete a few folders/files from TMO to revert the wave and reflection effects back to stock?
AVGWarhawk
03-08-11, 11:31 AM
Thus far I'm completely impressed with my running at 15kts in transit like my submarine should. The fuel issue apparently has been solved? :hmmm:
fitzcarraldo
03-08-11, 11:47 AM
I'm getting some CTDs while using TMO +RSRDC.
I'm starting to suspect the problem is the environmental additions to TMO because the CTDs, while rare, usually happen when I'm viewing a burning ship. I also get some jerky graphics that I think are caused by the better wave graphics.
Is it possible to easily delete a few folders/files from TMO to revert the wave and reflection effects back to stock?
Do you use 4GbPatch? I resolve all the graphics problems (with CTD), using this patch. No CTDs in TMO 21 plus RSRDC
Best regards.
Fitzcarraldo :salute:
Do you use 4GbPatch? I resolve all the graphics problems (with CTD), using this patch. No CTDs in TMO 21 plus RSRDC
Best regards.
Fitzcarraldo :salute:
Do you mean the TMO version 2.1 patch? I have not used the patch yet because I'm in the middle of a campaign. I will try and see if that fixes it. Thanks.
Thus far I'm completely impressed with my running at 15kts in transit like my submarine should. The fuel issue apparently has been solved? :hmmm:
Yes IMO both the fuel and battery range issues were solved.
My ranges were as they should be, submerged, you run out of O2 just about the time the batteries are drained which is a nice coincidence...... lol
Now, if I could get my new rig to play SH4 again I will continue to enjoy this nice change.
Happy Hunting!
Art
AVGWarhawk
03-08-11, 02:49 PM
Yes IMO both the fuel and battery range issues were solved.
Yes, the batteries as well. Finally running like sub:up::up: That 9 kts to save fuel etc just sucked. Currently I ply the waters at 15kts to Japan and still have a 3/4 fuel left. :D I love what they have done to my boat!
fitzcarraldo
03-08-11, 04:11 PM
Do you mean the TMO version 2.1 patch? I have not used the patch yet because I'm in the middle of a campaign. I will try and see if that fixes it. Thanks.
No. It isnīt the TMO 21.
If you have more than 2 Gb RAM, the 4GbPatch avoid the limitation of 2 GB RAM of your OS, and you can use all the RAM available in your CPU.
Please, search the 4Gb Patch in SUBSIM, and apply in your SH4.exe. I use it, and no CTDs.
Best regards.
Fitzcarraldo :salute:
OK, so - as far as we know, RSRDC v502 is compatible with TMO 2.0 + TMO 2.0 -> 2.1 patch. Right?
If so, the install order should be what? I like to use other various mods as well, for example the SCAF and MaxOptics IV for TMO mods.
I've been using it for about 5 patrols now and have had no problems whatsoever.
No. It isnīt the TMO 21.
If you have more than 2 Gb RAM, the 4GbPatch avoid the limitation of 2 GB RAM of your OS, and you can use all the RAM available in your CPU.
Please, search the 4Gb Patch in SUBSIM, and apply in your SH4.exe. I use it, and no CTDs.
Best regards.
Fitzcarraldo :salute:
Ah, I know what you're talking about now. I actually have a 3GB patch applied to my PC as my system will only use 3GB at most. Windows XP 32 bit. Thanks for the advice though.
EDIT: I just downloaded the patch adn tried it. It appeared to work but I'm not sure how to tell . Would it work even if I'm running XP (32-bit)?
It should work regardless of OS, but jury's out on whether it will do anything for you on Windows XP 32-bit.
FWIW, when I used the 4Gb patch on SH4.exe, I noticed that the game's RAM use still didn't go above 1.6 GB, even though I'm using Windows 7 64-bit and have RAM to spare when running SH4. So I don't know why SH4 became more stable, no longer crashing near Tokyo Bay (which was where I was having a CTD problem previously). One might think that if SH4 were crashing because it ran out of RAM, it would gladly grab 2GB or more once allowed to do so, but it doesn't.
fitzcarraldo
03-09-11, 06:15 AM
It should work regardless of OS, but jury's out on whether it will do anything for you on Windows XP 32-bit.
FWIW, when I used the 4Gb patch on SH4.exe, I noticed that the game's RAM use still didn't go above 1.6 GB, even though I'm using Windows 7 64-bit and have RAM to spare when running SH4. So I don't know why SH4 became more stable, no longer crashing near Tokyo Bay (which was where I was having a CTD problem previously). One might think that if SH4 were crashing because it ran out of RAM, it would gladly grab 2GB or more once allowed to do so, but it doesn't.
I had CTDs en Tokyo Bay, Dutch Harbour, San Francisco...After 4Gb patch, no more CTDs...Also I donīt know why, but is the only way to play SH4-TMO21-RSRDC for me.
I have W7 64 bit, too.
Regards.
Fitzcarraldo :salute:
Does the new "20 to 21" update negate the need for the sensor fixes created by Tater?
Also, I assume this includes all the changes that were in the TMO20 beta update? Thanks
fitzcarraldo
03-09-11, 11:22 AM
Does the new "20 to 21" update negate the need for the sensor fixes created by Tater?
Also, I assume this includes all the changes that were in the TMO20 beta update? Thanks
The fixes for RSRDC arenīt included in TMO 21. This mod is independent; Lurker only makes a version compatible with TMO 20 of RSRDC. For instance, the "TMO visuals for RSRDC" isnīt included in TMO 21.
TMO 21 is the "non beta" version of TMO beta update. TMO 21 includes TMO beta update and it has also other stuff.
For example, In TMO 21 you have in Pearl Harbour the submarine base (the Ten-Ten dock), not included in TMO 20. If you use RSRDC, this mod overwrites some files of TMO 21, and you will return to the TMO 20 sub base (bye bye Ten Ten dock).
Best regards.
Fitzcarraldo :salute:
Slyguy3129
03-12-11, 12:09 AM
Hey guys I'm having a few issues with my install and was just curious if it might have something to do with what I've done or if it might be a TMO issue.
My mods installed are in the following order:
TMO 2
TMO update 2-2.1
RSRD TMO v502
RSRD v5xx patch1
Restore killer AC to TMO 2.1 with RSRD
Max optics4 for TMO
Poul Sound mos
Websters ship maneuvering fix
EAXsoundsim with webstersmaneuver TMO19
3000 yard bearing tool 1280x
This link (http://www.subsim.com/radioroom/showpost.php?p=1617051&postcount=365) details a strange issue I had last night while playing. Scroll down to the bottom to see the issue.
Then tonight while playing I new career I am in the straights of Luzon when I get a sound contact. By the time I reach it, it is dark but I am told ship spotted by my lockouts. That's fine I go to the bridge to take a look see and bout the time I press F4 I hear the whooooosh splash sound of shells being fired my way. I can't even see the escort until it fires. So I check the nav map, its about 5 nms away, the verge of eye sight especially at night.
Now yes I was traveling at flank, but I have played TMO for a while before I joined subsim as a forum memember. I don't mind the escorts being difficult, that's why I like TMO. But this, this sound like something is broken, and I have no idea what it could be. Add the story of what I had happen last night, the convoy stopping dead in the water, the escort that just seemed wierd and omnipotent dispite what all I was doing.
Have I broken something with my install (most likely) or is this a TMO issue. Again I don't mind the difficult escorts, that is why I have TMO but being seen from 5nms away and I can't see him, plus all the stories of surface night attacks.'something just isn't right here.
Slyguy3129
03-12-11, 12:35 AM
Hmm looking through the 2.1 documentation I saw mention that the AI range was changed from 5000 to 6000 on gunnery range. But that seems fine my problem Im guessing is that I can't see them. Perhaps my game is to dark? How might one change that because at 6000 yds the only way I can find them is asking the deck crew, I can't see smoke or anything just looking through the binoculars even with max optics.
Least it's not a TMO issue :) was a bit worried.
Then tonight while playing I new career I am in the straights of Luzon when I get a sound contact. By the time I reach it, it is dark but I am told ship spotted by my lockouts. That's fine I go to the bridge to take a look see and bout the time I press F4 I hear the whooooosh splash sound of shells being fired my way. I can't even see the escort until it fires. So I check the nav map, its about 5 nms away, the verge of eye sight especially at night.
:har: ................. Sorry, I couldn't resist.
Unexpected shell fire is very disconcerting isn't it?
You'll have to ask Ducimus to know for sure, but I'll venture a guess.
A while back everyone begged and cajoled Ducimus to make the DD's fire at longer range. If the guns had a max range of 12,000yd, they should fire at 12,000yd............ You get the idea. So, I guess he gave them what they asked for. To answer your question, I don't think you broke anything. I would definately be careful on those night surface attacks now.
Slyguy3129
03-12-11, 12:47 AM
Tried playing with the gamma correction but that just made it look stupid.
I noticed it seemed damned hard to see at night, mainly around the horizon area. I can seem above the horizon clearly and below the horizon but the closer you get to the horizon its practically black!
Can some post a pic of what their night looks like?
Edit: lol np it is funny I can see that but how am I supposed to make night surface attacks when I can't even approach or even see the convoy or it's escorts. Like I said I'm thinking the problem is on my end visually, it seems very very dark at the horizon. I should also mention that smoke is white on the far far horizon until it gets to a certain range and then it's black. The ships outline is also strangely white until it gets to a certain range?
Any ideas on this?
What time was it? Depending on the time of night, the sky behind you could be lighter and render you visible where the sky behind them is dark.
Edit: lol np it is funny I can see that but how am I supposed to make night surface attacks when I can't even approach or even see the convoy or it's escorts. Like I said I'm thinking the problem is on my end visually, it seems very very dark at the horizon. I should also mention that smoke is white on the far far horizon until it gets to a certain range and then it's black. The ships outline is also strangely white until it gets to a certain range?
Any ideas on this?
I can't help you there. Lots of things have been tweeked as far as graphics and such. In the past I've had problems with "haze", but that was not TMO.
I see the same thing re white ship outlines at long distance playing TMO 2.1. At night I have to look hard to find targets as my screen is fairly dark. I'm not helping you but you are not alone. Attacked on surface recently at night against Akita, Ryuun, and tug, but now I'm NOT looking forward to meeting a DD. I play easier AI mod now so I can complete missions and learn.
Thanks for the "heads up" on those long shot DDs.
Jan Kyster
03-12-11, 08:27 AM
Can some post a pic of what their night looks like?
Any time! :salute:
Preparing a beach party:
http://i189.photobucket.com/albums/z15/subject_rod/ScreenShots/Night_0.jpg
Coming to the rescue - downed pilot on the horizon...
http://i189.photobucket.com/albums/z15/subject_rod/ScreenShots/Night_1.jpg
...Like I said I'm thinking the problem is on my end visually, it seems very very dark at the horizon...
The ships outline is also strangely white until it gets to a certain range?You may have to turn off all lights in the room, maybe just a faint red LED to lit the keyboard. Your eyes will needs some minutes to adjust to darkness as well.
The white outlines not visible here after this "Fix for glowing water around objects - mod":
http://www.subsim.com/radioroom/showthread.php?t=126851
Slyguy3129
03-12-11, 08:27 AM
I see the same thing re white ship outlines at long distance playing TMO 2.1. At night I have to look hard to find targets as my screen is fairly dark. I'm not helping you but you are not alone. Attacked on surface recently at night against Akita, Ryuun, and tug, but now I'm NOT looking forward to meeting a DD. I play easier AI mod now so I can complete missions and learn.
Thanks for the "heads up" on those long shot DDs.
What all do you have installed with TMO 2.1? I'm wondering if we have more files in common. I do not recall the white smoke in 2.0, or the overbearing darkness.
What type of GFX do you have? I have an NVIDEA Geforce Go 7900 GS. Maybe if we can figure out what we have in common as far as mods we can narrow it down.
Thanks for speaking up though! It does help, now we know this issue is something we can reproduce seeing as we both have it.
Slyguy3129
03-12-11, 08:59 AM
Any time! :salute:
You may have to turn off all lights in the room, maybe just a faint red LED to lit the keyboard. Your eyes will needs some minutes to adjust to darkness as well.
The white outlines not visible here after this "Fix for glowing water around objects - mod":
http://www.subsim.com/radioroom/showthread.php?t=126851
Ok! Now see your darkness and mine are completely different. It is so dark near the horizon that you just cant see. Give me a second, I uninstalled all the mods so I could make a double install to put OM in. I'm waiting for all the mods to reload and then I enter the game and take a pic. But like I said I can already tell your screen shot looks alot easier to see. So it definitely is on my end.
Can you list the mods you have installed?
In regards to the ships being white. I don't mean the reflection, I mean the silhouette on the horizon. Once I get within a certain range the ships change to their normal color scheme and the smoke turns black again.
Here are my night screens. You should see the difference right off the bat along the horizon, see how much darker mine is.
EDIT: Forgot to mention that is at default Gamma, any increase in gamma makes everything look dumb, ie, crew members glow or at least the pixels around them do.
http://img857.imageshack.us/img857/7057/bridgedarkness.th.jpg (http://img857.imageshack.us/i/bridgedarkness.jpg/)
http://img816.imageshack.us/img816/8158/binocularzoom2horizonda.th.jpg (http://img816.imageshack.us/i/binocularzoom2horizonda.jpg/)
http://img846.imageshack.us/img846/2415/binocularzoom1horizonda.th.jpg (http://img846.imageshack.us/i/binocularzoom1horizonda.jpg/)
My MODS list;
TriggerMaru_Overhaul_2
TMO_Update_20_to_21
Convoy Routes TMO 2.0
SCAF for TMO_2
MaxOptics IV for TMO_2
3000 Yard Bearing Tool (1280x)
EAXsoundsim_without_WebstersManeuver_TMO19
Webster's Smaller Rain for TMO
SofuGan
TGT AOB TO PK FIX - TMO
TMO_Easier_AI
IJN_Radar_Fix_for_TMO2_Easier_AI
Nav Map Make-Over v. 2.0
Map Colour Scheme 3
Return for Creaks and Man the deck(flak) gun
Damage_caused_by_fires_TheDarkWraith_1_2
My GFX is ATI Radeon HD 4850 with 1 MB. I use a Samsung 2033SW monitor.
I 've seen the white smoke, white outlines, etc as you, but I don't consider this to be a problem. I've accepted this as night time challenges. I've thought about lowering the ambient light level in the room, but prefer squinting to answering questions about being in the dark from outside "observers", if you know to whom I refer, lol. I might try to suggested MOD from Jan Kyster to see it makes viewing easier.
Slyguy3129
03-12-11, 09:13 AM
Ok well that rules out a hardware issue for us then. No our nights should not be this dark, as you can see in Jan's screens you can see the water then the horizon but in mine you can not. That is the issue and reason way the escorts are appearing out of now where and might be why we are seeing the white smoke and silhouette.
While I have yalls attention, I don't suppose your guys know a way to get 1280x720 in sh4? The "best" resolution I can play at looking and performance wise is 1280x800 (16:10/8:5) but that makes everything tall. The next is 1280x1024 but that is 5:4. Just an off the wall question.
Jan Kyster
03-12-11, 10:06 AM
Can you list the mods you have installed?
Once I get within a certain range the ships change to their normal color scheme and the smoke turns black again.What monitor do you have? Because I can see both waves, horizon and bow of boat in your first shot?
Mine were shot at 21:00 and 03:00, yours is at 00:30 - maybe that's enough to make a tiny difference in the darkness.
Using an ATI 5970 and Philips S240 btw.
The colour/smoke thing may be two things.
One could be the change of mipmap detail level as your range closes - or it may be your graphics card switching speed...
The latter can only be solved by some BIOS editing of your card, but the first one may be reduced by changing the clipdistance in the camera.
I totally removed all flickering in TMO 2.1 by using a value of 0.25.
Mods? :D Besides TMO 2.1 only some slightly 'flavoured to taste' things... but perhaps my scene settings may help you?
For a test it's uploaded here, JSGME ready: http://www.mediafire.com/?sar18n4d8v9m8ra
I might try to suggested MOD from Jan Kyster to see it makes viewing easier.The "Less glow" mod only reduces the white dots around hulls in water, not changing brigthness.
/edit - just saw this:
While I have yalls attention, I don't suppose your guys know a way to get 1280x720 in sh4?You most certainly should use your monitors native resolution! And it is selectable in SH4's Graphics Option...
Just looked at your posted screen shots. My night screen is more like those posted by Jan Kyster. But, I still see the white smoke and ship silhoutte at long distance and then the dark image as they get closer. That is the reason why I replied. Didn't get that your screens were virtually black.
Walruss
03-12-11, 10:19 AM
just got bqack into SH4 to break up the uboat action a little, installed TMO cause i hear good things, loaded up a campaign when I'm greeted by a familiar sight...
Why is the Kriegsmarine supplying the band to send me off? Seriously, sitting in pearl harbour, about to leave, and it's these dudes with blue uniforms sporting trombones and the kriegsmarine eagle...
EDIT: My hydrophone works on the surface (well i can hear water and my own engines anyway) and It SEEMS like I have a radar- at least air search - but neither of the radar screens turn on.
dec 8 1941, porposie class out of pearl harbour. Are the sensors buggered or....?
EDIT: Just checked out my gear 'this set does allow for detection while surfaced' - lol I'm not on a type VII no more!
Slyguy3129
03-12-11, 10:36 AM
What monitor do you have? Because I can see both waves, horizon and bow of boat in your first shot?
Mine were shot at 21:00 and 03:00, yours is at 00:30 - maybe that's enough to make a tiny difference in the darkness.
Using an ATI 5970 and Philips S240 btw.
The colour/smoke thing may be two things.
One could be the change of mipmap detail level as your range closes - or it may be your graphics card switching speed...
The latter can only be solved by some BIOS editing of your card, but the first one may be reduced by changing the clipdistance in the camera.
I totally removed all flickering in TMO 2.1 by using a value of 0.25.
Mods? :D Besides TMO 2.1 only some slightly 'flavoured to taste' things... but perhaps my scene settings may help you?
For a test it's uploaded here, JSGME ready: http://www.mediafire.com/?sar18n4d8v9m8ra
The "Less glow" mod only reduces the white dots around hulls in water, not changing brigthness.
/edit - just saw this:
You most certainly should use your monitors native resolution! And it is selectable in SH4's Graphics Option...
No time is not a variable as for the darkness. For me in TMO the horizon is blot over by darkness up and down. Go up and you can finally see sky, go low and you can finally see waves but there is a noticeable difference between your screen and mine.
When I play OM my nights look exactly like yours and brighter with a moon.
The white smoke was not present before 2.1 arrived and neither was the black horizon. Of course I guess I could uninstall the mods and check again but that takes the better part of an hour to unload and reload mods.
I'm still not understanding how you can't tell the difference between mine and yours. In your screen I can clearly see water and waves all the way up to the horizon and the a drastic shift in color for the sky. In my pic the closer you get to the horizon you stop being able to see water and waves and the line is huge.
Again the fact that OM nights are normal tells me this is not hardware related
EDIT: Ok out of game going to load up screens from OM and TMO
http://img855.imageshack.us/img855/1702/68124504.th.jpg (http://img855.imageshack.us/i/68124504.jpg/)
http://img269.imageshack.us/img269/1066/bridgedarknessedit.th.jpg (http://img269.imageshack.us/i/bridgedarknessedit.jpg/)
EDIT2: Ok there Pic 1 is OM see the nice easy and clear Horizon.
Pic 2 is TMO 2.1 see the big black hazy mess that blends the horizon and slowly dissipates as you get closer to the sky or closer to the ocean? Pic 2 is not normal.
EDIT3: My Monitors native resolution is 16:9 it is a 19in Widescreen True HD from Dell, on my Dell Inspiron E1705. The only 16:9 resolution I can select in SH4 is the 1920x1080, but my hardware can not run the game like that.
Slyguy3129
03-12-11, 11:06 AM
Hmmm wonder if copy pasting 2 into 2.1 will fix it and wonder what all it would break? Would probably have to wait for Duci on that.
Whew for a second there I thought I was losing my mind :). I'll look a bit more once I wake up.
Walruss
03-12-11, 12:29 PM
no, don't have OM installed at all-
Also. My boat just stopped. Pleanty of fuel, no damage... just the crew decided it was time for a fishing break. If I order a speed, they respond 'cannot comply'. Lazy buggers don't know there's a war on!
AVGWarhawk
03-12-11, 01:48 PM
no, don't have OM installed at all-
Also. My boat just stopped. Pleanty of fuel, no damage... just the crew decided it was time for a fishing break. If I order a speed, they respond 'cannot comply'. Lazy buggers don't know there's a war on!
Click battle stations. They will wake up. Then click battle station to relieve them.
Slyguy3129
03-12-11, 08:16 PM
just got bqack into SH4 to break up the uboat action a little, installed TMO cause i hear good things, loaded up a campaign when I'm greeted by a familiar sight...
Why is the Kriegsmarine supplying the band to send me off? Seriously, sitting in pearl harbour, about to leave, and it's these dudes with blue uniforms sporting trombones and the kriegsmarine eagle...
EDIT: My hydrophone works on the surface (well i can hear water and my own engines anyway) and It SEEMS like I have a radar- at least air search - but neither of the radar screens turn on.
dec 8 1941, porposie class out of pearl harbour. Are the sensors buggered or....?
EDIT: Just checked out my gear 'this set does allow for detection while surfaced' - lol I'm not on a type VII no more!
no, don't have OM installed at all-
Also. My boat just stopped. Pleanty of fuel, no damage... just the crew decided it was time for a fishing break. If I order a speed, they respond 'cannot comply'. Lazy buggers don't know there's a war on!
Welcome back to the PTO Commander :salute:.
Could you list what all you have installed as far as mods? Do you have SH4 Uboat Missions 1.5? The latest version is required with TMO 2.1
Yes you sensors are working properly. All ship classes with the exception of the S-18 class had their WGA Hydraphones installed on the "chin" of the bow as described in TMO 2.1's readme. Because of this you will have limited surface detection with it (5,000 yds surface/10,000 yds or 5nms while submerged). So yes you hydros are indeed working properly.
When you reload a save the ship for whatever reason goes to all stop, make a course correction on the nav map. Simply click the course plotter button and then reset the course (no actual changes need to be made). This should solve this issue. Or as AVG stated call them to battle stations and the secure from them and this should wake those lazy sailors up! This unfortunately is a stock SH4 issue.
Best of luck on the Tokyo Express!:salute:
Walruss
03-12-11, 09:51 PM
ok, second issue: My stadi won't work. Came across what i guessed to be a 6,700 ton'er, got reasonably close but nothing hit because my stadi just would not work. I hit the button, nothing happens.
Funny thing is, i did a targeting exercise while at midway, getting a firing solution on a clemonson, and it worked fine there :S
I'm ONLY running tmo and the 2.1 update for it on uboat missions 1.5
EDIT: reloaded save, same problem.
Armistead
03-12-11, 09:59 PM
Dang....those new gun ranges almost got me killed, opened up at 9000 yards...whew, barely got under.
kylesplanet
03-12-11, 10:16 PM
Dang....those new gun ranges almost got me killed, opened up at 9000 yards...whew, barely got under.
They bit me too. I was trying to get into position on a really fast convoy. Being a bit reckless I drew unwanted attention and those long range guns about done me in. That whole attack plan was poorly thought out on my part. Missed out on a carrier too. :nope:
Walruss
03-13-11, 12:22 AM
Just tried to transfer to the asiatic fleet. Transfer was approved, i was tasked to ship out an agent to china.
Of course, no-one told the dock crew that Java was now under jap control, and the moment i set out on my mission every ship in the harbour opened fire on me...
Slyguy3129
03-13-11, 12:36 AM
Dang....those new gun ranges almost got me killed, opened up at 9000 yards...whew, barely got under.
They bit me too. I was trying to get into position on a really fast convoy. Being a bit reckless I drew unwanted attention and those long range guns about done me in. That whole attack plan was poorly thought out on my part. Missed out on a carrier too. :nope:
:D Nice to know I wasn't the only one that had to change his shorts.:o
I'm still not sure if it's a TMO 2.1 thing yet, but I believe I'm seeing a bug with torpedo hits.
As in, I can't get any on some small escorts. In my most recent patrol (January 1942), I've been utterly unable to sink either the small armed tugboats, or the destroyer (Momi class, I think) patrolling the entrance to Tokyo bay.
I've watched my torpedoes go right THROUGH one of these guys on at least 3 occasions. I play with map contacts on (to avoid going insane and having no SA) so I can see exactly where my torpedoes are on the Attack Map.
I'm not getting duds. I'm using exactly the same depth settings I formerly used for successful attacks on escorts (the default, around 5 ft.). I also tried setting the depth to the lowest possible value, and using both a glancing impact angle and the low-speed setting.
None of it has any effect. I've even gotten the drop on these guys & shot them while they were stationary in the middle of the night. No dice. The torp just sails merrily along, failing to explode.
WTF is going on here? I used to be able to sink escorts in the scenarios described above.
Torps are still going off when they hit merchants and large warships, aside from the occasional dud.
Again, the mods I'm using are
TMO 2.0
TMO 2.1 update
SCAF for TMO 2
MaxOptics IV for TMO 2
kylesplanet
03-13-11, 11:18 AM
Sounds like the torpedoes are running under the shallow draft ships, just as they should in Jan 1942. It was a problem. I think they ran around 10 ft too deep.
OK, I guess that 'splains it. Something TMO 2.0 did not model properly it would seem.
This means I'm basically unable to attack escorts, which makes for interesting gameplay. I generally try to just avoid escorts, as they're hardly worth the torpedoes for the small tonnage. But the one patrolling the entrance to Tokyo Bay annoys me.
AVGWarhawk
03-13-11, 07:54 PM
Sounds like it is modeled properly to me. Proximity fuses in the early war years did not work. Torpedoes ran much deeper than set. It was a bad problem. Welcome to the war. :03:
Mescator
03-13-11, 08:33 PM
I've watched my torpedoes go right THROUGH one of these guys on at least 3 occasions. I play with map contacts on (to avoid going insane and having no SA) so I can see exactly where my torpedoes are on the Attack Map.
As in, with the external camera, you watched the torpedo go through the ship?
If it's just the attack map, yeah, sounds like they're running deep.
Slyguy3129
03-13-11, 09:02 PM
I think I should go ahead and warn you about duds on the Mark 14. For the love of all that is good and sinking ships don't put them on fast. From my experience firing them on slow setting cuts out about 70-80% of your duds.
But that means having a torpedo that runs at 31 kts. Which means you need to be close, and at night. I recommend the John P Cromwell 45 which, as stated by the guys who though it up, uses 70% of the target's speed. Meaning the target is bearing down on your torpedoes closing faster than they would at 90. Plus the closer to 90 you get the higher your dud rate will be.
Oh yea, and mind the escorts they can shoot at you from further ranges now. Just some friendly scuttlebutt. Good Luck! :salute:
Right, I've pretty much resigned myself to using the "slow" setting until (most of) the problems with the Mk 14 are worked out.
It's not that bad a thing, really, because of the doubled range. While it's harder to hit stuff from outside 4500 yards, it's definitely safer, since I can't effectively attack the escorts.
My other choice is to use the old-skool torpedoes (Mk. 10?) which have short range and low speed in one package.
It's time to learn this 45 degree thing, whatever that is. Looking for a good writeup & will link it here when I find one.
AVGWarhawk
03-14-11, 10:01 AM
SUBCOMPAC has not authorized MK10 in the fleetboats. All submarines are to use the proximity fuses. There is nothing wrong with the torpedoes per BoOrd. :O:
SUBCOMPAC has not authorized MK10 in the fleetboats. All submarines are to use the proximity fuses. There is nothing wrong with the torpedoes per BoOrd. :O:
Absolutely! Don't let Jimmy Fife catch you using MK10's on a fleetboat! Oh and only one torpedo per target we have a shortage!
Slyguy3129
03-14-11, 01:40 PM
Right, I've pretty much resigned myself to using the "slow" setting until (most of) the problems with the Mk 14 are worked out.
It's not that bad a thing, really, because of the doubled range. While it's harder to hit stuff from outside 4500 yards, it's definitely safer, since I can't effectively attack the escorts.
My other choice is to use the old-skool torpedoes (Mk. 10?) which have short range and low speed in one package.
It's time to learn this 45 degree thing, whatever that is. Looking for a good writeup & will link it here when I find one.
Basically the John P Cromwell 45 attack plan is the exact same as the Dick O'Kane 90 except it's at a 45 lead angle rather than 90.
(http://www.subsim.com/radioroom/showthread.php?t=143368) here is the link to the thread started. Jump to page three there is a right up as well as a video tutorial ( Thank you Rockin Robbins!) to help you learn maor better.
I use it and will continue to do so until the torpedo issues are resolved in late 43. In fact I like it so much that I may continue to use it afterwards, mainly because as the write up states that if you foul up the 45 you still have plenty of time to shoot at a 90. But to each their own.
Glad I read (some of) that thread.
I knew there had to be a way to set it up so as to basically pick a pre-determined "kill zone," dial in the TDC to it, wait for targets to get there, then fire.
That is so much simpler than trying to scramble with the ID book/stadimeter/periscope lock/other settings when attacking a large convoy.
The 45° method might even allow enough time to empty the stern tubes as well, on an especially large convoy.
Roger Dodger
03-15-11, 03:00 PM
SUBCOMPAC has not authorized MK10 in the fleetboats. All submarines are to use the proximity fuses. There is nothing wrong with the torpedoes per BoOrd. :O:
Not only is there nothing wrong with the Mark 14s, but they are so good that we didn't even bother to live test any before arming our fleet boats with them. This from the Naval BuOrd.
Quit crying - good hunting! :woot:
AVGWarhawk
03-15-11, 03:08 PM
Glad I read (some of) that thread.
I knew there had to be a way to set it up so as to basically pick a pre-determined "kill zone," dial in the TDC to it, wait for targets to get there, then fire.
That is so much simpler than trying to scramble with the ID book/stadimeter/periscope lock/other settings when attacking a large convoy.
The 45° method might even allow enough time to empty the stern tubes as well, on an especially large convoy.
BTW, I believe the sea state affects premature detonation of your MK14. Enjoy your patrol!
I'm goin' down
03-15-11, 03:59 PM
You can also use the constant bearing technique discussed in RocknShoals thread to pick off mutiple ships. It is effective at llong range, as is the Easy Aob. See the skipper's bag of tricks sticky for the thread.
Easy Aob - once you have a convoy's or TF's course input into the TDC, all you have to do is reset (confirm) the course using the Aob dial to the that of the convoy's or TF's and adjust the range via the stadimeter for each additioanal target. Since one usually takes out the lead target first, there is ample time to set up each of the following targets. You can confirm the solution on the Attack Map too.
For interesting realism, take a look at Capn Scurvy's OTC mod. It uses an Omnimeter to get range and Aob. It takes awhile to figure out, but Scurvy has a great tutorial. It is an amazing, brand new mod. However, it does not work with major mods, GFO excepted.
Finally, gutted's Soluton Solver progam gives you a precise lead angle in any situation, forward or aft tubes, once you input the data. It works at any angle, but experience tells us the larger the target's aspect ratio the better the odds. To use the program, pause the game, open the program, enter the data, the program will calculate the firing point and lead angle, return to the game, set the periscope per the program and fire when the target crosses the wire. gutted used ot have a great video tutorial explaining it, but I do not know if it is still available. It used to be on youtube.
Hylander_1314
03-15-11, 08:57 PM
BTW, I believe the sea state affects premature detonation of your MK14. Enjoy your patrol!
Yeah. until later in the war when the Mk14 got the bugs out, I don't fire them unless it's almost absolutely calm on the water. Or little more than a ngentle breeze. Very finiky torps.
I have not had any premature detonations, but I did have 4 duds in a row trying to sink a parked cruiser last night. An 80° impact angle is apparently too much at times, even with the low-speed (31 kt.) setting.
That seemed to be borne out, because I swung around to where it was almost a straight stern shot, and was rewarded with a detonation for every hit.
FWIW, I ran into an an all-you-can-eat buffet near Truk in one of my recent patrols. Can't recall the date, but it was around the time you get news about Truk being invaded. Bagged one Hiryu-class carrier, a Kongo BB, a Maya heavy cruiser, and 4 or 5 Kuma-class light cruisers (around 5100 tons). Used every single torpedo aboard, had to swing by Midway for resupply before doing my primary assignment.
According to Wikipedia, I sank the entire historical Kuma class, but I rather suspect SH4 will ensure I haven't seen the last of them. Likewise for the Hiryu, of which only one existed historically. I also sank the entire Shokaku class of two on earlier patrols. Heck, I've been a one-boat strategic weapon. But I fully expect to see more ships of these classes anyway.
Somehow I think the IJN would not have just sat there and watched most of their invasion fleet blow up. The DD's, which I deemed not worth the torpedoes, never budged. I got a little fire at my periscope from the Kumas, but that was it.
It was really weird how easily the light cruisers went down. I would have expected a 5000t ship to take 2 torps minimum, but nearly all of them became artificial reefs upon contact with just one Mk. XIV.
I haven't done any significant harbor raiding. But I gather an anchored ship remains anchored, no matter what. I was reading quite a while ago, that someone was working on making harbor defenses much tougher. I'm guessing they never got around to finishing it. It seems to be a major weak point in the SH4 IJN, doesn't it?
Yes, harbors are way too easy to sneak into.
Supposedly some harbors have antisubmarine/antitorpedo nets and mines, or at least one of those. I haven't encountered any, even in Tokyo Bay. It shouldn't be that easy to sneak into the IJN's back yard and blast away.
Platapus
03-17-11, 12:33 PM
I had to to a complete reinstall of my SH4. I followed the sticky about clearing everything off.
My install was cleaner than ever since I had to buy a brand new copy of SH4 since my original disk got scratched. I wanted to try TMO and thought this would be a good time to try it out.
Installed SH4 and ran it. Runs great
Installed Uboat addon (1.5) Runs great
Downloaded TriggerMaru_Overhaul_2 (from the subsim site) and loaded it into JSGME
Enabled TriggerMaru_Overhaul_2 and no other mods.
Load screen "red bar" gets about 80% and then stops. Have to go to the Task Manager to end the process
Just for S&G I enabled
TriggerMaru_Overhaul_2
TMO_Update_20to_21
Now the "red bar" loads completly and rather quickly, but then I sit on the same loading screen with a fully loaded "red bar" and nothing.
I rebooted several times and still get the same result.
Anyone else have problems loading the new TMO?
Running Win 7 :(
Amd Athlon 64 x 2 core processor 5000+ 2.6 ghz
3Gig Ram
Nvidia GeForce 98oo GT
This is the same configuration that I have been running SH4 RFB RSRD on with no problems.
Ducimus
03-17-11, 08:05 PM
Try running TMO without the patch and see if you get the same problem. Your's is an odd one, i've never heard of anyone having issues such as this with the mod.
Platapus
03-17-11, 08:24 PM
Enabled TriggerMaru_Overhaul_2 and no other mods.
Load screen "red bar" gets about 80% and then stops. Have to go to the Task Manager to end the process
That was the first thing I tried. When I want to load multiple mods, I always like to do them one at a time first.
jleslie1004
03-18-11, 05:41 AM
Anyone having an issue with running in higher time compression (512x +), getting a ship sighting, but the game doesn't kick out of time compression? Can't blame that one on the crew spotting ability because they've spotted the ship. Searched the thread but haven't found anything recent about any time compression issues.
I'm running TMO 2.0.
Thx
Mescator
03-18-11, 08:05 AM
Anyone having an issue with running in higher time compression (512x +), getting a ship sighting, but the game doesn't kick out of time compression? Can't blame that one on the crew spotting ability because they've spotted the ship. Searched the thread but haven't found anything recent about any time compression issues.
I'm running TMO 2.0.
Thx
Yeah, I'm having that but given my proximity to friendly waters at the time i assumed it was a friendly.
AVGWarhawk
03-18-11, 08:09 AM
Load screen "red bar" gets about 80% and then stops. Have to go to the Task Manager to end the process
This happens to me when a file is missing.
I haven't done any significant harbor raiding. But I gather an anchored ship remains anchored, no matter what. I was reading quite a while ago, that someone was working on making harbor defenses much tougher. I'm guessing they never got around to finishing it. It seems to be a major weak point in the SH4 IJN, doesn't it?
Another game engine limit, perhaps?
It's certainly possible that the evolutions required to un-anchor a large capital ship would be far too lengthy for it to evade a sneaky enemy sub. But around parked carriers and BBs, I would have expected a few DD's making the rounds at least.
What really floored me about the Truk fleet was that there wasn't even one picket. You would think the IJN would have had a few destroyers circling the area, maybe even some aerial recon patrols.
It occurred to me just now that the IJN would have done well to send escort carriers out with cargo convoys, using air power to keep subs at bay. That was a winning tactic for the allies in the Atlantic. But I'm not sure Japan had the aircraft to spare. After the battle of Midway, Japan couldn't produce enough pilots for the airplanes they couldn't build fast enough anyway.
AVGWarhawk
03-18-11, 11:46 AM
It depends. I have been to some ports with patrolling DD. Other times the port is asleep. My last port raid was at night surfaced. I was having fun until I opened up the deck cannon. Armed merchants and warships found me pronto. I was blasted out of the water.
Ducimus
03-18-11, 11:49 AM
This happens to me when a file is missing.
I wonder if my upload to subsim's file server got corrupted somehow during the FTP. :hmmm:
edit:
yes, anchored ships will remain anchored. Its a boolean flag . Their either Docked, or they are not. yes or no. No in between. They can return fire if they see you, but they will not move.
I'm goin' down
03-18-11, 12:39 PM
I got a good chuckle out of the Fun Meter!:haha:
I now have three set ups.
1. TMO2.1/RSRDC
2. OM/OMEIGU/KIUB with a few mods and Interconintenal Radio Pack.
3. GFO/OTC (recently released by Capn Scurvy) and several other mods. His OTC mod is state of the art.
I think I have all the bases covered--for a few days anyway.
Is it normal for a Fuso battleship to sink from 2 torp hits?
I got lucky and was practically run over by a large task force, including 2 Fuso's and a couple of carriers. Of course one's sub only carries so many tubes, and these guys were hauling ass (20 knots). So it was only possible to shoot at one or two targets, tops, no chance to use the stern tubes as well. I went for the largest target: one of the Fusos, giving it all 6 forward fish.
Four out of six bounced off harmlessly. The remaining two went off, and she went down like a wet sack of laundry. I guess I got lucky. I fully expected to have to do another end-around and shoot again.
Mikemike47
03-18-11, 05:21 PM
Quote:
Originally Posted by Platapus http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1621385#post1621385)
Enabled TriggerMaru_Overhaul_2 and no other mods.
Load screen "red bar" gets about 80% and then stops. Have to go to the Task Manager to end the process
That was the first thing I tried. When I want to load multiple mods, I always like to do them one at a time first.
Your TMO files files may be corrupted if you redownloaded them to fix your SH4 reinstallation. A file is probably missing or a wrong version is in your MODS overwrite folders. MOD SOUP - I think it was Webster that created a thread on MOD SOUP.
You may have some leftover files from your other mods mentioned. "........running SH4 RFB RSRD on with no problems." I have had more than one mod do this because I was not patient enough with the long enabling/overwriting of the program JONES Generic Mod Enabler (JGME). I stopped JGME and caused a fault.
Did you erase all files in your MODS folders before the SH4 reinstallation? It is not necessary though. I explained why in the following paragraphs.
Use keystrokes Alt+Tab (depress keys at same time) while the load screen "red bar" gets to about 80%. A window will pop up showing you the active programs working. You may have a SH4.exe window and SH4 error message window. Make a note of the folder structure and file name possibly missing. (Ex. Drive letter:\Wolves of the Pacific\Data\Menu\menu.txt). One possible problem why your game does not load.
Kill the process of SH4.exe running in the task manager now.
The other reason:
If no error from the last paragraph found, then perform the following steps. If using JTXE.exe, then JTXE.exe text data must be disabled BEFORE JGME mods. Then disable all mods through JGME. Now navigate to the Drive Letter:\Wolves of the Pacific\MODS\!BACKUP and Drive Letter:\Wolves of the Pacific\MODS\\!INSTLOGS. Any thing there in the two folders I mentioned? The !BACKUP folder is the real problem if files are there after disabling all mods.
I'm goin' down
03-18-11, 05:54 PM
Is it normal for a Fuso battleship to sink from 2 torp hits?
No.
brabham85
03-18-11, 06:33 PM
Guys, somebody can help me to figure out how can I take just the hud from TMO and put in game?
Jan Kyster
03-18-11, 06:47 PM
I think this is sufficient :hmmm: at least it should get you started... http://www.mediafire.com/file/r0kn6efaglb7mc2/My%20Fleet%20Sub%20-%20Menu.zip
Platapus
03-18-11, 06:48 PM
Awesome suggestions for my problem. I will work my way through them
Thanks:salute:
rea00cy
03-20-11, 07:35 AM
While playing TMO (1.9) I've found these annoying problems:
1) Contact reports give no course of the enemy ships
2) Estimated ranges are much lower than expected for the amount of fuel left (e.g. 295 nm for a 40% remaining fuel). But the problem is that minutes later if you ask for the range again the value can be anything form logic to ridiculously low. Therefore you can run out of fuel inexplicably no mater waht the speed you are sailing.
Due to this issue, I've been unable to finish about 2/3 of my missions in a campaign ( I've started more that 10 so far) because I'm running out of fuel....:shifty:
Anyone has found these same problems. Any solutions?
Thanks
Jan Kyster
03-20-11, 09:26 AM
While playing TMO (1.9) I've found these annoying problems:
1) Contact reports give no course of the enemy ships
2) Estimated ranges are much lower than expected for the amount of fuel left (e.g. 295 nm for a 40% remaining fuel). But the problem is that minutes later if you ask for the range again the value can be anything form logic to ridiculously low. Therefore you can run out of fuel inexplicably no mater waht the speed you are sailing.
Due to this issue, I've been unable to finish about 2/3 of my missions in a campaign ( I've started more that 10 so far) because I'm running out of fuel....:shifty:
Anyone has found these same problems. Any solutions?
Thanks1) ? I have no idea...
2) this lack of a decent travelling range "issue" has been "solved" in TMO 2.1 - but before that some of us :shifty: used S3D to edit range in the sub's .sim file.
That you get different range values is due to weather/sea state. If you ask in calm sea, you'll get persistent values.
I'm goin' down
03-20-11, 11:25 AM
You come up with the solutions to some of the most technical issues that drive the rest of us nuts. How about teaching at the War College?:up:
Us::hmmm::damn:
Captain Kyster;:|\\
Roger Dodger
03-20-11, 12:32 PM
While playing TMO (1.9) I've found these annoying problems:
1) Contact reports give no course of the enemy ships
2) Estimated ranges are much lower than expected for the amount of fuel left (e.g. 295 nm for a 40% remaining fuel). But the problem is that minutes later if you ask for the range again the value can be anything form logic to ridiculously low. Therefore you can run out of fuel inexplicably no mater waht the speed you are sailing.
Due to this issue, I've been unable to finish about 2/3 of my missions in a campaign ( I've started more that 10 so far) because I'm running out of fuel....:shifty:
Anyone has found these same problems. Any solutions?
Thanks
Be sure you are reading your estimated range AFTER batteries are fully charged. It takes a great deal of fuel to charge up due to having to run the generators and the engines at the same time. Charging also makes the sub run slower than usual on the surface.
God Bless Electric Boat!
Armistead
03-24-11, 07:53 PM
Is it normal for a Fuso battleship to sink from 2 torp hits?
I got lucky and was practically run over by a large task force, including 2 Fuso's and a couple of carriers. Of course one's sub only carries so many tubes, and these guys were hauling ass (20 knots). So it was only possible to shoot at one or two targets, tops, no chance to use the stern tubes as well. I went for the largest target: one of the Fusos, giving it all 6 forward fish.
Four out of six bounced off harmlessly. The remaining two went off, and she went down like a wet sack of laundry. I guess I got lucky. I fully expected to have to do another end-around and shoot again.
I sunk a Kongo last night with one hit...that was a first. It hit under front turrent, but I've never sunk a Kongo with less than 4. Strange, the next Kongo took 8, but a few end arounds.
Andysim
03-24-11, 09:42 PM
well i cant find a copy of the Uboat addon anywhere, but im wondering, I have Silent hunter 4 on DVD and noticed the Uboat addon on steam for Ģ8. Im confused as to if it will work or not :o
Diablo2
03-24-11, 10:04 PM
well i cant find a copy of the Uboat addon anywhere, but im wondering, I have Silent hunter 4 on DVD and noticed the Uboat addon on steam for Ģ8. Im confused as to if it will work or not :o
Thats what i did, downloaded from amazon and no problems here. :up:
Armistead
03-26-11, 10:24 AM
Did I read that we have a ice cream maker in 2.1...if so, where is the dang thing?
iLikeGry
03-26-11, 08:25 PM
Hi,
I bought Silent Hunter 4 from Steam yesterday and absolutely love it!!!
Today I added U-boat missions as well as downloaded these three mods (running JoneSoft Generic Mod Enabler):
- TriggerMaru_Overhaul_2
- TMO_Update_20_to_21
- RSRDC_TMO_V502
I'm in the middle of a career patrol, trying to see what's docked in Yokosuka port. It's night, very heavy storm, rain and the game crashes when I try to raise periscope there.
I haven't experienced a single issue playing "vanilla" version and (unless I'm mistaken), RSRDC doesn't change any related gameplay or graphic settings, leaving only TMO as a possible factor. Is this something any of you have experienced?
My computer info: Dual core 2.66GHz Intel processor, 4GB RAM, Nvidia 9800 GTX+, Windows 7 Pro 64 bit.
Thank you in advance...
fitzcarraldo
03-26-11, 09:18 PM
Hi,
I bought Silent Hunter 4 from Steam yesterday and absolutely love it!!!
Today I added U-boat missions as well as downloaded these three mods (running JoneSoft Generic Mod Enabler):
- TriggerMaru_Overhaul_2
- TMO_Update_20_to_21
- RSRDC_TMO_V502
I'm in the middle of a career patrol, trying to see what's docked in Yokosuka port. It's night, very heavy storm, rain and the game crashes when I try to raise periscope there.
I haven't experienced a single issue playing "vanilla" version and (unless I'm mistaken), RSRDC doesn't change any related gameplay or graphic settings, leaving only TMO as a possible factor. Is this something any of you have experienced?
My computer info: Dual core 2.66GHz Intel processor, 4GB RAM, Nvidia 9800 GTX+, Windows 7 Pro 64 bit.
Thank you in advance...
Do you use 4GBPatch? I use it; without that patch, I have the same CTDs.
Recommended...
My actual JSGME for SH4 1.5:
Generic Mod Enabler - v2.6.0.157
[C:\SH4\MODS]
TriggerMaru_Overhaul_2
TMO_Update_20_to_21
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Convoy Routes TMO+RSRD
Poul-Sound for SH4
Webster's Missing Voices
speech_overhaul
Webster's Eliminate Floating Plankton
IJN_Rad_Fix_for_TMO2_betaupdate
Fixed Zero Bomb Load RSRDC
Fixed_CD_sonar_RSRDC
SCAF for RSRDC v502_2.0
TMO_Visuals_for_RSRDC
TMO_Sample_Emblem
TMO_Stock_Gramaphone
All works fine in all sceneries...with 4GbPatch.
Best regards.
Fitzcarraldo :salute:
iLikeGry
03-26-11, 09:50 PM
Do you use 4GBPatch? I use it; without that patch, I have the same CTDs.
Just tried but got "sh4.exe unknown version" error. Guess it's because of Steam :(
Armistead
03-26-11, 10:25 PM
Hi,
I bought Silent Hunter 4 from Steam yesterday and absolutely love it!!!
Today I added U-boat missions as well as downloaded these three mods (running JoneSoft Generic Mod Enabler):
- TriggerMaru_Overhaul_2
- TMO_Update_20_to_21
- RSRDC_TMO_V502
I'm in the middle of a career patrol, trying to see what's docked in Yokosuka port. It's night, very heavy storm, rain and the game crashes when I try to raise periscope there.
I haven't experienced a single issue playing "vanilla" version and (unless I'm mistaken), RSRDC doesn't change any related gameplay or graphic settings, leaving only TMO as a possible factor. Is this something any of you have experienced?
My computer info: Dual core 2.66GHz Intel processor, 4GB RAM, Nvidia 9800 GTX+, Windows 7 Pro 64 bit.
Thank you in advance...
Don't think it would cause a crash, but you need the patch for RSRD. Also, make sure you're running DX9 and have you're shortcut pointed to sh4.exe, not gu.exe...shortcut/properties.
4gig patch wouldn't cause it....processor is a lil low.
I'm goin' down
03-26-11, 11:38 PM
You might want to add Max Optics for TMO by Capn Scurvy.
I do not have the IJN radar fix for the beta update. I just use the IJN radar fix for TMO.
If it was me I would delete the Poule Sounds and replace it with EAXsoundsim with Webster's Mamuever by none other than Webster. I think it is better.
Download the Intercontinental Radio Mod by Caratio and you will have music coming out your ears (three German stations, Paris, Tokyo, NBC, CBS, BBC and Radio Hawaii.) It is acitvated by JGSME. You can also download a mod that sends Morse Code messages (which I cannot translate!)
Add extra allied naval bases mod and add damage to ships caused by fire mod (by The Dark Wraith)
If you do not have the 3,000 yd./meter bearing tool, it is worth it.
Download the Easy Aob for manual targeting. There is a version for TMO.
Take a look at Mobo by aaronblood. It is in the Mobo forum.
So there's still stuff wrong with the IJN's radar, not taken care of by the TMO 2.0->2.1 update?
fitzcarraldo
03-27-11, 07:54 AM
Just tried but got "sh4.exe unknown version" error. Guess it's because of Steam :(
You have a PM.
Regards.
Fitzcarraldo :salute:
fitzcarraldo
03-27-11, 08:19 AM
You might want to add Max Optics for TMO by Capn Scurvy.
I do not have the IJN radar fix for the beta update. I just use the IJN radar fix for TMO.
If it was me I would delete the Poule Sounds and replace it with EAXsoundsim with Webster's Mamuever by none other than Webster. I think it is better.
Download the Intercontinental Radio Mod by Caratio and you will have music coming out your ears (three German stations, Paris, Tokyo, NBC, CBS, BBC and Radio Hawaii.) It is acitvated by JGSME. You can also download a mod that sends Morse Code messages (which I cannot translate!)
Add extra allied naval bases mod and add damage to ships caused by fire mod (by The Dark Wraith)
If you do not have the 3,000 yd./meter bearing tool, it is worth it.
Download the Easy Aob for manual targeting. There is a version for TMO.
Take a look at Mobo by aaronblood. It is in the Mobo forum.
Thanks for the suggestions!!! :woot:
The extra naval bases is totally compatible with RSRDC? That mod is for TMO...
I use the IJN radar fix for beta, because (I think) is compatible with the TMO 21. The mod is in the optionals of the IJN radar fix. Have you the optionals?
I had Max Optics, but the periscope view seems too large...I feel more immersion with a little view...:D. Now, only I use SCAF.
I donīt understand the suggestion of EAX subsim. I think EAX need the Poul sounds...Or not?
I have the Carotio radio pack (excellent), installed directly in SH4. I have a lot of music and radio packs installed, included sound tracks of film music :rotfl2: and radios of my own.
I have also the Morse code mod, installed directly.
The 3000 Yrd Bearing, works with 1360x768 resolution? I read about some problems with the resolution.
Where is the Mobo forum? I want that mod!!!
My best regards.
Fitzcarraldo :salute:
P.D.: Please, can you put your JSGME list? Iīm interested in the EAX-Webster sounds order.
Armistead
03-27-11, 09:07 AM
You don't have to run Pouls with EAX. Pouls has some good sounds, but too many german voices for fleetboats. Another issue is a few sounds can hang up with TMO, but usually clear out. What you can do is use some of Pouls sounds and replace others or just search the net for sounds you like and replace them.
Look at the mods page, you should be able to find a 3000 tool for your resolution, the guy made several for different res.
I still run all of taters fixes for RSRD over TMO, not a compatible issue as much as fixes. RSRD will overwrite several of TMO's settings, so the fixes are still needed regardless of version.
fitzcarraldo
03-27-11, 09:15 AM
You don't have to run Pouls with EAX. Pouls has some good sounds, but too many german voices for fleetboats. Another issue is a few sounds can hang up with TMO, but usually clear out. What you can do is use some of Pouls sounds and replace others or just search the net for sounds you like and replace them.
Look at the mods page, you should be able to find a 3000 tool for your resolution, the guy made several for different res.
I still run all of taters fixes for RSRD over TMO, not a compatible issue as much as fixes. RSRD will overwrite several of TMO's settings, so the fixes are still needed regardless of version.
Thanks, Armistead.
What is a recommended sound pack for SH4 TMO RSRDC, better than Poulīs? I like some immersive sounds, and ambient sounds. EAX has ambient sounds?
Best regards.
Fitzcarraldo :salute:
Armistead
03-27-11, 09:28 AM
Not really a sound pack for TMO. The best thing is to design your own sounds. Open different sound mods outside of the game and listen to them, if you like them and they have the same path you can paste to your sound folder and it will overwrite that sound or just copy the path name to the sound you like and paste it.
For instance if you look in sounds you'll find a file like
"Submarine_GQ_battle_stations_INT"
that gives you the voices and sounds when you go to battlestations, so it's bound to that key. You can replace it with something else, just make sure it makes sense for that action. Many use one of the old WW2 movie lines listed in the mods section. Just try to keep to the same bit rate and length with wav files within reason.
You can search wav files online, such as sub wav files, navy, etc.. DL to a folder and rename it with the exact path as the file your replacing, paste and overwrite. I've replaced torp sounds, electric shock, fire, clanks, etc..
Most of the wav files overwrite easily without problems, be cafeful if you mess with the oog speech files unless you know what you're doing.
Also watch for mods that overwrite your sh4 sounds folder. Certain mods change sounds, so they may overwrite any sound changes you do to the base game. Take EAX, it changes many sounds, so you'll need to make changes you like to the last mod that changes that sound file or make a folder and make yourself a seperate mod to overwrite and load it jsgme.
fitzcarraldo
03-27-11, 11:31 AM
Not really a sound pack for TMO. The best thing is to design your own sounds. Open different sound mods outside of the game and listen to them, if you like them and they have the same path you can paste to your sound folder and it will overwrite that sound or just copy the path name to the sound you like and paste it.
For instance if you look in sounds you'll find a file like
"Submarine_GQ_battle_stations_INT"
that gives you the voices and sounds when you go to battlestations, so it's bound to that key. You can replace it with something else, just make sure it makes sense for that action. Many use one of the old WW2 movie lines listed in the mods section. Just try to keep to the same bit rate and length with wav files within reason.
You can search wav files online, such as sub wav files, navy, etc.. DL to a folder and rename it with the exact path as the file your replacing, paste and overwrite. I've replaced torp sounds, electric shock, fire, clanks, etc..
Most of the wav files overwrite easily without problems, be cafeful if you mess with the oog speech files unless you know what you're doing.
Also watch for mods that overwrite your sh4 sounds folder. Certain mods change sounds, so they may overwrite any sound changes you do to the base game. Take EAX, it changes many sounds, so you'll need to make changes you like to the last mod that changes that sound file or make a folder and make yourself a seperate mod to overwrite and load it jsgme.
Many thanks! Iīll try some sounds for torps. I need some skill with bit rate, lenght of sounds, etc. Now Iīm working with the ME, adding ships scripted in RSRDC; also planes: I like to see some patrol aircrafts in the allied bases (no planes in allied bases in TMO and/or RSRDC). I take some ships from OM and FOTRS for my own modified campaign.
Iīm thinking how to put the new Ten-Ten subdocks in Pearl, from TMO21 to RSRDC, too. RSRDC overwrites the TMO 21 docks...
Succesfully I added some warships and merchants in Mare Island: I donīt like start a campaign for new construction and San Francisco bay is a desert...
If I obtain the authorizations of the authors, when finished, I like to upload the new RSRDC "reloaded". (Iīm working slow; also Iīm making some things for the new HAHD mod for SH3 :yawn:).
Best regards.
Fitzcarraldo :salute:
Canonicus
04-01-11, 03:22 PM
I really like the newest 2.1 update...excellent work,as usual.
However..I think the water is still too transparent. You really should NOT be able see the bilge keel on a Fleet boat,or ship, when your right up next too it. The waters way too murky. Just look at some good quality photos from your reference books, (I KNOW you have some!) and you'll see what I mean.
If anyone agrees ...here's a little tweek to the waterTranspPS you can make. Just open it in notepad,scroll down untill you see this...
float maxDist = WaterParams.w;
//[ser] Increase opacity near intersections to make water edge more visible
float shallowfactor = saturate(1/(depthlength*40 + 1));
//[ser] Attempt a pseudo-antialiasing by decreasing opacity smoothly near zero-depth
shallowfactor = saturate(shallowfactor - pow(shallowfactor,4))*1.25;
// depthlength = saturate(depthlength/maxDist + shallowfactor);
depthlength = saturate(depthlength *0.35);
Change the highlighted number to 0.6 (its a compromise number so feel free to go higher or lower, if you like.)
IMO, this makes the water look far more natural..not like crystal clear water in a bathtub!
Cheers! :up:
If we're discussing pet tweaks, how about more realistic boat handling?
Obviously I've never been at the helm of a US submarine, but the way they handle w/TMO 2.1 seems...wrong. Far too light and responsive. As if I were piloting a small fiberglass hull with an outboard, almost.
It's most noticeable when I begin a patrol at the dock. If I immediately order Flank speed, I shoot away from the dock like a sailor starting liberty. In no time at all, I'm up to 15+ knots.
The other weird thing is that it takes FOREVER to stop. I frequently find myself using Back Slow to "brake" because it seems to take far too long to go from 1 knot to 0 knots.
Surely that isn't accurate? Fleet boats were big, heavy suckers, and I can't see them performing like a modern ski boat. There were way too many things sticking out of the hull for them to keep coasting for a couple of miles with the props unpowered.
Ducimus
04-01-11, 04:00 PM
Yes redoing/revisiting sub physics was on my mental list of things to do. I'm not happy with them either. Trouble is, i ran out of time, patience, and motivation.
If we're discussing pet tweaks, how about more realistic boat handling?
Obviously I've never been at the helm of a US submarine, but the way they handle w/TMO 2.1 seems...wrong. Far too light and responsive. As if I were piloting a small fiberglass hull with an outboard, almost.
It's most noticeable when I begin a patrol at the dock. If I immediately order Flank speed, I shoot away from the dock like a sailor starting liberty. In no time at all, I'm up to 15+ knots.
The other weird thing is that it takes FOREVER to stop. I frequently find myself using Back Slow to "brake" because it seems to take far too long to go from 1 knot to 0 knots.
Surely that isn't accurate? Fleet boats were big, heavy suckers, and I can't see them performing like a modern ski boat. There were way too many things sticking out of the hull for them to keep coasting for a couple of miles with the props unpowered.
Does anybody have a source for what their performance should be?
Armistead
04-01-11, 06:46 PM
I really like the newest 2.1 update...excellent work,as usual.
However..I think the water is still too transparent. You really should NOT be able see the bilge keel on a Fleet boat,or ship, when your right up next too it. The waters way too murky. Just look at some good quality photos from your reference books, (I KNOW you have some!) and you'll see what I mean.
If anyone agrees ...here's a little tweek to the waterTranspPS you can make. Just open it in notepad,scroll down untill you see this...
float maxDist = WaterParams.w;
//[ser] Increase opacity near intersections to make water edge more visible
float shallowfactor = saturate(1/(depthlength*40 + 1));
//[ser] Attempt a pseudo-antialiasing by decreasing opacity smoothly near zero-depth
shallowfactor = saturate(shallowfactor - pow(shallowfactor,4))*1.25;
// depthlength = saturate(depthlength/maxDist + shallowfactor);
depthlength = saturate(depthlength *0.35);
Change the highlighted number to 0.6 (its a compromise number so feel free to go higher or lower, if you like.)
IMO, this makes the water look far more natural..not like crystal clear water in a bathtub!
Cheers! :up:
Geesh, the water is almost solid now compared to what it once was, plus we now have a black horizon at night to match it. I actually like it compared to the past, as you really have to work with the moon. I think in reality, water was more transparent than it is with 2.1. Course depends on where you are in the world....
stephenf555
04-04-11, 05:59 AM
Hi folks,
Did a search around but can't find an answer.
Starting from Pearl. Got a message on patrol to change base to Surabaya. I know the change won't happen until after I dock again. Finished my patrol and docked again at Pearl. Rang the transfer phone in the office but nothing available. Left port again and Pearl was still the only slanted anchor. Got another transfer message later too but same thing.
Wouldn't mind transferring from Pearl to save the long trips.
Is this normal behaviour or are the messages a hangover from stock or something like that?
Thanks.
Stephenf
TMO 2.1
RSRD
The message was addressed to other boats. Your radio operator picked up the message and let you know just to keep you informed.
I'm goin' down
04-04-11, 09:24 AM
The message was addressed to other boats. Your radio operator picked up the message and let you know just to keep you informed.
Correct advice. At your home port you can transfer to the Asiatic fleet; however, after the Battle for Midway, the base at Pearl is moved there so the commute is shorter.
Also, there is a mod that entilted Extra Allied Naval Bases for SH4 + UBM +TMO1.7 that adds refueling/rearming bases. I do not know if it is hisotorically accurate. It works with TM0 2.0 and 2.1.
NavalSquirrel
04-04-11, 09:36 AM
Correct advice. At your home port you can transfer to the Asiatic fleet; however, after the Battle for Midway, the base at Pearl is moved there so the commute is shorter.
Also, there is a mod that entilted Extra Allied Naval Bases for SH4 + UBM +TMO1.7 that adds refueling/rearming bases. I do not know if it is hisotorically accurate. It works with TM0 2.0 and 2.1.
Yeeeeeeeaaaahhhh....I got that message....and I was stationed out of Pearl and well........it was 3 am so I was out of it..and..well......lets say my crew got to do some nice sight seeing lol:rotfl2:
NavalSquirrel
04-04-11, 09:41 AM
Geesh, the water is almost solid now compared to what it once was, plus we now have a black horizon at night to match it. I actually like it compared to the past, as you really have to work with the moon. I think in reality, water was more transparent than it is with 2.1. Course depends on where you are in the world....
Well I was in the US Navy. Not submarines but with a helo squadron and my first deployment was in the Pacific. The water there was amazingly clear. I could be on the cat walk about 50+ feet up and I could clearly see the side of the ship under the waterline. Sadly, I lost most of my navy pics when either my exwife deleted them or my hard drive crashed lol. Anyways figured I would offer my two cents on that.:salute:
I'm goin' down
04-04-11, 10:12 AM
Yeeeeeeeaaaahhhh....I got that message....and I was stationed out of Pearl and well........it was 3 am so I was out of it..and..well......lets say my crew got to do some nice sight seeing lol:rotfl2:
You might be in need of a longer vacation.
NavalSquirrel
04-04-11, 11:36 AM
You might be in need of a longer vacation.
lmao well it all worked out because I stumbled across a convoy on the way back and since I took the chance to refuel and rearm I notched up four very nice kills to my patrol record.:arrgh!:
Armistead
04-04-11, 10:56 PM
Well I was in the US Navy. Not submarines but with a helo squadron and my first deployment was in the Pacific. The water there was amazingly clear. I could be on the cat walk about 50+ feet up and I could clearly see the side of the ship under the waterline. Sadly, I lost most of my navy pics when either my exwife deleted them or my hard drive crashed lol. Anyways figured I would offer my two cents on that.:salute:
That's the point I was making to the fellow that said 2.1's water was too clear, it's almost solid now compared to 2.0. I agree 2.0 is probably closer to reality. I miss the clear water, but actually prefer the darker effects at night with the blacker horizon.
stephenf555
04-05-11, 05:35 AM
The message was addressed to other boats. Your radio operator picked up the message and let you know just to keep you informed.
Ahhhhh :oops:
Cheers. I should read the messages more clearly then.
Hello all, just returned to sh4 after a year or so break and I have a question. First off great work on TMO and I was very excited to see 2.0/1 out when I returned and im loving it. However there is one aspect that I would like to tweak for me personally if possible and I believe it is but I cant remember how. I am somewhat familiar with modding but cant find the file that I need or parameters.
On 3 occassions now running only sh1.5/TMO 2.0/2.1 only mods with 100% realism, I have had to return to base with a very damaged sub as a result of skirmishes but with me limping home instead of awards im getting demoted to a lesser sub and cant seem to figure out why.
For example my last patrol I ran in to a taskforce and managed to sink a kongo and a mogami cruiser and escaped by the skin of my teeth with a sub that had very bad damage. I also play dead is dead with no replaying missions and such. When I get back to base im asked if I want to retire and of course I say no and im demoted to a porpoise. (I play asiatic in sargo starting out dec 8, 1941)
Is there a way to set a lower paramater im assuming for success in some way. I love this feature if I had done something careless but this seems a bit harsh lol. Any help would be appreciated and I thank all who reply in advance, cheers.
Jan Kyster
04-13-11, 01:29 PM
I don't agree with the High Command in giving you a boat at all. Completely agree with them that you should retire....
Coming home with a damaged boat... :nope:
And on behalf of the american tax payers... do you even know what a fleetboat costs?! :stare:
Besides that... sorry I can't/won't help you! :rotfl2:
All your problems will get solved once you stop ruining your trusted boat!
You'll get medals, tons of renowns, a bigger and better boat with brand new bling, Lockwood will hug you and what not.
:D
I don't agree with the High Command in giving you a boat at all. Completely agree with them that you should retire....
Coming home with a damaged boat... :nope:
And on behalf of the american tax payers... do you even know what a fleetboat costs?! :stare:
Besides that... sorry I can't/won't help you! :rotfl2:
All your problems will get solved once you stop ruining your trusted boat!
You'll get medals, tons of renowns, a bigger and better boat with brand new bling, Lockwood will hug you and what not.
:D
Huh? Im not sure what you took issue with my post on but im simply asking a question and didnt expect this type of response to say the least. To each his own but to me bringing back a damaged boat due to a legitimate battle doesnt warrant demotion. Im asking how to tweak this for my personal use and your response was a bit over the top in my opinion.
I'm goin' down
04-13-11, 02:42 PM
Huh? Im not sure what you took issue with my post on but im simply asking a question and didnt expect this type of response to say the least. To each his own but to me bringing back a damaged boat due to a legitimate battle doesnt warrant demotion. Im asking how to tweak this for my personal use and your response was a bit over the top in my opinion.
I think Kyster was kidding. Anyway, even if his not, let it roll of your back like water off of duck. Aside from that, Kyster is valuable. He comes up with fixes for the most bizarre, out of the way issues. One day he may help you out.
I think Kyster was kidding. Anyway, even if his not, let it roll of your back like water off of duck.
Im not one at all to get in to any type of argument on boards. Ive always found subsims forums to be most helpful and pleasant to read which is why his response was not expected and by all accounts to me uncalled for.
On topic I would still appreciate help in the paramaters that I may need to adjust on this. Thanks again to all who may help.
I'm goin' down
04-13-11, 02:57 PM
You have reiterated your dissatifaction with kyster's post, even though he offered a solution (i.e. don't get your boat damaged.) I do not have a clue on how to change the settings your require to have the game tailored to your liking. I am sure that someone else does, however. I get demoted, retired, and killed often, BTW.
Jan Kyster
04-13-11, 05:18 PM
:oops: errs75... I am sorry!
You'll probably be looking for increasing your boats hitpoints.
Increase armour levels.
May be found in .zon file and editable with S3D...
But I can't help my old skin creeping every time I hear of damaged boats... maybe I just read too many patrol reports.
:oops: errs75... I am sorry!
You'll probably be looking for increasing your boats hitpoints.
Increase armour levels.
May be found in .zon file and editable with S3D...
But I can't help my old skin creeping every time I hear of damaged boats... may be I just read too many patrol reports.
No problems mate, maybe im being over sensitive today not sure but lets call it water under the bridge. On topic though, I found some cfg files under upc that lists acceptable damage and I tweaked that and will try later tonight to see if that maybe the parameter im looking to adjust.
I often finish patrols with no problems it was just a little disappointing to me after a heated battle where I escape to be demoted and I just wanted to play around with it a little. I have S3D and will look into the files you listed as well. Im hoping that the upc.cfg and acceptable damage will do the trick. The value is listed at 40 which may or may not be what im looking for.
I will post back one way or another once im able to test it out.
On 3 occassions now running only sh1.5/TMO 2.0/2.1 only mods with 100% realism, I have had to return to base with a very damaged sub as a result of skirmishes but with me limping home instead of awards im getting demoted to a lesser sub and cant seem to figure out why.
For example my last patrol I ran in to a taskforce and managed to sink a kongo and a mogami cruiser and escaped by the skin of my teeth with a sub that had very bad damage. I also play dead is dead with no replaying missions and such. When I get back to base im asked if I want to retire and of course I say no and im demoted to a porpoise. (I play asiatic in sargo starting out dec 8, 1941)
Is there a way to set a lower paramater im assuming for success in some way. I love this feature if I had done something careless but this seems a bit harsh lol. Any help would be appreciated and I thank all who reply in advance, cheers.
Since you didn't like Jan Kyster's answer, you may or may not like mine. In real life, if your sub was heavily damaged it would either require an extensive overhaul, or more likely would have to be scrapped. As fleetboats don't grow on trees, you would, at a minimum be sidelined for months. Even if it was decided to give you a better boat, this could not be done on the spur of the moment. You would have to train with a new crew, conduct a shakedown cruise, etc. Your superiors would hardly have taken someone else's command away from them at the last minute because your boat got shot to pieces. This is not so much a demotion or punishment as it is a lesson in the facts of life. There are more Captains than boats and yours just got totalled; that's the breaks. If you were judged a poor Commander, you would have gotten a desk job, or possibly even court-martialed.
You said you play DID, and 100% realism, so my advice would be to suck it up and take better care of the Porpose class.
Ok, for some reason the fact that I had came here to these forums for advice on how to make a tweak in the game for my own personal enjoyment seems to have ruffled feathers. I never claimed that the change that I wished to make was historically acurate or in any way close to real life operations but simply that I was attempting to make a tweak as to bump up the enjoyment for me.
I havent been able to see if the change I made was the parameter I was looking for due to work schedule but should be able to see later today.
Im just gonna let this drop as it seems from the tone of responses that some have issues with my question/topic as the advice im receiving to my original question is to "suck it up" and "take better care of your boat" which for a question on game files and parameters is simply not what I was seeking nor did I ask for a lesson in history as to real fleet operations.
I apologize to any with issues with my topic and wish you all well as these forums have been most helpful on questions Ive had in the past but I was always able to find my answer by searching and this one I couldnt find.
Again my apologies and I wish you all well, cheers.
Does anyone else have a problem with "phantom" ships that you don't get credit for sinking, no matter how "sunk" they look?
I've run across a couple in my most recent patrol. One was a Hakasuka (not totally sure of the spelling) Maru, the large 8000+ ton one. Three shots made it slip mostly below the waves. Then it kind of froze, heeled over at least 60 degrees with just part of the bow sticking out of the water and debris floating about, but...I never got the "She's going down!" message and the accompanying credit.
I shot the remainder of my torpedoes, several dozen deck gun rounds, and a few hundred 40mm HE rounds into the apparent wreck, with no obvious result. Torps impacted and deck gun rounds punched holes in the ship, but...no credit.
I reloaded from an earlier save, ignored the phantom Hakasuka, then had much the same experience with a wayward Wakizaki (again, spelling uncertain) Patrol Boat (~1200 tons). It went down by the stern, then came to rest with about half the hull sticking out of the water at a steep angle. Very weird, as we were in water over 300 feet deep.
Is this a known TMO bug, or just more general SH4 foolishness?
FWIW, I had not been in this area of the ocean before on my current patrol, so I don't think it was the old "ghost ship" problem. These ships were on the move, not at anchor.
I'm goin' down
04-14-11, 12:05 PM
Ok, for some reason the fact that I had came here to these forums for advice on how to make a tweak in the game for my own personal enjoyment seems to have ruffled feathers.
I apologize to any with issues with my topic and wish you all well as these forums have been most helpful on questions Ive had in the past but I was always able to find my answer by searching and this one I couldnt find.
Again my apologies and I wish you all well, cheers.
I have followed your emails and the responses. You have overreacted. I do not read any of the responses as indicated that "feathers" were ruffled. They just said what you did not want to hear, which could be interpreted as sarcasm. Someone else may have the fix you are looking for.
No apologies were required, as your question was interesting. I for one doubt anyone has or holds a grudge re these posts. You have to go way overboard before that happens, and even then, most everyone ignores it. Remember, you are a duck. Water rolls off your back. So should the responses to your posts.
Armistead
04-14-11, 12:10 PM
More of a stock bug. It happens, but rare. Usually it's due to previously sinking a ship, reloading a save in that same area, the ship spawns again with the reload, but not really there. Still, it sometimes happens even if you don't sink it. Still, it's rare, I see it a few times per career.
Alt/tabbing out and back in may also be a factor.
Armistead
04-14-11, 12:26 PM
Hello all, just returned to sh4 after a year or so break and I have a question. First off great work on TMO and I was very excited to see 2.0/1 out when I returned and im loving it. However there is one aspect that I would like to tweak for me personally if possible and I believe it is but I cant remember how. I am somewhat familiar with modding but cant find the file that I need or parameters.
On 3 occassions now running only sh1.5/TMO 2.0/2.1 only mods with 100% realism, I have had to return to base with a very damaged sub as a result of skirmishes but with me limping home instead of awards im getting demoted to a lesser sub and cant seem to figure out why.
For example my last patrol I ran in to a taskforce and managed to sink a kongo and a mogami cruiser and escaped by the skin of my teeth with a sub that had very bad damage. I also play dead is dead with no replaying missions and such. When I get back to base im asked if I want to retire and of course I say no and im demoted to a porpoise. (I play asiatic in sargo starting out dec 8, 1941)
Is there a way to set a lower paramater im assuming for success in some way. I love this feature if I had done something careless but this seems a bit harsh lol. Any help would be appreciated and I thank all who reply in advance, cheers.
Actually, a damaged sub is deemed a demotion in game. Let's face it, if you came home with a ruined sub, but just took out two capital ships you would've been rewarded, stayed at the Admirals house and your ho's paid for. Instead of a lessor sub, you probably would've been sent to New Construction.
The patrol end is flawed terribly in the game, but much of it's hard coded.
They just didn't create enough endings to match your kill rate. Still, I have come home with a almost destroyed sub and been offered a new one, but think I sunk five carriers, other times came home after 100K patrol with a damaged boat and the Admiral is shaking his head wanting to retire me.
So, take care of that sub. In reality, your crew and sub should come first, unless you can strike a mighty blow. You did....and even lived.
This forum is full of much sub sarcasm, you'll get use to it.
Now take that POS boat out and do your job sailor.
I'm goin' down
04-14-11, 12:33 PM
In ATO (OM/MEGU/KIUB), I saved my sub twice from Major Damage caused by air strikes. I can't help it if the damn sub doesn't submerge fast engouh! When I returned to base, command sent me home (or was it to the eastern front?) because I did not have what it takes to be an aggressive U-Boat Kapitan.:hmmm:
Just an fyi for any interested in a follow up to my question on the previous page. I ventured in to data/cfg/upc.cfg and found something listed as
AcceptableDamageUS=40
AcceptableDamageGE=40
I changed these values both to 99 just to test and limped home with a sub that had 82 on hull damage. Now my previous patrols where I had received this much damage I had been asked if I wanted to retire and reassigned to a new boat (always a lesser class/porpoise) but on this patrol there was no such message.
On this particular patrol I had sunk 3 tankers and a cargo ship for around 18k tons and i was not asked to retire and kept my boat.
On a subsequent test I changed these values to 55 and limped home with a sub that had a hull damage of 73 however my patrol wasnt quite as good with only 2 wakatke patrol boats sunk and I was asked if I wanted to retire etc.....
So in a very limited 2 patrol test with new campaigns after changing these values I believe these values may be the ones needed to change in order to be able to limp home with a damaged sub to your choosing and not get demoted. Im not 100% sure this is fullproof but so far its holding up.
Just posting this for any who may be intersted and I do realize that this may not be for everyone or maybe anyone but for me I can now keep enjoying my boat without worry of demotion to a lesser boat after a heated battle. If this does not hold true I will post again.
fitzcarraldo
04-14-11, 09:16 PM
Just an fyi for any interested in a follow up to my question on the previous page. I ventured in to data/cfg/upc.cfg and found something listed as
AcceptableDamageUS=40
AcceptableDamageGE=40
I changed these values both to 99 just to test and limped home with a sub that had 82 on hull damage. Now my previous patrols where I had received this much damage I had been asked if I wanted to retire and reassigned to a new boat (always a lesser class/porpoise) but on this patrol there was no such message.
On this particular patrol I had sunk 3 tankers and a cargo ship for around 18k tons and i was not asked to retire and kept my boat.
On a subsequent test I changed these values to 55 and limped home with a sub that had a hull damage of 73 however my patrol wasnt quite as good with only 2 wakatke patrol boats sunk and I was asked if I wanted to retire etc.....
So in a very limited 2 patrol test with new campaigns after changing these values I believe these values may be the ones needed to change in order to be able to limp home with a damaged sub to your choosing and not get demoted. Im not 100% sure this is fullproof but so far its holding up.
Just posting this for any who may be intersted and I do realize that this may not be for everyone or maybe anyone but for me I can now keep enjoying my boat without worry of demotion to a lesser boat after a heated battle. If this does not hold true I will post again.
Interesting discover...Iīll try it in my next campaign.
Many thanks! :up:
Fitzcarraldo :salute:
Armistead
04-14-11, 10:44 PM
I wonder if the numbers stop there. I've returned home with major renown, but a ship 90% damage and got a newer boat before.
I wonder if the numbers stop there. I've returned home with major renown, but a ship 90% damage and got a newer boat before.
Im not sure myself, it could be just a total coincidence as im not sure the numbers actually represent hull damage or what exactly they are for. However I did just run a 3rd test where I put the values back at 40, went out looking for trouble on purpose and got damaged to around 70 hull damage with no boats sunk and was asked to resign or given a porpoise.
This all could just be my mind playing tricks on me as im not above that lol but for me in my real career campaign ive had one patrol after adjusting the numbers where I limped home with significant damage with a so so patrol tonage and wasnt asked to retire etc and before I believe i would have been asked to retire. Ill keep playing with it to see.
Jan Kyster
04-15-11, 01:44 AM
I have a short-cut to the above UPC.cfg file on my desktop. Before entering home base I double-click it and change MinimumDaysInBaseUS to a reflect my damage or (more usual!) to reflect number of days at sea.
After a patrol of +90 days I like to give my crew more time to recover and I like to pretend the boat needs a more thorough overhaul.
If new tower/major equipment upgrades are expected I sometimes increase days in port to as much as 3 months...
According to patrol reports of course. :D
Same method can be used to test AcceptedDamage: save well before port, open UPC.cfg, make change, load save and port.
Can be repeated as often as wanted and this way you can test what impact the change will have with exact same damage percentage...
fitzcarraldo
04-15-11, 06:46 AM
I have a short-cut to the above UPC.cfg file on my desktop. Before entering home base I double-click it and change MinimumDaysInBaseUS to a reflect my damage or (more usual!) to reflect number of days at sea.
After a patrol of +90 days I like to give my crew more time to recover and I like to pretend the boat needs a more thorough overhaul.
If new tower/major equipment upgrades are expected I sometimes increase days in port to as much as 3 months...
According to patrol reports of course. :D
Same method can be used to test AcceptedDamage: save well before port, open UPC.cfg, make change, load save and port.
Can be repeated as often as wanted and this way you can test what impact the change will have with exact same damage percentage...
I donīt need to start a new campaign for change the UPC! Itīs a great new...:yeah:
Best regards.
Fitzcarraldo :salute:
Rancor260
04-23-11, 06:06 AM
Okay i don't know what's up with this mod but this is the first mod i tried and it looked pretty cool at first until i met first merchant ship and i fired torpedo at it... So what happened when it hit the target? big hole? fires? No... I got the torpedo impact message and saw the explosion and then i went to see what happened to the ship in external view and i saw no damage at all... no hole, no fires, nothing... the ship was perfectly fine... So i don't know does this mod remove the damage models completely (yes i didnt read the whole list about what this mod changes) or is this just a bug i encountered?
BillBam
04-23-11, 08:20 AM
One fish will not always do enough damage to show, also the hole may be below the waterline. When in exterior view go to the ship and dive below the water and look at the hull below the water, you might find the hole there.
If one doesn't give the desired effect setup for another shot and finish here off, not every ship in RL sank with one fish either.
Also if you light fire damage try this mod;
http://www.subsim.com/radioroom/showthread.php?t=180920
Rancor260
04-23-11, 10:03 AM
One fish will not always do enough damage to show, also the hole may be below the waterline. When in exterior view go to the ship and dive below the water and look at the hull below the water, you might find the hole there.
If one doesn't give the desired effect setup for another shot and finish here off, not every ship in RL sank with one fish either.
Also if you light fire damage try this mod;
http://www.subsim.com/radioroom/showthread.php?t=180920
I checked below the waterline and both sides but no hole or any sign of torpedo hit. I know that one torpedo isn't usually enough to sink larger ships but i'm pretty sure that when torpedo hits a ship it should always make some damage to the ship (in reality)... and there was not even a scratch on the ship i shot. I guess it was some rare bug i encountered if nobody else is experiencing the same. Thanks for the link to that fire damage mod though, looks interesting.
I checked below the waterline and both sides but no hole or any sign of torpedo hit. I know that one torpedo isn't usually enough to sink larger ships but i'm pretty sure that when torpedo hits a ship it should always make some damage to the ship (in reality)... and there was not even a scratch on the ship i shot. I guess it was some rare bug i encountered if nobody else is experiencing the same. Thanks for the link to that fire damage mod though, looks interesting.
You won't always get visible damage. Just the way the game is.
Rancor260
04-23-11, 10:31 AM
You won't always get visible damage. Just the way the game is.
I guess so. Is there any mod out there that let's you always see visible damage when you shoot a ship with a torpedo? I know you won't see much holes when shooting with a deck gun but on vanilla game i have never seen that a first torpedo wouldn't do visible damage (i haven't played that much so i could be wrong though). I know that when you shoot multiple torpedoes to the same ship it doesnt always show the damage but it would be enough for me if it would show the damage the first torpedo did.
Is there any mod out there that let's you always see visible damage when you shoot a ship with a torpedo?
I'm not aware of such a mod.
... on vanilla game i have never seen that a first torpedo wouldn't do visible damage (i haven't played that much so i could be wrong though).
I've seen it quite often. I've even had ships sink without showing any damage.
Stealhead
04-23-11, 06:53 PM
I agree with razark the visible damage not always showing holes form torpedo hits is just part of the game must not be very modifiable either as someone would have made such a mod by now.
Armistead
04-23-11, 07:35 PM
Only certain parts rerender a damaged look, has no bearing on real damage done, just some eye candy.
Anthony W.
04-23-11, 07:51 PM
Only certain parts rerender a damaged look, has no bearing on real damage done, just some eye candy.
Kind of like a throwback to SH3 where there were no holes at all
Armistead
04-23-11, 11:24 PM
My guess is each damage zone on the ship renders so many holes, one of two at best, cept maybe for the keel.
nohouan
04-26-11, 12:33 PM
I don't think so. It probably have something to do with the differences of curves, fore and aft : too complex to render, or maybe just disabled because of unrealistic damage rendering (if I had to take a guess). Anyway, some ships make better holes than others.
alphlvr
04-28-11, 10:52 PM
goddamn muthor faakien blimmin brilliant, as ever, what the game should have been in 1st place, you have my gratitude for all the workj you put in:up:
Stargazer
05-06-11, 04:08 PM
Hi,
I finally finished my last patrol and so the first thing I did was to apply TMO 2 and the 2.1 update. Immediatley I have a couple of questions and was hoping to find a relatively quick answer.
This thread is over 200 pages big and if I search for my questions I get about a billion results that don;t quite answer me. So I'm counting on the good will of the SH4 community to steer me in the right direction.
1) I'm instantly liking the new control map. Having SH3's keyboard layout is nothing short of a Godsend in my opinion. However, something seems to have gone wonky with my ship cam buttons. Neither of them work anymore. Is this a TMO bug, a feature I might not have considered or something I hadn't considered. For the record, Free Cam works just fine but it can be hardwork trying to fly 15miles through the pacific to look for a ship or even trying to keep up with my own boat.
2) I am probably the only person to say this, but I kind of got used ot having the ochestral music score going in the background and wouldn;t mind having it back. What can I tweak and where to get the music back without having to use the grammophone?
3) All the map contacts have gone grey. This was one little issue I had with GWX for SH3 and had to have it put back in. Is there a similar fix for TMO?
It's just those three for now. Hopefully I won't find anymore oddities but for the time being.
Many thanks in advance,
Rob.
Will try to answer your questions.
1) What control map? This is not documented anywhere in the TMO 2.0 or TMO 2.0->2.1 upgrade manuals, nor have I stumbled across anything like that in the game. Can you post a screenshot?
As for the external camera views...I play with those turned off, so I can't help you with that.
2) The gramophone simply doesn't work in TMO. No idea why. Pretty sure you can get the endlessly-looping music by tuning in "Washington" on the radio, however.
3) I play with map contacts turned on, and they're always drawn black, if at all. Never heard of this "gray map contacts" thing before.
Please post a list of all the mods you're using. That may explain some/all of your issues. I assume you're using JSGME to load all mods, right?
Stargazer
05-07-11, 03:52 AM
Thanks for replying. Though now I'm really confused.
I've only activated two mods: TMO 2.0 and the TMO 2.1 update... In that order.
Stock SH4 the map shows red and blue units once the vessels identity has been confirmed. As a relative rookie, this makes the world of difference to me and I'd offer a few feet of my intestines if it meant I could have this feature back whilst keeping the numerous benefits of keeping a supermod plugged in.
I'm truly perplexed about you saying that TMO doesn;t allow the Grammophone to work since I was able to use it last night in a test run. I went through to the new radio compartment/captains bunk area in the sub, clicked the grammophone and got a conversion chart appear in the top left corenr of the screen. On the bottom corner of the conversion chart were four buttons to control the G'phone and tit worked spot on. I got some properly awesome wartime jazz in fact.
The background music (not using the g'phone) is it just a case of restoring the music files or was a file modified to tell the game engine to not attempt to load them?
And to clarify, when I say 'control map', I don;t mean an actual map, but rather how the key assignments have been moved about to reflect how things were in SH3. So F4 is the Bridge, F3 is the scope and so on...
External cams are something I like to use and are a big part of the enjoyment factor for me. So if anyone can shed any light on this at all, I'd really appreciate it.
Cheers,
Rob.
Stargazer
05-07-11, 05:30 AM
Regarding the cams: I now have them working. Thank you for that. TMO ha done wonders with the ship cam! It's like a following free cam... Awesome!
The music: I get a nice piece when first I set out but it then stops and I run the rest of the patrol with ambient sound. It'd be nice to have the continuous music that came with stock. I'll live without if nobody is quite certain but if it can be done it'd be cool.
[Edit] I'll see what removing those files does for me. Many thanks for your help.
Roger Dodger
05-07-11, 01:36 PM
2) I am probably the only person to say this, but I kind of got used ot having the ochestral music score going in the background and wouldn;t mind having it back. What can I tweak and where to get the music back without having to use the grammophone?
Use the Radio to get the music and news updates. Ducimus also included a nice pull-down map of popular routes the freighters use. Helps you get into a reasonable position to spot traffic.
3) All the map contacts have gone grey. This was one little issue I had with GWX for SH3 and had to have it put back in. Is there a similar fix for TMO?
I'm not sure if the map contacts are grey with TMO, since I always do the following before playing. I also like the ship silhouettes on the Contact Map.
From TMO_20.pdf, FAQ, Page 48 (Found in the Documentation folder of the TMO mod)
4.) How do i cheat bigtime, and get back "tails" and sensor information on the navigation map?
Disable TMO, and delete the following two files:
\Data\Menu\gui\ContLine.dds
\Data\Menu\gui\DashLine.dds
5.) How do i get back the ship silhouettes on the contact map?
Go to the /data/sea directory in TMO. There you will find a bunch subdirectories, one for each ship in the game. Located in each one of these subdirectories is a DDS file. This file will be named whatever the ships name is _shp.dds (*_ship.dds). Disable TMO, and delete each of these files from all subdiretories. Warning, not all ships are from the stock game, so deleting these particular ships means they wont show up on the map at all. I recommend you play with the ship silhouettes as is. The idea is to cut down the amount of unrealistic information the stock navigation map gives you, and to simulate markings that a tracking party member might have put down with a grease pencil.
Good Hunting!
Thanks for replying. Though now I'm really confused...
Same here.
Are we playing the same game? Using TMO (either 2.0 or 2.1), I have NO gramophone at all. When I go to the "Misc" control set and click the "gramophone" button, nothing happens.
Likewise for the "Conversion Chart" feature of the Navigation map. Nothing happens.
As mentioned above, you can turn on the radio and get the repeating default music by tuning in the "Washington" station. I can't recall the frequency, but it's the only station (absent radio mods), so you'll find it sooner or later.
FWIW, here are the mods I use:
TriggerMaru_Overhaul_2
TMO_Update_20_to_21
SCAF for TMO_2
MaxOptics IV for TMO_2
I'm pretty sure the last two mods don't touch the features under discussion. SCAF takes the maddening guesswork out of measuring mast heights, and MaxOptics IV compensates for the severe limitations of a computer display vs. real-world submarine optics.
Hello, after I trying out a few mods I tried this one and I've really liked what I've seen so far but I have a few questions. I've had a few patrols where I have sanks 3 t0 4 merchants but I'm not getting much renown for it and no medals for myself or for my crew. Is this normal? In other mods, just going out on patrol was enough to give me medals to pass out to crewmembers! Right now, just running these mods: TMO, TMO 2.1 some of the sub mods for tmo 2.1 and the max optics mod. Also trying easier AI Mod but havn't noticed much difference.
Also, I havn't decided if I should play with RSRD enabled.. I like the historical flavor of it but I also like the extra radio messages in stock TMO. The news updates and the lost sub reports and contact reports add to immersion in my opinion. Is there a way to keep all the extra radio stuff and still play RSRD?
Really enjoying the mod.. kinda hard at times but rewarding to slip past the escorts and get a couple merchants! Thanks in advance for the help.
Capt. Morgan
05-08-11, 11:54 AM
Same here.
Are we playing the same game? Using TMO (either 2.0 or 2.1), I have NO gramophone at all. When I go to the "Misc" control set and click the "gramophone" button, nothing happens.
Likewise for the "Conversion Chart" feature of the Navigation map. Nothing happens.
...
Your install might be working correctly - the gramophone is not visually obvious when you activate it
Clicking on the gramophone icon should activate the conversion chart which will appear as a thin line in the upper left corner of the screen. Drag it down to see the full chart.
The control buttons for the gramophone are located on the bottom of the frame surrounding the conversion chart in the lower right corner.
Capt. Morgan
05-08-11, 12:08 PM
... I've had a few patrols where I have sanks 3 t0 4 merchants but I'm not getting much renown for it and no medals for myself or for my crew. Is this normal? In other mods, just going out on patrol was enough to give me medals to pass out to crewmembers! ...
TMO is a tough task master. IIRC, in V2.0/2.1, renown was specifically removed (or at least greatly reduced) for just accomplishing patrol objectives. You'll have to sink ships to gain renown, and the higher your reality percentage, the more renown you'll receive per ship sunk.
thanks for your reply capt morgan. Any thoughts about the other issue I have with radio reports with RSRD enabled? Also, has anyone ever gotten medals to give to their crew? I've seen them in other mods and in vanilla of course but after a patrol where i got 5 ships just now, I didn't recieve any medals for myself OR my crew. Just curious if anyone else gets them and if so maybe I have a problem somewhere.
Clicking on the gramophone icon should activate the conversion chart which will appear as a thin line in the upper left corner of the screen. Drag it down to see the full chart.
I see nothing like that. Please post a screenshot.
fred8615
05-09-11, 10:56 AM
Also, I havn't decided if I should play with RSRD enabled.. I like the historical flavor of it but I also like the extra radio messages in stock TMO. The news updates and the lost sub reports and contact reports add to immersion in my opinion. Is there a way to keep all the extra radio stuff and still play RSRD?
Simple. Open the messages.txt in TMO; highlight all the messages, and copy them. Then open the messages.txt in RSRD, go to the bottom, then paste and save. Unlike other parts of the game, the messages.txt doesn't have to be in any particular order. In fact, if you look at the RSRD messages.txt, they're not in order to begin with.
Of course, do this before enabling RSRD.
Badger6052
05-16-11, 01:17 AM
This is a great mod, the only problem that I am having is that all my torpedoes are duds - just like WWII! I can't seem to locate a firing angle that will produce a hit! Can anyone advise? Thank you in advance! :damn:
deceptiboat
05-16-11, 01:47 AM
early in war you will get a lot of dud, as you progressed through the war, the torpedo will get better
AVGWarhawk
05-16-11, 10:58 AM
This is a great mod, the only problem that I am having is that all my torpedoes are duds - just like WWII! I can't seem to locate a firing angle that will produce a hit! Can anyone advise? Thank you in advance! :damn:
Welcome to the PTO. Nothing wrong with those torps. :shifty::DL
Mush Martin
05-16-11, 11:05 AM
historically, manual triggers and oblique shooting angles
would apparently have solved much, doctrine had most
skippers going for perpendicular shots to reduce hit errors.
however the perpendicular hit had the effect of destroying
the exploders ability to strike the primer.
So
Between
20 to 60 degrees (fwd) subtract two feet of depth
per every fifteen, and use manual trigger,
this should work, but this is game modding so its not
guarantee, however those things would have increased
your odds of a successful hit by about 33% back in 1942
according to Lockwood
This is a great mod, the only problem that I am having is that all my torpedoes are duds - just like WWII! I can't seem to locate a firing angle that will produce a hit! Can anyone advise? Thank you in advance! :damn:
If there are any in reach, get some Mk 10 torpedos. They worked pretty well.
luismmm
05-19-11, 09:39 AM
I am really sorry if this is not the correct place to post this :oops:
I am starting to play SH4 with TMO mega mod. Two veteran players advice me to use this mod soup as the basis mods to start. Now, I will ask some help to point me some mods for interior submarine visuals, environment ( well, all the good eye candy mods please because if I am going to be a lot of hours in front of graphics, let them be the best ones, right? )
And please advise me with all the must have mods that I dont have in this list, but I should have and the correct order so I dont have CTD problems, please!
Again, I am really sorry if this is not the right place to write this and if I am wrong, let me know where I can post it.
Thanks in advance :salute:
Generic Mod Enabler - v2.6.0.157
[D:\Silent Hunter 4 Wolves of the Pacific - TriggerMaru Overhau\MODS]
TriggerMaru_Overhaul_2
TMO_Update_20_to_21
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
SMMO for TMO 1.9
TMO_ Metric_SpeedChart_Nomo
TMO21_Aft_deckguns
TMO_Visuals_for_RSRDC
IJN_Radar_Fix_for_TMO2
Fixed_CD_sonar_RSRDC
Fixed Zero Bomb Load RSRDC
TBT filter green TMO 1.9 and Stock
OPCFv1.3_TMO19_green
SCAF for RSRDC v502_2.0
MaxOptics IV for TMO_2
SH4 Authentic Flags Mod
sh4lighthousemod
SMALLER SEABED ROCKS
SMALLER SEA PLANTS SMALL
Nav Map Make-Over v.1.1
Carotio_SH4_TrukCoralHarbourCityLocations
Carotio_SH4-Seafloor2_256mb
EAXsoundsim_without_WebstersManeuver_TMO19
GreenLamp 2
Kakemann's improved escorts 1.41 STANDARD
Extra Allied naval bases for SH4 + UBM + TMO v1.7 (v1.0)
Convoy Routes TMO+RSRD
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
TGT AOB TO PK FIX - TMO (Easy Aob)
TGT DIALS TO PK FIX - TMO (Easy Aob)
Roger Dodger
05-19-11, 02:11 PM
I am really sorry if this is not the correct place to post this :oops:
I am starting to play SH4 with TMO mega mod. Two veteran players advice me to use this mod soup as the basis mods to start. Now, I will ask some help to point me some mods for interior submarine visuals, environment ( well, all the good eye candy mods please because if I am going to be a lot of hours in front of graphics, let them be the best ones, right? )
And please advise me with all the must have mods that I dont have in this list, but I should have and the correct order so I dont have CTD problems, please!
Again, I am really sorry if this is not the right place to write this and if I am wrong, let me know where I can post it.
Thanks in advance :salute:
Generic Mod Enabler - v2.6.0.157
[D:\Silent Hunter 4 Wolves of the Pacific - TriggerMaru Overhau\MODS]
TriggerMaru_Overhaul_2
TMO_Update_20_to_21
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
SMMO for TMO 1.9
TMO_ Metric_SpeedChart_Nomo
TMO21_Aft_deckguns
TMO_Visuals_for_RSRDC
IJN_Radar_Fix_for_TMO2
Fixed_CD_sonar_RSRDC
Fixed Zero Bomb Load RSRDC
TBT filter green TMO 1.9 and Stock
OPCFv1.3_TMO19_green
SCAF for RSRDC v502_2.0
MaxOptics IV for TMO_2
SH4 Authentic Flags Mod
sh4lighthousemod
SMALLER SEABED ROCKS
SMALLER SEA PLANTS SMALL
Nav Map Make-Over v.1.1
Carotio_SH4_TrukCoralHarbourCityLocations
Carotio_SH4-Seafloor2_256mb
EAXsoundsim_without_WebstersManeuver_TMO19
GreenLamp 2
Kakemann's improved escorts 1.41 STANDARD
Extra Allied naval bases for SH4 + UBM + TMO v1.7 (v1.0)
Convoy Routes TMO+RSRD
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
TGT AOB TO PK FIX - TMO (Easy Aob)
TGT DIALS TO PK FIX - TMO (Easy Aob)
This is the 'right' place :D
It looks like many of the MODs listed may already be in TMO, such as
SMALLER SEABED ROCKS and SMALLER SEA PLANTS SMALL. Be sure to carefully read through the TMO README/Credits to be sure you aren't just re-installing a pre-existing MOD. Some of the MODs 'may' cause CTDs by conflicting with the fixes TMO has already fixed/adjusted. Enable the extra MODs one-at-a-time, then test for conflicts after each one (VERY time consuming!).
You should install the following via GME in this order:
TriggerMaru_Overhaul_2
TMO_Update_20_to_21
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Install MODs that pertain ONLY to TMO after the TMO_Update and BEFORE RSRDC. Remember that some things in TMO will be changed by RSRDC. If all else fails, KISS it! (Keep It Simple, Swabbie) TMO relates to Environment and Game Mechanics - RSRDC makes changes to the Campaign Layers to make it more historically accurate as far as convoys and battles, and a few other goodies.
Personally, I only use the above four MODs for my own game, with one addition - "Nisgeis' 3D TDC and Radar Range Unit (v.1.02)". Highly recommended when you get tired of grazing on Eye Candy and Auto-Targeting. There is also "Radar and TDC Training Missions" (v.1.02) to help you learn how to REALLY use the TDC. Nisgeis may have updated his MOD since I started using it.
Good Hunting
God Bless Electric Boat
Armistead
05-19-11, 07:35 PM
I gave you my list, but I see you added several more. I would get rid of SMMO, with TMO and other mods you should already have what it includes and it may even take away something as it's old..
You do want to run your other mods after RSRD, although you should get few overwrites, none I gave you effect traffic. I see you added some improved AI, not sure what that doe's, but that would overwrite TMO and maybe RSRD, so depends, but I wouldn't trust it with TMO. Main thing is to know what files are being overwritten, you have several I just don't know. I think Duc has a harder AI for TMO, but again RSRD will change crew settings. I just went in and edited mine to put harder crew ratings back over RSRD.
Truk redo is in RSRD, plus it may effect RSRD traffic location if the mod is different, I would nerf that.
Carlito's seafloor isn't in TMO, it changes the graphics., nor is smaller plants and rocks, you can see the difference.
Tread slowly....
TMO gives you about all the eye candy out there inside the sub, I know of nothing else, except the 3d radar mods, but that also is a working radar and nerfs other eye candy and use can't use the freecam inside the sub, unless it's been fixed since.
luismmm
05-25-11, 01:25 PM
Thanks Armistead, Thanks RogerDodger for the info and corrections :salute:
I will strip down my mod soup again, back to basis, back to... basic :cry:
To be true, and this is not criticism, is just what I feel... after 2 to 3 hours playing I get boreeeedddd :zzz: ZZZZzzzzzzZZZZZZZZZZzzzzz a lot!
Should I say... I miss real good eye candyes? Should I say sorry because I dont have the photo editing and painting skills so I would mod and change the entire UI and interior environement?
So, please, gentlemans, if you have information about good eye candy mods that works with TMO+RSRDC please, leave a note here, or if you believe this is not the place for that, send private message please.
Thanks in advance :yeah:
Roger Dodger
05-25-11, 03:40 PM
Thanks Armistead, Thanks RogerDodger for the info and corrections :salute:
I will strip down my mod soup again, back to basis, back to... basic :cry:
To be true, and this is not criticism, is just what I feel... after 2 to 3 hours playing I get boreeeedddd :zzz: ZZZZzzzzzzZZZZZZZZZZzzzzz a lot!
Thanks in advance :yeah:
As in Real Life, you will spend more than 95% of your time being bored, and less than 5% at 'Action Stations' (submerged or surfaced). Grazing on Eye Candy will bring you down to Real Time (1X TC), so most of my time is spent on the Nav Map @128-512X (with a finger on the 'C' key since I'm usually on the surface). Less time for eye candy, but more action. Also, later in the war, targets become fewer and fewer. I've spent a whole patrol in 1945 with nothing but Junks and Fishing Boats to shoot at. Its really a toss-up, but the TMO eye candy adds alot to the game.
Good Hunting
God Bless Electric Boat
luismmm
05-25-11, 04:56 PM
... As in Real Life, you will spend more than 95% of your time being bored, and less than 5% at 'Action... Stations'
Now.... you scored a perfect hit :03:
I have to agree with you.
Electric Boat Forever :yeah:
fred8615
05-26-11, 08:11 AM
To be true, and this is not criticism, is just what I feel... after 2 to 3 hours playing I get boreeeedddd :zzz: ZZZZzzzzzzZZZZZZZZZZzzzzz a lot!
That's why you have a radio and gramophone. :D
kylesplanet
05-27-11, 02:46 PM
An episode of Jack Benny, The Great Gildersleeve and maybe catch up on the news from CBS World News Today certainly helps the time pass. :03:
fitzcarraldo
05-27-11, 03:17 PM
Also you can hear the last episodes of Abbott and Costello! :har::har::har::har:
...or sintonize the Tokyo Rose for a high moral of the crew. :O:
...and use you TMO only? Test RSRDC, and, in a couple of days, you will know all the programs of NBC, CBS and all the stations of the Carotio Radio Pack.
Regards.
Fitzcarraldo :salute:
luismmm
05-27-11, 06:06 PM
Dont know if this can help beginners like me, but here you have one mod soup, tested ( a lot ... :dead: ).
Generic Mod Enabler - v2.6.0.157
[D:\Silent Hunter 4 Wolves of the Pacific - TMO\MODS]
TriggerMaru_Overhaul_2
TMO_ Metric_SpeedChart_Nomo
TMO_Update_20_to_21
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
TMO_Visuals_for_RSRDC
IJN_Radar_Fix_for_TMO2
Fixed_CD_sonar_RSRDC
Fixed Zero Bomb Load RSRDC
TBT filter green TMO 1.9 and Stock
MaxOptics IV for TMO_2
OPCFv1.3_TMO19_green
Longer_Ship_Wake_V1_TMO1.7
SCAF for RSRDC v502_2.0
sh4lighthousemod
Extra Allied naval bases for SH4 + UBM + TMO v1.7 (v1.0)
SH4 Authentic Flags Mod
Carotio_SH4_Big_Moon
Carotio_SH4-Seafloor2_256mb
Convoy Routes TMO+RSRD
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
Webster's Smaller Rain for TMO
Splash_effect_DC_bombs_bullets_shells_1.0_for_TMO2
New periscope's tube
New_Large_Lifeboat
Carotio_SH4_TrukCoralHarbourCityLocations
TGT AOB TO PK FIX - TMO (Easy Aob)
TGT DIALS TO PK FIX - TMO (Easy Aob)
Antilag
Radar and TDC Training Missions v1.02
SS399 USS Seacat_BALAO HI-RES Weathered
Just load it and enjoy not having crash to desktop :up:
luismmm
05-27-11, 06:11 PM
...and use you TMO only? Test RSRDC, and, in a couple of days, you will know all the programs of NBC, CBS and all the stations of the Carotio Radio Pack.
Regards.
Fitzcarraldo :salute:
As you can see above, I dont run TMO only...
All the best:salute:
Luis
Excelsior82
05-30-11, 04:48 PM
Hello,
I'm trying TMO for the first time after several hours (more than 50h, 20 patrols or so) playing stock 1.5.
I've started a campaign in Asiatic fleet with a S-18 at the beginning of the war.
I'm on my third patrol now, in the beginning of march and I didn't saw any enemy ship. No merchant, no Sanpang, no warship, nothing... The only ships I spotted were dutch Tugs Boats and fishing boats, apart from 2 or 3 US fishing boats.
I don't say I'm not enjoying the mod, which is great on several others aspects, but I'm kinda surprised that no japanese ships are sailing around my boat, even when I'm patrolling areas they should cross.
For example, I've spent 4 days patrolling in the north of Makassar strait, and I only saw 3 dutch fishing boats.
I'd really feel better if anyone would be able to explain me either that's because the war is early and there is little traffic for now, or tells me what I don't do correctly.
By the way, I also experience a small inconvenience. When my crew spots an allied or neutral ship, TC doesn't get back to 1x, even when the ship is 8nm away. Is there any way to counter that, or is it a clever hard-coding ?
Thanks,
And, apart from that small things, the mod really adds flavour to the game
deceptiboat
05-30-11, 09:33 PM
Hello,
I'm trying TMO for the first time after several hours (more than 50h, 20 patrols or so) playing stock 1.5.
I've started a campaign in Asiatic fleet with a S-18 at the beginning of the war.
I'm on my third patrol now, in the beginning of march and I didn't saw any enemy ship. No merchant, no Sanpang, no warship, nothing... The only ships I spotted were dutch Tugs Boats and fishing boats, apart from 2 or 3 US fishing boats.
I don't say I'm not enjoying the mod, which is great on several others aspects, but I'm kinda surprised that no japanese ships are sailing around my boat, even when I'm patrolling areas they should cross.
For example, I've spent 4 days patrolling in the north of Makassar strait, and I only saw 3 dutch fishing boats.
I'd really feel better if anyone would be able to explain me either that's because the war is early and there is little traffic for now, or tells me what I don't do correctly.
By the way, I also experience a small inconvenience. When my crew spots an allied or neutral ship, TC doesn't get back to 1x, even when the ship is 8nm away. Is there any way to counter that, or is it a clever hard-coding ?
Thanks,
And, apart from that small things, the mod really adds flavour to the game
what year did you start from? If it's before 1942, Maybe because at that time, the Japanese doesn't occupied the dutch east indies yet, so, what will you see is only some Dutch fishing boat/other dutch's ship.
TC doesn't get back to 1x when you saw a friendly ship, i think that's good, i don't like my TC drop to 1 if it's just because a friendly ship. TC will drop to 1 if you saw an Enemy ships, though.
Excelsior82
05-31-11, 10:30 AM
what year did you start from? If it's before 1942, Maybe because at that time, the Japanese doesn't occupied the dutch east indies yet, so, what will you see is only some Dutch fishing boat/other dutch's ship.
TC doesn't get back to 1x when you saw a friendly ship, i think that's good, i don't like my TC drop to 1 if it's just because a friendly ship. TC will drop to 1 if you saw an Enemy ships, though.I started in december 41, so it may be ok if I don't see a lot of japanese ships (none in 3 patrols). I'll just wait and see.
However, when playing with high realism settings, I think it is unnatural to have TC getting back to 1x only when you spot an enemy ship as you have no means to know if it is a friend or a foe, that is why I asked if it was hard-coded or if it would be configurable.
magic452
06-01-11, 12:41 AM
As the war moves on you'll be patrolling more in IJN waters so the 1X TC for friendlies won't be much of a big deal.
You have no doubt missed it the the battle of the Coral Sea is early May 42.
Even after the area around the Salomon Islands stays active through most of 42. The Markassar Strait picks up a little later as does the Luzon Strait.
Java and Flores Seas also good in mid 42 to 43 late..
Try this link for WWII battles.
http://www.combinedfleet.com/battles
Magic
I love TMO but i like to see the yamato skin be med gray instead of the light green color.:salute:
ICApproval
06-11-11, 10:49 AM
Well, it has been a few years since I have posted here. I loaned my SH4 to a relative and it disappeared. So I just bought a new copy from a UK supplier. I have loaded mods in the past so it looks like I have it all set up properly. I put the patch on to 1.4 and tried to load the mods in the correct order. I am on win 7. first message I get is "file not found data/menu/data/black80.tga, plus many more after that. I am probably doing something basically stupid but wanted to see if anyone had a quick suggestion
fitzcarraldo
06-11-11, 12:09 PM
Well, it has been a few years since I have posted here. I loaned my SH4 to a relative and it disappeared. So I just bought a new copy from a UK supplier. I have loaded mods in the past so it looks like I have it all set up properly. I put the patch on to 1.4 and tried to load the mods in the correct order. I am on win 7. first message I get is "file not found data/menu/data/black80.tga, plus many more after that. I am probably doing something basically stupid but wanted to see if anyone had a quick suggestion
TMO 2 only works with the 1.5 version of SH4 (SH4 plus U-boat expansion). In the patched 1.4 version, TMo donīt work.
Best regards and congratulations for the return to our virtual war.
Fitzcarraldo :salute:
ICApproval
06-12-11, 11:52 AM
I am just getting back into it and I am not sure what the TM 2.0 is supposed to do. One item I seem to miss is the acknowledgement of orders - like go to battle stations and such. Seems like my sound might not be working right. I will check out further but if you know anything thanks for letting me know.
ICApproval
06-13-11, 07:03 AM
I turned the music volume down and could turn up all the other sounds and now I can hear what I was missing
geosub1978
06-15-11, 11:36 AM
Hi, I moded my TMO2.1 and got trapped!
Now I have sonar contacts while surfaced! Does anyone know how to restore it? Thanks!
Timinator821
06-18-11, 03:09 AM
How can you go deeper than 450ft? The depth gauge only go's to 450ft.
Roger Dodger
06-18-11, 01:59 PM
How can you go deeper than 450ft? The depth gauge only go's to 450ft.
The depth guage in the conning tower is 'workable'. You can set your depth to greater than 450' there. My question to you is: Do you really want to go below CRUSH DEPTH? You might get away with it once, for a short time, but I wouldn't make a habit of it.
God Bless Electric Boat
Timinator821
06-19-11, 03:54 AM
The depth guage in the conning tower is 'workable'. You can set your depth to greater than 450' there. My question to you is: Do you really want to go below CRUSH DEPTH? You might get away with it once, for a short time, but I wouldn't make a habit of it.
God Bless Electric Boat
I like to live on the edge. :O:
No, It's not a habit. I almost never go to 450 ft or deeper.
ICApproval
06-22-11, 02:59 PM
Any way to tone down or eliminate all the planes? During the day they are always around and I need to dive and stay under for the whole day. They are such a pain and can cause a lot of damage so I usually choose not to fight them. I would need crack shooters and unlimited amo if I stay on top. Seems a little overboard for the planes and I would like to fight ships more.
magic452
06-22-11, 07:28 PM
Any way to tone down or eliminate all the planes? During the day they are always around and I need to dive and stay under for the whole day. They are such a pain and can cause a lot of damage so I usually choose not to fight them. I would need crack shooters and unlimited amo if I stay on top. Seems a little overboard for the planes and I would like to fight ships more.
I use Webster's better air aircraft mod. Here
http://www.subsim.com/radioroom/showthread.php?t=139472&highlight=tutorial
Click that link, will take you to Webster's mods.
Magic
ekempey
06-22-11, 09:09 PM
Hey, I just reinstalled the game and UBM along with TMO 2.1, and RSRD for TMO. Now it seems that my sub (no matter which class, Measure 32 or Standard) has no exterior textures (except for deck guns, radars, etc). All I see is matte black. Any suggestions?
Mods:
TMO 2.0
TMO 2.0 to 2.1
RSRD for TMO
ICApproval
06-24-11, 07:39 AM
Thanks Magic, I tried the mod. In my version of TMO it caused a problem with navigation - I could not set a plot point. I had to remove the mod. Thanks for your help though.
Ducimus
06-28-11, 01:52 AM
I am totally not buzzed off of captain Morgan's spiced rum, working on another update. Totally not.
Diablo2
06-28-11, 02:28 AM
Ill take that as you working on another update! Huzzah!!!
virtualpender
06-28-11, 08:30 PM
I am totally not buzzed off of captain Morgan's spiced rum, working on another update. Totally not.
http://awesometrousers.org/misc/files/captain-morgan.jpg
Ducimus
06-29-11, 09:14 AM
Don't expect much from this update. It's not much and what most of it is, is stuff ive had sitting on my hard drive, that was from another project that i was working on and scrapped (both projects tenatively called TMO:Tautog and TMO:Gato)
Here's the terse changelog:
*******************************
CHANGES TO TMO_UPDATE_20_TO_21
*******************************
- Submarine Upgradeclass in UPC files
------------
FROM:
------------
S18 = 0
S42 = 0
-
Narhwal = 1
Porpoise = 1
Salmon = 1
Sargo = 1
Tambor = 1
Gar = 1
-
Gato = 2
-
Balao = 3
Tench = 3
------------
To:
------------
S18 = 0
S42 = 0
Narhwal = 0
Porpoise = 0
-
Salmon = 1
Sargo = 1
-
Tambor = 2
Gar = 2
Gato = 2
-
Balao = 3
Tench = 3
- Changed refit dates to avoid errors with end of month dating. (IE 28th, 30th, or 31st)
- altered unitpart upc files to correspond to refit date change.
- Increased tambor/gar crush depth to be on par with a gato.
- moved helmsman back to control room for Tambor/gar/gata/balao/tench.
Reason: Save system resources in CT due to addition of 3D TDC/radar ranging unit for gato interior type.
*******************************
NEW WITH TMO 2.2
*******************************
- changed good patrol rating requirement from 600 to 350.
- changed mk 14 torpedo to have a chance of dud reduction at slow speed. Where as before, the slow setting did not help at all.
- changed mk 14 torpedo depth errors to be more variable. It should now have a slight chance of keeping correct depth, but odds are it will not. Where as before, it had no chance at all of keeping a set depth.
- added secondary helmsman animation graph for gato inteior.
- added new animation graph for navagation table for gato interior.
- added TBT with green illuminated cross hairs.
- reverted bearing indicator back to stock. Much easier to read. I don't know what i was thinking with that harder to read bearing indicator.
- added conning tower flag to all fleet type submarines.
- added reworked fooskins for tambor/gar/gato. I believe these are some of the best skins available now.
- added panamal canal mod by ref.
- added control room overhaul by captain america. (Never before published, this was a precursor to his officer's country mod.)
- Added 3D TDC and radar ranging unit by Nisgesis to Gato interior model.
Adding the option to have a flag from the conning tower, by editing 20 different dat files kind of took the some of the wind out of my sails.
At this point, all i care to do, is do a review on some of the higher end JP active and passive sonars. It's beeen my hunch for some time that certain classes of DD's equiped with this have been super sleuths in finding the player, though i am not sure.
I was thinking about reworking player subs so they don't move like speed boats from a dead stop, but actually accellerating sluggisly like they should. However, i am not sure about that because i'm wondering if that will snowball on me.
It looks like a pretty substantial update to me. It's good to see you posting/ working on sub stuff.
Especially these:
- added control room overhaul by captain america. (Never before published, this was a precursor to his officer's country mod.)
- Added 3D TDC and radar ranging unit by Nisgesis to Gato interior model.
I take it no one has heard from CA?
Roger Dodger
06-29-11, 01:15 PM
- Added 3D TDC and radar ranging unit by Nisgesis to Gato interior model.
Thanks for adding this one. Its one of the best mods since TMO was introduced.
Question: Why only for the Gato? I put this mod in my sim sometime ago, and it seems to work for any class sub that is equipped with surface search RADAR and a TDC.
Also, there is a 'learning curve' involved with this, so be sure to reference where to get instructions on how to use it in your README. There are several good tutorials available. :yeah:
Thanx again, and thanx to Nisgesis for the original mod.
Thanks for adding this one. Its one of the best mods since TMO was introduced.
+1. Completely changed the way I played the game.
Question: Why only for the Gato? I put this mod in my sim sometime ago, and it seems to work for any class sub that is equipped with surface search RADAR and a TDC.
The mod was only ever made for the Gato/Balao/Tench, and they all use the same interior. The other boats use their own interiors, and were not set up for it. You can replace the original interiors of the other boats to use the Gato interior, and the mod will work just fine.
I take it no one has heard from CA?
It's a shame. I was really looking forward to seeing his work in the boat.
Diablo2
06-29-11, 02:05 PM
- added control room overhaul by captain america. (Never before published, this was a precursor to his officer's country mod.)
Question- how will this coincide with Vickers interiors?
Roger Dodger
06-29-11, 02:36 PM
The mod was only ever made for the Gato/Balao/Tench, and they all use the same interior. The other boats use their own interiors, and were not set up for it. You can replace the original interiors of the other boats to use the Gato interior, and the mod will work just fine.
That must be why it always works for me. I'm usually out of S-Boats by mid-'42, and RADAR was just becoming available then. I was given a Gato without RADAR to begin with, so RADAR plotting wouldn't work. You have to enter the plots by hand, and the TDC will work.
Ducimus
06-29-11, 05:26 PM
I take it no one has heard from CA?
No.
Question: Why only for the Gato? I put this mod in my sim sometime ago, and it seems to work for any class sub that is equipped with surface search RADAR and a TDC.
Because of....
The mod was only ever made for the Gato/Balao/Tench, and they all use the same interior. The other boats use their own interiors, and were not set up for it. You can replace the original interiors of the other boats to use the Gato interior, and the mod will work just fine.
This.
Question- how will this coincide with Vickers interiors?
CA's unpublished control room started with Vickers iinterior as a base. He then streamlined it for performance ,and added ALOT of minute detail. I think this is why CA has gone MIA. The amount of detail he was shooting for is mind numbing.
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