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Diablo2
06-29-11, 06:33 PM
Sounds good, will be waiting impatiently. :) :rock:

Ducimus
06-30-11, 01:55 AM
Just finished writing up a PDF file for next update.

PDF here:
http://www.gamefront.com/files/20497881/TMO_22_Update_pdf

I'll upload the update itself in a week or so after ive play tested it a bit.

Liberatus
06-30-11, 04:53 AM
Thanks Ducimus :yeah: :yeah: :yeah:

I have a question and request:
Could you make a bit brighter night in TMO?
Of course, if you can.

Regards :salute:

fitzcarraldo
06-30-11, 07:26 AM
Many thanks, Ducimus! Waiting the new update...It seems TMO 22 will be compatible with RSRDC.:yeah:

Regards.

Fitzcarraldo :salute:

CDR Resser
06-30-11, 09:06 AM
Any thought to adding the donation Narwhal to the update ?
Thanks for all you have done already. We are all very grateful. You have made the sim infinitely better.

Respectfully Submitted;
CDR Resser

Ducimus
06-30-11, 09:07 AM
Many thanks, Ducimus! Waiting the new update...It seems TMO 22 will be compatible with RSRDC.:yeah:

Regards.

Fitzcarraldo :salute:

It should be. While i haven't looked at the RSRD files themselves, but knowing how the game works, it's my assumption that as long as i don't go making drastic changes to the sea roster and equpiment/sensors the AI uses, it should work ok.

In reality, i think Lurker did so much work with RSRD, probably about the only thing RSRD draws from TMO is the submarine changes.

Any thought to adding the donation Narwhal to the update ?
Thanks for all you have done already. We are all very grateful. You have made the sim infinitely better.


I think its called the donation Narwhal for a reason. I have an updated version of it for TMO 2.1, and i made the file available to the powers that be, but I haven't heard anything more of it.

CDR Resser
06-30-11, 09:14 AM
Thanks for the info. Must be waiting for the next big Subsim donation drive.:up::up:

Respectfully Submitted;
CDR Resser

Armistead
06-30-11, 10:21 AM
I see you've added the radar mod to 22 so I assume you corrected issues it had with TMO that the freecam would work.

Ducimus
06-30-11, 10:56 AM
I see you've added the radar mod to 22 so I assume you corrected issues it had with TMO that the freecam would work.

Yeah. Maybe ill post a video. I just caught up with modern times and started messing around with FRAPS.

Here's the control room:
http://www.youtube.com/watch?v=_3j0Slz7Ibk

A few screenshots i took awhile ago:

http://www.ducimus.net/sh415/new_gato_05.jpg
http://www.ducimus.net/sh415/new_gato_06.jpg
http://www.ducimus.net/sh415/new_gato_07.jpg
http://www.ducimus.net/sh415/new_gato_08.jpg
http://www.ducimus.net/sh415/new_gato_09.jpg
http://www.ducimus.net/sh415/new_gato_10.jpg

Ducimus
06-30-11, 11:33 AM
The reworked skins. Only effects Tambor, Gar, and Gato. It's the same skin on all three boats.

Gar with MS9:
http://www.youtube.com/watch?v=CdiyuikdeV4

Gar with MS32:
http://www.youtube.com/watch?v=OmaMNbueEkk

The deck gun is the 5/51.

razark
06-30-11, 11:54 AM
A few screenshots i took awhile ago:
<snip>

That's real nice looking.

Is it just the control room, or did the conning tower get some attention, too?

Ducimus
06-30-11, 12:04 PM
I see you've added the radar mod to 22 so I assume you corrected issues it had with TMO that the freecam would work.

That's real nice looking.

Is it just the control room, or did the conning tower get some attention, too?

http://www.youtube.com/watch?v=ExfWYuEvYSY

Nbjackso
06-30-11, 08:21 PM
@Duci
I don't know who's come back from retirement more times? You or Brett Farve :har: Can't wait for the next update :D

Ducimus
06-30-11, 09:11 PM
@Duci
I don't know who's come back from retirement more times? You or Brett Farve :har: Can't wait for the next update :D


You can stop waiting. I just decided to upload it early due to the 4th of july weekend.

Subsim Download:
http://www.subsim.com/radioroom/downloads.php?do=file&id=3299

Gamefront (aka Filefront) Download:
http://www.gamefront.com/files/20500954/TMO_Update_20_to_22_7z


I'll update the first page once people tell me the downloads and the update is working correctly.

razark
06-30-11, 09:18 PM
:damn:

Great... just started a new campaign, and Ducimus decides to muck it all up. Now I'm going to have to spend my weekend getting everything set up to my personal liking before I can play it. :wah:






:D
Seriously, thanks! Looking forward to seeing that new control room up close.

Oooh! Download complete!

TheBeast
06-30-11, 09:53 PM
At least I made it to Sept. 1943 this time before having to restart new Career.

Anyone around with 3D Modeling skill to add Limber holes to the 3D Models?:06:
Painting limber holes on skins is a pain.
Maybe add partition down center of ship and add limber holes to 3D Model.

Currently WIP Balao T02 Skin
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=4476

Ducimus
06-30-11, 11:39 PM
Unless there's something heniously wrong that needs hotfixing, i have no intention of touching the files again for at least another 6 months or longer.

razark
07-01-11, 11:19 AM
Ducimus-

I'm looking at the files here, and it looks like all the fleet boat interiors are set to use the Gato interior, instead of the interior for their class. Was that intentional?

It would allow the radar/TDC for all of them, but your previous statement seemed to point away from it.

Ducimus
07-01-11, 11:30 AM
Comments on update? Granted i haven't posted it on the front page of the thread yet.

Just FYI, In regards to the night being too dark.
If you find this not to your liking, before enabling The 2.2 update, go into it and delete the following file:
TMO_Update_20_to_22\Data\Env\EnvColors_Atl.dat

Then enable the update. That should brighten up your night time a little bit.
(what your really doing is reverting back to the same file that is included in TMO 2.0 since it is no longer being overwritten by the update)


At some point in the future I may be looking at enviormentals again. I started to delve into it the other day, but realized a small annoyance was snowballing into a larger project and i stopped working on it. Maybe later. These days i find my attention span on modding/fixing things is MUCH smaller then it used to be.

CDR Resser
07-01-11, 02:02 PM
Short attention span, but great work.

Thanks

Respectfully Submitted;
CDR Resser

Nisgeis
07-01-11, 03:12 PM
Nice work Ducimus. I must admit that the sheer amount of work in the 3D TDC and range unit broke me, so hats off to you for integrating it - it was beyond me. I really must see if I can get the range to track indicator work at some point though :hmmm:.TDC Mark 3 only, obviously.

Ducimus
07-01-11, 03:33 PM
Nice work Ducimus. I must admit that the sheer amount of work in the 3D TDC and range unit broke me, so hats off to you for integrating it - it was beyond me.

As i recall, I rebuilt the conning tower around your mod. :D I didn't dare touch the TDC itself. Infact i was afraid to given the amount of nested controllers in it.

HMCS
07-01-11, 04:04 PM
Boom-chacka-lacka.

Downloading now.

virtualpender
07-02-11, 04:11 PM
Everything looks and works great so far. Thanks yet again, Ducimus, on a job well done.

magic452
07-02-11, 04:52 PM
Just installed the 2.2 patch. Excellent :up::up: Love the flag.
That fresh Utah air must be doing Duci some good. :know:

Only thing I've noticed so far is, did we loose the Captain's quarters?
Can't find it so far. If I double click on the Misc icon all I get is a nice view of the water. The hatch doesn't work either but one thing I did notice is the binoculars on the chart table will give range to visual contact, if there is one. I may have missed this one before.

Magic

AVGWarhawk
07-02-11, 06:40 PM
Cool Duci! Downloading now! :D

cgjimeneza
07-02-11, 06:43 PM
after more than a year away, IM BACK and what do I find... TMO and Ducimus still kicking fine, life is good.

:salute:

fitzcarraldo
07-02-11, 07:36 PM
Just installed the 2.2 patch. Excellent :up::up: Love the flag.
That fresh Utah air must be doing Duci some good. :know:

Only thing I've noticed so far is, did we loose the Captain's quarters?
Can't find it so far. If I double click on the Misc icon all I get is a nice view of the water. The hatch doesn't work either but one thing I did notice is the binoculars on the chart table will give range to visual contact, if there is one. I may have missed this one before.

Magic

Yes, the new interiors lacks the captain quarters, also the radio room. But these rooms were of U boat...I don´t like those rooms very much in my american boat. :O:

All seems work fine with the new TMO 22.

My list in JSGME:

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

TriggerMaru_Overhaul_2
TMO_Update_20_to_22
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
TMO_Stock_Gramaphone
TMO_Sample_Emblem
Poul-Sound for SH4
speech_overhaul
Webster's Missing Voices
Fixed Zero Bomb Load RSRDC
Fixed_CD_sonar_RSRDC
IJN_Rad_Fix_for_TMO2_betaupdate
Nav Map Make-Over v. 2.0
SCAF for RSRDC v502_2.0
SMALLER SEABED ROCKS
SMALLER SEA PLANTS SMALL
Webster's Eliminate Floating Plankton
TheDarkWraith_DC_Water_Disturbance_v2_0_SH4
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
TMO_Visuals_for_RSRDC
NMMO Airbase Add-on

Many thanks to Ducimus for the great work. The helmsman animation in control room is great!

Regards.

Fitzcarraldo :salute:

Capt. Morgan
07-02-11, 08:48 PM
You can stop waiting. I just decided to upload it early due to the 4th of july weekend....

All I can say is have a great weekend and thanks.

Diablo2
07-02-11, 09:12 PM
Thanks Ducimus just downloaded it all looks great.:salute: Probably just run a campaign without rsrd just to see the tenten dock , and all the other things that get overriden.

HMCS
07-02-11, 11:30 PM
Managed to complete 2 patrols in a Gato (new construction '42) so far. As of yet, no issues.

http://i198.photobucket.com/albums/aa150/chaz44c/Clipboard01-1.jpg

Javelin
07-03-11, 05:56 AM
New update works fine. The addition of the flag is a great touch. For me it makes this sim more real.
Thanks for all your work.

Ducimus
07-03-11, 09:10 AM
Only thing I've noticed so far is, did we loose the Captain's quarters?


In the new gato interior that is used by tambor, gar, gato, balao, and tench....... yes you did loose it.

I removed it from the revamped interior for several reasons:

1.) I think it may have been causing some performance issues for some folks
2.) It clash's architecturally with the rest of the interior.
3.) It seems a travisty to include such an ad hoc piece into an interior where CA put so much effort into for authenticity.

TheBeast
07-03-11, 09:29 AM
Agree about the interior clash using the U-boat Radio Room.

I really would like to see CA's Officer Country MOD.

Armistead
07-03-11, 10:41 AM
Duci, where I like the look of the flag, for historic SS's I prefer not to have it, can you tell me how to remove it?

The cursor doesn't spin sonar for me, but the hotkeys work fine, so not an issue. I had this before with the radar mod.

Khoukharev
07-03-11, 11:05 AM
It might sound stupid, but since I didn't play SH4 with mods before I guess that is okay. So... How do I start this mod? I installed it, but what should I choose in the main menu? Pacific submarine campaign? U-boat missions? Anything else? Trigger maru overhauled menu item seems to be for credits only.

Ducimus
07-03-11, 11:40 AM
Duci, where I like the look of the flag, for historic SS's I prefer not to have it, can you tell me how to remove it?

Did you read the PDF file? The way the flags are implemented; are to give you the option of what flag to fly, or not at all. Read the PDF. :O:


The cursor doesn't spin sonar for me, but the hotkeys work fine, so not an issue. I had this before with the radar mod.

You mean on the hydrophones? yes i know. The clickable hydrophone was added later. Err let me rewind a minute
.
Nisgeis for his 3d TDC used the vanilla conning tower. Later on, most of the revamped material from Vickers03 and my own work,I extracted it from the existing CT, and added it to Nisgesis conning tower, replacing the associated parts with newer ones. So in short, i took Nisgesis tower, and rebuilt it with existing material. A few of the smaller details that involved added more controllers I simply overlooked while doing this. Primarily because i was afraid to add more controllers to the dat file. The 3D TDC really push's the boundaries i think.

Nbjackso
07-03-11, 07:16 PM
I haven't checked every boat, but all that I checked so far I'm having issues with the AA guns.

Single 20mm AA guns do not render

http://i968.photobucket.com/albums/ae168/nbjackso/1.jpg

http://i968.photobucket.com/albums/ae168/nbjackso/3.jpg

Twin 20mm AA guns are there . . .

http://i968.photobucket.com/albums/ae168/nbjackso/2.jpg

http://i968.photobucket.com/albums/ae168/nbjackso/4.jpg

but the camera view is FUBAR

http://i968.photobucket.com/albums/ae168/nbjackso/5.jpg

Is anyone else having this issue, or do I have a bad download?

Note: The only mods I have enabled for this test are TriggerMaru_Overhaul_2 & TMO_Update_20_to_22

Everything else seems to be working fine.

Capt. Morgan
07-03-11, 11:41 PM
Just left port with a new construction. First thing I noticed was that it now takes some time to get the boat up to speed. This just feels a lot better - as does the absence of the U-boat radio room.

FYI, I got CTD's at torpedo impact when when using The DarkWraith's DC Water Disturbance mod, so It seems that one might no longer be compatible (fresh install - no other mods active).

...How do I start this mod? I installed it, but what should I choose in the main menu? Pacific submarine campaign? U-boat missions? Anything else? Trigger maru overhauled menu item seems to be for credits only.

Sounds like you've installed it correctly if you're getting the credits. Just play any American scenario/campaign and the differences will be obvious.

TheBeast
07-04-11, 03:10 AM
FYI, I got CTD's at torpedo impact when when using The DarkWraith's DC Water Disturbance mod, so It seems that one might no longer be compatible (fresh install - no other mods active).

I think this is a Known Issue.:Kaleun_Sick:
I think TDW made the Water Disturbance MOD for stock only.

Mescator
07-04-11, 06:15 AM
I think this is a Known Issue.:Kaleun_Sick:
I think TDW made the Water Disturbance MOD for stock only.

As i recall, the issue was actually traced to a file RFB and stock had, but TMO does not. Went digging for it a moment ago, but the thread seems to have gone missing :06:

Ducimus
07-04-11, 07:45 AM
I haven't checked every boat, but all that I checked so far I'm having issues with the AA guns.

Single 20mm AA guns do not render
.....[/IMG]

Is anyone else having this issue, or do I have a bad download?

Note: The only mods I have enabled for this test are TriggerMaru_Overhaul_2 & TMO_Update_20_to_22

Everything else seems to be working fine.

I just checked in game starting a new career in december 41 for:
Salmon, Tambor, Gar, and a new construction game with a Gato.
(You didn't provide ANY details as to what boat and when so i had to guess by the pictures)

In all three the single 20 MM was working correctly.

I didn't bother to check the camera on twin AA gun since the single AA gun was working properly.

Unless someone else reports the same problem, I'm inclined to think your SH4 install maybe fubared from previous mod installation, or you have a bad download.

Nbjackso
07-04-11, 01:51 PM
. . . Unless someone else reports the same problem, I'm inclined to think your SH4 install maybe fubared from previous mod installation, or you have a bad download.

Thanks Duci, that's the answer I was hoping for.

matti95
07-04-11, 01:58 PM
Hello, does anybody know where i can download TMO for 1.4 version?

I'm goin' down
07-04-11, 02:32 PM
I downloaded TMO. Does it have the most recent updates? I did not see the 3D TDC, etc. What is the story?

max-peck
07-04-11, 04:49 PM
I downloaded TMO. Does it have the most recent updates? I did not see the 3D TDC, etc. What is the story?

What boat are you in?

You'll only see the new 3D TDC in those boats that use the Gato interior, as Nisgeis originally made it for the Gato.

I'm goin' down
07-04-11, 05:16 PM
Gato. May 15, 1942. You did not answer my question, which is whether TMO was updated. You cannot tell from the first post in the thread.

max-peck
07-04-11, 05:30 PM
My mistake.

The first post has not been updated with the link for the 2.2 update yet.

To get the 2.2 update see post #3277

http://www.subsim.com/radioroom/showpost.php?p=1695277&postcount=3277

I'm goin' down
07-04-11, 06:52 PM
My mistake.

The first post has not been updated with the link for the 2.2 update yet.

To get the 2.2 update see post #3277

http://www.subsim.com/radioroom/showpost.php?p=1695277&postcount=3277

thanks. just what I needed.

Anthony W.
07-05-11, 12:00 AM
If I may make a recommendation, including the smaller plants and rocks would be great

Bubblehead1980
07-05-11, 01:41 AM
Comments on update? Granted i haven't posted it on the front page of the thread yet.

Just FYI, In regards to the night being too dark.
If you find this not to your liking, before enabling The 2.2 update, go into it and delete the following file:
TMO_Update_20_to_22\Data\Env\EnvColors_Atl.dat

Then enable the update. That should brighten up your night time a little bit.
(what your really doing is reverting back to the same file that is included in TMO 2.0 since it is no longer being overwritten by the update)


At some point in the future I may be looking at enviormentals again. I started to delve into it the other day, but realized a small annoyance was snowballing into a larger project and i stopped working on it. Maybe later. These days i find my attention span on modding/fixing things is MUCH smaller then it used to be.


First......

I am impressed with your work as always Duci, great stuff.

Not sure how I feel about the flag though since subs didnt fly flags unless entering port etc. Also not a fan of the helmsman being posted in the control room again(always hated that in stock and was SO happy when you placed him in the conning tower a while back since vast majority of time, the wheelman was in the tower.

Last, i take hug FPS with 2.2 when all previous versions of TMO work fine.I suppose it has something to do with the new 3d TDC radar thing. Ill miss it and hate to miss out on some of the good stuff but suppose will have to for now.

Ducimus
07-05-11, 08:33 AM
First......

I am impressed with your work as always Duci, great stuff.

Not sure how I feel about the flag though since subs didnt fly flags unless entering port etc.

Yes i know. This is why you have the option to not fly one at all. (Just like you have the option to have conning tower insignia or none at all. Their nice to have as a player, but not always historically correct) Read the 2.2 PDF file for details.


Also not a fan of the helmsman being posted in the control room again(always hated that in stock and was SO happy when you placed him in the conning tower a while back since vast majority of time, the wheelman was in the tower.

Last, i take hug FPS with 2.2 when all previous versions of TMO work fine.I suppose it has something to do with the new 3d TDC radar thing. Ill miss it and hate to miss out on some of the good stuff but suppose will have to for now.

FPS is the biggest reason why i moved the helmsman back into the control room. In hindsight, maybe i should have removed more out of the conning tower if the FPS is so huge. On my machine i have a FPS hit, but nothing too drastic. It comes down to asthetics vs functionality. The functionality of the radar ranging unit and TDC is pretty hard to pass up in my opinion.

Bubblehead1980
07-05-11, 03:33 PM
Yes i know. This is why you have the option to not fly one at all. (Just like you have the option to have conning tower insignia or none at all. Their nice to have as a player, but not always historically correct) Read the 2.2 PDF file for details.



FPS is the biggest reason why i moved the helmsman back into the control room. In hindsight, maybe i should have removed more out of the conning tower if the FPS is so huge. On my machine i have a FPS hit, but nothing too drastic. It comes down to asthetics vs functionality. The functionality of the radar ranging unit and TDC is pretty hard to pass up in my opinion.


I get it, figured you put him back in the control room(kills immersion for me a little though) was something to do with that.I've never had trouble running TMO but the FPS hit with 2.2 when in conning tower makes it unplayable. Guess ill have to stick with 2.1 for now.Anyways, great work as always.:salute:

Ducimus
07-07-11, 12:20 PM
Ok i updated the first post. If you like 2.2. Great. If not, you can roll back to version 2.1. If neither float your boat, there's always 2.0. Just keep in mind, that in my book, version 2.2 is the official version.

At any rate, Ive just uninstalled SH4. I needed the drive space. So... the mod is what it is for the foreseeable future. Have fun.

Armistead
07-07-11, 03:52 PM
My specs are rather low, AMD 3800, 2mgs ram and a 9800gt, didn't notice any frame problems in the sub anywhere.. You tried adjusting settings.

max-peck
07-07-11, 07:00 PM
I'm trying out 2.2 at the moment and am really liking it.

I get a small amount of lag in the conn, but nothing game breaking. And my computer ain't that great.

Thanks for the hard work Ducimus :up:

Stoli151
07-07-11, 08:11 PM
Is there a fix for this? I just watched a jap heavy cruiser go from stationary to 20 knots in 3 seconds to avoid my torpedoes. I know SAP exists for RFB but how about TMO. I love this mod but it was really disheartening to finally get past those highly aggressive escorts without getting sent to Davy Jones' locker, get in a perfect 90degree AOB firing position, then watch my juicy sitting duck take off like a top fuel dragster. Anybody have any ideas? Other than that 2.2 is a great mod, thanks Ducimus!

Bubblehead1980
07-08-11, 12:43 PM
My specs are rather low, AMD 3800, 2mgs ram and a 9800gt, didn't notice any frame problems in the sub anywhere.. You tried adjusting settings.


no i havent, what settings would i adjust? been too busy havent had a chance to play, been meaning to though.

Weiss Pinguin
07-08-11, 01:23 PM
Is there a fix for this? I just watched a jap heavy cruiser go from stationary to 20 knots in 3 seconds to avoid my torpedoes. I know SAP exists for RFB but how about TMO. I love this mod but it was really disheartening to finally get past those highly aggressive escorts without getting sent to Davy Jones' locker, get in a perfect 90degree AOB firing position, then watch my juicy sitting duck take off like a top fuel dragster. Anybody have any ideas? Other than that 2.2 is a great mod, thanks Ducimus!
Heh, I had the same happen to me the other day. Even from 500-600 yards those cruisers accelerated fast enough to zip by my torpedoes. :dead: That was the only time I've ever reloaded a save, there was just no way I was going to let those buggers cheat me like that...

I'm goin' down
07-08-11, 02:26 PM
How I avoid dds in TMO? Very simple. Submerge to max depth and below the thermal layer. (If I cannot get below the thermal level because of the ocean depth, I pull out of the attack.) Wait until the convoy or TF passes by. Surface. Hope a straggler has fallen behind...WAY BEHIND. Then attack. No problemo!

After four years I have never been sunk by a dd. Come to think of it, I have never managed an attack either....

Armistead
07-08-11, 02:34 PM
How I avoid dds in TMO? Very simple. Submerge to max depth and below the thermal layer. (If I cannot get below the thermal level because of the ocean depth, I pull out of the attack.) Wait until the convoy of TF passes by. Surface. Hope a straggler has fallen behind...WAY BEHIND. Then attack. No problemo!

After four years I have never been sunk by a dd. Come to think of it, I have never managed an attack either....

Never managed an attack eithe, we believe that...:haha:

Maybe you need a WW1 sub game..

Armistead
07-08-11, 02:41 PM
no i havent, what settings would i adjust? been too busy havent had a chance to play, been meaning to though.


I use nHancer and the settings shown in the thread in the other forum. It's a sticky up top.

TorpX
07-09-11, 01:31 AM
How I avoid dds in TMO? Very simple. Submerge to max depth and below the thermal layer. (If I cannot get below the thermal level because of the ocean depth, I pull out of the attack.) Wait until the convoy of TF passes by. Surface. Hope a straggler has fallen behind...WAY BEHIND. Then attack. No problemo!

After four years I have never been sunk by a dd. Come to think of it, I have never managed an attack either....

In other words, you are following proper, pre-war, USN submarine attack doctrine. :har:

fitzcarraldo
07-09-11, 09:03 AM
How I avoid dds in TMO? Very simple. Submerge to max depth and below the thermal layer. (If I cannot get below the thermal level because of the ocean depth, I pull out of the attack.) Wait until the convoy of TF passes by. Surface. Hope a straggler has fallen behind...WAY BEHIND. Then attack. No problemo!

After four years I have never been sunk by a dd. Come to think of it, I have never managed an attack either....

Mush Morton and Dick O´Kane damn you, mate. That is the old sub attack doctrine, and the oldie sub attack way in SH1...:har:

Regards.

Fitzcarraldo :salute:

Lonelywolfmother
07-09-11, 11:00 PM
Hi!

I am getting a problem with TMO v21.

The crew for deck gun and AAA are not shooting neither realoading their weapons. The only way I can manage the guns for work is using them I by myself, and they only reaload while I am using them.

Can this issue be fixed?

Thank you!

Regards.

Edit: I didn't realized that .22 were release, but I updated to it and the problem persist.

SOLVED: It was my fault, I forgot to recruit gunners :oops:

TorpX
07-10-11, 12:21 AM
Did you man the stations on the crew management page?

Did you issue the proper orders for engaging the targets?

I as many/ most like to fire the guns myself, so I can't help too much here. :)

TheBeast
07-10-11, 01:03 AM
Not sure if this is some graphics setting I did or not.

I see the problem on Porpoise and Balao but not sure if limited to just these boats. Haven't been playing much lately.

Is anyone else seeing this bow wake issue as shown on Porpoise class below.

http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=4515

0rpheus
07-11-11, 04:01 AM
Hi I have a question - running TMO 2.2 (previously 2.1) and I never get offered any 'special' missions. I've read in the PDF about the more 'gamey' campaign starts, but the campaign options I see in game aren't named, they're just dates and task forces, not all of which seem to correspond with the info in the PDF. On the one occasion I did manage to find a start at Midway, I still didn't get offered 'special' missions.

This is in 2.1 & 2.2, also running RSRDC and a couple of minor fixes. Any thoughts? I liked those missions !:oops:

Amazing mod too :)

max-peck
07-11-11, 07:04 AM
I've read in the PDF about the more 'gamey' campaign starts, but the campaign options I see in game aren't named, they're just dates and task forces, not all of which seem to correspond with the info in the PDF. On the one occasion I did manage to find a start at Midway, I still didn't get offered 'special' missions.

That's because you are running RSRD which re-writes both the missions offered, and the game starts.

razark
07-11-11, 09:04 AM
Missing heads? Haven't had that problem.

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

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

Anybody have any input on what I could do to fix this?
Damn it, he's back. Last night, at battle stations, I saw this guy twelve times. He's in the Control Room, he's in the Conning Tower, he's standing watch, manning the deck gun, and he seems to be the entire damage control team.

Can somebody please get this guy off my boat?

0rpheus
07-11-11, 01:09 PM
That's because you are running RSRD which re-writes both the missions offered, and the game starts.

Ha, it had to be something like that! Thanks for the tip ;)

Armistead
07-11-11, 01:22 PM
Hi I have a question - running TMO 2.2 (previously 2.1) and I never get offered any 'special' missions. I've read in the PDF about the more 'gamey' campaign starts, but the campaign options I see in game aren't named, they're just dates and task forces, not all of which seem to correspond with the info in the PDF. On the one occasion I did manage to find a start at Midway, I still didn't get offered 'special' missions.

This is in 2.1 & 2.2, also running RSRDC and a couple of minor fixes. Any thoughts? I liked those missions !:oops:

Amazing mod too :)

RSRD does have many special missions, but they seem to be more geared towards the older boats. I get fewer when I move to a Gato, maybe 5 a complete war patrol. Historically older boats did more special missions. Still, you'll get more with TMO alone

0rpheus
07-11-11, 04:31 PM
I've gone through a whole campaign from the earliest provided start/boat right up to a new Balao in Dec 1943 so far and not seen a single one! Really torn as to what to do now as I really like those missions (not that I've ever been caught by a DD as I've dropped off a spy, but I live in hope of one day making a daring escape), but I'm quite reluctant to drop RSRDC as I've come to enjoy certain shipping lanes! ;)

Shame there's no way to tweak it. Once I've finished this campaign maybe I'll drop RSRDC for a bit and see if it's still as good. :)

AVGWarhawk
07-11-11, 05:58 PM
Depends on the boat. My first mission in the balao was drop supplies. :DL The mission do happen.

TheBeast
07-12-11, 11:48 PM
I think in TMO Special Ops Missions are more related to Home Port then just submarine class.

Running TMO 2.2 without RSRD it says Midway does more Special Ops Missions when looking at Transfer menu.

I'm goin' down
07-13-11, 01:12 AM
Damn it, he's back. Last night, at battle stations, I saw this guy twelve times. He's in the Control Room, he's in the Conning Tower, he's standing watch, manning the deck gun, and he seems to be the entire damage control team.

Can somebody please get this guy off my boat?

:haha: If your boat goes down, it will put the Sullivans to shame.

razark
07-13-11, 08:54 AM
:haha: If your boat goes down, it will put the Sullivans to shame.
They're from a very proud naval family.

I've taken to replacing some of the control room crew with guys from the engine room, just so I can see some different faces.

WH4K
07-13-11, 01:05 PM
Did you man the stations on the crew management page?

Did you issue the proper orders for engaging the targets?

I as many/ most like to fire the guns myself, so I can't help too much here. :)


This is something that's annoyed me as long as I've owned SH IV. The AI deck gun crew does such an awful job that I feel obligated to control it myself. It's hard to both fight the boat and control the deck gun at the same time.

Why are the deck gun crews such *horrible* shots? Even if I crew the gun with my top-notch "gun" guys, many of them having a gun rating of over 100, they only hit about 1 out of 4 shots. Maybe 2 out of 4, if I'm lucky.

Range doesn't seem to have much to do with it. I can park 2000 yards away from a freighter, with neither of us moving, and they'll miss a lot of shots.

They are also incapable of figuring out lead when we are moving relative to the target, even when the rate is constant. They'll fire behind or ahead of the target, with apparent disregard of previous results.

I recognize the developers were probably trying to simulate the imperfect nature of submarine surface gunnery, but many of the shots look as if my guys were secretly working for the Japanese, messing up on purpose.

It would also be nice to have some way to estimate range to target while looking through the deck gun sight.

TorpX
07-13-11, 02:37 PM
This is something that's annoyed me as long as I've owned SH IV. The AI deck gun crew does such an awful job that I feel obligated to control it myself. It's hard to both fight the boat and control the deck gun at the same time.

Why are the deck gun crews such *horrible* shots? Even if I crew the gun with my top-notch "gun" guys, many of them having a gun rating of over 100, they only hit about 1 out of 4 shots. Maybe 2 out of 4, if I'm lucky.

Range doesn't seem to have much to do with it. I can park 2000 yards away from a freighter, with neither of us moving, and they'll miss a lot of shots.

They are also incapable of figuring out lead when we are moving relative to the target, even when the rate is constant. They'll fire behind or ahead of the target, with apparent disregard of previous results.

I recognize the developers were probably trying to simulate the imperfect nature of submarine surface gunnery, but many of the shots look as if my guys were secretly working for the Japanese, messing up on purpose.



I consider the whole gun model aspect of this game to be FUBAR. I doubt the devs really gave it much thought. After all, they couldn't be bothered to fix the radar, sonar, or stadimeter, so why would they worry about deck guns? Many of the mods tweek some of the relevent numbers, but you can't properly fix a grossly oversimplified gun model by changing a few constants; the math is more involved than that.

I noticed similer things in regards about shots going everywhich way. A gun in a bunker will sometimes throw a shot into the water a few yards in front of them, then the next over your hull, or vice-versa. I think you could improve the aim of your crew, but I really think the deck guns are generally too powerful as they are. They are stablized on the deck and are thus too accurate in anything less than calm seas, and the shells are overly destructive. IMO, being able to sink a 4,000 ton ship, with 20 or 30 4in. shells, is rather fantastic. To me, the gun actions have an arcade flavor. It is a very unrealistic aspect of the game.


It would also be nice to have some way to estimate range to target while looking through the deck gun sight.

I don't know what kind of sighting they had, but what irritates me the most is if I'm engaged in a gun action and I go to another station, when I come back to the gun, I must reorient it and find the proper elevation again. (This is with RFB.)

seaplate hitman
07-13-11, 10:40 PM
If i usd other MOD ,how to make my sub hanging a flag too?

I'm goin' down
07-14-11, 12:21 AM
If i usd other MOD ,how to make my sub hanging a flag too?

you might want to rephrase your post.

TheBeast
07-14-11, 02:55 PM
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.
Any word from Captain America?
I was really looking forward to his Officer's Country Interior MOD.
As I recall, Ducimus was working with CA and had a pre-release verion of this Interior to start working with.
http://www.subsim.com/radioroom/picture.php?albumid=345&pictureid=2983http://www.subsim.com/radioroom/picture.php?albumid=345&pictureid=2862

Capt. Morgan
07-14-11, 03:58 PM
you might want to rephrase your post.
I think he's he's asking if it's possible to transfer the flag to fleet boats in other mods - TMO/FOTRS etc. I'm sure it is, but I really have no idea how.

Copying the file mentioned in the PDF for controling the flag (or removing it) to another mod would be the first thing I'd try.

WH4K
07-14-11, 06:12 PM
I don't know what kind of sighting they had, but what irritates me the most is if I'm engaged in a gun action and I go to another station, when I come back to the gun, I must reorient it and find the proper elevation again. (This is with RFB.)


Same in TMO 2.0/2.1. I go to measure the range, and the elevation is all FUBAR when I get back. If both my sub and the target are moving - which is usually true - the range has changed, sometimes by a lot, so I end up using "rangefinding by fire" anyway.

Subs were notoriously lousy gun platforms, with their narrow beam and lack of any real height for spotting the fall of shot.

It's definitely too easy to hit stuff with the deck gun. I suspect a significant degree of "auto aim" is at work, even when one manually aims and fires the gun.

seaplate hitman
07-15-11, 03:16 AM
I think he's he's asking if it's possible to transfer the flag to fleet boats in other mods - TMO/FOTRS etc. I'm sure it is, but I really have no idea how.

Copying the file mentioned in the PDF for controling the flag (or removing it) to another mod would be the first thing I'd try.

You are right ! The way you advised is not effective. I am sorry, thank you all the same !
BTW, Are you from China?:)

Capt. Morgan
07-15-11, 02:58 PM
You are right ! The way you advised is not effective. I am sorry, thank you all the same ! BTW, Are you from China?:)

Sorry (but not surprised) to hear it isn't so simple.

Actually I'm from Canada. That striking icon was just what the Avatar-God had chosen for me at that moment. I see that I'm now "Eddie" from To Have and Have Not.

TheBeast
07-15-11, 05:13 PM
I've been playing with some water effects to add Sea Spray to the US Submarines for TMO 2.2

I have the Porpoise, Tambor and Gato pretty much done.
Currently I am skipper of a Tambor Class do used it for a screen capture.

Effects shown for Surcaed and Decks Awash.
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=4573

When I am done I will post it for download here at SubSim.
Kind of like EGU PAK for TMO.

I didn't notice and FPS hit when using this.

Regards!:Kaleun_Wink:

Webster
07-15-11, 05:16 PM
I've been playing with some water effects to add Sea Spray to the US Submarines for TMO 2.2

I have the Porpoise, Tambor and Gato pretty much done.
Currently I am skipper of a Tambor Class do used it for a screen capture.

Effects shown for Surcaed and Decks Awash.
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=4573

When I am done I will post it for download here at SubSim.
Kind of like EGU PAK for TMO.

Regards!:Kaleun_Wink:
looks good, maybe just lighten up on the opacity a little so its no so bright

TheBeast
07-15-11, 05:34 PM
looks good, maybe just lighten up on the opacity a little so its no so bright
If I do that the effect is not visiable at night but I will play with it.. Screen cap was taken at noon on perfectly clear day.
Also there are 62 FX nodes each for Porpoise,Salmon, Sargo and 68 FX nodes for Gar, Tambor, Gato, Balao, Tench.
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=4574
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=4575

Webster
07-15-11, 06:05 PM
If I do that the effect is not visiable at night but I will play with it.. Screen cap was taken at noon on perfectly clear day.
Also there are 62 FX nodes each for Porpoise,Salmon, Sargo and 68 FX nodes for Gar, Tambor, Gato, Balao, Tench.

yep, this game never makes things easy :O: but then maybe try a different approach then, try an off white or grey shading added to the image file so its not so "slap you in your face" white

anyway, good work :up:

gB
07-15-11, 10:01 PM
I'm downloading this right now, i've been using stock 1.5 wit pacific enviroments but its getting rather boring, i hope tmo puts more life back into it!

mookiemookie
07-19-11, 09:46 PM
Ok guys, what am I doing wrong? I'm using Windows 7 and 7zip, downloaded the latest TMO file and am trying to extract it to my JSGME MODS folder in my SH4 directory and I'm getting this error:

http://i.imgur.com/XRnwR.png

EDIT: Fixed it. Ran 7Zip as administrator and all is good.

andqui
07-20-11, 11:54 AM
I'm thinking of switching over to TMO from RFB, seeing as TMO is more up-to-date and has more features. I have two questions, however.

1. How does TMO handle sinkings? I really liked the Natural Sinking mechanism in RFB.

2. The main thing I hear about TMO is the destroyer AI and it's ability to get you. I am looking forward to the challenge of playing more as if my virtual life is on line, but am concerned about any "unfair" advantage they might have. Surface/radar depth attacks on moonless nights are still, possible, correct?

thanks

Bubblehead1980
07-20-11, 05:11 PM
I'm thinking of switching over to TMO from RFB, seeing as TMO is more up-to-date and has more features. I have two questions, however.

1. How does TMO handle sinkings? I really liked the Natural Sinking mechanism in RFB.

2. The main thing I hear about TMO is the destroyer AI and it's ability to get you. I am looking forward to the challenge of playing more as if my virtual life is on line, but am concerned about any "unfair" advantage they might have. Surface/radar depth attacks on moonless nights are still, possible, correct?

thanks

TMO uses a hitpoints system but its much better than stock(or seems to be) No knocking RFB at because its a great mod , but I didnt care for the sinking mechs when I played it, had some bad episodes like when it took 24 hours for a ship with multiple holes and burning on fire to sink, was a bit much.Perhaps its changed.I wish could have a hitpoints system combined with natural sink mechs...ships kind of act like that in TMO.For example...Deember 1941 in Luzon Straits I fired two fish at a small Haruna Maru Tanker(1500 tons or so) one ran under the keel and didnt explode, other was set more shallow and hit aft, just ahead of the props, ship stopped on fire and took 45 mins to sink but settled by the stern and finally went under on its own.That is TMO.You slammed 3 or 4 torpedos into a large freighter, depending on whats it loaded with(freight vs ammo) it will blow up.Tankers full o fuel explode quite nicely.

As far as TMO AI goes.Well yes it's a bit tough at times, designed to be so.I would not say it has an unfair advantage.Run RSRD with TMO and it'll be a little less tough, esp earlier in war but is tough in later war as it was in RL.

Surface attacks in TMO are very possible, depending on the conditions of course, much more than stock.I would like to adjust the escorts visual sensors so could get closer, I usually have to fire from 3000-4000 yards on surfce instead of 2000-3000 but NSA's are very possible.

Note:if you do use RSRD with TMO make sure you get the radar fix and TMO visuals for RSRD.Radar fix makes IJN radar more historical(thus not that effective) against a surfaced sub, it was way too effective before this mod in RSRD. TMO visuals corrects the eagle eyes of RSRD.

andqui
07-20-11, 08:31 PM
Thanks

Is the IJN radar fix necessary/compatible with 2.2?

Bubblehead1980
07-20-11, 08:43 PM
Thanks

Is the IJN radar fix necessary/compatible with 2.2?

Most likely, not sure if ducimus ever fixed the enemy radar in the way tater did(to be more historical in its effectiveness against player sub) and if run RSRD will need it bc it would overwrite TMO's changes.

andqui
07-21-11, 10:19 AM
Apparently 2.2 changed the AIsensors.dat to simulate MAD gear, so I just copied over the corrected values for the Japanese radars from the radar fix. Originally, it was not compatible. Just a heads up for anyone else.

mookiemookie
07-21-11, 07:18 PM
Apparently 2.2 changed the AIsensors.dat to simulate MAD gear, so I just copied over the corrected values for the Japanese radars from the radar fix.

How? Isn't the radar fix a DAT file? Do I have to get into hex editors and whatnot?

andqui
07-21-11, 08:13 PM
s3ditor is the answer- the ones you need to modify are the last two radars in the file. Read the radar fix readme to make sure those are the ones that are corrected, and simply transfer over the values to a 2.2 aisensors.dat

mookiemookie
07-21-11, 08:24 PM
s3ditor is the answer- the ones you need to modify are the last two radars in the file. Read the radar fix readme to make sure those are the ones that are corrected, and simply transfer over the values to a 2.2 aisensors.dat

Never used it, but I'll give it a whirl. Thanks.

EDIT: Figured it out and updated the DAT. BTW, not the last 2 in the file - it's the Type 13 and 21 Radars.

In any case, I learned something new today. Thank you for the help!

andqui
07-21-11, 09:15 PM
I did it yesterday, and didn't remember exactly where in the file they were. Glad to hear it's sorted out.

dabao03411
07-22-11, 03:26 AM
really enjoyed this MOD, even with a lower FPS.

Ducimus
07-22-11, 08:51 AM
How? Isn't the radar fix a DAT file? Do I have to get into hex editors and whatnot?

s3ditor is the answer- the ones you need to modify are the last two radars in the file. Read the radar fix readme to make sure those are the ones that are corrected, and simply transfer over the values to a 2.2 aisensors.dat


Or perhaps the unit's SNS file. There you can see exactly what radar is being assigned and when.

I seem to recall removing the JP air search radar from play awhile ago, because it's existance, mechanically speaking within the confines of the game, was absolutely 100%, pointless.

Bubblehead1980
07-22-11, 01:18 PM
Duci, could you point me to the files where I can remove the green crosshairs from the observation scope? I prefer the black or grey crosshairs that used to have in TMO for the obs scope. Thanks

max-peck
07-27-11, 05:24 AM
The dds file for the obscope is in Data/Menu/Skins/American/Gui/Layout

The file is called OBSPeriscope_Mask_1024.dds

I guess if you want one that's not green, you could replace it with the attack scope dds file.

Or maybe use the obscope dds file from another mod?

dom111
07-27-11, 05:30 AM
Hi there, this is my current mod list for SH4

http://i52.tinypic.com/2z5vz8m.jpg

How can i get the same funcionality with TMO 2.2 without incompatibilities??? What mods do i need???

Thanks in advance and best regards.

Carotio
07-30-11, 09:47 AM
Download links for TMO 2.0 to 2.2 Update:


Added...
http://www.silenthuntermods.com/forum/index.php?topic=339.0

TaipaN_
07-31-11, 11:35 PM
Hi,

The map & radio don't do appear for me although the button highlights red.

I run at 2560x1600 resolution. I did search and found someone asked about this earlier in the thread, but no one answered.

Any ideas on what files I need to edit to make the map/radio visible on my screen?

Cheers

TaipaN_
08-01-11, 12:14 AM
EDIT: don't worry - fixed it see next post.

TaipaN_
08-01-11, 02:30 AM
OK I got the chronograph working.

In summary here are the changes for menu_1024_768.ini to fix Chronograph, Map & Radio, and Gramophone for 2560x1600 resolution.

Don't just dump it into the file of course find each [section] and replace just that section as per these sections:

[G2C I1]
Name=Page UserRadio
Type=1027;Menu page
ItemID=0x2C000000
ParentID=0x0
Pos=0,0,1024,768
Zone= 0 768 1024 768 2 1 0x0 0.5 -0.5 0x2C000000 -0.5 0.5 0 0
LoadingMode=1

[G2C I2]
Name=RadioDevice
Type=1026;Menu group
ItemID=0x2C010000
ParentID=0x2C000000
Pos=756,-256,268,256
Zone= 756 512 268 256 0 1 0x2C000000 1 -0.5 0x2C010000 -1 0.5 0 0
Color=0xFFFFFFFF

[G4B I1]
Name=Page Gramophone
Type=1027;Menu page
ItemID=0x4B000000
ParentID=0x0
Pos=0,0,1024,768
Zone= 0 768 1024 768 2 1 0x0 0.5 -0.5 0x4B000000 -0.5 0.5 0 0
LoadingMode=1

[G4B I2]
Name=GramophoneDevice
Type=1026;Menu group
ItemID=0x4B010000
ParentID=0x4B000000
Pos=756,-256,268,256
Zone= 756 512 268 256 0 1 0x4B000000 1 -0.5 0x4B010000 -1 0.5 0 0
Color=0xFFFFFFFF


[G29 I2]
Name=Chrono
Type=1026;Menu group
ItemID=0x29020000
ParentID=0x29000000
Pos=756,-256,268,256
Zone= 756 512 268 256 0 1 0x29000000 1 -0.5 0x29020000 -1 0.5 0 0
Color=0xFFFFFFFF

Then you'll find these items appear on the right, just drag them to where you want.

Lupo
08-05-11, 01:00 PM
hi!

news from mod??? I hope it is still worked on it, because I am more gigantic fan!

Lupo!:rock:

ja999
08-24-11, 07:16 AM
Good afternoon. Got a problem with TMO 2.2: crew on the deck don't goes inside while diving. Submarine on 100-meter depth with watchmen looknig forward through binoculars looks a bit surrealistic. Is it possible to solve this trouble? Thank you.

razark
08-24-11, 08:27 AM
Good afternoon. Got a problem with TMO 2.2: crew on the deck don't goes inside while diving. Submarine on 100-meter depth with watchmen looknig forward through binoculars looks a bit surrealistic. Is it possible to solve this trouble? Thank you.
Usually the reported cause is alt-tabbing out of the game. Save and reload, and don't alt-tab out.

Another solution that was suggested to me, that I've been using for a while without issue:
Go to the control room, leave time compression on 1, and then alt-tab out.

MarcHoare
09-01-11, 01:39 AM
Hey guys, I am having the same problem with my crew staying out when submerged, please if there is a way to fix this let me know.

razark
09-01-11, 06:57 AM
Hey guys, I am having the same problem with my crew staying out when submerged, please if there is a way to fix this let me know.
Usually the reported cause is alt-tabbing out of the game. Save and reload, and don't alt-tab out.

Another solution that was suggested to me, that I've been using for a while without issue:
Go to the control room, leave time compression on 1, and then alt-tab out.

lordish
09-01-11, 11:07 AM
Hi,

I may have missed this in the manual, but I can't get TMO's Free Camera to work on the NORMAL game setting. I've tried F2, F12, and all the arrow keys--Nada.

Is this an operator problem? Did I miss something? Is that camera turned off for difficulty reasons?

lordish

EricW
09-01-11, 11:19 AM
Hi,

I may have missed this in the manual, but I can't get TMO's Free Camera to work on the NORMAL game setting. I've tried F2, F12, and all the arrow keys--Nada.

Is this an operator problem? Did I miss something? Is that camera turned off for difficulty reasons?

lordish

Yeah, I believe the ext. cam is disabled for all but the " easy" setting. The event cam should work though.

razark
09-01-11, 11:20 AM
Is that camera turned off for difficulty reasons?
I believe it is turned off by default. Go to the realism options and turn it on.

Uboatman
09-02-11, 08:57 AM
Hi all, just updated to 2.2 and was wondering if anyone can tell me if the Convoy Routes for TMO 2.0 and Easier AI were compatible? I did not find any reference to them in the 2.2PDF:hmmm:

I'm goin' down
09-04-11, 12:36 PM
I just returned to TMO to try it with the OTC mod and US radar from the beginning of the war. Are these mods still need with 2.2? I do not want to screw up the OTC mod.

FixedZeroBomb Load_RSRDC
Fixed_CD_sonar_RSRDC
IJN_Radar_Fix_for_TMO_2.1
TMO_Visuals_for_RSRDC

Note, I have activated the OTC mod with realistic scopes and US radar from the beginning. The S boat does not have radar, at least my S boat doesn't. Also, it appears the OTC mod overrides the 3D TDC and Radar Range Unit, so you will have to give that mod up if you activate the OTC mod. Also, I activated Tokyyo's Revenge, which is part of OTC than you can choose to activate. It makes the game more difficult.

TMO with either OTC or the 3D TDC and Radar Range Unit are excellent choices for map contacts disabled. The benefit of OTC is that is easier to use once you master the instructions. They are both teriffic mods, and are two entirely different ways to skin the cat, so to speak. The 3D TDC and Radar Range Unit has more steps to follow, but has the advantage of working in conditions of poor visibilty such as fog. I cannot recall if it works well in stormy conditions. If you activatre the OTC mod, cannot see the target due to poor weather conditions, it becomes useless.

TaipaN_
09-05-11, 02:12 AM
I just returned to TMO to try it with the OTC mod and US radar from the beginning of the war. Are these mods still need with 2.2? I do not want to screw up the OTC mod.

FixedZeroBomb Load_RSRDC
Fixed_CD_sonar_RSRDC
IJN_Radar_Fix_for_TMO_2.1
TMO_Visuals_for_RSRDC


Hi,

I am using "TMO_Visuals_for_RSRDC"

Capn Scurvy is working on a TMO/RSRDC version of OTC mod. Until then, I have been succesfully using a versoin of SCAF with TMO2.2 and RSRDC.

It removes the majority of issues that come from incorrect mast heights. It doesn't remove resolution issues but it's enough I hit almost all of my torpedos now.

The version I use is http://www.subsim.com/radioroom/downloads.php?do=file&id=1959

Laffertytig
09-05-11, 04:18 AM
have to ask, whats TMO visuals?

Uboatman
09-05-11, 10:44 AM
Hi all, just updated to 2.2 and was wondering if anyone can tell me if the Convoy Routes for TMO 2.0 and Easier AI were compatible? I did not find any reference to them in the 2.2PDF:hmmm:

:88)?

CapnScurvy
09-05-11, 01:07 PM
Note, I have activated the OTC mod with realistic scopes and US radar from the beginning. The S boat does not have radar, at least my S boat doesn't.

If you're playing the "campaign" version, make sure you buy and put the radars onto the boat. Just having the mod "OTC_US Radar from Start" won't automatically put the radar in use, you still need to go to the options menu back in port and move the SD and SJ radars onto the boat to have them installed. The mod simply "allows" the option to appear, it doesn't automatically put radar in the sub.

You should note that if you're using a "single mission", the mission date dictates what equipment is put on the boat. Whether you have the "Radar from Start" mod loaded or not. The ability to have radar at an earlier date only works when in a campaign, not during a single mission.

If you activatre the OTC mod, cannot see the target due to poor weather conditions, it becomes useless.

You mean the OTC radar doesn't work in poor weather conditions? I know it works with the wind speed at 15 meters per second (that's the highest wind speed you can set). So, I either don't understand, or I'm missing something. :DL

I'm goin' down
09-05-11, 02:55 PM
If you activatre the OTC mod, cannot see the target due to poor weather conditions, it becomes useless.


You mean the OTC radar doesn't work in poor weather conditions? I know it works with the wind speed at 15 meters per second (that's the highest wind speed you can set). So, I either don't understand, or I'm missing something. :DL

Opps! My ass has been kicked again. This time by none other than the Admiral himself. My mistake and apolgies. I know no of what I speak (or in this case, "write.")

Time to get back the three part series on UBoat that I recorded on the military channel.

CapnScurvy
09-05-11, 06:37 PM
No, IGD really, if you've seen something due to fog or bad weather that effects the OTC radar let me know.

I've tried to make the radar work as expected. Having it cut through fog should be the proper requirement. If it doesn't do that I'd like to know.

I know there isn't a setting for fog in the radar configuration files but there is a modifier for radar and the amount of movement one could get from heavy seas. In order to correct what I saw as a problem with the stock game (not having the radar find a target in calm seas, at close visible distance) I reduced this modifier, which for my tests allowed these targets to be seen on radar for the first time. I didn't change my radar configuration when making it compatible with TMO 2.2.

I'm not feeling hurt that the radar may not work as expected (believe me, there's no way of testing every single circumstance) but, I do want to know about it to correct any errors that may show up unexpectedly. :D

I'm goin' down
09-06-11, 02:21 AM
No, IGD really, if you've seen something due to fog or bad weather that effects the OTC radar let me know.

I've tried to make the radar work as expected. Having it cut through fog should be the proper requirement. If it doesn't do that I'd like to know.

I know there isn't a setting for fog in the radar configuration files but there is a modifier for radar and the amount of movement one could get from heavy seas. In order to correct what I saw as a problem with the stock game (not having the radar find a target in calm seas, at close visible distance) I reduced this modifier, which for my tests allowed these targets to be seen on radar for the first time. I didn't change my radar configuration when making it compatible with TMO 2.2.

I'm not feeling hurt that the radar may not work as expected (believe me, there's no way of testing every single circumstance) but, I do want to know about it to correct any errors that may show up unexpectedly. :D

I never tested it for fog, so do not give any creedence to what I have written regarding your radar devices and that condition.

Uboatman
09-06-11, 04:17 PM
Bouncing boats bug?

Approx in game date for destroyer screen 13th Jan 1942, location NW of Apari by about 150nm, part of a wakakaze(sp?) and 2 sub chaser task force.

1st screen of life raft, there were three of these bouncing around the area of the ship I just blew to pieces:

http://i273.photobucket.com/albums/jj236/DASROG/SH4Img2011-09-06_004552_968-1.jpg

This destroyer was floating on the surface and rolling around in the same manner as the life raft but only on the horizontal:

http://i273.photobucket.com/albums/jj236/DASROG/SH4Img2011-09-06_215104_921.jpg

CapnScurvy
09-06-11, 08:16 PM
I never tested it for fog, so do not give any creedence to what I have written regarding your radar devices and that condition.

O 'tay :03:

One thing I want everyone to know..... Please feel free to tell me if you see anything out of the ordinary with the Optical Targeting Correction for TMO 2.2 found HERE (http://www.gamefront.com/files/20754127/Optical+Targeting+Correction).

I try to avoid mistakes and errors with my mods as much as possible. I have no way of testing every circumstance that may arise on every sub, at all times. If something doesn't seem right post what you think in the Optical Targeting Correction thread found HERE (http://www.subsim.com/radioroom/showthread.php?t=181172). I'll try to track down a problem (if there is one) and correct it when I can.

Roger Dodger
09-06-11, 09:00 PM
I started a new campaign after updating to TMO 2.2 and RSRDC. I started BEFORE Dec 7,'41 in an S-Boat and did 2 patrols with it (one sinking). I was then upgraded to a Porpose Class (USS Perch). The specs and picture clearly show an aft-mounted deck gun. My boat has no deck gun at all, no gun crew on the crew screen (in port or at sea) and no option to add a deck gun on the in-port equipment screen.

I did get the option to add surface-search RADAR for my third patrol (July 4, 1942), which I added, but the 3D TDC mod did not seem to kick in, i.e. I don't get the active TDC screen in RADAR or Conning Tower (still the static TDC in the con). This option was working just fine under TMO 2.0 (can't remember if it was included with TMO 2.0 or if I added the 3D TDC mod after TMO). OR is the 3D TDC option not available with the first RADAR upgrade?

Thanx in advance. God Bless Electric Boat!

razark
09-06-11, 10:34 PM
II was then upgraded to a Porpose Class (USS Perch).

...but the 3D TDC mod did not seem to kick in, i.e. I don't get the active TDC screen in RADAR or Conning Tower (still the static TDC in the con).
The Porpoise class uses a different interior Control Room and Conning Tower. The 3D TDC/radar do not appear. The other boats (aside from the S-boats, and I don't know about the Narwhal) use the Gato interior which includes the TDC/radar.

You can edit the game to have the Porpoise use the Gato interior.
Modify the SH4/Data/Submarine/NSS_Porpoise/NSS_Porpoise.cfg file, replace the line that points to the interior used with:
"Interior=data/Interior/NSS_Gato/NSS_Gato"
Check to make sure that's correct, as I typed it in by hand. That will give you a Gato interior, with TDC/radar.

I do miss having different interiors for the boats, though.

I'm goin' down
09-07-11, 01:49 AM
O 'tay :03:

One thing I want everyone to know..... Please feel free to tell me if you see anything out of the ordinary with the Optical Targeting Correction for TMO 2.2 found HERE (http://www.gamefront.com/files/20739166/Optical_Targeting_Correction_for_TMO_2_2_rar).

I try to avoid mistakes and errors with my mods as much as possible. I have no way of testing every circumstance that may arise on every sub, at all times. If something doesn't seem right post what you think in the Optical Targeting Correction thread found HERE (http://www.subsim.com/radioroom/showthread.php?t=181172). I'll try to track down a problem (if there is one) and correct it when I can.

We need to start a TMO/OTC sticky.

I spent 4 hours dodging escorts in TMO/OTC/OTC US Radar/Toyyko's Revenge - map contacts disabled. Then I accidentally shut down the game, so I am back where I started -- dogding the escorts again! (AARRGGHH!)

How do you approach a convoy at night? If your boat is running with decks awash, it takes cannon fire from the escorts, etc. as it approaches the target or convoy/TF. If it is within +/- 1,500 yds., the escorts from Tokkyo's Revenge pick up your boat, and that portends bad news (you know of what I speak.) Over 1,500 yds, you have to fire torpedoes when the boat is partially submerged with deck's awash so you can view the target using the TBT (which has the the green Telemeter markings which are designed for night use), assuming you have activated the realistic scopes option. The Attack Periscope is impossible to use since the Telemeter marks cannot be deciphered (counted) since they are not visible on a dark night. Thus a submerged attack is virtually an impossibility unless you can estimate Telemeter marks blindly.

So, in summary, if your boat is close enough where you can use the TBT, it will be partially submerged and vulnerable to being attacked by escorts who can spot it. If the boat is submerged, you cannot read the Telemeter marks because they are not visible if the real scopes option is activated. Either way, it is damn near impossible to get a good OTC reading at night. Either you cannot see the Telemeter marks on the Attack Periscope due to lack of light, or youir boat is subject to cannon fire from the target, TF, convoy or escorts, because it is running with decks awash in order to use the TBT because the Telemeter Marks are designed for night attacks.

p.s. I just saw a 3 part series on the UBoats in WW2. When the first US ship, the Reuben James, was torpedoed by a UBoat and sunk, the American escorts dropped depth charges in an ineffective search for the UBoat. According to a UBoat survivor, when the depth charges exploded, the sailors who survived the sinking were in the water. Some were blown 50 meters in the air, and fell to earth (in this case the ocean) with grevious injuries from the explosions. Here are two classic versions of the famous song about the sinking. http://youtu.be/DrZjJsIA1EI http://youtu.be/qxoZ4Xpx94c

We need to have a sticky to deal with TMO/OTC issues!

Roger Dodger
09-07-11, 02:47 AM
The Porpoise class uses a different interior Control Room and Conning Tower. The 3D TDC/radar do not appear. The other boats (aside from the S-boats, and I don't know about the Narwhal) use the Gato interior which includes the TDC/radar.


Boy! Do I feel like a clone! The readme for 3D TDC clearly states that it only works with the Gato/Balao class boats. Must be gettin' old. :damn:

Any ideas about why I don't get a deck gun?

dom111
09-07-11, 03:56 AM
Is there any issue or incompatibility with TMO 2.2 + RSRDC + OTC? What versions and order should i use to install these mods?

Thanks and best regards.

I'm goin' down
09-07-11, 04:19 AM
Boy! Do I feel like a clone! The readme for 3D TDC clearly states that it only works with the Gato/Balao class boats. Must be gettin' old. :damn:

Any ideas about why I don't get a deck gun?

Is there any issue or incompatibility with TMO 2.2 + RSRDC + OTC? What versions and order should i use to install these mods?

Thanks and best regards.

These two quotes above exemplify the problem with complex mods. We, the users, have to keep on top of the contents of each mod's readme.

As for you, dom111, the readme for the OTC and CapnScurvy, who authored it, clearly state that OTC is not compatible with RSRDC. While it is compatible with TMO2.2, it overrides the 3D TDC and Radar Range Unit, as they have the same function in a manner of speaking. I recommend activating the option of US radar from the beginning of the war if you activate OTC. The 3D TDC and OTC are two ways of the skinning the cat, and both are effective. I believe the OTC will also override the Easy Aob mod, but have not checked recently. OTC will resolve the Aob of the target, thus the Easy Aob is superflous (My, that is a big word. Did I just use it?)

CapnScurvy
09-07-11, 10:16 AM
How do you approach a convoy at night? If your boat is running with decks awash, it takes cannon fire from the escorts, etc

So you thought Tokko's Revenge was going to be a cake walk? :O:

Tokko's Revenge may not let you do every thing you think you would like to do. That's the point of trying to make a harder modification. To keep even the experienced gamer from achieving his goal every time you play. Or, in some cases, anytime you play.

I will admit I spent a lot of time trying to get the AI to work better at night for the regular OTC game. But, there's a problem. Actually it's a big problem. It's my finding that the game parameters for visual detection are "backwards" when trying to modify the night visual parameters. From what I found the visuals have a default capability. The various game parameters simply modify this capability by adjusting for crew skill level, distance, object size etc. There's a night modifier, but when you increase it, it actually increases the AI's ability to see you at night.?!? There is no way of decreasing the modification beyond the default visual capability, so the night parameter is useless in giving an edge to the sub (even though there should be). I tried to set the default visuals to a lower maximum range (which DID produced an AI that had a hard time detecting the sub at night) but the AI were "blind as bats" during the day. After about a week of constant testing and note taking I gave up. I know from past experience, if the hard coded files are set a certain way (right or wrong), there are limited ways of getting around the problem. The night AI visuals are one of these.

One thing that did stand out in my tests is that there is a "randomized" action that sets the AI visual sensors differently every time you play. I used the same test mission on every test and found no two tests were the same regarding the AI's detection and response. I used a stop watch to time the response from the enemy ships set about the sub and found different elapsed times for every restart of the mission. Some tests had the response within a couple of seconds, another test with the same parameters could take minutes to respond, if at all.

As far as "Tokko's Revenge", or the "Realistic Scopes"; you may want to go back to the regular game play and see if you can do better. Or, at least try the default scopes for night viewing. The challenge is to try different things and if they don't work you've only lost time in finding out. In "real life" the sub Captain's rarely had a second chance.

I'm goin' down
09-07-11, 11:49 AM
So you thought Tokko's Revenge was going to be a cake walk? :O:

Tokko's Revenge may not let you do every thing you think you would like to do. That's the point of trying to make a harder modification. To keep even the experienced gamer from achieving his goal every time you play. Or, in some cases, anytime you play.

I will admit I spent a lot of time trying to get the AI to work better at night for the regular OTC game. But, there's a problem. Actually it's a big problem. It's my finding that the game parameters for visual detection are "backwards" when trying to modify the night visual parameters. From what I found the visuals have a default capability. The various game parameters simply modify this capability by adjusting for crew skill level, distance, object size etc. There's a night modifier, but when you increase it, it actually increases the AI's ability to see you at night.?!? There is no way of decreasing the modification beyond the default visual capability, so the night parameter is useless in giving an edge to the sub (even though there should be). I tried to set the default visuals to a lower maximum range (which DID produced an AI that had a hard time detecting the sub at night) but the AI were "blind as bats" during the day. After about a week of constant testing and note taking I gave up. I know from past experience, if the hard coded files are set a certain way (right or wrong), there are limited ways of getting around the problem. The night AI visuals are one of these.

One thing that did stand out in my tests is that there is a "randomized" action that sets the AI visual sensors differently every time you play. I used the same test mission on every test and found no two tests were the same regarding the AI's detection and response. I used a stop watch to time the response from the enemy ships set about the sub and found different elapsed times for every restart of the mission. Some tests had the response within a couple of seconds, another test with the same parameters could take minutes to respond, if at all.

As far as "Tokko's Revenge", or the "Realistic Scopes"; you may want to go back to the regular game play and see if you can do better. Or, at least try the default scopes for night viewing. The challenge is to try different things and if they don't work you've only lost time in finding out. In "real life" the sub Captain's rarely had a second chance.

Oh well. I should have figured you had checked out the problem beforehand. In any event, I love being hunted for hours on end after a failed night time attack because I could not see the Telemeter marks after activation of the authentic scopes option for the periscope. Spending hours beneath the waves, being pinged constantly by sonar, and waitng while my crew repairs blast damage, MAKES MY DAY! Now if I could only play the gramaphone without it being picked up by the escorts I would truly be in heaven.

Uboatman
09-08-11, 02:38 AM
Boy! Do I feel like a clone! The readme for 3D TDC clearly states that it only works with the Gato/Balao class boats. Must be gettin' old. :damn:

Any ideas about why I don't get a deck gun?


If you check the TMO 2.0 PDF manual it tells you about the SHIV deck gun bug and how with TMO you have to make a choice about whether you want your gun to be bow or stern mounted before you start your career, if you choose to have it on the rear and by taking a Porpoise boat you did so, you must enable the aft deck gun option in JSGME before loading up SHIV and starting your career, otherwise the stern deck gun will not appear.

Check the PDF, it will explain things a lot better than I did:up:

Laffertytig
09-08-11, 11:06 AM
how do convoy routes work in TMO? i read somewhere that in SH3 traffic for the whole is loaded when the patrol starts but in SH4 only 3 momths is loaded, not sure i understand what that means though.

for example, if a port becomes japanese during a patrol, do ships start to sail from it or is it only when you officially end the patol and start a new one that ports start to populate?

im not running RSRD.

Roger Dodger
09-09-11, 01:11 AM
If you check the TMO 2.0 PDF manual it tells you about the SHIV deck gun bug and how with TMO you have to make a choice about whether you want your gun to be bow or stern mounted before you start your career, if you choose to have it on the rear and by taking a Porpoise boat you did so, you must enable the aft deck gun option in JSGME before loading up SHIV and starting your career, otherwise the stern deck gun will not appear.

Check the PDF, it will explain things a lot better than I did:up:

About deck guns, the PDF says:
By default, TMO defaults to mounting deck guns forward of the conning tower, as this is the most popular placement.
The exception to this are the Tambor, and Gar, which ONLY have an aft mount due to the larger 5"/51 caliber deck gun they can equip. A bow mount for these two classes is not available.
If you prefer your deck gun mounted aft of the conning tower, enable the "TMO_Aft_deckguns" alternate mod found in the documentation directory.

EXTRA SPECIAL NOTE:
You must make your deck gun selection before you start your career game. If you prefer a bow mount, you need not do anything except start your game. If you prefer a stern mount, you must enable the alternate mod discussed above. Once you make this selection, you cannot change without causing the "deck gun crew bug" to appear, and you will not have crew slots for your deck gun crew.

Actually, I didn't 'choose' a porpoise, I was 'given' one to replace the S-Boat I started with. Also, I didn't enable the alternate mod since I'm not too keen on the aft mounted gun. The Equipment Screen (in port) clearly shows the boat with an aft mounted gun and no choice for a deck gun is given at all. No choice, no gun, no gun crew slots, and the deck gun button is blacked out. I'll take that to mean the porpoise default is an aft mounted gun. I'll just have to do without one until my next assignment.

Thanx for the help :yeah:

Roger Dodger
09-09-11, 01:18 AM
If you check the TMO 2.0 PDF manual it tells you about the SHIV deck gun bug and how with TMO you have to make a choice about whether you want your gun to be bow or stern mounted before you start your career, if you choose to have it on the rear and by taking a Porpoise boat you did so, you must enable the aft deck gun option in JSGME before loading up SHIV and starting your career, otherwise the stern deck gun will not appear.

Check the PDF, it will explain things a lot better than I did:up:

About deck guns, the PDF says:
By default, TMO defaults to mounting deck guns forward of the conning tower, as this is the most popular placement.
The exception to this are the Tambor, and Gar, which ONLY have an aft mount due to the larger 5"/51 caliber deck gun they can equip. A bow mount for these two classes is not available.
If you prefer your deck gun mounted aft of the conning tower, enable the "TMO_Aft_deckguns" alternate mod found in the documentation directory.

EXTRA SPECIAL NOTE:
You must make your deck gun selection before you start your career game. If you prefer a bow mount, you need not do anything except start your game. If you prefer a stern mount, you must enable the alternate mod discussed above. Once you make this selection, you cannot change without causing the "deck gun crew bug" to appear, and you will not have crew slots for your deck gun crew.

Actually, I didn't 'choose' a porpoise, I was 'given' one to replace the S-Boat I started with. Also, I didn't enable the alternate mod since I'm not too keen on the aft mounted gun. The Equipment Screen (in port) clearly shows the boat with an aft mounted gun and no choice for a deck gun is given at all. No choice, no gun, no gun crew slots, and the deck gun button is blacked out. I'll take that to mean the porpoise default is an aft mounted gun. I'll just have to do without one until my next assignment.

Thanx for the help :yeah:

Uboatman
09-09-11, 04:00 AM
Actually, I didn't 'choose' a porpoise, I was 'given' one to replace the S-Boat I started with.

Thanx for the help :yeah:

Apologies for the assumption:oops: and I guess, you're welcome:up:

astexe
09-10-11, 05:23 AM
Good

Gerald
09-10-11, 05:27 AM
:salute:

I'm goin' down
10-07-11, 11:14 PM
there is a mod out there that increases speed submerged. Are the TMO2.2 submerged speeds historically accurate, or are they too slow?

Fragtzack
10-16-11, 12:02 AM
Hi skippers,

First of all, TMO is my favorite mod. Been playing with it for about 2 years now.

Been encountering a weird bug with 2.2:

When using a Gar,Gato or Baleo the sonar station hydrophone can not be moved. That is, I can not direct the hydrophone to a certain bearing to listen.

Other subs seems to work fine. If I remove the 2.0->2.2 mod and just use TMO2.0 the Gar/Gato and Baleo works fine.

Need help!

Updates:

--Downloaded TMO 2.2 update again, in case original was corrupt download. No help with new download.
--Poking around with the files that get updating with 2.2, discovered the problem is in Data\Interior\NSS_GATO\NSS_Gato_CT.dat file.
Replacing this NSS_Gato_CT.dat with the TMO2.0 version and the hydrophone starts working again. (Able to click the hydrophone 360 dial to point the hydrophone at a bearing)

Note, TMO2.0 and TMO2.2 Update are the only mods used. Definitely seems a bug, least for my setup.


Thanks

TheBeast
10-16-11, 03:12 PM
I am running TMO 2.2 and I just check Hydrophone Station on Balao and it is working fine.
Page-Up
Page-Down
Mouse Wheel
All above controls work propperly to move Hydrophone

Must have something to do with the 2.0 > 2.2 Update.


Hi skippers,

First of all, TMO is my favorite mod. Been playing with it for about 2 years now.

Been encountering a weird bug with 2.2:

When using a Gar,Gato or Baleo the sonar station hydrophone can not be moved. That is, I can not direct the hydrophone to a certain bearing to listen.

Other subs seems to work fine. If I remove the 2.0->2.2 mod and just use TMO2.0 the Gar/Gato and Baleo works fine.

Need help!

Updates:

--Downloaded TMO 2.2 update again, in case original was corrupt download. No help with new download.
--Poking around with the files that get updating with 2.2, discovered the problem is in Data\Interior\NSS_GATO\NSS_Gato_CT.dat file.
Replacing this NSS_Gato_CT.dat with the TMO2.0 version and the hydrophone starts working again. (Able to click the hydrophone 360 dial to point the hydrophone at a bearing)

Note, TMO2.0 and TMO2.2 Update are the only mods used. Definitely seems a bug, least for my setup.


Thanks

Arlo
10-16-11, 03:23 PM
I am running TMO 2.2 and I just check Page-Up
Page-Down
Mouse Wheel


Wait ... that's how the hydrophone moves? Cool beans! :up:

Fragtzack
10-17-11, 07:33 PM
Uninstalled SH4 and deleted saved games folder. Then installed SH4/Uboats +TMO2.0+TMO2.2 update

Problem still occurs.
To clarify problem:

With TMO2.2 update, Gato class subs (Gar/Gato/Balaeo) have broken hydrophone in that the player can not direct the hydrophone to a bearing. Remove TMO2.2 update and the problem goes away.



Any ideas?

Fragtzack
10-19-11, 01:42 PM
See the issue now, the control for the user is now the mouse scroll button instead of the the clickable hydrophone 360 degree wheel.

This change is undocumented in either the 2.1 manual or the 2.2 manual.

Also, this change only affects the Gato class. The other class subs are still able to click the hydrophone wheel and also use the mouse scroll button.

Seems a bug to me.

Radio
10-21-11, 06:55 AM
I, too, have to report a bug with v.2.2:

In several occasions the game makes my PC reboot. This was with only TMO 2.0 +the 2.2 patch and RSRD (installed correctly with patch according to Lurker's detailed description) activated. It does NOT happen with any other mod, RFB, OM, WDAD, everything runs fine, but TMO 2.2 reboots my PC in some cases. No CTD, but a full and complete reboot.

The reboots always happen when this combination of things happens:

-My sub is submerged and surfaces.
-The sub is in territory with japanese aircover.
-It is day or at least there's light enough that planes can fly.

As for the sub it seems to happen no matter what type I use. What makes it more difficult to find is the fact that it does not reboot all the time.

I think something is broken in the sensors section of 2.2, maybe the RWR equipment? Or the radar of the japanese aircrafts? Something like that.

I tried a new downloaded 2.2 and it did not change the issue, so it is not a corrupted download.

Any ideas?

Radio
10-21-11, 06:58 AM
See the issue now, the control for the user is now the mouse scroll button instead of the the clickable hydrophone 360 degree wheel.

This change is undocumented in either the 2.1 manual or the 2.2 manual.

Also, this change only affects the Gato class. The other class subs are still able to click the hydrophone wheel and also use the mouse scroll button.

Seems a bug to me.


Yep, same here, I was very surprised when the view changed instead of the wheel.

CapnScurvy
10-21-11, 09:38 AM
This 'bug" that's been pointed out regarding the mouse capture of the Sonar bearing dial is a stock game issue. Been there since day one. Fragtzack, brought it to my attention thinking it had something to do with his using the "Optical Targeting Correction for TMO". Since I know this issue exists with or without TMO, I decided to look into it considering I'm making a compatible mod for TMO and RSRDCv502. I've had a suspicion for some time as to what could be causing this but frankly (like most of us modders) we shrug off the obvious and work on the issues we want to change and ignore the rest (it took over 4 years to realize the optics in the game show differently depending on what resolution a player uses!!).

So I followed my suspicion that the Gato link to the Sonar bearing dial was misplaced and sure enough it was. The link to the proper 3D "Focusable" image was to the ID link for the Porpoise class. Now, this is for the stock game files, but the TMO files (either 2.0 or 2.2) don't change this particular parameter (remember I said we modders usually only change the issues we feel are important. Forgeting about the rest :88)).

A fix to the issue for the TMO mod can be done by those that have the Silent 3ditor installed. In the following image I've got the file Data/Interior/NSS_Gato/NSS_Gato_CT.sim opened. This file comes from the "TMO_Update_20_to_22" mod.

Before you do anything, remove the mod from the game with the JSGME application. Find the above listed file and open it with the 3ditor then find the Node:542.

Copy this ID number>> 0x7fc7991ec6d679f8

Paste it into the Parent ID slot of the Node:542 (as the image shows).

Save the file, and reactivate the "TMO_Update_20_to_22" in JSGME. You're good to go!


http://i175.photobucket.com/albums/w132/crawlee/Gato.jpg

For those not using the 2.2 Update, remove the "TriggerMaru_Overhaul_2" from the JSGME application and open the same Data/Interior/NSS_Gato/NSS_Gato_CT.sim file in the Silent 3ditor and go to Node:64.

Copy and paste the same Parent ID: 0x7fc7991ec6d679f8

in the same location as the image and save the file.


I'll be putting this correction into my future Optical Targeting Correction mods; but for now the same change must be done to them as the TMO mods (since I simply copied the old TMO files for OTC when making them compatible).

This should fix the issue of not having the Sonar bearing allowing a mouse capture to set the dial. The Gato file is also used for the Gar subs, so they should be corrected too (or any other sub that uses the NSS_Gato_CT.sim file).

BillDickson
10-21-11, 04:01 PM
Hi All

Just started taking SH4 seriously and trying to input more realisim into my sessiions.

I have TMO2.2+RSDC installed.

I have two questions relating to deterction, I have searched the forums and readmeas but cant find the answer, probably missed it.

Q1 In the radar plot how do you deternine the contact range.

Q2 At night when cruising on the surface what is the optical detection range of a IJN DD


Will apreciate any help with this

Thanks

Bill

Radio
10-23-11, 08:26 AM
Thanks CapnScurvy! Now if I only could find a solution for the CTD/Reboot thing...

Arlo
10-23-11, 10:32 AM
Faulty power supplies were my bane in the past.

I'm goin' down
10-23-11, 06:54 PM
thanks for the GATO fix, supra. While performing it, I discovered that I had activated the OTC mod and not the OTC TMO mod. Maybe that is why my missions kept crashing just as I won about to win a medal.:salute:

update: it is still CTD.

EricW
10-23-11, 09:16 PM
Hi All

Just started taking SH4 seriously and trying to input more realisim into my sessiions.

I have TMO2.2+RSDC installed.

I have two questions relating to deterction, I have searched the forums and readmeas but cant find the answer, probably missed it.

Q1 In the radar plot how do you deternine the contact range.

Q2 At night when cruising on the surface what is the optical detection range of a IJN DD


Will apreciate any help with this

Thanks

Bill

1-TMO 2.2 has the 3d tdc and radar ranging mod (by Nigeis) incorporated, check out that thread to see how it operates. Its pretty handy and alot of fun.
2-The distance can vary ALOT depending on several factors.....daylight vs night, weather conditions ie. calm wind and sea surface vs gale force winds and high waves. light or medium fog vs no fog at all ect. How much of the sub are you letting them see? are you pointed right at 'em (or away) or giving them a broadside view? All this stuff matters and you never know for sure until they attack.....that's what makes it fun for me.

I've been spotted and attacked when the enemy wasn't even visible to me in light fog at 6 or 7 miles.
OR-
I JUST finished playing for a bit and crept within 1800 yds of an escorted tanker on the surface at night before I gave him the business end of the USS Shad :D. The SC on escort duty never even knew I was there until my torps hit......and only fillled the sky with star-shells that didn't seem to help him at all.

It depends on alot of things.....ITS SO COOL!!!!!!!- have fun :rock:

edit- I think the closest that I've gotten to anything at night while remaining UNdetected is about 1200-1300 yds on the surface.....decks awash, speed at about 6-7 kts, pointed right at them while in heavy seas (Playing TMO). Usually you will get spotted before this.

CapnScurvy
10-24-11, 07:16 AM
In several occasions the game makes my PC reboot. This was with only TMO 2.0 +the 2.2 patch and RSRD (installed correctly with patch according to Lurker's detailed description) activated. It does NOT happen with any other mod, RFB, OM, WDAD, everything runs fine, but TMO 2.2 reboots my PC in some cases. No CTD, but a full and complete reboot.

The reboots always happen when this combination of things happens:

-My sub is submerged and surfaces.
-The sub is in territory with japanese aircover.
-It is day or at least there's light enough that planes can fly.


It does sound like a problem with the aircraft, possibly from the addition of the RSRDC v502 airplanes, maybe something in TMO and it's 2.2 update. What you may try is just the four mods together (add the RSRDC patch1) and leaf through the Museum aircraft (the ships too for that matter). See if you get a CTD as you go through the various equipment. If you do, this indicates the problem is with the plane or ship that was next on the museum list. Keeping track of the ones you viewed and reversing the order of view (working from the other direction, through the list) can help narrow down the problem plane(s) or ships.

May not show any problems, but it's worth checking.

I'm goin' down
10-24-11, 08:51 AM
the subsim download for 2.2 cannot be opened because it several files cannot be located? Anyone know what is going on? the fileflont link is dead, too.

I'm goin' down
10-24-11, 12:35 PM
the download link for subsim works for TMO, but when I tried to extract it, I get repeated notes that files are missing. most appear to be sound files. but I have not completed the extraction because of it. Could this be causing the crash, and if so, how can i fix it? Ducimus does not appear to be around?

Radio
10-26-11, 03:17 AM
It does sound like a problem with the aircraft, possibly from the addition of the RSRDC v502 airplanes, maybe something in TMO and it's 2.2 update. What you may try is just the four mods together (add the RSRDC patch1) and leaf through the Museum aircraft (the ships too for that matter). See if you get a CTD as you go through the various equipment. If you do, this indicates the problem is with the plane or ship that was next on the museum list. Keeping track of the ones you viewed and reversing the order of view (working from the other direction, through the list) can help narrow down the problem plane(s) or ships.

May not show any problems, but it's worth checking.


Ok, will try that. fwiw, i had only TMO+RSRDC installed (with patches).

mobucks
10-27-11, 08:26 AM
the subsim download for 2.2 cannot be opened because it several files cannot be located? Anyone know what is going on? the fileflont link is dead, too.


I recently DLd all this mods (RSRDC/TMO to 2.2) like a week ago from subsim, no errors. What unzip program you using? I used 7zip and it worked fine.

I'm goin' down
10-27-11, 02:24 PM
I recently DLd all this mods (RSRDC/TMO to 2.2) like a week ago from subsim, no errors. What unzip program you using? I used 7zip and it worked fine.

7zip. It is downloaded and activated along with OTC, Now I have CTD repeatedly when I fire torpedoes or they are about to impact. Clean install of SH4 and all mods, too. AAARRRGGGHHH!

OmegaMan
10-27-11, 11:40 PM
Hi.

Have you the TDW Depth charge water disturbances mod installed?
If the answer is Yes, then read http://www.subsim.com/radioroom/showthread.php?t=181540&highlight=disturbance&page=2
Perhaps this help you.

Salutes.

I'm goin' down
10-28-11, 10:05 AM
Hi.

Have you the TDW Depth charge water disturbances mod installed?
If the answer is Yes, then read http://www.subsim.com/radioroom/showthread.php?t=181540&highlight=disturbance&page=2
Perhaps this help you.

Salutes.



I installed the fix by inserting the dat file in the mod. I have had CTD problems for the last few days that have been driving me crazy. I will test it today, and will post a note if I does not fix the CTD. I might have installed version 2 of the mod, but previously I used version 1 and had no problems.

berobispo
10-28-11, 11:25 AM
just started a new campaign, havent played much sh4 recently. Installed TMO 2.2 and I'm wondering: is there a way to disable the sonar hearing contacts on the surface. it seems to me that my sonar (december 41) is as good in detecting contacts surfaced as it is submerged.

anyway, tmo is great fun, as always=)

I'm goin' down
10-28-11, 01:02 PM
Hi.

Have you the TDW Depth charge water disturbances mod installed?
If the answer is Yes, then read [URL]http://www.subsim.com/radioroom/showthread.php?t=181540

I installed the fix by inserting the dat file in the mod. I have had CTD problems for the last few days that have been driving me crazy. I will test it today, and will post a note if I does not fix the CTD. I might have installed version 2 of the mod, but previously I used version 1 and had no problems.

It fixed something apparently. I was getting CTD over a clean install of the game and mods. It happened at various times, including when a torpedoe was about to impact. I did the fix suggested. I am in Tokyo Bay, and hit a stationary target with two torpedoes, and left it burning. So the CTD issue may be resolved. My only remaining problems are that the backspace key is not pausing the the game (possibly attributable to the TMO keys mod setup) and the fact the OTC US Radar for TMO from the beginning of the war, an OTC mod, did not load for some reason. The other OTC mods for TMO loaded without a problem.

OmegaMan
10-28-11, 02:40 PM
Hi.

I had the torpedo CTD issue with TMO 2.2+TDW DC Water Disturbance, but when I applied the fix, all OK.
The Backspace key not pausing: I also have this problem. It is the Commands.cfg file.
The OTC US radar mod, I do not know because i do not use this mod. Sorry.

Regards.

I'm goin' down
10-28-11, 04:43 PM
Hi.

I had the torpedo CTD issue with TMO 2.2+TDW DC Water Disturbance, but when I applied the fix, all OK.
The Backspace key not pausing: I also have this problem. It is the Commands.cfg file.
The OTC US radar mod, I do not know because i do not use this mod. Sorry.

Regards.

I tried a second mission with the same settings (full realism with map contacts disabled.) Everything new works including the pause function. thanks for your tip. Try the otc mod with real scopes and us radar from the beginning of the war. It is one of the best attack mos in the game. I am looking at the radar screen most of the time once a plane has been identified.

I'm goin' down
10-28-11, 04:50 PM
[QUOTE=berobispo;1775871]just started a new campaign, havent played much sh4 recently. Installed TMO 2.2 and I'm wondering: is there a way to disable the sonar hearing contacts on the surface. it seems to me that my sonar (december 41) is as good in detecting contacts surfaced as it is submerged.[QUOTE]

I do not know how to disable map contacts on the surface or if it is possible. However, using the OTC mod with US radar from the beginning of the war, and you can pick up targets on radar, go to the screen, and find their bearing and approximate range. OTC replaces the Easy Aob mod, if that is what you are using to find the target's course. I use the real scopes version. OTC has a version that applies to TMO. CapnScury is a genius, and has developed what will probably be the mod of the year.

TheBeast
10-28-11, 10:26 PM
just started a new campaign, havent played much sh4 recently. Installed TMO 2.2 and I'm wondering: is there a way to disable the sonar hearing contacts on the surface. it seems to me that my sonar (december 41) is as good in detecting contacts surfaced as it is submerged.

anyway, tmo is great fun, as always=)

Yes, you can adjust Sonar so its detection range increases as you dive deeper.

Example:(Using German Equipment)
The Kristalldrehbasisgerat (KDB) is mounted on the Deck and should not function while surfaced.
This Sonar should be set to start working at depth of approximately -8 meters.

The Gruppenhorchgerat (GHG) is mounted on ship sides just above foreward dive plains and should work while surfaced but range should be restricted while surfaced.
This Sonar should be set to start working at depth of approximately -3 meters.

The Balkon Gerat is mounted on the Keel where the Keel begins to curve up towards the bow. This Sonar should function while surface but range should be restricted.
This Sonar should be set to start working at depth of approximately -0 meters.

To make effective range increase as the ship dives deep, you can add multiple SensorData controllers adjusted to various depth and detection ranges that overlap slightly.

I made this MOD for SH5 and it works very well.
(R.E.M_by_Xrundel_TheBeast_1.2)

Regards!
TheBeast

I'm goin' down
10-29-11, 12:40 AM
can you make on for SH4? There are several different subs.

I'm goin' down
10-29-11, 12:57 AM
I have TMO2.2 and OTC mods running. I thought I saw a fix for the radio somewhere? Is there one?

Where is the key to reduce TC to 1 on the keyboard layout using TMO keys mod?

berobispo
10-29-11, 07:11 AM
Yes, you can adjust Sonar so its detection range increases as you dive deeper.

Example:(Using German Equipment)
The Kristalldrehbasisgerat (KDB) is mounted on the Deck and should not function while surfaced.
This Sonar should be set to start working at depth of approximately -8 meters.

The Gruppenhorchgerat (GHG) is mounted on ship sides just above foreward dive plains and should work while surfaced but range should be restricted while surfaced.
This Sonar should be set to start working at depth of approximately -3 meters.

The Balkon Gerat is mounted on the Keel where the Keel begins to curve up towards the bow. This Sonar should function while surface but range should be restricted.
This Sonar should be set to start working at depth of approximately -0 meters.

To make effective range increase as the ship dives deep, you can add multiple SensorData controllers adjusted to various depth and detection ranges that overlap slightly.

I made this MOD for SH5 and it works very well.
(R.E.M_by_Xrundel_TheBeast_1.2)

Regards!
TheBeast

Thanks! I am playing the American side, could you help me with instructions what files to change to decrease sonar range while surfaced (modest modding abilities:)?

berobispo
10-29-11, 07:14 AM
[QUOTE=berobispo;1775871]just started a new campaign, havent played much sh4 recently. Installed TMO 2.2 and I'm wondering: is there a way to disable the sonar hearing contacts on the surface. it seems to me that my sonar (december 41) is as good in detecting contacts surfaced as it is submerged.[QUOTE]

I do not know how to disable map contacts on the surface or if it is possible. However, using the OTC mod with US radar from the beginning of the war, and you can pick up targets on radar, go to the screen, and find their bearing and approximate range. OTC replaces the Easy Aob mod, if that is what you are using to find the target's course. I use the real scopes version. OTC has a version that applies to TMO. CapnScury is a genius, and has developed what will probably be the mod of the year.

not quite sure we mean the same thing:hmmm:, I am actually playing with Map-contacts off anyway, what I'd like to have is no sonar while surfaced (or very limited sonar)

berobispo
10-29-11, 07:53 AM
Shame on me! I just re-read the TMO manual, if it is no bug but a historical feature, I am happy to have sonar that can detect something while surfaced (with a rduced range)=))

jeff lackey
11-09-11, 12:12 PM
Installed SH4 and the UBoat add on from Steam. Installed the TMO mod (latest version + 2.2 update) and it installs with no problem using JGMSE (sp?)

Game runs fine except for one killer issue: Once I get into the game, and it can be a mission, tutorials, etc. if I click on an icon on the bottom (e.g. navigation, periscope, etc.) the game minimizes and goes to desktop. I can click on the SH4 tab and it will come back up, and then I can usually (but not always) click on the icon and get it to go to that screen. But as soon as I try to go to another screen (e.g. deckgun) it goes to desktop again. I then get back in, etc.

Very tiresome to have to play this way! Is this a known issue? Any ideas on what is going on and how to fix this?

BTW - been playing subsims for a LONG time (anyone else remember the original GAT sim on the Apple II? ;) ) and SH4 + TMO is simply amazing. Thanks for the hard and high quality work.

Roger Dodger
11-09-11, 02:10 PM
Installed SH4 and the UBoat add on from Steam. Installed the TMO mod (latest version + 2.2 update) and it installs with no problem using JGMSE (sp?)

. . . if I click on an icon on the bottom (e.g. navigation, periscope, etc.) the game minimizes and goes to desktop. I can click on the SH4 tab and it will come back up, and then I can usually (but not always) click on the icon and get it to go to that screen. But as soon as I try to go to another screen (e.g. deckgun) it goes to desktop again. I then get back in, etc.

Very tiresome to have to play this way! Is this a known issue? Any ideas on what is going on and how to fix this?



On the first 'choice' screen (when the sim first loads), GOTO: OPTIONS/GRAPHIC SETTINGS - be sure 'Windowed Mode' is UNCHECKED. Its the first choice.
I'm not sure why clicking on any button EXCEPT the RESTORE DOWN button should put you into a minimized screen, but the Options/Graphic Settings would be the first thing I would check (or UNcheck).
NOTE: If you have to UNcheck the 'Windowed Mode', then load a SAVED game, it will not apply. Changes in the OPTIONS MENU won't have any affect on SAVED games - they will revert to the options they had when last saved.

Good Hunting

jeff lackey
11-09-11, 08:00 PM
Thanks. It was already unchecked, so just for a test I checked it. It seemed to work better, thought that fixed it, made several changes, then it did it again.

One thing I notice - when I put the mouse arrow over an icon and it is going to work, the mouse arrow just looks like the mouse pointer. When it is going to go to desktop, I can see what looks like a line/text cursor on the mouse pointer. FWIW

Thundergrunt
11-09-11, 09:16 PM
OK im noob here and need a little guidance I have read the FAQ, the Install guide and most of the pages here. but still cant find a fix to get TMO 2.2 to work.

Problem:
SH4 v 1.5 have Mod Editor installed and all the folders and files as stated and in the right places. I activated The first TMO version and it would hang up the Mod editor and still show the original game stuff. so I moved that back to the left side then added the 2.2 and it loaded the game fine but none of the screens changed but noticed in the Single player and missions and stuff it had all the cool stuff. then I tried to load my saved campaign and the game crashes and asks to send an error report. So I went back to port and saved like the instructions stated that you have to be in port or in the office. so I did I saved exited the game Loaded 2.2 then started the game this time the new screens showed up and stuff, so I went to load my campaign and the game crashed again. So I uninstalled and reinstalled everything again and it is still crashing out , any clues am i missing a step??

I'm goin' down
11-09-11, 10:18 PM
thunder... try startng a new mission or new campaign. Adding a supermod when a game is in progress may be the problem, as a supermod like TMO changes many of the stock settings. If you are able to run the mod with a new mission and new campaign, then you may have resolved your issue.

jeff lackey
11-09-11, 10:57 PM
On the first 'choice' screen (when the sim first loads), GOTO: OPTIONS/GRAPHIC SETTINGS - be sure 'Windowed Mode' is UNCHECKED. Its the first choice.
I'm not sure why clicking on any button EXCEPT the RESTORE DOWN button should put you into a minimized screen, but the Options/Graphic Settings would be the first thing I would check (or UNcheck).
NOTE: If you have to UNcheck the 'Windowed Mode', then load a SAVED game, it will not apply. Changes in the OPTIONS MENU won't have any affect on SAVED games - they will revert to the options they had when last saved.

Good Hunting

OK, I put it in Windowed mode and the jumps out to the desktop/minimizing the game no longer happen. However, I'd much rather run it in full screen mode. If putting it in Windowed mode prevents this from happening, is that a lead for what is going on (and how to fix it?)

Thanks.

Roger Dodger
11-10-11, 03:21 AM
Originally Posted by Roger Dodger http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1784180#post1784180)
On the first 'choice' screen (when the sim first loads), GOTO: OPTIONS/GRAPHIC SETTINGS - be sure 'Windowed Mode' is UNCHECKED. Its the first choice.
I'm not sure why clicking on any button EXCEPT the RESTORE DOWN button should put you into a minimized screen, but the Options/Graphic Settings would be the first thing I would check (or UNcheck).
NOTE: If you have to UNcheck the 'Windowed Mode', then load a SAVED game, it will not apply. Changes in the OPTIONS MENU won't have any affect on SAVED games - they will revert to the options they had when last saved.

Good Hunting

OK, I put it in Windowed mode and the jumps out to the desktop/minimizing the game no longer happen. However, I'd much rather run it in full screen mode. If putting it in Windowed mode prevents this from happening, is that a lead for what is going on (and how to fix it?)
Thanks.

Read again - I said to UNcheck Windowed Mode - that is, take it out of Windowed Mode. I thought you might have the game in windowed mode, and that was causing your problem. If you put it into windowed mode, and the problem stops, then there is a different problem. I have no idea what could be causing this, except some confusion in the coding. You might have to completly delete the entire sim, and re-load.

If you do have to re-load the program, I would suggest you also clean the registry too. I use CCleaner ( http://www.piriform.com/ccleaner ). I think its free, but you can donate if you like it. Also cleans out all the TEMP files left by your browser. You might want to start with CCleaner before you go to all the trouble of reloading the SH4. A faulty register can cause all sorts of wierd problems.

jeff lackey
11-10-11, 02:41 PM
Originally Posted by Roger Dodger http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1784180#post1784180)

Read again - I said to UNcheck Windowed Mode - that is, take it out of Windowed Mode. I thought you might have the game in windowed mode, and that was causing your problem. If you put it into windowed mode, and the problem stops, then there is a different problem. I have no idea what could be causing this, except some confusion in the coding. You might have to completly delete the entire sim, and re-load.

.

No, I read you correctly - Windows mode was already unchecked. That's why I checked it - since the problem was occurring while unchecked, I figured I'd change it to see if the mode had any impact. It did. No idea why, but it did.

Roger Dodger
11-11-11, 04:05 AM
No, I read you correctly - Windows mode was already unchecked. That's why I checked it - since the problem was occurring while unchecked, I figured I'd change it to see if the mode had any impact. It did. No idea why, but it did.

:damn: That is very strange behaviour indeed. I have never experienced it myself, so I can't offer any real good fix for you. Try cleaning the register first as the least intrusive method. After the register cleaning, run one of the missions (don't use a saved game) to see if it helped. If that fixes the problem, you can go ahead and start a new campaign - I don't recommend loading saved games as the fault may still be somewhere in the saved game files.

If this simple fix does not work, I have no other suggestion than to uninstall all mods and the sim, clean the registry again, then re-load SH4 (only SH4). Load a mission and try it out. If it works OK, then load the update (U-Boats and other stuff), and run a mission again. If that works, load the TMO mod and run another mission. Using a one-at-a-time method like this, you will be able to tell exactly where the program fails.

You can also try going backwards. Disable ALL mods except TMO, then TMO, then U-Boats. Clean the registry between each disabling.

If you can catch the problem by going backwards, so much the better. It would be alot faster this way.

Good Hunting!

LUKNER
11-18-11, 07:13 AM
It is necessary to test the help new mods. It is established on mods TMO 2.2, TMO1.9, RSRDC_TMO_V502.
Your remarks I ask to throw off in this theme.
http://www.subsim.com/radioroom/showthread.php?t=189639
http://www.sukhoi.ru/forum/showthread.php?t=63986&page=7
MODS:
http://narod.ru/disk/31390946001/%D0...UBSIM.rar.html (http://narod.ru/disk/31390946001/%D0%A2%D0%9C%D0%9E.%D0%A0%D0%A3%20SUBSIM.rar.html)

Excuse for bad transfer of language.

mobucks
11-18-11, 11:24 AM
Thanks. It was already unchecked, so just for a test I checked it. It seemed to work better, thought that fixed it, made several changes, then it did it again.

One thing I notice - when I put the mouse arrow over an icon and it is going to work, the mouse arrow just looks like the mouse pointer. When it is going to go to desktop, I can see what looks like a line/text cursor on the mouse pointer. FWIW

Try Disable/quit any pertinant backround programs running. Shot in the dark i know, but media players and the like even Java can mess up games.

chrysanthos
11-23-11, 03:07 PM
i need some help:/ in many missions there is heavy fog and my watch crew cant spot anything not even in 500 metres....how can i reduce it? thanks....

I'm goin' down
11-25-11, 11:58 PM
I have the most recent version of TMO. I have a few mods with it, but not RSRDC. At Truk I did not see the two channels into the lagoon. Did my mods over write Truk, or do I have to download the Truk lagoon mod?

sparrs
11-30-11, 05:51 PM
Greetings!

I seem to have a problem. I have installed the latest version of TMO, the TMO patch, RSRD, the RSRD patch and a radio station mod. This is all I have and they are installed in the order I describe.

However, I have noticed (up to June 42 in a Salmon class boat, coming from a S-type boat) that I have not had one incident of seeing any aircraft at all. Also, the SD radar seems not to work either. I can raise the antennae but it doesn't move and I see no options in the radar navigation to use it.

This is a clean install, using win7, latest version (I have the gold edition), and it is really hampering my enjoyment of this game. I really dont want to start a new campaign; it was my intention to complete this campaign (playing on iron man mode...) but so far - there is no air activity.

I thought I would post this in the RSRD thread rather than TMO. Perhaps I should post it there too.

Anyone have any suggestions?

Thanks

USS Drum
11-30-11, 07:23 PM
Greetings!

I seem to have a problem. I have installed the latest version of TMO, the TMO patch, RSRD, the RSRD patch and a radio station mod. This is all I have and they are installed in the order I describe.

However, I have noticed (up to June 42 in a Salmon class boat, coming from a S-type boat) that I have not had one incident of seeing any aircraft at all. Also, the SD radar seems not to work either. I can raise the antennae but it doesn't move and I see no options in the radar navigation to use it.

This is a clean install, using win7, latest version (I have the gold edition), and it is really hampering my enjoyment of this game. I really dont want to start a new campaign; it was my intention to complete this campaign (playing on iron man mode...) but so far - there is no air activity.

I thought I would post this in the RSRD thread rather than TMO. Perhaps I should post it there too.

Anyone have any suggestions?

Thanks

The airplanes well your just lucky and the SD radar can not be use by you. The thing that is supposed to spin is for when you get SJ radar.

sparrs
12-01-11, 05:29 PM
Hi
Thanks for that, as soon as I mentioned it, I experienced air patrols off the coast of Manila.

Another question. I was offered an upgrade from a Salmon class to a Tambor class, I accepted this, and maybe two patrols later I had a message after the patrol saying that the Tambor (Trout) had been upgraded (changed to the conning tower etc) but I lost all my deck gun crew? I upgraded my main gun to a 4 50 deckgun, but halfway through the mission I notice that in the crew ledger it was completely blank? Strange - and they were a hand picked gun crew too...

Cheers, great great game.

sparrs
12-01-11, 06:54 PM
I just re-read the TMO manual - and have read about the deck gun crew bug. I might have done something after my refit, i.e change the type of gun. There was no option to move it to stern though?

Thanks (I'll read more before I ask anymore stupid questions...)

USS Drum
12-01-11, 07:59 PM
I just re-read the TMO manual - and have read about the deck gun crew bug. I might have done something after my refit, i.e change the type of gun. There was no option to move it to stern though?

Thanks (I'll read more before I ask anymore stupid questions...)

That's a TMO bug it won't let you change the gun to stern because the late war version of the Tambor has a deck AA gun where the aft deck gun would be so it just has two bow mountings.

mido
12-02-11, 08:41 AM
After I installed TMO version 2.2 my "pause button" (backspace) does not work anymore. According to the manual this hotkey has not changed.

Where is the pause button in TMO?

mido
12-02-11, 09:20 AM
The manual says the keyboard shortcuts are laid out as in SH3 but is also says this:
Tab or the mouse wheel brings up the binocular view.
B – calls battle stations
Q – opens tube doors
W – cycles forward tubes
E – cycles aft tubes (emergency surface is located only on the orders bar now)
D – dives the sub to its safety depth.
T – Raise/lower SD radar antenna

What is it really?

In SH3
B is binoculars
Q opens the Torpedo Doors
W closes them
E is emergency surface
D is the same
T is sec flak

Can somebody clarify this?

Ducimus
12-02-11, 09:39 AM
They hotkey layout originally started out as a SH3 layout. Over time through development, some keys were changed to what seemed to be practical. Practicality being based upon, preventing accidental hit of wrong key and/or based on convienance considering how often a command would be used.

For example, hitting B for battle stations is much more efficient then hunting accross the toolbar for the associated button. B for binoculars was unneccessary considering a mouse scroll wheel works just as good, and is more efficient in use anyway.

mido
12-02-11, 10:01 AM
Thanks for your reply but what about the other hotkeys in question, the pause button etc? Is there a up to date keymap available somewhere or is "try and error" method to find out.
How does one "emergency surface"?

Where can one edit the hotkeys? I really want a pause button.

Thanks again

USS Drum
12-02-11, 10:05 AM
Thanks for your reply but what about the other hotkeys in question, the pause button etc? Is there a up to date keymap available somewhere or is "try and error" method to find out.

Where can one edit the hotkeys? I really want a pause button.

Thanks again

There is no pause button you have to do it manually with the time compression.

fred8615
12-02-11, 11:56 AM
There is no pause button you have to do it manually with the time compression.
Yes there is. It's the Backspace key.

fred8615
12-02-11, 12:01 PM
Where can one edit the hotkeys? I really want a pause button.
Commands.cfg in Data\Cfg.

mido
12-02-11, 12:11 PM
Thanks for the replies, I can work with the + / - keys to get in and out of pause. The backspace key gets me out of pause but wouldn't pause the game but I noticed that it gets you to time compression "1" stage.
And thanks Ducimus, I had not checked the in game help yet but found all the other answers there, great mod.

Ducimus
12-02-11, 12:35 PM
It's been awhile, but I think i made the backspace key a quick button to get out of time compression, but not pause the game every time you hit it. Cruising around the pacific, your in high TC quite a bit. I found it annoying to pause the game, and then have to hit TC once to advance it. A two count movement. id rather it one count so i can get right to the action.

Say for example, your in whatever high TC, and all of a sudden somethings going on. Radar contact, sonar contact, whatever. Hit the backspace key and the game goes to a manageable speed (X1 as i recall) so you can make decisions and what not.

Now if you do have to pause the game, odds are your getting interrupted anyway. Wife, GF, kid, whatever. So a two count movement at this point is irrelevant because your getting interrupted and pulled away from the game anyway.

I'm all about efficiency it seems. :O:

fred8615
12-02-11, 12:35 PM
Thanks for the replies, I can work with the + / - keys to get in and out of pause. The backspace key gets me out of pause but wouldn't pause the game but I noticed that it gets you to time compression "1" stage.
And thanks Ducimus, I had not checked the in game help yet but found all the other answers there, great mod.
Okay, I wasn't aware TMO changed the Backspace key cause I don't play with it installed.

HW3
12-02-11, 12:55 PM
I have a small P above the time display in the lower right corner that pauses the game. I am running TMO 2.2 with RSRDC_TMO_V502 and patch RSRDC_V5xx_Patch1.

sparrs
12-02-11, 03:37 PM
I used to find the pause key (on the keyboard) worked in stock...but backspace takes it from the time compression (say 1024) straight back to 1 and then the P icon above the time pauses. Not too bad. Unless you are running at say 8k compression and hit an atoll ... then no use cos your toast. Also, you cannot do much with pause anyway, i.e use TDC etc.

Arlo
12-02-11, 03:58 PM
My game'll drop me to comp 8 with enough time to correct (unless I'm AFK) if I've managed to plot across an obstacle (unless that obstacle is a minefield).

mido
12-02-11, 05:24 PM
For some reason I cannot set the mast height manually in the TDC in the periscope or TBT view. It does set it to the correct height when I click the check mark in the recognition manual though. I have another installation without TMO and I can do it there but not in this installation with TMO. Is there a special "trick" to do this manually? I am playing at 100 % realism.

mido
12-02-11, 06:17 PM
How can one get out of the free camera view. I hit the F12 key to look at my new sub for the first time in free view but how can I get back to the normal bridge view (not moving the camera manually again)?

bobdina
12-02-11, 06:20 PM
I have a small P above the time display in the lower right corner that pauses the game. I am running TMO 2.2 with RSRDC_TMO_V502 and patch RSRDC_V5xx_Patch1.


Thank you very much for that info , I had no Idea it was there will make things a lot easier , and just to make sure it worked with my setup (including latest TMO)I tried and of course it works. Again thanks for sharing that tidbit of info.

HW3
12-03-11, 12:05 AM
Glad to be of assistance. I just started playing SH4, after playing SH3 since it came out, and I am still getting a handle on all the commands.

mido
12-03-11, 12:15 AM
Glad to be of assistance. I just started playing SH4, after playing SH3 since it came out, and I am still getting a handle on all the commands.

Hello, do you happen to use TMO? If yes, do you have the same problem I have with sending data to the TDC (4 posts up)?
I used to play SH3 before, then couldn't play anything for a year or so and now just started with SH4.

Roger Dodger
12-03-11, 03:00 AM
Thanks for your reply but what about the other hotkeys in question, the pause button etc? Is there a up to date keymap available somewhere or is "try and error" method to find out.
How does one "emergency surface"?

Where can one edit the hotkeys? I really want a pause button.

Thanks again

There is no 'Pause' button per se. Hit Backspace key to return to 1X TC, then the '-' (minus) key to Pause (0X TC). TC = 'Time Compression'.

There is a printable keymap available for TMO, but I forgot where I got it.

Good Hunting!

mido
12-03-11, 09:31 AM
For some reason I cannot set the mast height manually in the TDC in the periscope or TBT view. It does set it to the correct height when I click the check mark in the recognition manual though. I have another installation without TMO and I can do it there but not in this installation with TMO. Is there a special "trick" to do this manually? I am playing at 100 % realism.

Hello everybody! Is there anybody out there who is using manual targeting with TMO and has it working properly?
I re-installed SH4 and TMO and still can set the mast height manually. Is this a bug? Any input to fix this is welcome.

USS Drum
12-03-11, 11:16 AM
Hello everybody! Is there anybody out there who is using manual targeting with TMO and has it working properly?
I re-installed SH4 and TMO and still can set the mast height manually. Is this a bug? Any input to fix this is welcome.

You can't even do that in stock so why are you asking you have to use the book to select what ship it is.

mido
12-03-11, 11:37 AM
You can't even do that in stock so why are you asking you have to use the book to select what ship it is.

Thanks for your input. In stock and in RFB you can adjust the mast height settings manually in the ADT which is extremely handy when you attack a convoy and there are several "fat" targets of different types. You can save a lot of time this way by not needing to open the recognition manual each time you want to send data to the TDC.
Or a more simple example, there are 3 big tankers in a row passing by and you are just sitting there and waiting for a good shot. Now since all of the targets have the same course, all the data you need to send to the TDT is the different mast heights of these ships in order to determine the range correctly.

USS Drum
12-03-11, 12:05 PM
Thanks for your input. In stock and in RFB you can adjust the mast height settings manually in the ADT which is extremely handy when you attack a convoy and there are several "fat" targets of different types. You can save a lot of time this way by not needing to open the recognition manual each time you want to send data to the TDC.
Or a more simple example, there are 3 big tankers in a row passing by and you are just sitting there and waiting for a good shot. Now since all of the targets have the same course, all the data you need to send to the TDT is the different mast heights of these ships in order to determine the range correctly.

If I'm correct in the stock game you can set the range of the ship manually but not the mast height so what you are talking about is setting the range manually.

I'm goin' down
12-03-11, 01:36 PM
Captainscurvy has two mods which should help with stock's inaccurate range data, and help with the difficult task of lining up the target and shadow target's bow and mast. They are the Ship Centered Accuracy Fix (S.C.A.F.) and another one, the name of which escapes me at the moment, but I think it is called Max Optics. They are designed to resolve range issues. Send a PM to Captainscurvy re the link to the threads to download the mods, or leave a him a message in the Optical Targeting Thread, or check the Popular Mods sticky for a link if you cannot find them. I believe both mods are linked to the same thread.

Or, you can download the Optical Targeting Mod (OTC) and resolve range and Aob discrepancies using the Omnimeter. Captainscurvy hangs around the Optical Targeting Correction thread in the Mods forum, and will answer your questions (and give you more information than you may be prepared to absorb.)

Or, you can plot the target's course and input it into the TDC using the the Easy Aob mod. That will resolve the Aob issues.

Or, you can download the 3D TDC and Radar Range mod, and reolve range and Aob issues using radar.

And if Aob is not an issue, you have gutted's Solution Solver, the Constant bearing technique (see the Skipper's Bag of Tricks sticky), and O'Kane Method.

mido
12-03-11, 01:51 PM
Now you are talking, thanks, let me digest all this...

Roger Dodger
12-03-11, 02:58 PM
Or, you can download the 3D TDC and Radar Range mod, and reolve range and Aob issues using radar.

.

3D TDC and Radar Range mod is included with TMO, but you don't get it installed until you upgrade to a Gato or Balao class. The mod uses the interiors from these two classes, but has not been developed for the others. If this mod hasn't been granted 'Mod of the Year' status, it should be. :rock:

Good Hunting!

mido
12-03-11, 05:50 PM
Thanks for all the hints and tips, I am getting there...

I'm goin' down
12-03-11, 09:10 PM
3D TDC and Radar Range mod is included with TMO, but you don't get it installed until you upgrade to a Gato or Balao class. The mod uses the interiors from these two classes, but has not been developed for the others. If this mod hasn't been granted 'Mod of the Year' status, it should be. :rock:

Good Hunting!

You should check out the Optical Targeting Solutioin Mod. With all of its extras, I think it is Mod of the year.

I like the 3D TDC but it has too many too steps and was difficult to adhere to the procedure.

Both mods do the job. (I posted because mido posts were driving me nuts. The answers are not difficult to find.)

mido
12-03-11, 09:48 PM
You should check out the Optical Targeting Solutioin Mod. With all of its extras, I think it is Mod of the year.

I like the 3D TDC but it has too many too steps and was difficult to adhere to the procedure.

Both mods do the job. (I posted because mido posts were driving me nuts. The answers are not difficult to find.)

Thanks again, but are these mods compatible with TMO, especially the first one you mentioned?

TheBeast
12-03-11, 10:15 PM
Thanks again, but are these mods compatible with TMO, especially the first one you mentioned?
Yes

I have tried it and it worked fine.

The 3D TDC is in TMO 2.2 for Gato Interior. Can be FPS issue for Low End PC's when in the Conning Tower Room.

I'm goin' down
12-04-11, 12:50 AM
try figuring it out yourself. The information is out there. Read about the mod.

mido
12-04-11, 08:56 AM
You should check out the Optical Targeting Solutioin Mod. With all of its extras, I think it is Mod of the year.

I like the 3D TDC but it has too many too steps and was difficult to adhere to the procedure.

Both mods do the job. (I posted because mido posts were driving me nuts. The answers are not difficult to find.)

Did you mean Optical Targeting Correction Mod by any chance?
Can't find the other one. Thanks again!

Tozzifan
12-04-11, 11:57 AM
Hi,
I've started SH4+UBM+TMO2.2 for the first time and made the first reading pass on SH4 manual and TMO2.0 and 2.1 as well

as I like playing at sim level yet taking screenshots of the gameplay, may I restore the external view option yet maintaining the realistic settings?

thanks

seaplate hitman
12-04-11, 10:19 PM
Under the 3D TDC Setting, the sonar can not move by manual operation.

:hmmm:

USS Drum
12-05-11, 12:37 AM
Under the 3D TDC Setting, the sonar can not move by manual operation.

:hmmm:

You have to use the mouse wheel.

Wrecker013
12-05-11, 07:30 PM
I'm having a problem, my submarines texture is all black, its only my submarine, and the texture doesn't change from that black to something else if I select the optional texture "upgrade" in the upgrades screen.

USS Drum
12-05-11, 07:48 PM
I'm having a problem, my submarines texture is all black, its only my submarine, and the texture doesn't change from that black to something else if I select the optional texture "upgrade" in the upgrades screen.

Do you have TMO 2.0 AND 2.2 patch installed?

Wrecker013
12-05-11, 08:19 PM
Dang it, of course I forgot the patch:damn:.
Ignore me, I need to bang my head on a wall some more.

Update: It appears the patch also had no effect. Two other things are also that I get a CTD whenever I try to open up the museum, and when I begin Pacific Campaigns I get two message boxes, one after I close the other. The first one simply states unknown error, the second states a path to the volumetric fog file.

Double Update: I currently have Stock SH4 with a amazon downloaded U-Boat addon, I recently reinstalled it and removed all mods that were still there (FOTRS, Subnuclear Deck Gun, Subnuclear Mk 14 and Cutie).

Triple Update: I did a fresh uninstallation of the mod and reinstallation. Museum still crashes and I still get the error when I enter campaigns, but the sub's texture was fine. However, this may very well have been because I picked a Narwhal-class submarine instead of a Gar-class.

Mescator
12-08-11, 06:29 AM
Triple Update: I did a fresh uninstallation of the mod and reinstallation. Museum still crashes and I still get the error when I enter campaigns, but the sub's texture was fine. However, this may very well have been because I picked a Narwhal-class submarine instead of a Gar-class.

As far as the museum crash goes, my understanding is a lot of mods simply add so many ships that the museum loading them all at once causes the game to crash. It's a unavoidable side effect of having so many ships in the game.

I'm not sure why your getting a error entering campaigns on a fresh install though :hmmm: Can you post a complete mod list?

Hi,
I've started SH4+UBM+TMO2.2 for the first time and made the first reading pass on SH4 manual and TMO2.0 and 2.1 as well

as I like playing at sim level yet taking screenshots of the gameplay, may I restore the external view option yet maintaining the realistic settings?

thanks

Once your in your office in campaign (Not on patrol), click the radio on the left hand side of the office on top of the filing cabinet. Make sure the external camera is enabled there. If it is, F12 should take you to it.

Wrecker013
12-08-11, 06:40 AM
The only mods in my folder are the main TMO mod, the TMO update, and some JSGME files.

Lannes
12-14-11, 12:04 AM
For a variety of reasons, none of which are very important, I've been playing SH4 version 1.4 with TMO for that version. I just never upgraded to 1.5.

I finally ordered SH4 Gold and it should be arriving any day and I've already downloaded TMO 2.0 and the patch. My question is this- How different is TMO 2.0 from the 1.4 version in terms of play style, AI, etc.

I've been playing the 1.4 version on hard difficulty and having a blast. The AI is just hard enough to have a good time using correct tactics without being frustrating.

Thanks,

Hylander_1314
12-14-11, 01:49 AM
The transition to TMO2.0 / 2.2, isn't that drastic. Just read what has been changed, and keep it in mind. The PDF file with all the info tells all, so as long you keep that in mind, it's not bad to get aquainted with.

And if you forget something, as we all do, just start over.

jeff lackey
12-14-11, 10:39 PM
You have to use the mouse wheel.

That's good timing - I just installed this mod and SH4 for the first time, ran the tutorials and could manually move the sonar direction, then could not figure out why I could not move it in the campaign.

Unfortunately on my laptop (where I am playing this while traveling) the mousepad simulated mouse wheel doesn't work very well. :cry:

USS Drum
12-14-11, 10:53 PM
That's good timing - I just installed this mod and SH4 for the first time, ran the tutorials and could manually move the sonar direction, then could not figure out why I could not move it in the campaign.

Unfortunately on my laptop (where I am playing this while traveling) the mousepad simulated mouse wheel doesn't work very well. :cry:

Buy a mouse.

jeff lackey
12-16-11, 09:12 AM
Buy a mouse.

Yeah, I've got a nice logitech wireless mouse, but there are situations where I am playing on my laptop and there is no surface for a mouse.

USS Drum
12-16-11, 09:19 AM
Yeah, I've got a nice logitech wireless mouse, but there are situations where I am playing on my laptop and there is no surface for a mouse.

Use a piece of wood.

Ducimus
12-17-11, 09:03 AM
It is my hope to have version 2.5 uploaded before xmas.

jokerl90
12-17-11, 09:13 AM
It is my hope to have version 2.5 uploaded before xmas.


Good News!!!

jeff lackey
12-17-11, 09:15 AM
It is my hope to have version 2.5 uploaded before xmas.

Ducimas, as a late-comer here (I just bought SH4 recently with the U-Boat expansion, on Steam, and immediately installed your mod, never played the game vanilla) I want to say thank you. Been playing sub sims since Gato on the Apple ][, was a writer for Computer Gaming World, Computer Games Mag, Gamespot, etc. and have covered every computer sub sim (as well as flight sims) made for about 20 years, and I just wanted to tell you your work makes this sim an amazing experience. I just started reading through the 175 pages or so of this sub-forum and I saw one a while back where you said you were done with the mod, and I was sad to read that but understood, so I was elated to see you actively working on it again!

So - as many have said but it cannot be said too much - thank you for your efforts and the results.

One question, and sorry if this has been answered in a part of this forum I haven't gotten to yet, what is the opinion of people here on adding the Run Silent Run Deep campaign mod to this one? Does it work well/without conflict with the latest TMO (2.2 - I assume that is latest?) And does it add enough to make it worth the addition?

Thanks

Hylander_1314
12-17-11, 09:48 AM
I can't find the thread, but I think someone went through and tweaked RSRD to work with TMO v2. I just locate the thread where it was discussed, unless it's somewhere in the RSRD thread itself.

jokerl90
12-17-11, 10:05 AM
Ducimas, as a late-comer here (I just bought SH4 recently with the U-Boat expansion, on Steam, and immediately installed your mod, never played the game vanilla) I want to say thank you. Been playing sub sims since Gato on the Apple ][, was a writer for Computer Gaming World, Computer Games Mag, Gamespot, etc. and have covered every computer sub sim (as well as flight sims) made for about 20 years, and I just wanted to tell you your work makes this sim an amazing experience. I just started reading through the 175 pages or so of this sub-forum and I saw one a while back where you said you were done with the mod, and I was sad to read that but understood, so I was elated to see you actively working on it again!

So - as many have said but it cannot be said too much - thank you for your efforts and the results.

One question, and sorry if this has been answered in a part of this forum I haven't gotten to yet, what is the opinion of people here on adding the Run Silent Run Deep campaign mod to this one? Does it work well/without conflict with the latest TMO (2.2 - I assume that is latest?) And does it add enough to make it worth the addition?

Thanks

RSRD works well with TMO2.2. You have to be sure to get the RSRD that is made for TMO (RSRD has different versions for stock, TMO, and RFB) You will need the RSRD v5xxx patch which works for any version of RSRD.
Be sure to install in proper order, TMO,TMO 2.2 patch,RSRD,RSRD patch
RSRD changes ship traffic to historical realism. If your not in historical shipping lanes, your not gonna see many, if any, ships. I think both
TMO and RSRD reduces the amount of enemy aircraft also.
With TMO and RSRD I can play surface ships, with RFB and RSRD I get a CTD with surface ships.

Ducimus
12-17-11, 06:18 PM
Fuel.....

it's changing.
http://www.subsim.com/radioroom/showpost.php?p=1806787&postcount=45

TorpX
12-18-11, 12:56 AM
Fuel.....

it's changing.


He He, I'm guessing the carefree days of being able to criss-cross the wide Pacific are over.........:DL

Lannes
12-18-11, 09:58 AM
Fuel.....

it's changing.
http://www.subsim.com/radioroom/showpost.php?p=1806787&postcount=45

:::Cue dramatic music:::

"Dun, dun, dunnnnnnnnn!"

Can't wait.

Thanks, Ducimus, for all the wonderful work you've done on this. :up:

Hylander_1314
12-18-11, 08:11 PM
Interesting. I have orders to infiltrate and photo recon Ishinomaki Harbor, but the harbor is empty.

Do I leave and come back? Or just forget about it, go sink stuff, and go back without completing the objective?