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Ducimus
12-19-11, 11:41 AM
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?

What happened is randomized harbor traffic. Sometimes some show up, some times none show up. Sometimes its a jackpot, other times, its nothing but a tugboat. You just got a bad randomization seed on the harbor traffic.

If i were you, id leave, go sink stuff, and come back in a couple days. OR, id forget about it altogether. Your patrol is rated by how much renown you earn. If you can't earn it one way, earn it another.

Ducimus
12-19-11, 11:57 AM
It is my hope to have version 2.5 uploaded before xmas.


And that hope, is starting to turn into wishful thinking. I'll be done when it's done. Maybe before xmas, Maybe before the new year. I don't want to rush myself.

Here's what i have in my notes thus far:



//interiors
- moved helmsman back to conning tower in gato interior w/ 3D TDC & radar ranging

- fixed hydrophone clicky in gato conning tower w/ 3D TDC & Radar ranging

- renamed "after battery" to "crew Berthing" to remove confusion as to what that compartment is for.

- adjusted compartment effeciency levels.

- readjusted night time red lights.

// subs
- adjusted fuel.

- changed sub upgrade classes. Tambor from 2 to 5. Tench from 3 to 4.

//Environment
- Adjusted clouds and fixed cloud shadow.

- adjusted fog to SH5 values.

- adjusted water bump mapping and specular values.

- adjusted waves for first two sea states.

//GFX
- adjusted PPF. Tweak by racerby/TheDarkWraith.

//UI
- Double clicking on the Misc Tab in orders bar now goes to the nav map.

- Double clicking on hydrophone and radar tabs now brings you to the associated stations instead of the conning tower.


// campaign
- changed out of harbor starting positions to be... out of harbor.
- created Tambor class specific campaign option. One boat, no new commands, only refits.
- Fixed Sofu Gan not showing up on navigation map unless zoomed in.

// misc
- removed files pertaining to uboats and german campaign to reduce file conflicts with future add on to TMO.


Bubblehead should be happy. He's been bitching to me about the helmsman for months now.

A couple screenshots for show and tell:
http://www.ducimus.net/sh415/preview/tmo25_01.jpg
Two things to notice:
- The waves and light refractions are different in a cool way.
- Can you see the cloud shadows?

http://www.ducimus.net/sh415/preview/tmo25_02.jpg
Cloud shadowing is a graphical feature that has been broken in TMO for some time. I finally fixed it. What motivated me was my 14 day cruise in the pacific a few months ago (http://www.subsim.com/radioroom/showthread.php?t=189130).

However, you will not see cloud shadows unless you enable environmental effects in the graphics options. Doing do will enable the "Ghost watch crew" bug. This bug exists because those crewman are rendered as part of the scene. Blame the devs for that.

http://www.ducimus.net/sh415/preview/tmo25_03.jpg
A different view of the new waves. I took SH5's settings and applied them to the first two wave states. meaning winds from 0 to 9 meters per second. The last two wave states I left alone (10 through 15 MPS wind), because i felt SH5's were too flat. I did however use SH5's bump mapping and specular values, leaving the wave mechanics themselves alone.

http://www.ducimus.net/sh415/preview/tmo25_04.jpg
overcast conditions should look more natural now.

http://www.ducimus.net/sh415/preview/tmo25_05.jpg
New campaign option. Basically, if you want to skipper one boat throughout the entire war, this is the option for you. I took the Tambor class and moved it to it's own campaign option. I fixed it so you should not recieve any new commands while in this campaign option. The reason is, when the game offers you something it offers you:
a.) New command
b.) rank
c.) Refit.

All three of those, as far as the game is concerned, falls under "offer to you". So if a new command is available, and you meet the criteria for both, it will offer you a new command in place of a refit. If you meet the criteria for a new rank and a refit, it will offer you a new rank. So what this is, is a solution to getting a new command over a refit, when a refit is what you wanted.

http://www.ducimus.net/sh415/preview/tmo25_06.jpg

And this is what's taking me so long. I figured out how to mark patrol area boundries in the game. That circle you see, is generated by the game. Not my compass. So im going through each mission objective and reworking them. This is very time consuming, and tedious.

jeff lackey
12-19-11, 12:26 PM
Very, very impressive.

Any thoughts/guesses on whether these changes will impact RSRD at all?

Arlo
12-19-11, 12:27 PM
Bee-autiful work. :DL

Ducimus
12-19-11, 12:58 PM
Any thoughts/guesses on whether these changes will impact RSRD at all?

My guess is, so long as i don't go changing unit types, or renaming certain files, then RSRD should be unaffected.

EDIT:

Unrelated side note, I've always had a soft spot for the USS Tautog. Since it was at pearl harbor during the dec 7 attack, and served throughout most of the war, being retired from front line duty after her 13th war patrol in Feber 1945. It should have been made into a museum ship.
http://www.pigboats.com/subs/199.html

It's not often you have a boat being put to the scrappers torch documented on film.
http://www.youtube.com/watch?v=sUq53WOVmYw

ryanwigginton
12-19-11, 01:00 PM
Looks great!

mobucks
12-19-11, 01:44 PM
Amazing. You Rock. Happy Holidays!

Bubblehead1980
12-19-11, 04:34 PM
LOL@ ducimus, sorry if i was bitching but yes I am happy.Thanks much my friend:)

Arlo
12-19-11, 04:52 PM
Unrelated side note, I've always had a soft spot for the USS Tautog. Since it was at pearl harbor during the dec 7 attack, and served throughout most of the war, being retired from front line duty after her 13th war patrol in Feber 1945. It should have been made into a museum ship.
http://www.pigboats.com/subs/199.html

It's not often you have a boat being put to the scrappers torch documented on film.
http://www.youtube.com/watch?v=sUq53WOVmYw

One thing I'd like to see in a mod is an interface option at the start of a career that would let you select a specific boat in the class you want.

Ducimus
12-19-11, 05:27 PM
One thing I'd like to see in a mod is an interface option at the start of a career that would let you select a specific boat in the class you want.

HA! You and me both. It would be called something along the lines of "Silent Hunter 4 Commander". Unfortunately for us the author of Silent Hunter 3 commander knows when to quit, and nobody else seems to have the know how to create something similar.

jeff lackey
12-19-11, 05:41 PM
Hey guys, I posted this over in the RSRD thread and didn't get an answer, hoping someone here may have the experience to be able to answer:

I'm running the latest TMO. My understanding is that I apply the TMO version of the RSRD mod after TMO is already installed:

RSRDC_TMO_V502.7z

Do I then need to apply the patch?

RSRDC_V5xx_Patch1

Or is that patch already included now in the RSRDC_TMO_V502 version of the mod?

Thanks

mido
12-19-11, 06:06 PM
I am also a noob with SH4 but I think you got this wrong. As far as I understand you have to install TMO first and then the correct RSRDC files and RSRDC patch for TMO.

HW3
12-19-11, 06:15 PM
Install in this order.

TMO 2.0
TMO 2.0-2.2 patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1

:salute:

jeff lackey
12-19-11, 07:23 PM
Argh! I've been playing with TMO for the last few days (off work for the holidays!) and having a blast. Have not yet installed RSRD. Then this afternoon I start up the game and the splash/opening screen is different. Hmm. Then it stops with an error:

File not found: data/menu/gui/layout/tbt_1024.tga


Sure enough, that file is not there. But there is absolutely no reason anything at all should be changed. I haven't even opened up Windows Explorer much less gone to the Steam folder and deleted anything.


Any hints? I'm using JSGME to uninstall and then reinstall the mod (up to 2.2) to see if that helps (hmmm - perhaps try to start the game with the mod uninstalled first and see if it runs before reapplying the mods.)

Klaus
12-19-11, 08:26 PM
Hey guys, I posted this over in the RSRD thread and didn't get an answer, hoping someone here may have the experience to be able to answer:

I'm running the latest TMO. My understanding is that I apply the TMO version of the RSRD mod after TMO is already installed:

RSRDC_TMO_V502.7z

Do I then need to apply the patch?

RSRDC_V5xx_Patch1

Or is that patch already included now in the RSRDC_TMO_V502 version of the mod?

Thanks
RSRDC_TMO_V502.7z is an archive, you must extract first, then install, apply patch and eventually SCAF for RSDRC or OTC

jeff lackey
12-19-11, 08:33 PM
RSRDC_TMO_V502.7z is an archive, you must extract first, then install, apply patch and eventually SCAF for RSDRC or OTC

Yep, understood. (currently reinstalling SH4 and U Boat from Steam, something happened that I cannot figure out that made the game not start all of a sudden, then will reinstall all.)

SCAF? I was running TMO 2.2, was going to install RSRD, don't know what SCAF and OTC is?

Klaus
12-19-11, 08:45 PM
Yep, understood. (currently reinstalling SH4 and U Boat from Steam, something happened that I cannot figure out that made the game not start all of a sudden, then will reinstall all.)

SCAF? I was running TMO 2.2, was going to install RSRD, don't know what SCAF and OTC is?
SCAF is Ship centered accuracy fix, and OTC is Optical target corection, two mods that's help you for manual targeting

jeff lackey
12-19-11, 09:10 PM
SCAF is Ship centered accuracy fix, and OTC is Optical target corection, two mods that's help you for manual targeting

Ahh, thanks.

Ducimus
12-19-11, 09:36 PM
Rewriting patrol objectives just KILLED my inner child. This is the kind of thing that burns me out.... nice and crispy. Infact, this is the kind of thing that makes me throw in the towel and say, "That's it, that's all im doing, I ain't doing any more!".

Half of the directories listed here, have TWO missions in them, not just one mission per directory. This is JUST the patrol missions. Enjoy the misery.

http://www.ducimus.net/sh415/preview/tedious.jpg

ryanwigginton
12-20-11, 04:08 AM
Rewriting patrol objectives just KILLED my inner child. This is the kind of thing that burns me out.... nice and crispy. Infact, this is the kind of thing that makes me throw in the towel and say, "That's it, that's all im doing, I ain't doing any more!".

Half of the directories listed here, have TWO missions in them, not just one mission per directory. This is JUST the patrol missions. Enjoy the misery.



Looks riveting. :yawn:

Soldier on Ducimus! :stare: And remember the joy you give to others. :yep:

Klaus
12-20-11, 05:13 AM
It seems to be an OS error, earlier folders will be deleted at first restart.
You work at these 20 hours? Take it easy, elsewhere you will have a keyboard impregnated on your nose and blood in your system will be replaced with cofee :). And is easier to make mistakes when you are very fatigue. Good luck captain :salute:

Arlo
12-20-11, 07:56 AM
Rewriting patrol objectives just KILLED my inner child. This is the kind of thing that burns me out.... nice and crispy. Infact, this is the kind of thing that makes me throw in the towel and say, "That's it, that's all im doing, I ain't doing any more!".

Half of the directories listed here, have TWO missions in them, not just one mission per directory. This is JUST the patrol missions. Enjoy the misery.

http://www.ducimus.net/sh415/preview/tedious.jpg

Argh! If I knew how to pitch in, I'd help with the workload. Nothing like repetative mundane stuff. But if it's worth it in the end ....
We all already owe you a beer or three (or more).

Hylander_1314
12-20-11, 08:21 AM
What happened is randomized harbor traffic. Sometimes some show up, some times none show up. Sometimes its a jackpot, other times, its nothing but a tugboat. You just got a bad randomization seed on the harbor traffic.

If i were you, id leave, go sink stuff, and come back in a couple days. OR, id forget about it altogether. Your patrol is rated by how much renown you earn. If you can't earn it one way, earn it another.

It all worked out in the end. Went back 4 days later, and the harbor was packed. So it all worked out in the end.

First time this ever happened though, after doing the photo recon, I was on my way to the new objective, patrolling an area just west of Chi Chi Jima, and a fat medium tanker presented itself, and even though it was rather calm, we had light fog, with dusk conditions, and two fish disabled her, and it took a 3rd to finally coax it beneath the waves, but nothing showed up on the Captain's Log for it sinking, even though the message scrolled that we sank it. :hmmm:

It may have happened once before a long long time ago, but I don't recollect it at the moment if it did.

If it's one of those, "unconfirmed" kills, that's cool. It makes it more realistic that way. No visual confirmation, no kill awarded. As I was divng deep, because a couple destroyers showed up on the scene out of the blue, and my soundman didn't notice them, even though they weren't in the blind spot. Was panning with the scope and there they were! 4,487yds off the forward starboard quarter!.

That was a nailbiter! We managed to shake them with only minor damage to the boat, with nothing destroyed. And no significant loss to hull integrity. Just 2 or 3 points is all.

Ducimus
12-20-11, 12:54 PM
Argh! If I knew how to pitch in, I'd help with the workload.

I often wonder how many people are "intimate" with the files and directory structure of SH4. That said, one never knows it all. There's always something you didn't know, no matter how long you've been tap dancing through the SH4 data directory.

peabody
12-20-11, 03:49 PM
I often wonder how many people are "intimate" with the files and directory structure of SH4. That said, one never knows it all. There's always something you didn't know, no matter how long you've been tap dancing through the SH4 data directory.

How true. "Tap dancing" through the files I have learned how very little I know about them !!!

Peabody

mobucks
12-21-11, 12:02 PM
"cough" add OTC "cough"

jeff lackey
12-21-11, 06:38 PM
Running 1.5 with TMO and RSRD and absolutely loving it. Two questions:

1. Every once in a while on a campaign mission I will see a ship marker show up on the map in my general area, say within 100 nm, far enough away I didn't sight it. But there's no radio message or any indication of where this came from. Where are these sightings coming from

2. This may be a stock issue or modified by TMO, but: A couple of times I've taken some damage, had some flooding, managed to surface and get off with no one in sight. Damage report says flooding is under control. Then, suddenly, I am getting reports of critical flooding, and down we go. This is in the middle of the ocean, no enemy, no airplanes, no mines. Is this as designed? And is there anything I can do to fix the flooding when it goes critical like that?

Oh, one more question! Playing with full duds realism on torpedoes - often when I fire them they seem to go a short distance and then explode, long before they get near the enemy ship. Again - is that normal behavior?

Thanks

USS Drum
12-21-11, 06:55 PM
Running 1.5 with TMO and RSRD and absolutely loving it. Two questions:

1. Every once in a while on a campaign mission I will see a ship marker show up on the map in my general area, say within 100 nm, far enough away I didn't sight it. But there's no radio message or any indication of where this came from. Where are these sightings coming from


Thanks

Those are downed pilots.

jeff lackey
12-21-11, 07:01 PM
Those are downed pilots.

Really? It shows up as a square ship marker and it says something like unknown ship?

jeff lackey
12-21-11, 07:03 PM
Also, is there a mod that works well with TMO that provides a HUD (speed, depth, bearing dials) that is a bit larger and easier to read? I'm running at 1920x1200 resolution on my 17" notebook, and it is very difficult for my old eyes to be able to read and use the bearings dial.

Thanks

Hylander_1314
12-21-11, 07:06 PM
Jeff, on the fish, with MkIV types, don't use the magnetic detonators. The darn things have a nasty habit of prematurely detonating. American torpedoes were so bad until the bugs got worked out of them by 1944, that it was a big problem. Sea conditions also play havoc on them.

Also, the depth keeping quality sucked bigtime. Set your torpedo depth as shallow as the guage allows, as they have a nasty habit of running 10ft too deep.

Try to set up your torpedo shots so that you make them with contact detonators, at high speed, and close range, shallowest setting, and at as close to 45 degree angles when they impact the ship.

The only trouble with contact detonators is that at close to 90 degree impact, the detonator mechanism would bend or break. And try to make your attcks in calmer seas. I rarely fire a fish when winds are over 8ms. And it sometimes means passing up juicy targets from convoys, single ships, and task forces.

But if you take the time to set up properly for an attack, you can have 60 to 90% success rates.

I have never had a mysterious sinking. Were you using time compression? Sometimes weird things can happen using it.

TheBeast
12-21-11, 07:38 PM
Running 1.5 with TMO and RSRD and absolutely loving it. Two questions:

1. Every once in a while on a campaign mission I will see a ship marker show up on the map in my general area, say within 100 nm, far enough away I didn't sight it. But there's no radio message or any indication of where this came from. Where are these sightings coming from
As stated in previous reply below. These are most likely Downed Pilots.
You can rescue downed Pilots to gather extra Renown Points to purchase new equipment, weapons or build toward promotion.

2. This may be a stock issue or modified by TMO, but: A couple of times I've taken some damage, had some flooding, managed to surface and get off with no one in sight. Damage report says flooding is under control. Then, suddenly, I am getting reports of critical flooding, and down we go. This is in the middle of the ocean, no enemy, no airplanes, no mines. Is this as designed? And is there anything I can do to fix the flooding when it goes critical like that?
In TMO, Aircraft can some times spot you when Submerged if running shallow (Less the 150 feet) and they will drop Bombs and Depth Charges.
Oh, one more question! Playing with full duds realism on torpedoes - often when I fire them they seem to go a short distance and then explode, long before they get near the enemy ship. Again - is that normal behavior?

Thanks
The Pre-Detonation is actually normal. As stated in previous reply, DO NOT use Magnetic Influence Detonator in bad or semi-bad weather.
Do Not use Impact Detonator at 90 degree +/- 10 degree impact angle because it will Dud almost every time.

Regards!
TheBeast

Ducimus
12-21-11, 08:37 PM
The days of raiding virtually unprotected deep water harbors will be about over in version 2.5.

Completely redid JP subhunter campaign layers. I rescripted them all to protect various harbors, and geographic chock points. As the war progresses, these additions get a little tougher, and you'll either love, or hate chock points being patrolled now.



edit:
I think this is a much more intelligent and historically accurate way to go about it. Where as before the SubHunter layers resembled allied H/K groups. I left them in, primarly because I was lazy and didn't want to mess with it. Well, they're finally changed.

I should note, what got me to change them, was attacking a convoy in the Formosa strait. The convoy was 4 ships, 3 escorts. I damaged one merchant, sunk another in a two, 2-fish salvo day light submerged attack.. As it happened one of those HK groups wasn't far off, and came to assist. I had no less then 5 tin cans hunting for me, in 450 feet of water (my boat was at 400 feet), with a 0 knot wind. Amazingly enough, i evaded, and only got pinged once. Either I'm really good, or really lucky. But after that event, I realized I needed to change those subhunter layers to something closer to reality.

jeff lackey
12-21-11, 09:11 PM
To the guys who replied with answers to my questions, thanks! Yeah, I figured the pre-detonation was the result of the faulty magnetic detonators, I'll have to go back and read my WWII Sub books in my library - I remember the many stories of the duds, I just don't recall stories of detonations in open water before it reaches the ships.

Thanks would have never even considered that an unknown ship marker might be a down flier. Wish it actually stated downed pilot!

Cheers

jeff lackey
12-21-11, 09:51 PM
Oh, and lest the question gets forgotten: anyone out there using a TMO compatible mod that makes the HUD dials (especially the bearing dial) larger and more readable?

USS Drum
12-21-11, 10:05 PM
Ducimus I have encountered a problem so I haddestroyers on my radar I could not see them but guess what they shot me the bridge crew couldn't see them so, those things must have radar fire control! So this is unrealistic because a sub should be able to spot them first

TheBeast
12-22-11, 01:39 AM
Looking @ data\Library\AI_Visual_Sensors.dat
- M_Visual -> obj_Sensor -> obj_Sensor -> MaxRange = 7500.00 Meters
- F_Visual -> obj_Sensor -> obj_Sensor -> MaxRange = 13500.00 Meters
- AirS_Visual -> obj_Sensor -> obj_Sensor -> MaxRange = 32000.00 Meters
- AirB_Visual -> obj_Sensor -> obj_Sensor -> MaxRange = 32000.00 Meters
- MAD_Visual -> obj_Sensor -> obj_Sensor -> MaxRange = 32000.00 Meters
- E_Visual -> obj_Sensor -> obj_Sensor -> MaxRange = 32000.00 Meters

data\Library\AI_Sensors.dat also has Many Ranges set in it.

What type of boat was shooting at you?
If you know the boat type you can look at its <blah>.sns file to find out exactly what sensor may be set wrong or assign to wrong type unit.

Hylander_1314
12-22-11, 06:10 AM
Oh, and lest the question gets forgotten: anyone out there using a TMO compatible mod that makes the HUD dials (especially the bearing dial) larger and more readable?

I've tried a couple, but they aren't much better than what's included in TMO. I also don't like having other things reconfiguring other files, as it ruins some of the aspects of TMO.

The only thing that would make the HUD dials better, would be to have voice commands, which I understand is an option if you have the gear. Would be cool to tell the helm, to turn 15 degreess right standard rudder, and come to course 245 degrees! Followed by, increase speed to flank!

Ducimus
12-22-11, 07:20 AM
I think he was near some kind of land, and a shore battery opened up on him just as he had a tin can on radar.

The only thing that could possibly shoot at a far distance is a battleship or a cruiser.

edit:
Looking @ data\Library\AI_Visual_Sensors.dat
- M_Visual -> obj_Sensor -> obj_Sensor -> MaxRange = 7500.00 Meters
- F_Visual -> obj_Sensor -> obj_Sensor -> MaxRange = 13500.00 Meters
- AirS_Visual -> obj_Sensor -> obj_Sensor -> MaxRange = 32000.00 Meters
- AirB_Visual -> obj_Sensor -> obj_Sensor -> MaxRange = 32000.00 Meters
- MAD_Visual -> obj_Sensor -> obj_Sensor -> MaxRange = 32000.00 Meters
- E_Visual -> obj_Sensor -> obj_Sensor -> MaxRange = 32000.00 Meters

data\Library\AI_Sensors.dat also has Many Ranges set in it.

What type of boat was shooting at you?
If you know the boat type you can look at its <blah>.sns file to find out exactly what sensor may be set wrong or assign to wrong type unit.

BTW, those distances are tuned to the environmental waves that exist in TMO 2.2. For example, the targeted detected range for a merchant (M_Visual), is about 6,000 meters in average conditions. Due to the env, I had to change it to 7500 meters so they would detect in 6,000. Change the ENV just so, and now they'll be detecting at 7500 meters.

Hylander_1314
12-22-11, 09:02 AM
I think he was near some kind of land, and a shore battery opened up on him just as he had a tin can on radar.

Had the exact same thing happen last night!

Had a tincan on radar, and while on the bridge, I start hearing splashes all around us! :o

Turns out the shore batteries spotted us, and started trying to wreck our evening. Had to crash dive, and come back up to periscope depth. Torpedoed the tincan down the throat, as he closed. Was only 800yds off when the fish found their mark.

USS Drum
12-22-11, 09:10 AM
I could not spot any land batteries either...

Hylander_1314
12-22-11, 09:34 AM
Shore batteries are very dificult to spot. They usually spot you, before you see them. Even coming into port, the lookouts don't spot them at friendly bases until we're almost on top of them. Which should be the norm, as they were usually hidden well for defensive purposes.

I'm goin' down
12-22-11, 02:45 PM
Sailing into and out of Tokyo Bay is tricky. There are shore batteries on both banks of the inlet. Two or three on the N/E side and one or two on S/E side. You must be surfaced some of the time, or the battery will drain. On the surface or at decks awash, the shore batteries will eventually locate your boat. If you are decks awash and at a depth where the batteries are charging, you can usually submerge without being hit once the shore batteries open fire. I sail on the surface with TC set at no greater than 4 as long as I can, and then move to decks awash. When shells start splashing around the boat from shore batteries, I go to periscope depth. If they hit my boat, I turn around, run away, and live to fight another day. If I run at periscope depth to avoid the shore batteries ultimately I am forced to the surface due the drained battery, and the shore batteries, if you are in still in range, will have a field day.

I do not think the game has a way for the crew to spot the shore batteries. Once a shore battery opens fire, however, you know its position for furture patrols, as its postion does not change.

Hylander_1314
12-22-11, 04:12 PM
Yep, I try to avoid narrow passages if at all possible. Especially places like that. The north end of Honshu, the straits between there and Hokkaido are nasty to get through too. I try to wait for heavy fog, and or rain to get through narrow points like that.

TheBeast
12-22-11, 05:24 PM
Any time I had to head to Tokyo or Hiroshima I normally wait for bad weather conditions, mainly fog.
I have had to hang out close to bay entrance in fairly safe area as much as a couple weeks game time waiting for favorable conditions.
Once Fog sets in, you can almost run all the way to destination on surface at night.

jeff lackey
12-23-11, 09:39 AM
Sailing into and out of Tokyo Bay is tricky. There are shore batteries on both banks of the inlet. Two or three on the N/E side and one or two on S/E side. You must be surfaced some of the time, or the battery will drain. On the surface or at decks awash, the shore batteries will eventually locate your boat. If you are decks awash and at a depth where the batteries are charging, you can usually submerge without being hit once the shore batteries open fire. I sail on the surface with TC set at no greater than 4 as long as I can, and then move to decks awash. When shells start splashing around the boat from shore batteries, I go to periscope depth. If they hit my boat, I turn around, run away, and live to fight another day. If I run at periscope depth to avoid the shore batteries ultimately I am forced to the surface due the drained battery, and the shore batteries, if you are in still in range, will have a field day.

I do not think the game has a way for the crew to spot the shore batteries. Once a shore battery opens fire, however, you know its position for furture patrols, as its postion does not change.

What's the maximum depth at which the batteries will still recharge?

Ducimus
12-23-11, 07:02 PM
//interiors
- moved helmsman back to conning tower in gato interior w/ 3D TDC & radar ranging

- fixed hydrophone clicky in gato conning tower w/ 3D TDC & Radar ranging

- renamed "after battery" to "crew Berthing" to remove confusion as to what that compartment is for.

- adjusted compartment effeciency levels.

- readjusted night time red lights.

// subs
- adjusted fuel.

- changed sub upgrade classes. Tambor from 2 to 5. Tench from 3 to 4.

- Did my best to fix the "Ginger bug" with the crew. You may occasionally see twins, but at no point should the entire crew look like the same dude.


//Environment
- Adjusted clouds and fixed cloud shadow.

- adjusted fog to SH5 values.

- adjusted water bump mapping and specular values.

- adjusted waves for all four sea states.

//GFX
- adjusted PPF. Tweak by Racerboy/TheDarkWraith.

//AI
- reworked visual sensor parameters. Is now more in the players favor then before.
- JP Type93 active sonar's Sensitivity is now controlled by the sim.cfg file.


//UI
- Double clicking on the Misc Tab in orders bar now goes to the nav map.

- Double clicking on hydrophone and radar tabs now brings you to the associated stations instead of the conning tower.


// campaign
- changed out of harbor starting positions to be... out of harbor.

- created Tambor class specific campaign option. One boat, no new commands, only refits.

- Fixed Sofu Gan not showing up on navigation map unless zoomed in.

- Increased Patrol missions area of operations to 250KM, and added a map marker to display the boundries.

- Increased patrol mission duration from 4 to 5 days.

- slightly reduced number of aircraft available at JP airbases (Lrg, Nrm, Sml)

- Completely Redid JP Subhunter layers. Instead of historically inaccurate allied style HK groups, these layers are now scripted to protect various harbors and patrol geographic chockpoints.


// misc
- removed files pertaining to uboats and german campaign to reduce file conflicts with future add on to TMO.
- added a CG_height of 0.01 to Commando lifeboats (previously 0). Hopefully this will reduce the tip overs.

...

fitzcarraldo
12-23-11, 07:29 PM
@ Ducimus: TMO 2.5 is the better Christmas gift for the SH4 SubSim community. Iīm downloading it now...

I see the YouTube video (Environment), looks awesome!

My only preoccupation is:

"Trigger Maru is not compatible with any large modpack, to include enviromental mods. Exception to this is any version of RSRD made specifically to be compatible the latest version of TMO. All other large mod packs are NOT compatiable. The reason is, many large modpacks deal with the same files, and alot of unexpected results will occur."

I use RSRDC with TMO 22 without problems. Is TMO 25 compatible with RSRDC, or need (this mod), some modification?

Many many thanks and Merry Christmas!:woot::woot::woot:

Best regards.

Fitzcarraldo :salute:

USS Drum
12-23-11, 07:36 PM
This Christmas is getting better and better I also have a question does it have gift rap?

Ducimus
12-23-11, 08:05 PM
I use RSRDC with TMO 22 without problems. Is TMO 25 compatible with RSRDC, or need (this mod), some modification?



I believe so long as i don't go renaming key files or change unit type classifications in the roster, (which I haven't, nor would i at this point) then RSRD should continue to work as it has.

My caveat/disclaimer is mainly to cover my own ass in case something goes wrong. I will, claim responsiblity for the doings/wrong doings of my own work, so long as it is untouched. The instant something else overwrites or changes it, i absolve myself of any responsibilty.

fitzcarraldo
12-23-11, 08:37 PM
I believe so long as i don't go renaming key files or change unit type classifications in the roster, (which I haven't, nor would i at this point) then RSRD should continue to work as it has.

My caveat/disclaimer is mainly to cover my own ass in case something goes wrong. I will, claim responsiblity for the doings/wrong doings of my own work, so long as it is untouched. The instant something else overwrites or changes it, i absolve myself of any responsibilty.

Thanks, Ducimus. The question about RSRDC is: this mod changes some things (radar-sonar...), and it seems this stuff would alter the values in TMO 25. In my TMO 22 RSRDC I use IJN radar fix for RSRDC mod and TMO visuals for RSRDC mod. Itīs evident RSRDC not only change the campaign layers, also it changes some other values, in the "Library" folder :hmmm:

Best regards.

Fitzcarraldo :salute:

Hylander_1314
12-23-11, 10:12 PM
Dang it! And I'm only at May 3rd 1943 on my present career! Oh well, I'll just have to wait. Downloading now, although this michrowave wireless setup, isn't much better than the old 56k modum :doh:

Thanks Ducimus for the excellent Christmas gift!

USS Drum
12-23-11, 10:55 PM
Now all I need is Ducimus to finish up his Nine Delta 2 mod!

Randomizer
12-23-11, 11:07 PM
Had not really expected another TMO version so Many Thanks Ducimus and Happy Holidays.

USS Drum
12-24-11, 12:19 AM
For distinguished service while keeping the highest traditions of the US submarine force:
http://t1.gstatic.com/images?q=tbn:ANd9GcSd25Dqv-zbixFQXvbx-dO8wV4x-YhliKtmktImDCnC-zTnWtKTIA

CCIP
12-24-11, 03:00 AM
Just to doublecheck: does the RSRD compatibility still apply? Just checking since obviously RSRD hasn't been updated.

Of course I'd also be curious to try TMO campaign for a change.

fitzcarraldo
12-24-11, 06:47 AM
Just to doublecheck: does the RSRD compatibility still apply? Just checking since obviously RSRD hasn't been updated.

Of course I'd also be curious to try TMO campaign for a change.

All seems OK with TMO 25 and RSRDC. I made some tests; no problems, no CTDs.

Best regards and Merry Christmas.

Fitzcarraldo :salute:

Lannes
12-24-11, 10:39 AM
All seems OK with TMO 25 and RSRDC. I made some tests; no problems, no CTDs.

Best regards and Merry Christmas.

Fitzcarraldo :salute:

Yep....test drove TMO 2.5 and RSRD for 4 hours last night. No issues so far. :rock:

Merry Christmas everyone....and a happy Happy New Year to all, but especially Ducimus for giving us this gift just before I have 10 days of vacation. :cool:

volksy
12-25-11, 10:00 AM
Great news. I started TMO up again recently upon discovering the Optical Targeting Correction mod, and now for Christmas we get an unexpected update. I'll probably hold off until OTC gets updated as well, which looks to be "soon".

Hylander_1314
12-25-11, 10:49 AM
Any ideas as to what might be causing this on my radar screen? It appeared with the TMO 2.0. and 2.1 updates. I have been getting around it, by using the navigation map as a position indicator, and marker for plotting a general course of the radar target, and using the other scope to get an idea of range.

No biggie if I have to live with it, just like to be able to use the radar properly if possible.

Also, if I TC to 4x and 8x, this goes away, and the screen returns to normal on the scope, but even if I slowly back out of TC or drop it back to 1x immediately, the radar starts this all over again.

Also, using 2 eVGA nVidia chipset GTS 260 x2 in SLI.

Thanks in advance for any ideas.

http://i284.photobucket.com/albums/ll37/Conrad_B/SH4Img2011-12-25_103452_346.jpg

Also, the radar screen will sometimes turn completely opaque white after one or two revolutions after this anomoly above happens. Doesn't seem to matter if I use TC or not, it starts as soon as I load a save, or even starting out on a new patrol.

I'm goin' down
12-26-11, 11:50 AM
TMO 2.5 does not load. For sure missing three files, compass, periscope and one other. Either tga or dds files.

jldjs
12-26-11, 12:53 PM
TMO 2.5 does not load. For sure missing three files, compass, periscope and one other. Either tga or dds files.

I DL'd last week and have been playing TMO 2.5 error free since. Perhaps you got a bad DL.

CCIP
12-26-11, 03:55 PM
Yeah, with missing files, I'd highly suggest a re-download.

The Renegade
12-26-11, 08:09 PM
MY goodness Ducimus, you workaholic, you god amongst men, you mad genius, you *INSERT BUTT KISSIN HERE*

Holy cannoli. MORE Trigger Maru goodness, for CHRISTMAS! This is fantastic. Downloaded this yesterday and having JUST given it a go, I can fully say that I have even more of an odd lust for water these days. It's GORGEOUS man, and everything else as well. I've noticed the game looks different too, is that the Post processing stuff? Well it looks GREAT and smoother and I dunno, I love it. The WATER, the red LIGHTS, the mission parameter indicator circle, that Japanese plane that WRECKED ME ON MY FIRST PATROL.

Thanks again man for all your hard work and creativity and all around badass-ness. You have many beers and man-hugs coming your way :salute:

virtualpender
12-26-11, 09:54 PM
Wow - unexpected surprise. Thank you, Ducimus!!!

I'm goin' down
12-27-11, 12:53 AM
download does not load. files missing. tried three downloads. gave up.

ryanwigginton
12-27-11, 05:59 AM
Thank you Ducimus! Downloading now.

Jan Kyster
12-27-11, 08:29 AM
Any ideas as to what might be causing this on my radar screen...?
Also, using 2 eVGA nVidia chipset GTS 260 x2 in SLI.I got the same and other "problems" with my 5970+5870 Tri-Fire with new drivers and had to step back to an "older" one (ATI 10.9 or earlier).

OR I could lower the AA settings to everything below 16X and run troublefree... with any driver version...


But since I can't stand jaggies... sigh :nope:


Try lowering your AA settings or go back to the driver you had prior to TMO 2.0.

Hylander_1314
12-27-11, 09:17 AM
Same driver, as I have been sceptical of the the ones issued by nVidia, as some have caused cooling fan problems, and resulted in destroyed vidcards, from April this year. Trouble is, this didn't start until just the few months.

AA I only run at 4x, as anything over that and i lose the sun glare, and the glare / halo around lights, which is said to be caused by going over 4x AA. I know, I hate jaggies too, but if i want light effects, I have to compromise, unless there's a fix out there I don't know about.

I did DL the latest driers from eVGA who made the GTX 260s I run right now in SLI, but haven't installed them yet. They are fom last month, and from all reports on the forum over there, they seem stable, and have no odd quirks.

I really don't want to go back to the old drivers I used with my 8800GTS cards, as they hamper some of the features of the newer cards.

Ducimus
12-27-11, 09:33 AM
download does not load. files missing. tried three downloads. gave up.

Try reinstalling the game.

And don't give me any lip about reinstalling. I reinstalled TWICE, with this last release. So i know the files are good.

Jan Kyster
12-27-11, 11:34 AM
... AA I only run at 4x, as anything over that and i lose the sun glare, and the glare / halo around lights, which is said to be caused by going over 4x AA. I know, I hate jaggies too, but if i want light effects, I have to compromise, unless there's a fix out there I don't know about. <snip>
I really don't want to go back to the old drivers I used with my 8800GTS cards...Neither would I - that old is certainly not the solution.

If you have an Anti-Aliasing Mode option named Adaptive Multi-Sample, try change this one to like Multi-Sample or Super-Sample.

If you disable SLI, my guess is, that your issue will go away? Not a solution, I know, only being curious...


:hmmm: - those halo/light/AA issues was what turned me away from nVidea years ago.
Never was able to get satisfying results. First run with an ATI card solved everything, so... go for ATI! :rock::D


Good luck with newest eVGA drivers and please report back with your solution.

Hylander_1314
12-27-11, 03:51 PM
I had ATI on my last rig, but had to keep 4 sets of drivers handy depending on hat game I was playing as one set would work with one game, and cause artifacts or anomolies the other one(s).

So I decided to go with nVidia this time around. Ah well,............. :hmmm:

Now one thing I did do, is try out the OTC mod, because I liked the radar screen it has, but the mod moves the conning tower to accomodate stadimeter settings, which makes the boat look odd, but the screen worked great! It alos nullified some of the TMO effects that I like so I'm thinking of trying a little "kit bashing" to see it the artfiles from OTC will solve it, as it did when i loaded up the entire mod. But unloading it and trying to go back to TMO alone caused CTDs, and I had to do a complete reinstall and lost my career which was already in mid May of 43.

max-peck
12-28-11, 03:13 AM
Nice Christmas present, thanks for the hard work Ducimus :up:

The tweaked environment looks very good, and I love the automatically generated range circles around the patrol areas. :yep:

ryanwigginton
12-28-11, 10:18 AM
Hey Ducimus,

First of all thanks for the mod.

Not sure if this is an error or intended to be this way, but last night and this morning I took a Porpoise down past 445ft (basically as deep as I could go using the gauge) and sustained no damage or flooding. I did it once in the torpedo training mission and again in a new campaign.

It's a fresh install only with TMO 2.5

I'm going to read through the docs now to see if there's any mention or reason for this. :hmmm:

mido
12-28-11, 10:31 AM
I read somewhere on the net but cannot find it anymore that in emergencies they took Porpoise sub's down to 600 ft and more and survived it (RL). In reality nobody ever found out how deep they could go until they crashed and talked about it later.... 250 ft is just the test depth.

The where German U-boats which accidentally went as deep as 900 ft and survived it.

ryanwigginton
12-28-11, 10:40 AM
I read somewhere on the net but cannot find it anymore that in emergencies they took Porpoise sub's down to 600 ft and more and survived it (RL).

Aha, makes sense now. I had a hunch it was too obvious a mistake to have slipped by Duci.

Hylander_1314
12-28-11, 12:39 PM
TMO lets you go beyond "test" depth. The point where your boat will crush? Well, if you find out, your crew won't be making it back to base.

Ducimus
12-28-11, 05:37 PM
Fleet boats could go deeper then most people think (http://forum.kickinbak.com/viewtopic.php?f=29&t=414) or give them credit for.

And because of that, in TMO, Crush depth means just that. Crush. If you find your crush depth, your virtual crew won't be talking about it at the Royal Hawiian between patrols.

Sailor Steve
12-28-11, 06:56 PM
Fleet boats could go deeper then most people think (http://forum.kickinbak.com/viewtopic.php?f=29&t=414) or give them credit for.
Dang. Now I have to go back to the library to find the name and author of a book I merely glanced through a couple of years ago. He asserted that a US fleet boat could be expected to survive twice the rated test depth, which would mean 900 feet for a Tench class boat.

Hylander_1314
12-28-11, 07:09 PM
To date, the deepest I have dared to take a balao, has been the 700ft mark. Almost impossible to control the helm though. Had to run at flank speed, and when the batteries started to diminish, and speed dropped below 7 or 8 knots, I had to get the boat up to 500.

Constant hull noise was quite un-nerving too! Toughest part was getting the boat to rise from that depth. It seemed to take forever to start the assent. So I don't go passed 600ft now, unless it's absolutely necessary.

USS Drum
12-28-11, 07:15 PM
Dang. Now I have to go back to the library to find the name and author of a book I merely glanced through a couple of years ago. He asserted that a US fleet boat could be expected to survive twice the rated test depth, which would mean 900 feet for a Tench class boat.

The Tench class's crush depth is 600ft so you can take it down to 1200ft!!!!!

Sailor Steve
12-28-11, 07:47 PM
The Tench class's crush depth is 600ft so you can take it down to 1200ft!!!!!
No, it doesn't work that way. If the crush depth in the game is 600 feet, then that's what it is. We're talking about real life, and the Tench's test depth was 450 feet.

USS Drum
12-28-11, 07:59 PM
No, it doesn't work that way. If the crush depth in the game is 600 feet, then that's what it is. We're talking about real life, and the Tench's test depth was 450 feet.

Ohhh... a documentary I watched said it was 600ft.

CCIP
12-28-11, 08:16 PM
Ohhh... a documentary I watched said it was 600ft.

Did it list that as "crush depth", "test depth" or just "maximum depth"?

There tends to be a lot of very ambiguous words surrounding that discussion, some of which are very misleading and based on guesswork rather than hard fact. People easily forget that "crush depth" is not a hard number that anyone ever really knows until a specific boat actually implodes. And there's no way to know that in wartime.

I think basing estimates on real accounts of boats that lived down to a certain depth is a good way to go. In the end, it's a game after all and it can't model real physics of metal fatigue in detail, so test depth + % cushion based on real historical accounts of surviving boats isn't a bad compromise.

I'm goin' down
12-29-11, 04:26 PM
download does not load. files missing. tried three downloads. gave up.

Try reinstalling the game.

And don't give me any lip about reinstalling. I reinstalled TWICE, with this last release. So i know the files are good.

My previous set up included 2.0/2.2 with Scurvy's OTC mod for TMO. I deactivated all and loaded 2.5. The game with 2.5 is missing files, so I deactivated 2.5, and reactivated 2.0/2.2 with Scurvy's OTC mod for TMO. The game (2.0/2.2 with the OTC mod) once again plays. Apparently, the OTC mod corrupted the existing SH4 files and prevented 2.5 from running regardless of whether the OTC mod is reactivated with 2.5. If there is a solution it should be the reinstallation of SH4 before activating 2.5.

I loaned my SH4 disc, and have to get is back before I activate 2.5 and test it.

jeff lackey
12-29-11, 09:50 PM
Comments and a question:

Comments: running TMO 2.2 (have 2.5 D/Led but haven't made it back to port yet to install) and RSRD. What a wonderful experience. Some people complain that RSRD provides "too" realistic an experience, in terms of traffic, but I have had some amazing encounters. Chased a lone, large merchant in a storm, out of torpedos (I was heading back to port,) at night, and basically had to let sonar tell me where he was and then fire blind in that direction with the deck guns. I couldn't see him over 200 yards away, but I could see when my shells made impact. It took a long time and a lot of shots, but a lot of satisfaction when he finally went down. He ran and zig-zagged and did everything he could to get away.

Then tonight I was patrolling up near Dutch Harbor, which I don't like due to all of the aircraft, and so I went south to look around. Found a large convoy, warships. Thought I would get a nice cruiser, was lining everything up, then saw it was an American ship! Disappointed, but I decided I'd see where they were going. As they were making their way, they were repeatedly attacked by enemy aircraft. I watched the aircraft attack the cruisers and destroyers, and most were shot down, but some managed to sink a couple of ships. I decided to head in the direction of the aircraft to see if they came from a carrier, and a survivor square showed up on the map where the cruisers had gone down.

Now the question: I have put the submarine right on the area where the survivor square is on the map. But I can't see a survivor anywhere in the water through my binoculars. I have been looking for 30 minutes, real time, looking all around, and nothing. Is there a trick to this I am missing? I really, really don't want to leave this guy in the middle of the Pacific!!!

max-peck
12-30-11, 05:14 AM
I loaned my SH4 disc, and have to get is back before I activate 2.5 and test it.

Webster posted a guide to fixing Mod Soup issues that doesn't require a reinstall.

You could try this first
http://www.subsim.com/radioroom/showthread.php?t=159784&highlight=soup

Good luck

dom111
12-30-11, 12:12 PM
I can't find a summary of changes in this new version. Is there any available? Asking this because i want to know if mods like IJN Radar Fix or DC Water Disturbance still works with the 2.5 version or now are included.

Hylander_1314
12-30-11, 12:28 PM
I can't find a summary of changes in this new version. Is there any available? Asking this because i want to know if mods like IJN Radar Fix or DC Water Disturbance still works with the 2.5 version or now are included.

I don't see why they wouldn't.

USS Drum
12-30-11, 01:30 PM
To find out if they are included read the manual.

I'm goin' down
12-30-11, 10:48 PM
I loaned my SH4 disc, and have to get is back before I activate 2.5 and test it.

Webster posted a guide to fixing Mod Soup issues that doesn't require a reinstall.

You could try this first
http://www.subsim.com/radioroom/showthread.php?t=159784&highlight=soup

Good luck

Interesting tip. However, it did not work with 2.5. When I reloaded 2.0/2.2 a few more files were missing even though the set up worked. I sank a merchant and then deleted the set up. I just installed a clean version of SH4 and activated 2.5. I am good to go.

max-peck
12-31-11, 05:24 AM
AH well, it was worth a shot.

Glad you got 2.5 sorted out, I'm having a blast in it :DL

Ray.
01-03-12, 06:44 AM
guys,
sorry if it has been asked before but i cant find the answer,
can someone explain what each optional mod of TMO 2.5 does?
i think only one of them has a doc describing its use.

TorpexXIII
01-03-12, 07:03 AM
Guys,

Please see my entry in the main SH4 Forum (Not the mods one) entitled TMO 2.5 difficulty.

Also anyone have a TMO 2.5 compatable escort dumber?


:hmmm:

I'm goin' down
01-03-12, 04:14 PM
guys,
sorry if it has been asked before but i cant find the answer,
can someone explain what each optional mod of TMO 2.5 does?
i think only one of them has a doc describing its use.

Rather than trying to recruit someone to research your questions as to particular optional mods, you might want to consider posting the specific mods for which you wish an explanation.

berobispo
01-04-12, 06:55 PM
trying out the new tmo 2.5 and liking it =) but... looking directly ahead in the bridge view, I get a huge fps drop. I suspect my rig is too slow to handle the bow wake:cry: any ideas how to downsize the cpu load?

razark
01-04-12, 07:27 PM
tany ideas how to downsize the cpu load?
Reduce/turn off graphics options and see how it runs?

0rpheus
01-04-12, 08:46 PM
Just seen 2.5 available, great stuff! Downloading it now, thanks for all your work Duci! :yeah:

seaplate hitman
01-05-12, 02:03 AM
What is the difference between TMO2.2 and TMO2.5?

seaplate hitman
01-05-12, 02:10 AM
what is the difference between TMO2.2 and TMO2.5?

Hylander_1314
01-05-12, 02:27 AM
what is the difference between TMO2.2 and TMO2.5?

It has more refinements than the previous version. Also can have a couple big changes, but mostly, it's more little tweaks here and there to improve gameplay, and things like that.

fitzcarraldo
01-05-12, 06:09 AM
what is the difference between TMO2.2 and TMO2.5?

The most evident change is the new environment, really looks well in daytime, but I have some problems in dawn/dusk; I think the problem is in my ATI Radeon GC. I donīt like how looks the water in dawn or dusk time. The sky is OK.

The 25 version seems compatible with RSRDC.

Regards.

Fitzcarraldo :salute:

Ducimus
01-05-12, 12:24 PM
What is the difference between TMO2.2 and TMO2.5?

All changelogs are located in
1_TriggerMaru_Overhaul_2-5\Documentation\version_changelogs

From the very first, to the very last, they're all there.

berobispo
01-05-12, 04:35 PM
Reduce/turn off graphics options and see how it runs?

already running on very low settings... TMO 2.2 performs better:hmmm:

fitzcarraldo
01-05-12, 04:47 PM
already running on very low settings... TMO 2.2 performs better:hmmm:

You can use the Pacific Environment 4 Low Quality Bow Wake submod, included in the PE4 environment mod. It looks well, and performs better...:03: Totally compatible with all supermods.

Regards.

Fitzcarraldo :salute:

TorpexXIII
01-05-12, 07:24 PM
Sorry for yet more dumb Q's...

How do I dumb down the escorts initial detection rates?

For instance. Im about 3-4000 yards away from a convoy. They havent detected me yet. Im at persicope depth in the dark and on silent running. Somehow (before any torp doors are evn open let alone been fired!) the escorts come zigging over to my direction and once close start pinging me!!!???

Ive tested this a couple of times from a save point and still the same! Im running TMO 2.5 with only another radio mod.

I recently changed some bits in the Data cfg, sim files hoping this would dumb them down. Heres what I did,

I changed data, cfg, sim Hydrophone: Detection Time from 1 to 3
Sensitivity from 0.15 to 0.50

Sonar Detection Time from 5 to 7
Sensitivity 0.05 to 0.35

and funally the lose time from 30 to 10.

Im working in the blind and testing as I go. Would the above dumb them down a bit? Or have I made them better? Do I need to make further changes??

Many thanks in advance....


Chris

Anyone....?

0rpheus
01-05-12, 10:04 PM
I dunno about normal DDs but I'm trying to do the 'drop a spy at Osaka' mission, which is hard enough to begin with, but once I get into the bay I'm finding small Japanese gunboats (little things with no active sonar or DCs, and just two guns at the front) have a HUGE detection range. There's nothing at all I can do to sneak past them (5 attempts now), and they're too small/shallow to hit with torps. One of them heard me at peri depth at 2 knots out of range of my own sonar, when they appeared on my sonar it was already on a dead straight course for my boat!

And, because the deck gun is slowed, by the time you've killed one you're at 70% hull damage. Then the next one shows up.

Mighty hacked off right now lol. Two questions: 1 - WTF is with those boats and what if anything can I do about it?

and 2: How do you get back the normal deck gun loading speed? If I have to wait ages for my idiot crew to reload a gun, then at the very least AI reload times should be adjusted to compensate - and as they're not, I'd rather level the playing field by reverting the reload time to stock. Normally I wouldn't mind as I don't use it, but since I have no choice but to use it on these little gunboats, I might as well ask! :damn::damn:

One final thing - can I reactivate the stock music?Radio distorts the sound and interrupts with the same radio broadcasts every time - would rather have the music on its own. Never did figure out how to do it in the last version either.

Other than this the mod looks great, the sea very reminiscent of the Pacific photos posted last year.

Hylander_1314
01-05-12, 11:33 PM
Orpheus, if you can, set your torpedoes at the shallowest depth allowed. Mk 14s work fine. At flank speed, turn stern on to them as soon as you can, and open the stern tube doors. Go ahead and raise your periscope, they know you're there. Try to get them to follow you in a straight line, Lock you scope on him, and wait until he gets 550 to 500 yards away, and let go a fish from the stern tube.

You can do this with any ASW ship if you can get them to follow you on that.

I have 46 DDs sunk since Dec. 7 1941, and it's early January 44.

But I know the mission. It's a tough one to ay the least.

Bubblehead1980
01-06-12, 12:13 AM
Orpheus, if you can, set your torpedoes at the shallowest depth allowed. Mk 14s work fine. At flank speed, turn stern on to them as soon as you can, and open the stern tube doors. Go ahead and raise your periscope, they know you're there. Try to get them to follow you in a straight line, Lock you scope on him, and wait until he gets 550 to 500 yards away, and let go a fish from the stern tube.

You can do this with any ASW ship if you can get them to follow you on that.

I have 46 DDs sunk since Dec. 7 1941, and it's early January 44.

But I know the mission. It's a tough one to ay the least.


"The infamous down The Throat shot. Want some real fun? turn into them like you are playing chicken and fire the DDT shot, lots of fun.

seaplate hitman
01-06-12, 04:18 AM
All changelogs are located in
1_TriggerMaru_Overhaul_2-5\Documentation\version_changelogs

From the very first, to the very last, they're all there.

Thanks a lot!

seaplate hitman
01-06-12, 04:55 AM
BTW,how to reduce the appearance ratio of fog weather ?
Espeically in south Pacific , my sub always in the middle of fog and rain, it's hard to lock Marus in periscope.
The second question ,it's very difficult to fight in dark night. Fog and too dark night, I just only have a rest. what should I do for making change of this situation.

The last one . What is the optimum way to ambush task force. My Balao sub ever dived approximately in 160m, but JAP DD were very responsive and quickly found me! The main ships changed their direction as soon as possible,everytime I should try my best to escape from the group of Deep charges.

TorpexXIII
01-06-12, 06:45 AM
OK..my last roll of the dice with this one...

Is there anyone out there that can explain the Data, cfg, SIM files regarding Hydrophone & Sonar sensitivity values.

Ive played about with both and am having trouble ID'ing the results.

Can someone simply answer what is a sensitive sonar value (IE the enemy escorts have good sonar) and what is poor. Ive changed mine from 0.15 to 0.50 on the Hyrdrophones (passive) and from 0.05 to 0.35 on the Sonar (active).

In fact to make it simple, can anyone explain each of the following, esp the height and noise factors and MOST importantly how to manipulate them and know what the results will be!!!

I know its a huge ask but Im sure someone out there will know.

MANY MANY thanks in advance...

;Hydrophone
Hydrophone range factor=1 ;[>=0]
Hydrophone fog factor=0 ;[>=0]
Hydrophone light factor=0 ;[>=0]
Hydrophone waves factor=0.2 ;[>=0]
Hydrophone speed factor=0.5 ;[>=0]
Hydrophone enemy speed=0 ;[>=0]
Hydrophone aspect=0 ;[>=0]
Hydrophone noise factor=0.5 ;[>=0]
Hydrophone sensor height factor=0 ;[>=0]
Hydrophone already tracking modifier=20 ;[detection probability modifier]
Hydrophone decay time=150 ;[>0] already tracking bonus decay, in seconds
Hydrophone uses crew efficiency=true ;[true or false]
;Sonar active.
Sonar range factor=1 ;[>=0]
Sonar fog factor=0 ;[>=0]
Sonar light factor=0 ;[>=0]
Sonar waves factor=0 ;[>=0]
Sonar speed factor=0 ;[>=0]
Sonar aspect=1 ;[>=0]
Sonar enemy speed=0 ;[>=0]
Sonar noise factor=0 ;[>=0]
Sonar sensor height factor=0 ;[>=0]
Sonar already tracking modifier=20 ;[detection probability modifier]
Sonar decay time=150 ;[>0] already tracking bonus decay, in seconds
Sonar uses crew efficiency=true ;[true or false]

Ray.
01-06-12, 10:46 AM
I dont seem to be able to shake those DD's. Ive saved my game after destroying a merchant(1st patrol still) and tried to get those DDs off my back like 6 times. got my ass kicked. everywhere i go, no matter what depth i am they ping me.
I gave up and installed easy Ai. However, reloaded my game and I didnt notice anything to change. needless to say, they kicked my ass again!:damn:

Do i need to start new career to make the easier Ai to work? or should I go back to pac-man?:timeout:

Ducimus
01-06-12, 12:35 PM
For those complaining about the AI being too hard.

All you have to do, to dumb down the AI, is use the vanilla version of the following file:

data/cfg/sim.cfg

Use the vanilla settings in that, and for the most part you'll have the idiot escorts back. Go wrack up mass tonnage, and stop complaining. When you eventually get bored, (and you will), you can always switch back to the modded version of the sim.cfg file.

If you want something in between, compare the two files. It's not hard to figure out what was changed. I recommend using winmerge (http://winmerge.org/)for text file comparisions.

0rpheus
01-06-12, 01:16 PM
Orpheus, if you can, set your torpedoes at the shallowest depth allowed. Mk 14s work fine. At flank speed, turn stern on to them as soon as you can, and open the stern tube doors. Go ahead and raise your periscope, they know you're there. Try to get them to follow you in a straight line, Lock you scope on him, and wait until he gets 550 to 500 yards away, and let go a fish from the stern tube.

You can do this with any ASW ship if you can get them to follow you on that.

I have 46 DDs sunk since Dec. 7 1941, and it's early January 44.

But I know the mission. It's a tough one to ay the least.


Ah, ok thanks Hylander - I assumed from looking at them that I wouldn't have a hope of hitting one with a (probably faulty) Mk 14, they looked so shallow in the water! I'll give your tactic a try next time, and maybe tweak the sonar values as Duci suggests. :salute:

EDIT: Ducimus, any thoughts on restoring the music?

Ducimus
01-06-12, 02:27 PM
The reason why music is disabled is because the game plays certain music tracks based on what's going on. Even if you've never looked at what the music tracks are, after your first play through of the game you'll figure out which tracks play when, and based on what's playing you know if an enemy is around or if you've been detected. It's like being clairvoyant.


So if your not into having the game advertise in stereophonic semaphore flags that it's about to attack you, or there's an enemy around, id use the gramophone. The mod comes with a selection that isn't half bad, and if you dislike it you can always load it up with your own music. Ive heard of some people playing Metallica while sinking Jap warships. Not my thing, but hey you can do that.

However, if your really bent on having the music back, look at:

data/sound/music.cfg

Opening that file in TMO, its not hard to see what i did. Just unremark the tracks and they'll play.

0rpheus
01-06-12, 04:27 PM
The reason why music is disabled is because the game plays certain music tracks based on what's going on. Even if you've never looked at what the music tracks are, after your first play through of the game you'll figure out which tracks play when, and based on what's playing you know if an enemy is around or if you've been detected. It's like being clairvoyant.


So if your not into having the game advertise in stereophonic semaphore flags that it's about to attack you, or there's an enemy around, id use the gramophone. The mod comes with a selection that isn't half bad, and if you dislike it you can always load it up with your own music. Ive heard of some people playing Metallica while sinking Jap warships. Not my thing, but hey you can do that.

However, if your really bent on having the music back, look at:

data/sound/music.cfg

Opening that file in TMO, its not hard to see what i did. Just unremark the tracks and they'll play.


Thanks, I appreciate it. I didn't realise that's how the sound worked, and I see why you disabled it. Reason I don't use the gramophone is simply that I've never gotten it to work - I think it's screen resolution related (1920 X1200), and I did do some reading in the TMO files and here at subsim trying to fix it, but never succeeded! Embarrassing really! :oops::haha:

Bubblehead1980
01-06-12, 04:31 PM
Ducimus, 2.5 is great, just played for the first time since november(been busy with holidays, school, life in general) and made a great night surface attack, although I noobed it(detected after torpedos hit) and was forced to dive in 200 feet of water(heavy seas) the two DD's made quick work of me but loved it.

I really appreciate you putting the helmsman back in the conning tower as he should be:salute: Just curious, where did the guy assigned to the firing panel guy when at GQ? remove him or is this an error? just curious.Again, great job on 2.5, thanks.

Ducimus
01-06-12, 04:40 PM
Reason I don't use the gramophone is simply that I've never gotten it to work - I think it's screen resolution related (1920 X1200),

My monitor resolution is 1920 by 1080 and it works fine. The grapophone IS different in TMO. It includes a chart to help you plot intercepts. When you click on the gramophone, you should see a small horizontal bar on the uppper left hand corner. You can grab that with the mouse, and drag it out onto the screen. The gramophone buttons are on the bottom left corner of the chart.


Just curious, where did the guy assigned to the firing panel guy when at GQ? remove him or is this an error? just curious.Again, great job on 2.5, thanks.

Should be no error. Maybe your loading an old saved game? I changed WHO appears at the firing control panel to an officer. For some reason i got the idea of having more officers appear in the conning tower during general quarters.

ReallyDedPoet
01-06-12, 05:02 PM
Trying to change the flag on the sub to a Canadian one, I took a look at the DarkWraiths Sub-flag Mod ( SH5 ) to see the file structure for it. I used Silent 3ditor to change the flags in that mod. Is it similar with TM?

Ducimus
01-06-12, 05:13 PM
In TMO:

The flag is equiped through the submarines EQP file.

For example:
D:\games\sh4\Data\Submarine\NSS_Gato\NSS_Gato.eqp

At the bottom of that file, you'll see something this:


[Equipment 19]
NodeName=I08
LinkName=SubFlag_US
StartDate=19410101
EndDate=19600631

;[Equipment 19]
;NodeName=I08
;LinkName=SubFlag_Pirate
;StartDate=19410101
;EndDate=19600631


The second entry is remarked out.

The data file for the flags is:
sh4\Data\Library\Sub_Flag.dat

There are only two flag nodes in this dat file:
SubFlag_US
SubFlag_Pirate

The textures they use are:
data/Textures/TNormal/Tex/American_Sub.dds
data/Textures/TNormal/Tex/Pirate_Sub.dds


The flag, flag pole, and ropes were done by Privateer. This flag mod doesn't use any of Racerboy/TheDarkWarth's mod on the same thing. Some of the settings may be similar, as I believe there is only one way to implement a sub flag and have it removable or changeable by the player.

I'm goin' down
01-06-12, 05:16 PM
For those complaining about the AI being too hard.

All you have to do, to dumb down the AI, is use the vanilla version of the following file:

data/cfg/sim.cfg

Use the vanilla settings in that, and for the most part you'll have the idiot escorts back. Go wrack up mass tonnage, and stop complaining. When you eventually get bored, (and you will), you can always switch back to the modded version of the sim.cfg file.

If you want something in between, compare the two files. It's not hard to figure out what was changed. I recommend using winmerge (http://winmerge.org/)for text file comparisions.

I looked at WinMerge. I have no idea of how to read the sim.cfg file. I need a tutorial. Meanwhile, my boat continues to get killed. Most recently, it was in the San Bernadino Strait in Leyete Gulf where I intercepted the huge TF on October 25, 1944. My boat was picked up on radar during a rain storm. Two cuties fired blindly found targets in the dark, my boat was pounded by dds, and the TF sailed on. It was not a good time.

ReallyDedPoet
01-06-12, 05:16 PM
The flag is equiped through the submarines EQP file.

For example:
D:\games\sh4\Data\Submarine\NSS_Gato\NSS_Gato.eqp

At the bottom of that file, you'll see something this:



The second entry is remarked out.

The data file for the flags is:
sh4\Data\Library\Sub_Flag.dat

There are only two flag nodes in this dat file:
SubFlag_US
SubFlag_Pirate

The textures they use are:
data/Textures/TNormal/Tex/American_Sub.dds
data/Textures/TNormal/Tex/Pirate_Sub.dds


The flag, flag pole, and ropes were done by Privateer. This flag mod doesn't use any of Racerboy/TheDarkWarth's mod on the same thing. Some of the settings may be similar, as I believe there is only one way to implement a sub flag and have it removable or changeable by the player.

So it's a matter of swapping a Canadian Flag ( .dds ) with this file: data/Textures/TNormal/Tex/American_Sub.dds

Thanks.

Ducimus
01-06-12, 05:19 PM
Yup.

Just FYI, the pirate flag i used, is Edward Teach's.

Jack Rackham's flag is way over used. (Thanks Disney)

ReallyDedPoet
01-06-12, 05:24 PM
Yup.

Just FYI, the pirate flag i used, is Edward Teach's.

Jack Rackham's flag is way over used. (Thanks Disney)

http://tinpan.fortunecity.com/lennon/897/animateflag1.gif

This the one?

CCIP
01-06-12, 06:06 PM
Just out of curiosity - are your environment graphics still tuned towards no post processing? Love the new environment - though it does feel like it looks a bit worse with post processing and glare turned on (I'm totally ambivalent to those settings though, so that's not much of a loss).

Ducimus
01-06-12, 06:11 PM
For the most part, no PPF is best. Espeically at night. Im split on it really, there are times I like the PPF, and times I don't. But i didn't specifically tweak anything to be in tune with the PPF. That new PPF tweak by racerboy/TheDarkwraith grew on me a little bit, and the PPF is more tolerable with it, but the ENV still looks best without any PPF or glare im my opinion.

edit:
I just looked at it again.

- I think outside during daylight, i like the PPF and glare enabled more.
- Inside, I like the lighting with the PPF and glare enabled, but dislike some of the darker shadowing. (ceiling is hard to see)
- At Night time, I HATE the PPF.

ReallyDedPoet
01-06-12, 06:25 PM
Getting there. Needs a little more work :yep: I have an accurate WWII one I will use.

http://img638.imageshack.us/img638/3270/flaglu.jpg

http://img252.imageshack.us/img252/6442/canadamerchant.jpg

Merchant one.

http://img706.imageshack.us/img706/4021/royalnavy.jpg

One that I will use. Anyway, like the addition of flags with TM :yep:

http://img256.imageshack.us/img256/2650/piratet.jpg

:D:D I'm finished now....

I'm goin' down
01-06-12, 08:57 PM
what two files and I comparing with win merge re AI. I assume it is the easy AI and AI, but where do I find the easy AI file? Go killed again at Leyete. This time at Subuyan Sea on October 25, 1944. Next time I will head to Cape Engano....

CCIP
01-06-12, 09:09 PM
I should also take some of that back regarding PPF because I was trying it on a laptop with a shoddy vid card. It looks a heck of a lot better on the proper desktop.

I actually kinda like the night as well, at least when it comes to clear nights.

ReallyDedPoet
01-06-12, 10:02 PM
CTD a couple of times tonight. In a campaign and in a mission. Both just before torpedo impact. I am wondering if it is this mod doing ( below ) it as it was made before the latestTM.


TDW_Ship_Plane_Fire_Damage_v1_3_SH4


1_TriggerMaru_Overhaul_2-5
TheDarkWraith_DC_Water_Disturbance_v2_0_SH4
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
Sun Mod <----- adds halo to the sun.
Radio Tokyo
NBC Radio
Captain Midnights CBS NEWS Sound Mod
SS232 USS Halibut_Gato Weathered Fooskin
SILENT SERVICE GRAPHICS MOD 1,1
Office Poster Fix
British Weathered <------ Flag mod for the sub.

Bubblehead1980
01-06-12, 10:40 PM
Yup.

Just FYI, the pirate flag i used, is Edward Teach's.

Jack Rackham's flag is way over used. (Thanks Disney)


anyone have the Rackham flah(prefer it) or the skull and crossbones even?

ReallyDedPoet
01-06-12, 10:48 PM
anyone have the Rackham flah(prefer it) or the skull and crossbones even?

http://img41.imageshack.us/img41/5925/pirateix.jpg

Convert this to a .dds and you are good to go. The image is meant to be upside down. Rename the file to American_Sub and you are good to go. The above was created by OakGroove. Part of his SH4 Flag Replacement Mod.

0rpheus
01-07-12, 12:48 AM
My monitor resolution is 1920 by 1080 and it works fine. The grapophone IS different in TMO. It includes a chart to help you plot intercepts. When you click on the gramophone, you should see a small horizontal bar on the uppper left hand corner. You can grab that with the mouse, and drag it out onto the screen. The gramophone buttons are on the bottom left corner of the chart.

Yeah I think that's what I read - but I've just tried it, and nothing new appears in any corner when I click the Gramophone button in the Misc tab. I can see the radio/map appear in the top left corner fine.

Mod setup is:

Generic Mod Enabler - v2.6.0.157

1_TriggerMaru_Overhaul_2-5
AOBF 16-9 Res
TGT AOB TO PK FIX - TMO
TDW_Ship_Plane_Fire_Damage_v1_3_SH4

Wonder why you get it and I don't? One of the mods?

seaplate hitman
01-07-12, 01:08 AM
Dear sir,
I saw these words "adjusted fog to SH5 values." in the material of "changelogo_22_25" .Does it reduce the ratio of fog?
I would like to modify the fog weather very much! Can you teach me some ways ? Because I assembled a environment Mod by myself with some components from Env6.0 and PE4. There are two points let me down.
One is the fog wwather eveywhere and eveytime. The second one is the Dark night with fog!

HW3
01-07-12, 09:35 AM
I can see the radio/map appear in the top left corner fine

Left click and hold to drag it down. On the frame around it in the lower right corner there will be 4 buttons that you can click on that will operate the gramophone.

:salute:

0rpheus
01-07-12, 10:45 AM
Left click and hold to drag it down. On the frame around it in the lower right corner there will be 4 buttons that you can click on that will operate the gramophone.

:salute:

That's the radio, isn't it? :hmmm:

I'm goin' down
01-07-12, 01:55 PM
what two files am I comparing with win merge re AI? I assume it is the easy AI and AI, but where do I find the download link for easy AI file?

Third time at Battle of Leyete Gulf. Previously killed by dds in TFs at (1) San Bernadino Straits (I intercepted Kurita's TF as it was breaking out into the Pacific heading for the Battle off Samar) and (2) Battle of Subuyan Sea. This time my boat was crushed at 800 feet escaping depth charges in the TF at the Battle of Palawan Passage. I damaged a cruiser in this battle, and one ship in the TF sunk but my boat did not fire on it.

So far in three major battles my boat has been sunk three times, scored two torpedoe hits, sunk no ships, been sunk by depth charges twice and was crushed by water pressure at a depth of 800 feet once. I need to dumb down the dds' AI. Next, we will see what happens and the Battle of Suriago Strait, and when that fails, we will try our luck at the Battle of Cape Engano. I am not exactly racking up renown these days. In the Battle of Subuyan Sea my boat was right in the middle of the air attack by the U.S. fleet, and shells were flying everywhere. The dds kept their attention on my boat through out.

Returned to Palawan Passage a second time and was sunk trying to close in on a carrier and her escorts. I give up.

Bubblehead1980
01-07-12, 10:20 PM
http://img41.imageshack.us/img41/5925/pirateix.jpg

Convert this to a .dds and you are good to go. The image is meant to be upside down. Rename the file to American_Sub and you are good to go. The above was created by OakGroove. Part of his SH4 Flag Replacement Mod.

Thanks! :salute:

gi_dan2987
01-09-12, 12:33 AM
I've been having some issues with TMO lately. I love the mod but for some reason it tends to glitch out quite often, especially after I've destroyed an enemy ship. The screen gets all blotchy, and I can't read any text. Does anyone know what the deal is?

Hylander_1314
01-09-12, 12:35 AM
What version of TMO are you running, and are there any other mods aside from it?

Jan Kyster
01-09-12, 08:11 AM
Or GPU overheating... :shifty:

0rpheus
01-09-12, 08:46 AM
what two files am I comparing with win merge re AI? I assume it is the easy AI and AI, but where do I find the download link for easy AI file?



IGD & others - I've made some simple AI mods for TMO based on Duci's instructions earlier in the thread:

Easier AI for TMO 2.5 by Orpheus (slightly reduced hydrophone/visual detection, slight increase to surface wave effects):
http://www.mediafire.com/?d513bo9i2ap27pp

Stock AI for TMO 2.5 by Orpheus:
http://www.mediafire.com/?57ajn676jwgted5

Restore Stock Music TMO 2.5 by Orpheus:
http://www.mediafire.com/?lzl9q1ya0qlqznx

Randomised Stock Music TMO 2.5 by Orpheus (mixes up music files to prevent audio 'precognition'):
http://www.mediafire.com/?yn4x49dohikus7h


Those links will only last a few weeks, but I've pm'd Neal for upload access to host them at Subsim so they're not lost over time. I hope these mods are ok with Duci (was his suggestion after all) - if not do say mate and I'll get rid of them straight away.

It should be noted that I've not tested either AI mod yet - I've just not had the time and these are only quick mods. I'll test later today/tomorrow, and feel free to report back if you want anything changed, but tbh if you get both you should be able to see the differences and make your own alterations (remember to deactivate in JSGME before making any changes).

Install after TMO, obviously, and only activate one AI/Music mod at a time.:up:

I'm goin' down
01-09-12, 11:26 AM
IGD & others - I've made some simple AI mods for TMO based on Duci's instructions earlier in the thread: ,,,,


Thanks.:up: [I finally nailed either the Fuso or Yamishiro at Suriago Straights at the Battle of Leyete Gulf (RSRDC activated) with no adjustment to AI. (In the actual battle, both the Yamishiro and Fuso were sunk by American ships. They were the only Japanese BB's in the TF.) One torpedoe hit amidships and one cutie blast at the fantiail stopped the her dead in her tracks. Six dds pounded me for a couple of hours, but I escaped by diving to 600 feet and slinking away. When the dds sailed off after their TF I returned to the disabled BB, and sank her with three more torpedoes. My initial attack was accomplished using the Easy Aob mod, set up parallel to the Ise's course, giving the dds a small profile to try and locate. Setting up for an O'Kane shot does not work because the dds always find my boat before I get a shot off at a reasonably close range.]

0rpheus
01-09-12, 02:40 PM
Thanks.:up: [I finally nailed either the Fuso or Yamishiro at Suriago Straights at the Battle of Leyete Gulf (RSRDC activated) with no adjustment to AI. (In the actual battle, both the Yamishiro and Fuso were sunk by American ships. They were the only Japanese BB's in the TF.) One torpedoe hit amidships and one cutie blast at the fantiail stopped the her dead in her tracks. Six dds pounded me for a couple of hours, but I escaped by diving to 600 feet and slinking away. When the dds sailed off after their TF I returned to the disabled BB, and sank her with three more torpedoes. My initial attack was accomplished using the Easy Aob mod, set up parallel to the Ise's course, giving the dds a small profile to try and locate. Setting up for an O'Kane shot does not work because the dds always find my boat before I get a shot off at a reasonably close range.]

Hehe good work :D

Had a quick test of the Easier AI and they're still vicious, but you get a tiny bit more leeway in being spotted now; I've tweaked the Easier AI file so a redownload will be necessary if you already have it.

Ideally I'd like to make night surface attacks much more viable, so I may tweak it again, and I'll probably make further changes to the randomised music once I see how it sounds in game - at the moment it's very basic with only a few tracks switched to throw you off.. :up:

Duci - can you confirm that 'Light factor' uses higher variables to decrease visual detection & lower variables to increase? Stock has it at 2.5, TMO has it at 3, so I'm guessing you've made visual detection a little lower than stock already. :)

jldjs
01-09-12, 08:50 PM
Running TMO2.5 i ended patrol with Tambor in Freemantle and was told I'd get a new conning tower and another AA gun platform. Ok, so when I prepared for next patrol I saw that the main deck Gun which had been a 5" on the rear was replaced with a 4" on the bow. Ok, plus I got a 40mm mounter on front of island. So I shoved off to Molucca Straight and while my external view showed the bow mounted 4", there were no crew slots for it. Also, there were crew slots for 3 AA guns though I only had two. Cycling thru the gun views, I had twin 20s aft, the 40mm fore, and, another view of the deck gun's site as the the third AA view(using the F11 view). What's up with that?
Also, on the previous patrol, when firing the 5" stern gun ths trajectory of the shots was eratice, some hit the water, others flew way over the target. Out of 60 shots I'd say a third fired correctly as to range.
I have not indtalled any of the TMO2.5 optional MODs.

Laserg
01-10-12, 05:31 AM
I have got a question, are there any restrictions concernng time compression while being hunted??

I was hunted by 2 dds, I escaped beneath a thermal layer after I had been bombed (some minor damage). They were pinging me, but missing me with depth charges, seemed to loose me. So I turned 128x,and after couple of minutes - bum, I'm going down.

I heard that in sh3 with TC more than 32x escorts spawned over your head, is it true in sh4? I'm learning mechanics in tmo 2.5, so I await your answers.

Hylander_1314
01-10-12, 06:20 AM
Running TMO2.5 i ended patrol with Tambor in Freemantle and was told I'd get a new conning tower and another AA gun platform. Ok, so when I prepared for next patrol I saw that the main deck Gun which had been a 5" on the rear was replaced with a 4" on the bow. Ok, plus I got a 40mm mounter on front of island. So I shoved off to Molucca Straight and while my external view showed the bow mounted 4", there were no crew slots for it. Also, there were crew slots for 3 AA guns though I only had two. Cycling thru the gun views, I had twin 20s aft, the 40mm fore, and, another view of the deck gun's site as the the third AA view(using the F11 view). What's up with that?
Also, on the previous patrol, when firing the 5" stern gun ths trajectory of the shots was eratice, some hit the water, others flew way over the target. Out of 60 shots I'd say a third fired correctly as to range.
I have not indtalled any of the TMO2.5 optional MODs.

Read your TMO documentation on deckguns! You can't change between bow and aft.

What you experience is a stock bug that has plagued the game and players from the start. If you choose aft deckguns from the TMO optional mods, that all you'l get, otherwise they will be bow guns from what I understand.

Hylander_1314
01-10-12, 06:24 AM
I have got a question, are there any restrictions concernng time compression while being hunted??

I was hunted by 2 dds, I escaped beneath a thermal layer after I had been bombed (some minor damage). They were pinging me, but missing me with depth charges, seemed to loose me. So I turned 128x,and after couple of minutes - bum, I'm going down.

I heard that in sh3 with TC more than 32x escorts spawned over your head, is it true in sh4? I'm learning mechanics in tmo 2.5, so I await your answers.

How far were the DDs when you went into TC? Sounds like they just moved and reaquired contact with your boat. Be patient. Make sure they are either very far away, or are no longer in hunting mode (they have given up the chase).

But going to 128 TC is why you got tagged. You had no time to react.

Laserg
01-10-12, 08:31 AM
Yeah, this is the most possible scenario, but still does TC messes up while being hunted? I'm just curious.

Hylander_1314
01-10-12, 06:16 PM
Yeah, this is the most possible scenario, but still does TC messes up while being hunted? I'm just curious.

Okay, remember, TC isn't going to mess it up. If you have enemy DDs and other escorts looking for you, and you are close to them, I wouldn't go over 4 or 8 on TC. But be ready to drop it to normal time, by hitting the Backspace key. If you go too high in TC when they're close, you are asking for trouble.

For myself, I don't go to TC until I'm at least a minimum of 5,000 to 6,000 yards distance from them. And I make sure my stern is pointed right at them. If you're deep, stay there. At that distance though, change your Telegraph so it reads the numerical speed settings instead of the words. Go to about 3.5 knots on the dial and click on it. Then go to TC of about 8, and let about 30 minutes gametime expire on the clock. Go back to normal time and check the hydrophones yourself to see if you can hear any ships. If so, check their range using the active sonar ping.

If they are over 10,000 yards away, then go to 16x on the TC for about an hour of game time. Go to normal time, and check the hydrophones for ship noise. If it's clear, you should be able to surface.

Just remember, be patient! When you run silent, it takes time to go places! Give it time. :up:

jldjs
01-10-12, 08:14 PM
Read your TMO documentation on deckguns! You can't change between bow and aft.

What you experience is a stock bug that has plagued the game and players from the start. If you choose aft deckguns from the TMO optional mods, that all you'l get, otherwise they will be bow guns from what I understand.
The doc says only get bow deck gun unless you install optional mod. However, from the start of my career with the Tambor, the deck gun was aft! I didn't install the optional mod or put it there! What's the bug? That this Tambor got an aft gun? That the conning tower upgrade caused the gun to move to the bow? I had no control of where this gun was put so I guess I'm stuck with it until I get a new boat. Do you agree or is there a remedy?

TheBeast
01-10-12, 11:12 PM
The doc says only get bow deck gun unless you install optional mod. However, from the start of my career with the Tambor, the deck gun was aft! I didn't install the optional mod or put it there! What's the bug? That this Tambor got an aft gun? That the conning tower upgrade caused the gun to move to the bow? I had no control of where this gun was put so I guess I'm stuck with it until I get a new boat. Do you agree or is there a remedy?
Read this post in RSRD (http://www.subsim.com/radioroom/showpost.php?p=1799242&postcount=2039) that talks about this problem and possible way to correct it.

gi_dan2987
01-11-12, 03:13 PM
I run SH4 v.1.5, SH4 v.1.4 with TMO and to be honest I'm not sure what's the better of the two experiences. I've tried RFB and RSRD, now I'm downloading FOTRS for v.1.5. Real Fleet Boat is good but I keep running into glitches where the skins come off and it shows a funky array of colors and what not. I got tired of having to continuously restart a game because of the stupid glitching. Especially when I get a kill RFB and TMO glitch out. I've settled with running stock SH4 v.1.4 with NSM just to cull the disappointment. Does anyone know what the best, most historical (preferably least glitchy) mod would be? Some say TMO, others say RSRD, others say RFB. What is it? I just want to be able to play a damn campaign start to finish with real immersion and zero glitches/crashes. What should I do? :hmmm:

fitzcarraldo
01-11-12, 03:50 PM
I run SH4 v.1.5, SH4 v.1.4 with TMO and to be honest I'm not sure what's the better of the two experiences. I've tried RFB and RSRD, now I'm downloading FOTRS for v.1.5. Real Fleet Boat is good but I keep running into glitches where the skins come off and it shows a funky array of colors and what not. I got tired of having to continuously restart a game because of the stupid glitching. Especially when I get a kill RFB and TMO glitch out. I've settled with running stock SH4 v.1.4 with NSM just to cull the disappointment. Does anyone know what the best, most historical (preferably least glitchy) mod would be? Some say TMO, others say RSRD, others say RFB. What is it? I just want to be able to play a damn campaign start to finish with real immersion and zero glitches/crashes. What should I do? :hmmm:

Well...I havenīt any glitches in TMO 2.5 plus RSRDC or RFB plus RSRDC or FOTRS in SH4 1.5. There are some CTDs, but I can live with that. I recommend you the TMO 2.5 plus RSRDC or RFB 2.0 plus RSRDC: realistic and good graphics.

Really I like FOTRS 1.3, very much, but now by now it is an "oldie"; Iīm waiting the promissed version 2.0.

Regards.

Fitzcarraldo :salute:

CDR Resser
01-11-12, 04:50 PM
Does the "Terrible T" campaign option disappear with RSRD ? Seems to with my install. Just want to know if I am doing something wrong.

Thanks

Respectfully Submitted;
CDR Resser

jldjs
01-11-12, 05:00 PM
Read this post in RSRD (http://www.subsim.com/radioroom/showpost.php?p=1799242&postcount=2039) that talks about this problem and possible way to correct it.

I read this post but don't understand it. I only have the 1 deck gun so I can't compare it to a functional one. The ActiveUserPlayerUnits.upc does have what you describe as the Problem, ([UserPlayerUnit 1.Compartment 8.CrewMemberSlotAdditionalRepository 1]), but i don't have a functional comparison. Should I use what is in the reference post as the functional one? Do a copy and paste but preserve the original compartment number?
Switching the lines in the USerPlayerSettings.upc did not fix the deck gun location, nor the crew slots.

Ducimus
01-11-12, 06:27 PM
Does the "Terrible T" campaign option disappear with RSRD ?

Yes it will. RSRD has its own flotilla.upc file.

TheBeast
01-11-12, 07:03 PM
I read this post but don't understand it. I only have the 1 deck gun so I can't compare it to a functional one. The ActiveUserPlayerUnits.upc does have what you describe as the Problem, (), but i don't have a functional comparison. Should I use what is in the reference post as the functional one? Do a copy and paste but preserve the original compartment number?
Switching the lines in the USerPlayerSettings.upc did not fix the deck gun location, nor the crew slots.
You can try moving the Deck Gun back to Aft Mount as described.
The Crew Slots should still be configured correctly for that Mount.
[U]POSSIBLE EASY QUICK FIX:
Shut Down SH4 so it is not running at all.
Edit file PlayerSettings.cfg.rep located in the Documents\SH4\data\cfg\SaveGames\<lastest_Date_Modified_folder>.

Swap the Deck Gun to other Mount and save changes.
i.e.
M02=NULL
M01=5_25_soclu
-=Change To=-
M02=5_25_soclu
M01=NULL

Restart SH4, Load Saved Game and check if Deck Gun is working.

You will also need to Move the Aft Deck AA Gun to the Foreward Deck Mount AA Position so both guns are not at same location.

Regards!
TheBeast

The Renegade
01-13-12, 05:40 PM
To my FELLOW deck gunners!

It seems I have a super similar problem as Mr. Jldjs up there. I'm currently playing TMO 2.5, brand new career that was started fresh with 2.5, and I'm on my 5th or 6th patrol. The patrol started in August of 1942 and now it's September 1942! My PROBLEM has to do with....well, with everything on this dang sub.

So I'm in command of a Gar class sub. I've read the TMO manual PLENTY of times (it's really good by the way), and I've noted that Ducimus has clearly stated that he got the Tambor and Gar subs to ALWAYS have stern mounted deck guns. That's fine by me! I haven't changed ANY positions of the deck gun with TMO, I've left everything alone and uncontaminated.

I get back from a pretty amazing patrol. Get offered a conning tower upgrade. well actually it's FORCED on me, but that's fine. When I get it, I realize ALL my equipment has been taken off and the deck gun mount has been switched from stern to bow. Which I thought was IMPOSSIBLE for Gar and Tambor's, under TMO rules. What's more is that my beloved super special Admiral bestowed 5-inch 51 caliber gun is NO longer available. Because you can only mount it on the STERN. I'd have to pay to put a 4 incher on the bow...

URGH this is frustrating! Something Ducimus put in SPECIFICALLY to stop one bug has now been hit by a different bug. Ooooh this game sometimes.

My question is this. I was looking through other threads and I saw some explanations on how to get the stern mounting back or get the equipment to work again, but is there any way to have a more definitive solution? If I get the stern mount back, can I get my 5inch 51 back? What can I do to switch the deck gun mounting AND make sure my other equipment is intact? Is there any way to prevent the dreaded conning tower from mutating my submarine? I can be pretty capable, I just need to know where to look

Thank you for any help :salute:

Ducimus
01-13-12, 06:40 PM
I get back from a pretty amazing patrol. Get offered a conning tower upgrade. well actually it's FORCED on me, but that's fine. When I get it, I realize ALL my equipment has been taken off and the deck gun mount has been switched from stern to bow. Which I thought was IMPOSSIBLE for Gar and Tambor's, under TMO rules. What's more is that my beloved super special Admiral bestowed 5-inch 51 caliber gun is NO longer available. Because you can only mount it on the STERN. I'd have to pay to put a 4 incher on the bow...
:

Well, you got me there. I just looked at the associated files, and id don't see how that was possible. I can only hope your install wasn't a clean one, cause I can't find any error on my part in the files.

The Renegade
01-13-12, 08:14 PM
Hello sir! Now before I say anything else I REALLY really don't want to come across as an ungrateful wretch, cause I'm not. I love this game to death, I love your mod even MORE, and I mean...well I'm at a loss for words. SHIV, Trigger Maru, they MAKE me want to get out there on a submarine! Navy time! And then I think about it and I decide maybe it's best to keep that more of a um, vicarious experience for now :DL

SO! Anywho. I'm more frustrated with SHIV really. It's that same buggy base of a game, ah well. This particular deck gun switcheroo does NOT seem TMO related as far as I can tell. I haven't had a single problem since I installed TMO 2.5, outside of the weird stock bugs. I mean the game runs leaps and bounds better WITH Trigger Maru enabled, so eh. It just seemed like such a colossal mixup, one that YOU addressed directly with your modifications, that I thought SHIV was just havin it's way with me again.

Now that you bring it up, maybe it's not a 100% clean install. Well, I installed SHIV clean enough, but then I tried out RSRDC. I disabled that after a bit (all using JSGME) and started a new campaign and wiped the slate clean a bit, but I dunno, maybe lingering values from RSRDC?

I MIGHT already know the answer to this but I'll ask anyway-- If I disable TMO 2.5 with JSGME and re-enable it again, will my current career survive? I'm in port currently, if that helps. In any case, I'll do some more reading and tinkering and see what happens.

*Also out of curiosity, if I've messed up the files somehow, what file might I take a peek at to restrict the Gar and Tambor boats to stern guns only? IF you know off the top of your head. Thanks again sir :salute:

jldjs
01-13-12, 09:31 PM
Well, you got me there. I just looked at the associated files, and id don't see how that was possible. I can only hope your install wasn't a clean one, cause I can't find any error on my part in the files.

Ducimus, sir, my "install" was done as follows;
I used JSGME to remove all MODs from a TMO 2.1 version. I then installed TMO 2.5 from what was left, hopefully, a clean SHIV 1.5.
I then added MODs as follows;
3000 Yard Bearing Tool (1280x)
Bigger Better Protractors
Map Colour Scheme 3
MaxOptics IV for TMO_2
TGT AOB TO PK FIX - TMO
Convoy Routes TMO 2.0
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
Splash_effect_DC_bombs_bullets_shells_1.0_for_TMO2
TMO Easier AI for TMO2.5

I made my own version of the TMO Easier AI for TMO (named it "for TMO 2.5") MOD by removing AI_Visual_Sensors.dat, since your 2.5 already "eased" the visual sensors. I tried to fix my campaign as The Beast suggested but couldn't do it so I abandoned that career and started another from June '42. This issue with the gun is the only "problem" I've encountered and that has not diminished my high regard for your MOD. My posting was only to share what happened and in no way to be critical of your work. Perhaps someone will find an explaintion.

danurve
01-14-12, 03:38 PM
Greetings; I've been on a SH hiatus for some time. Haven't played since tmo 1.9 but figgured it's maybe time to reinstall and give a go with the fleetboats. So can anyone point me to a version of MaxOptics that will be compatible with tmo 2.5?
Thank you.

jldjs
01-14-12, 05:01 PM
Greetings; I've been on a SH hiatus for some time. Haven't played since tmo 1.9 but figgured it's maybe time to reinstall and give a go with the fleetboats. So can anyone point me to a version of MaxOptics that will be compatible with tmo 2.5?
Thank you.

MaxOptics IV for TMO_2 in the Downloads.

LaserSailor
01-14-12, 09:46 PM
I'm having a CTD after flipping through the first few pages of the Japanese recognition manual. It's a 100% failure rate so far. I'm going to try a few things, but does anyone have any ideas?

TheBeast
01-15-12, 02:40 AM
I'm having a CTD after flipping through the first few pages of the Japanese recognition manual. It's a 100% failure rate so far. I'm going to try a few things, but does anyone have any ideas?
Could be a bad image texture.
The Recognition manual list ships in desending order.
What ship is displayed just prior to CTD?
Now go to data\Sea folders and locate the folder for the last ship that displayed correctly.
The next ship folder that is in the Japan Roster is location to check for bad recognition manual texture.

Also, what is your system specs?
OS - 32bit/64bit
System RAM

Hylander_1314
01-15-12, 05:59 AM
Ducimus, sir, my "install" was done as follows;
I used JSGME to remove all MODs from a TMO 2.1 version. I then installed TMO 2.5 from what was left, hopefully, a clean SHIV 1.5.
I then added MODs as follows;
3000 Yard Bearing Tool (1280x)
Bigger Better Protractors
Map Colour Scheme 3
MaxOptics IV for TMO_2
TGT AOB TO PK FIX - TMO
Convoy Routes TMO 2.0
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
Splash_effect_DC_bombs_bullets_shells_1.0_for_TMO2
TMO Easier AI for TMO2.5

I made my own version of the TMO Easier AI for TMO (named it "for TMO 2.5") MOD by removing AI_Visual_Sensors.dat, since your 2.5 already "eased" the visual sensors. I tried to fix my campaign as The Beast suggested but couldn't do it so I abandoned that career and started another from June '42. This issue with the gun is the only "problem" I've encountered and that has not diminished my high regard for your MOD. My posting was only to share what happened and in no way to be critical of your work. Perhaps someone will find an explaintion.

A clean install of of SH4 is recommended to avoid issues, CTDs, and other possible anomolies. Removing all the mods, even with JSGME, is not a clean install. Removing all the mods, then uninstalling SH4, and deleting the SH4 folder in My Documents, and I use one last thing, is Regedit to remove SH4 remnants from the registry.

That will let you install a "clean" installation of SH4.

Anything else, can be probmatic, as you don't know what may happen, so just bare that in mind when playing the game he way you have it set up.

Armistead
01-15-12, 12:59 PM
I just keep a clean data folder saved and use it when I load a updated supermod.

LaserSailor
01-15-12, 10:42 PM
Could be a bad image texture.
The Recognition manual list ships in desending order.
What ship is displayed just prior to CTD?
Now go to data\Sea folders and locate the folder for the last ship that displayed correctly.
The next ship folder that is in the Japan Roster is location to check for bad recognition manual texture.

Also, what is your system specs?
OS - 32bit/64bit
System RAM

It happens right when I try to go right past the Kong class, or left on the first one. No other bugs so far (4 patrols with manual targeting off). I'll look into what you mentioned.

I'm running Win 7 64 bit
4 GB RAM

The Renegade
01-16-12, 04:58 PM
SOOOO all you TMO cap'n crunchers, I've got a bit of an update on my deck gun problem.

After MUCH searching the forums and foolin around in the files I discovered how to fix a random "Conning Tower Upgrade equipment switcheroo" bug. Yes that's what I'm calling it ;) I still haven't found out WHY I got all these problems, but fixing them is PRETTY easy, more or less. Once you know where to look and what to type, it's just some simple text editing and filling in the blank really :)

SO! To the other guy having a similar equipment problem with the conning tower upgrade. You've got to go into the ActiveUserPlayerUnits.upc file in your SaveGame data folder and do some work. Make sure it's your most current savegame file. Now, I went into a couple other DIFFERENT files to get some other info, but all the "fixing" is done in this particular file. Basically, you're gonna equip and unequip your modules from this file. Make sure you're in port too, I think that's key.

Edit-- This only deals with the deck gun, as that one's probably the hardest to get working right. With the OTHER equipment like radar, I found that buying it back again is easy and definitely works. You CAN also add your lost equipment using a similar method as this, PM me for details though. Long enough post as it is haha

Use the Find function by searching for the first line of this entry or probably just SternDeckGun to locate this block of text:

ID=SternDeckGun
NameDisplayable=Aft Deck Gun Mount
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkBunker=GunsAmmoBunker
ExternalNodeName3D=M02
ExternalObjectName3D=NULL
ExternalDamageZoneTypeID3D=-1
IDLinkWeaponLoaded=[U]5in51calUS, NULL

I've bolded the important part. In your file, if you're still stuck with the bow deck gun, that bolded part will say NULL instead. You need to replace that NULL with the correct deck gun you want on the stern. For example, the 5in51calUS, 3in50calUS, or 4in50calUS. For the time being, I'll be using the 5in51 cal for reference. Cause that's what mine was anyway :O:

Now that you've replaced that NULL, you need to create a new entry after this one. For the 51 cal, it's this one. Otherwise, you can find all these entries in a separate file in the SH4 data-- the name escapes me at the moment.

Following entry:

ID=5in51calUS
NameDisplayable=5"/51 Caliber Cannon
WeaponInterval=1900-01-01, 1999-12-31
WeaponSlotType=NULL
AmmoTypesAccepted=5inHEUS,5inAAUS
AmmoTypeLoaded=NULL
AmmoMagazineSize=1
AmmoMagazineRemaining=0
WeaponCrewMembersSlots=7
ExternalLinkName3D=5_51_soclu
FunctionalType=WpCannon
Hitpoints=100.000000
EfficiencyHumanFactor=0.000000
EfficiencyMechanicFactor=1.000000
Efficiency=0.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
DamageDescription1=NULL,0,0.2,0,1,1,Jam,0,0,NULL,1 ,0.3,0.244003
DamageDescription2=NULL,0,1,0,0.5,1,Chamber Explosion,50,5,NULL,1,2,14.608

So add that entry right after the first one.

After THIS, scroll down a bit to find the crew member listings with the "AdditionalRepository" business. For whichever deck gun you're trying to equip, make sure the entries with the corresponding compartment values (should be Compartment 8 or 9 with TMO, 7 or 8 with stock) DO NOT say AdditionalRepository. So here's an example

8[/COLOR].CrewMemberSlotAdditionalRepository 1]

See how the deck gun compartment was 8, and these crew slots are for 8? Need those to match up. [U]Delete any "AdditionalRepository" you see.

Whew. What you've just done is re-enabled your desired deck gun and slots. NOW you need to "cancel out" the opposing deck gun entries, in this case, the BOW deck gun.

Find this
[UserPlayerUnit 1.Compartment 9.WeaponSlot 1]
ID=BowDeckGun
NameDisplayable=Fore Deck Gun Mount
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkBunker=GunsAmmoBunker
ExternalNodeName3D=M01
ExternalObjectName3D=NULL
ExternalDamageZoneTypeID3D=-1
IDLinkWeaponLoaded=[U]3in50calUS, NULL

Change that 3in50cal to NULL. Change whatever is in that spot to NULL. Scroll down, and if you see something that starts like this--


ID=3in50calUS
NameDisplayable=3"/50 Caliber Cannon
WeaponInterval=1941-12-01, 1942-12-01

Delete that ENTIRE entry. It's about 15 lines. Now, scroll down some more until you see the Deck Gun Crew entries for *in this case* Compartment 9. Remember, [U]you just need the compartment numbers to match, doesn't matter what they are. So for the corresponding crew for the deck gun you DON'T want, change the line from this

[UserPlayerUnit 1.Compartment 9.CrewMemberSlot 1]

to THIS

[UserPlayerUnit 1.Compartment 9.CrewMemberSlotAdditionalRepository 1]

Do this for each crew member entry.

Alrighty. DAMN! Now you're good to go with your brand new (old) deck gun! Now, the model you see in the port upgrade interface STILL looks like it's displaying a bow deck gun, I don't know why that is. But I've tested this method, and I got both my 5inch gun AND crew slots back. And then I sank a destroyer with it :rotfl2:

I apologize for the mess. This post might be super cluttered and not very concise, but I hope in my rambling explanations MAYBE those a little less computer savvy might catch on a lil easier. I HOPE anyway. For anyone trying to change a Stern deck gun to Bow, follow this process but do it vice versa. If there's any questions I can probably help! Happy gunnin' :yeah:

seaplate hitman
01-17-12, 12:24 AM
Nobody care the fog problem?
How to reduce the ratio of fog?

bobdina
01-17-12, 03:35 PM
Just hit control-N and it will change the weather to a clear day. You need to be looking through the scope or TBT to make it work.

Bubblehead1980
01-18-12, 03:17 AM
Ducimus, loving 2.5, actually playing without RSRD currently, change things up.One issue though is bow tubes and stern tubes are getting destroyed very easily(not showing up on the DC screen as destroyed though but when try to open, no sound and when fire it reports tubes are too damage to launch) did you change something? Also, the adjusted fuel is not allowing for the ahead standard cruise as in other versions.fuel burns fast at ahead standard.What would I need to do to change it back?

gAiNiAc
01-18-12, 08:40 AM
Also, the adjusted fuel is not allowing for the ahead standard cruise as in other versions.fuel burns fast at ahead standard.What would I need to do to change it back?

I noticed that as well......2/3rd's is the most fuel efficient setting....

BernieP2
01-18-12, 09:30 AM
Ducimus, loving 2.5, actually playing without RSRD currently, change things up.One issue though is bow tubes and stern tubes are getting destroyed very easily(not showing up on the DC screen as destroyed though but when try to open, no sound and when fire it reports tubes are too damage to launch) did you change something? Also, the adjusted fuel is not allowing for the ahead standard cruise as in other versions.fuel burns fast at ahead standard.What would I need to do to change it back?

I was on a convoy attack and had the same problelm .. all fwd tubes unusable but damage shows 000% and no damage shown on the DC screen.

Haven't had any problem with speed or fuel usage.

My setup currently is as follows:

TMO 2.5
RSRDC_TMO V502
RSRDC V5xx Patch1
TMO Visuals for RSRDC
Fixed Zero Bomb Load RSRDC
Fixed CD Sonar RSRDc
Max Optics for TMO_2
OPCF green
3000 yd Bearing Tool (1440x)

Any comments and / or suggestions on on a fix or other mods, etc. are welcomed!!

Thanks so much again to all the modders and what they've done to make a good game GREAT! And thanks to the forum commenters and the information and experiences they share so freely.

Fair Winds and Good Hunting

BernieP2

Athlon 64 Processor 4000, 4 gig memory, HP 16x9 19" monitor. Ditched the on-board NVIDIA Geforce 6150 for a newer Geforce 8400 GS card w/ 512MB DDR2. and running XP Pro .. frame rates are a bit slow, but it works fine...

jldjs
01-18-12, 10:34 AM
[QUOTE=BernieP2;1823419]

TMO 2.5
RSRDC_TMO V502
RSRDC V5xx Patch1
TMO Visuals for RSRDC
Fixed Zero Bomb Load RSRDC
Fixed CD Sonar RSRDc
Max Optics for TMO_2
OPCF green
3000 yd Bearing Tool (1440x)

Any comments and / or suggestions on on a fix or other mods, etc. are welcomed!!

Try these. I've been using them with 2.5.

TGT AOB TO PK FIX - TMO
Convoy Routes TMO 2.0
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
Splash_effect_DC_bombs_bullets_shells_1.0_for_TMO2

Also like to add a "me too" regarding fuel mileage, since I now cruise at 12 knots instead of 15, and also experienced what I thoguht was more fragile torpedo tubes with a Tmbor and a Gato so far.

EricW
01-18-12, 11:03 AM
I started playing TMO 2.5 with a Sargo class (NEVER used that one for some reason). I started in the Asiatic fleet in June '42 and had a good first patrol... 5 ships down with the torp dud/premature rate at over 50%.
I finished the patrol and got a conning tower refit/upgrade right away. I started patrol 2 and immediately went to ext. cam to check out what the refit looked like on the (odd) conning tower of the Salmon/Sargo classes. Yup, the shear plating was gone, the fairwater was removed around the 20mm.
It looked cool......but something was wrong.

It took me a few minutes to notice that there's NO SJ radar mast......

I started in 42 because I get surface radar right away and it worked fine on the first patrol......just no ranging unit (which I knew wasn't going to be there) but after my refit, it was gone.

I reloaded the "leaving base" autosave and made sure that I had the SJ radar at base......started my patrol again and........no SJ radar.

I've never seen that one before, anybody else have that happen?

Ducimus
01-18-12, 11:17 AM
, the adjusted fuel is not allowing for the ahead standard cruise as in other versions.fuel burns fast at ahead standard.What would I need to do to change it back?

I noticed that as well......2/3rd's is the most fuel efficient setting....


Blame the cheaters, but don't think so two dimensionally about fuel. You can travel to your patrol area at ahead standard, and then while there, drop it down to 2/3rds. I tested that myself, it works. You just have to do a few more mental calculations is all. I LOVE cruising at ahead standard and faster then 10 knots. Don't think id give that up so easily.

The problem is the "Min/max'er syndrome" . "OMG 2/3rds is the most efficient, so NOTHING else is viable!!!one111" That simply isn't so. Do you think a real submarine captain would travel at the same speed the entire length of a patrol? Mix it up, you'll be pleasantly surprised if you think about your fuel, and plan ahead.

As for torpedo tubes, no i haven't touched them.

Bubblehead1980
01-18-12, 06:08 PM
Blame the cheaters, but don't think so two dimensionally about fuel. You can travel to your patrol area at ahead standard, and then while there, drop it down to 2/3rds. I tested that myself, it works. You just have to do a few more mental calculations is all. I LOVE cruising at ahead standard and faster then 10 knots. Don't think id give that up so easily.

The problem is the "Min/max'er syndrome" . "OMG 2/3rds is the most efficient, so NOTHING else is viable!!!one111" That simply isn't so. Do you think a real submarine captain would travel at the same speed the entire length of a patrol? Mix it up, you'll be pleasantly surprised if you think about your fuel, and plan ahead.

As for torpedo tubes, no i haven't touched them.

Just seems to burn a lot of a fuel traveling at ahead standard to patrol area as opposed to previous version, I do cruise at 10 knots because am aware they wouldnt travel at 15 knots the entire time in the area . 15 when en route to area.Does the fuel still account for fuel in the ballast tanks?(assume it does since that special ability is disabled still)

jokerl90
01-18-12, 07:48 PM
I started playing TMO 2.5 with a Sargo class (NEVER used that one for some reason). I started in the Asiatic fleet in June '42 and had a good first patrol... 5 ships down with the torp dud/premature rate at over 50%.
I finished the patrol and got a conning tower refit/upgrade right away. I started patrol 2 and immediately went to ext. cam to check out what the refit looked like on the (odd) conning tower of the Salmon/Sargo classes. Yup, the shear plating was gone, the fairwater was removed around the 20mm.
It looked cool......but something was wrong.

It took me a few minutes to notice that there's NO SJ radar mast......

I started in 42 because I get surface radar right away and it worked fine on the first patrol......just no ranging unit (which I knew wasn't going to be there) but after my refit, it was gone.

I reloaded the "leaving base" autosave and made sure that I had the SJ radar at base......started my patrol again and........no SJ radar.

I've never seen that one before, anybody else have that happen?

Check out this thread. Look at reply #7.

http://www.subsim.com/radioroom/showthread.php?t=147287

seaplate hitman
01-19-12, 05:06 AM
Just hit control-N and it will change the weather to a clear day. You need to be looking through the scope or TBT to make it work.
Thanks a lot !

gAiNiAc
01-19-12, 01:22 PM
Blame the cheaters, but don't think so two dimensionally about fuel. You can travel to your patrol area at ahead standard, and then while there, drop it down to 2/3rds. I tested that myself, it works. You just have to do a few more mental calculations is all. I LOVE cruising at ahead standard and faster then 10 knots. Don't think id give that up so easily.

The problem is the "Min/max'er syndrome" . "OMG 2/3rds is the most efficient, so NOTHING else is viable!!!one111" That simply isn't so. Do you think a real submarine captain would travel at the same speed the entire length of a patrol? Mix it up, you'll be pleasantly surprised if you think about your fuel, and plan ahead.



Yeah.....I know. I never run out of gas............. ;)

I just figured I'd chime in to make sure things are intentionally as they should be. Love the mod....... (Narwhal???? my pm??? ;) )

Hylander_1314
01-19-12, 06:31 PM
Is it possible to add the Subsim Narwhal to TMO? I picked it up some time ago, but forgot about it, until today and found it as I was going through and deleting old mod files that aren't needed anymore.

EricW
01-20-12, 10:19 AM
Check out this thread. Look at reply #7.

http://www.subsim.com/radioroom/showthread.php?t=147287

Thanks

gAiNiAc
01-20-12, 10:48 AM
Is it possible to add the Subsim Narwhal to TMO? I picked it up some time ago, but forgot about it, until today and found it as I was going through and deleting old mod files that aren't needed anymore.


As I understand it is not possible without caveats that break the upgrade progression of the game.

Hylander_1314
01-22-12, 03:09 AM
As I understand it is not possible without caveats that break the upgrade progression of the game.

Alright. Thanks gAiNiAc.

Stealhead
01-22-12, 05:20 PM
Nice work on 2.5 Ducimus been away from SH and Subsim for a while decided to see what has been going on since I have been away. I have not played much of 2.5 yet but what I have seen looks great and I like the sound of your sub hunter improvements now it sounds like you will understand why Fluckey got an MOH for his China harbor visit.Now I don't have to "pretend" like the harbor is actually defended well.

kstanb
01-23-12, 02:28 PM
First of all, I want to thank the Ducimus/ modders for an amazing work; I think this mod is great

Some comments based on my experiences so far:

- the difficult level is just perfect for my play style, it is not as easy as other main mods, but not as hard as the previous TMO

- Ports are not well defended.. yesteday I went to the Truk lagoon, and sunk 3 big merchants... then got out easy... so recharged torpedoes and went back again... 2 more merchs destroyed... which is more than 20K tons... It might be a good idea to increase defenses or add more mines

- Somehow, damage repairs have been done in seconds... I don't know if it has to do with the special "repair" ability of some of my crew members, one time I got 40% hull damage in a gun fight (I was at the deck gun), by the time I went to damage control to check, damage was fully repaired

- Minor issues so far with Mark 14... (so far less than 20% dud rate).. to a point where I am no longer missing the slower Mark10. I have been carefully following instructions to avoid duds... maybe the special "torp" ability is also helping...

- There is only one thing I really miss from another mega mod; sinking mechanics are way to fast for my taste; but I can certainly live live with them

- Airplanes so far have been a non issue, I always crash dive as soon as one is spotted and they have never spotted me underwater

thanks again

Stealhead
01-24-12, 01:52 PM
Some of your findings must be due to your play style more than anything else.
The planes for example it all depends on if you TC or not it is very possible that you dove but still got spotted by a plane but the DCs missed by a mile if you where TCing while you where under you would never even know.Also when you dive has an effect like on sight of SD radar or on sight of a spotter.Even if I dive pretty fast on a sighting via SD I would say about 1 in 6 planes will still see you on the way down or even at 150 ft plus or spot your wake and drop on you this is why I stay at ahead flank until at assigned depth when crash diving.Some players have been hit at depths of 200ft or more by planes.Personally I have never been hit or destroyed by an aircraft in TMO which I have been playing since 2008 I have had some close calls though other players get killed by aircraft regularly.Again this is probably due to play style or maybe I am just lucky I spend 90% of my time on the surface as well.

You might have one patrol where only a few mk.14s might dud then you will have a patrol where almost every flipping one fails also the date has an effect as well mid 43 up and you will not have so many duds.It says that some things where changed on the dud avoidance for mk14s so that they have more effect.The difficulty level seems about the same to me.

peabody
01-24-12, 02:42 PM
one time I got 40% hull damage in a gun fight (I was at the deck gun), by the time I went to damage control to check, damage was fully repaired



:o Ducimus you know a way to fix hull damage?

I'm goin' down
01-24-12, 03:28 PM
:o Ducimus you know a way to fix hull damage?

I do not know what Ducimus does, but I dispatch my trained dolphin to inspect the damage and report back. If hull damage is detected, I dispatch two frogmen with tool for repairs. That is how I fix damage. (A good supply of baking soda in the frogmens' aqua lungs ensures they can reach the surface if they need to.) Am I confusing this with the SS Nautilus that sails in my bathtub?

I DON'T THINK SO!:salute:

Ducimus
01-24-12, 03:53 PM
I have no idea what you guys are talking about.

You can repair a bulkhead, like any other piece of equipment, but hull integrity (that 3 digit readout you see in your equipment screen) cannot be repaired. It has always been thus for SH4. TMO, or no TMO.

I'm goin' down
01-24-12, 03:59 PM
see! Frogmen do work! And porpoises, too! Gertrude, Wanda, and Coco, the three porpoises. Sleek, smart, and stealthy.

peabody
01-24-12, 04:56 PM
I have no idea what you guys are talking about.

You can repair a bulkhead, like any other piece of equipment, but hull integrity (that 3 digit readout you see in your equipment screen) cannot be repaired. It has always been thus for SH4. TMO, or no TMO.

Ok, he must have meant the bulkhead then. I had never heard of anyone fixing hull damage, thanks for clearing that up.

kstanb
01-24-12, 07:38 PM
Ok, he must have meant the bulkhead then. I had never heard of anyone fixing hull damage, thanks for clearing that up.


Yes, the hull stayed damaged.

During the battle, I got bulkhead damage + many other subsystems; I don't remember the exact ones (pumps, electric engines, radio, etc); it was just that after less than a couple minutes, everthing was repaired (except for the hull which stayed with the same % damage)

The battle was in a port (Balikpapan if I remember correctly), just before launching my torpedoes, they spotted me; I was very close. They hit me with what I think were 20mm guns. They were 3 merchs and 1 small subchaser, all docked.

kstanb
01-25-12, 12:06 PM
Another question;
I got depth charged and received heavy damage, flooding, etc.

The problem is that even after I made all repairs, the "flooding" noise was still there... for the rest of the war patrol

Is there a way to "turn off" the ambient noise?

EDIT: It might be just a problem with that particular war patrol save; I tried again and it is OK

SR-25
01-25-12, 01:01 PM
So got a question: Just recently installed TMO, and for some reason, whenever I start a patrol, my sub never has ammo for the deck or anti-aircraft gun. Anyone else have this problem, and/or a fix? I'm just running the base mods, nothing else, so I'm just a little confused. Any help would be much appreciated.

kstanb
01-25-12, 01:03 PM
So got a question: Just recently installed TMO, and for some reason, whenever I start a patrol, my sub never has ammo for the deck or anti-aircraft gun. Anyone else have this problem, and/or a fix? I'm just running the base mods, nothing else, so I'm just a little confused. Any help would be much appreciated.

You just need to click on the HE ammo and it will start reloading

Ducimus
01-25-12, 02:22 PM
Think of it this way, would the gun be loaded if you just surfaced?

Odds are, you'd probably have to put something in the breech as ammo tends to prefer its residence in dry places.

SR-25
01-25-12, 05:27 PM
Yup. Just needed to click HE. Now I feel like a fool. Just used to it the other way, I guess. Thank you, sirs. And thank you, Ducimus, for the second reason I play any of the SH series (the first being lurker's Operation Monsun). This massive undertaking of a mod is certainly worthy of the praise heaped on it.

I'm goin' down
01-25-12, 05:57 PM
This the mod that loves to kill you. I have made it to January 21, 1942 and am still alive, thank god.

gi_dan2987
01-26-12, 10:27 PM
What version of TMO are you running, and are there any other mods aside from it?

I'm not running any other mods. There was somebody in another thread that said something about turning down anti aliasing? I let my computer run 24/7 because powers down after a certain amount of time anyhow, I also have speed fan to control the temp of my GPU.

Narco
01-27-12, 04:13 PM
Hey guys, having a bit of a problem. Whenever I start the game with TMO activated the loading bar gets to 100% then I get an error saying,

"There is a new (not implemented) page: <Page ChooseLoadSave> !"

If I click off this error I get a load of others along the same vein. I'm running SH4 with Uboat missions, activating the mod using JSGME.

Cheers.

gAiNiAc
01-27-12, 05:37 PM
Hey guys, having a bit of a problem. Whenever I start the game with TMO activated the loading bar gets to 100% then I get an error saying,

"There is a new (not implemented) page: <Page ChooseLoadSave> !"

If I click off this error I get a load of others along the same vein. I'm running SH4 with Uboat missions, activating the mod using JSGME.

Cheers.

Sounds like you're install didn't properly upgrade to 1.5....

Bubblehead1980
01-29-12, 03:50 PM
How do you remove the flags from US subs in TMO 2.5, thought I liked it but decided I do not, esp the bug where they show up under water.Thought it was in TMO manual but cant seem to locate it.Thanks in advance....

gi_dan2987
01-29-12, 05:20 PM
I thought US subs didn't fly colors unless they were around friendly vessels or in port? I mean, you obviously can't run up the colors while submerged, and if you contact an enemy on the surface, what's the point in putting up a flag if you're going to attack them anyways? :doh:

Bubblehead1980
01-29-12, 05:59 PM
I thought US subs didn't fly colors unless they were around friendly vessels or in port? I mean, you obviously can't run up the colors while submerged, and if you contact an enemy on the surface, what's the point in putting up a flag if you're going to attack them anyways? :doh:


its a decision ducimus made for TMO 2.5 and I respect it, just dont like it and there is a way to remove it.There is a bug where you can see the flag's sillhouette when submerged.

gi_dan2987
01-29-12, 07:26 PM
its a decision ducimus made for TMO 2.5 and I respect it, just dont like it and there is a way to remove it.There is a bug where you can see the flag's sillhouette when submerged.

Yeah that would ruin the realism. But being able to see your own sub under the water isn't exactly realistic either. Pick and choose your realism factors I suppose.

BTW... Why is subsim all written in German now? And if it's just my settings how do I switch it back to english?

The Renegade
01-30-12, 12:34 AM
How do you remove the flags from US subs in TMO 2.5, thought I liked it but decided I do not, esp the bug where they show up under water.Thought it was in TMO manual but cant seem to locate it.Thanks in advance....

Found the solution! I KNEW I'd seen it somewhere and I was checking the manual like you, but then I remembered it was more of a changelog that I saw it in, and SO I found it in the Documentation folder. ANYwho, here it is straight from Ducimus himself!


3. Added conning tower flag to all fleet type submarines. (Models by Privateer) By default, the US flag is displayed from a flag staff on the aft end of the conning tower for all fleet type submarines, in all conning tower configurations. (early war, mid war, late war). The addition of the conning tower flag was done to allow you some options via editing the submarines cfg file. For example, the file you want to edit for the Gato is: Data\Submarine\NSS_Gato\NSS_Gato.eqp

--If you don't want a flag at all, simply comment out the first entry for [Equipment 19] by inserting a semicolon ( ; ) before each line.


------


Hope this helps!

Ducimus
01-30-12, 12:14 PM
Found the solution! I KNEW I'd seen it somewhere and I was checking the manual like you, but then I remembered it was more of a changelog that I saw it in, and SO I found it in the Documentation folder. ANYwho, here it is straight from Ducimus himself!


3. Added conning tower flag to all fleet type submarines. (Models by Privateer) By default, the US flag is displayed from a flag staff on the aft end of the conning tower for all fleet type submarines, in all conning tower configurations. (early war, mid war, late war). The addition of the conning tower flag was done to allow you some options via editing the submarines cfg file. For example, the file you want to edit for the Gato is: Data\Submarine\NSS_Gato\NSS_Gato.eqp

--If you don't want a flag at all, simply comment out the first entry for [Equipment 19] by inserting a semicolon ( ; ) before each line.


------


Hope this helps!



This.

Thank you renegade.


As an aside, i'm well aware Fleet boats didnt fly any sort of flag or ensign while on patrol. I put the flags in, because I thought they'd make a cool addition, and give you an additional way to personalize your submarine.

I wouldn't have put them in, without any means of the end user being able to change them or removing them entirely. They are enabled by default, because it's my guess the majority of the end users would end up using them anyway. It's a subsim community thing. If you look at both Sh3 and SH5, their both eager to fly a flag even though (to the best of my knowledge) Uboats also didnt fly any flag while on patrol. I see no reason why Sh4 can't engage in the same frivolities.

ReallyDedPoet
01-30-12, 12:16 PM
I put the flags in, because I thought they'd make a cool addition, and give you an additional way to personalize your submarine.


Nice option :yep:

I use it for exactly this, as well I have an emblem on the sub for the same reason.

Frenchy849
02-01-12, 11:24 AM
Can anyone help me here?
When I try to extract the file,it says that the archive is damaged or of unknown format,but I have WinRar.

Josey Wales
02-01-12, 05:05 PM
Hello all anyone ever have this problem before campain mode aug 1942 gato sub stay out for long patrol not much traffic only sink one jap sub after 3 grey stars after having to come back and refuel at midway I finally manage to sink a merchant near tuk status report tells me good job, area of choice, or return to base, after refueling again at midway I return to pearl and the option for dock at home port, Will Not Light UP! like its not my home port, Sail around awhile nothing, then try to go to bridge CTD first one! any Ideas?
Mods:
TMO 2.5
TGT DIALS TO PK FIX - TMO
Thanks!

gi_dan2987
02-01-12, 06:01 PM
Hello all anyone ever have this problem before campain mode aug 1942 gato sub stay out for long patrol not much traffic only sink one jap sub after 3 grey stars after having to come back and refuel at midway I finally manage to sink a merchant near tuk status report tells me good job, area of choice, or return to base, after refueling again at midway I return to pearl and the option for dock at home port, Will Not Light UP! like its not my home port, Sail around awhile nothing, then try to go to bridge CTD first one! any Ideas?
Mods:
TMO 2.5
TGT DIALS TO PK FIX - TMO
Thanks!

Hey bud I wish I could help, but I'm having a hard time understanding your massive run on sentence. Could you please be more specific and use proper grammar?

Make sure stock SH4 is patched all the way to version 1.4 (version 1.5 if you purchased the U-Boat add on). This should solve most of your issues. Your port is the one with the anchor tilted slightly to the side with the rope around it. Other friendly active ports capable of servicing your submarine will have an anchor standing straight up on it. If it does not have an anchor, then it's an enemy port, a port that is out of service, or a port that cannot service subs. If that doesn't work then check the compatibility of the mods you are running. Hope this helps.

fitzcarraldo
02-02-12, 05:05 PM
@Ducimus, please:

I want to recover the introductory movie ("On Time"). Itīs my poetical soul...I miss John Milton.

How to do it?

Many thanks in advance.

Fitzcarraldo :salute:

Bilge_Rat
02-03-12, 09:13 AM
Whoa, I think I'm in love. :ping:

I had tried TMO eons ago, version 1.x and did not like it for reasons I cannot remember and had been using RFB since then. But RFB has not been updated in a while and I could not get Nisgeis 3d TDC to work to my liking with it, so decided to give TMO 2.5 a whirl.

Well I am converted, SH4 feels like a whole new game. I love the little touches: being able to click on the planesmen to go deeper or shallower, the new intelligent sonar man who will actually call out contacts at more than point blank range and who can answer queries so you dont have to continually man the sonar yourself, the way the sub feels when it dives and surfaces, etc., etc.

Great job, Ducimus.

Mikemike47
02-03-12, 09:54 PM
@Ducimus, please:

I want to recover the introductory movie ("On Time"). Itīs my poetical soul...I miss John Milton.

How to do it?

Many thanks in advance.

Fitzcarraldo :salute:
First go the Jones Generic Mod Enabler for SH4. Click on the tasks link and save the mod profile to a folder of your choice.
Disable the mods including Trigger Maru.
Go to the mods folder for Trigger Maru 2.5:
Drive letter:\Wolves of the Pacific\MODS\TMO_2-5\Data\Movies\Intro\
Delete the file "Intro.wmv-remove"
Renable the mods.
The original intro movie is restored.

ReallyDedPoet
02-03-12, 10:11 PM
Can anyone help me here?
When I try to extract the file,it says that the archive is damaged or of unknown format,but I have WinRar.

Try downloading it again. Sounds like a
corrupt download.

fitzcarraldo
02-04-12, 06:09 AM
First go the Jones Generic Mod Enabler for SH4. Click on the tasks link and save the mod profile to a folder of your choice.
Disable the mods including Trigger Maru.
Go to the mods folder for Trigger Maru 2.5:
Drive letter:\Wolves of the Pacific\MODS\TMO_2-5\Data\Movies\Intro\
Delete the file "Intro.wmv-remove"
Renable the mods.
The original intro movie is restored.

Many thanks, Mike! :yeah:

Best regards.

Fitzcarraldo :salute:

Mithrandir
02-07-12, 04:44 PM
Hello,
making some trials on bumpmapping I have also investigated the reason why the Tench class have a strange behavior when bump mapping is enabled and I found the cause for the problem.
This seems due to the fact that, cloning the Balao, some references to the Balao were not updated to point to new Tench files.
I've made a fix and I'm currently testing it. I will upload it, if Ducimus agrees (they are some TMO 2.5 files modified and a new normalmap texture for the Tench).

Hereafter you can find two images of the Tench with normal maps:

http://img718.imageshack.us/img718/5173/sh42012020800244697.jpg
underwater shot

http://img3.imageshack.us/img3/8894/sh42012020800293074.jpg
On surface

Hope you like it... :)

Bye,
Mith

Mithrandir
02-12-12, 10:49 AM
Hello to everybody,
I've experienced a problem with classes Gato, Gar, Balao and Tench in TMO: the hydrophone on the bridge (for types JP and JT) does not revolve.
I've checked and I noticed that this problem is not present in the stock game (1.5). It is present even in TMO alone (without other mods installed).
After some trials I've discovered that the problem is caused by the fact that, in the above mentioned subs, the nodes H01, H02, H03 and H04 are not in the correct sequence in the *.dat files (e.g. are in the order H03, H04, H01, H02).
After changing their order the hydrophone restarts to behave correctly.
As consequence I've have to warn that it seems that the order of the nodes in dat files is of extreme importance to allow upgrades to behave correctly.
So, please, order them correctly when you modify a dat file! :)

Hope this helps,
Mith

I'm goin' down
02-12-12, 11:21 AM
my watch crew does not leave the bridge when the boat submerges. Any fix available?

Mithrandir
02-12-12, 02:23 PM
hello,
what configuration of mods are you using?
usually your problem is caused by alt-tabbing from/into the game when time is paused. you can do it if the game is running in realtime but if you are in pause the game does not detect anymore when you surface or dive. this means that if you do this when you are submerged you can not recharge anymore the batteries, if you do this on the surface the watchmen remain on deck...
hope this helps.
by,
Mith

I'm goin' down
02-12-12, 02:54 PM
i'll give it a shot. Thanks

Bilge_Rat
02-13-12, 06:25 PM
I was reading the TMO manual (pp33-34) on surface radar performance and variable range. However, the way it is written, it is not clear if TMO comes standard with variable range radar or if you have to install the optional "alternate radar performance" mod in the documentation folder to have the variable range. Does anyone know which is correct?

gi_dan2987
02-13-12, 06:35 PM
I was reading the TMO manual (pp33-34) on surface radar performance and variable range. However, the way it is written, it is not clear if TMO comes standard with variable range radar or if you have to install the optional "alternate radar performance" mod in the documentation folder to have the variable range. Does anyone know which is correct?

I think you have to install it separate, but I don't notice a difference between the two honestly. I don't think it makes much of a difference if any at all.

EricW
02-16-12, 11:23 PM
You have to enable it separately, and I've noticed a BIG difference. You can pick up and track large targets from much farther out in general. For example, I just came across a carrier group tonight that I was able to track at over 19 miles...it didn't even show on the PPI scope yet but I could zero in on the carriers & cruisers with the range finder. It took a while to show the escorts (as it should, they're smaller) but I could pick them up at about 12-13 miles with the regular SJ. Your radar range is easily doubled in some situations.

NOW if we could just simulate tubes & capacitors burning out at the worst possible times..... :D

Lord_Kane
02-19-12, 08:48 PM
I know I am a bit late but yeah! time to reinstall Silent Hunter 4

The Renegade
02-20-12, 09:19 AM
Mith, those screenshots are BEAUTIFUL! Normal maps! The Tench looks absolutely fantastic! To my eyes anyway. Dang it's a good lookin sub you got there :)

Thank you so much for helping and improving TMO! Seriously, it's fantastic, I wish I knew how to do more. And the hydrophone fix too, that's great! I haven't noticed any problem with the hydrophones not rotating but if I DO now I know what to change!

So again, many thanks to Mithrandir for your great work above :salute:

BillyJoBob
02-20-12, 05:30 PM
I have a really bad case of The Dumb, I feel like I missed some instructions because my watch crew stays under water when I dive. They don't seem to perturbed by it but its kind of immersion breaking and just silly. How do I fix this?

Oh whoops, I just saw the post above. Its because I keel alt-tabbing since the Steam overlay doesn't work any more for some reason and I keep tabbing out to talk to people who say things to me.

Since I don't want to double post, has anyone had random crash-to-desktops? I have the RSRD campaign mod for TMO and the patch for the campaign mod. Earlier I was tailing some manner of cargo ship and pummeling it with my deck gun and I would keep crashing around the same spot. I can't say what causes it to crash, sometimes its going to the external camera, sometimes its checking my map, sometimes it just decides the desktop would be a nice place to visit. They aren't all that often but more common than SH IV on its own. I want to boat, game why do you make it hard to boat. :(

Mithrandir
02-22-12, 01:06 AM
Thanks Renegade,
I've completed it and I will upload today or tomorrow...
Hope you will enjoy it.
Bye,
Mith

danurve
02-22-12, 08:45 AM
Greetings; haven't played the game in months, so please forgive me if I missed something obvious. After loading up 2.5 & max optics I have encountered a stange visual, or non visual. I can't see my sub submerged. None of the subs seem to show up in the museum either. Thought maybe it was a mod tweek by design but I didn't see anything in the documentation about it. Anyone know what's going on about that?

ReallyDedPoet
02-22-12, 08:54 AM
After loading up 2.5 & max optics I have encountered a stange visual, or non visual. I can't see my sub submerged. None of the subs seem to show up in the museum either.

I have both combined with no problems danurve. At least I am sure I have Max Optics installed, I'll check later and update this post.

jldjs
02-22-12, 10:06 AM
The water is not very transparent in TMO. Try zooming in for a closer view of your sub. I use these MODs and they are working fine.

danurve
02-22-12, 12:12 PM
I'm fairly certain max optics just affects scope and dials. But if Im watching the sub [,/.] and dive, it disapears.

Ducimus
02-22-12, 12:35 PM
Hello,
making some trials on bumpmapping I have also investigated the reason why the Tench class have a strange behavior when bump mapping is enabled and I found the cause for the problem.
This seems due to the fact that, cloning the Balao, some references to the Balao were not updated to point to new Tench files.

Oops. Yeah i thought it might have been something like that. I looked at the issue once, but nothing jumped out at me, so i just moved on to something else.



I've made a fix and I'm currently testing it. I will upload it, if Ducimus agrees (they are some TMO 2.5 files modified and a new normalmap texture for the Tench).


Be my guest, and thanks for looking into the issue.

Ducimus
02-22-12, 12:41 PM
I was reading the TMO manual (pp33-34) on surface radar performance and variable range. However, the way it is written, it is not clear if TMO comes standard with variable range radar or if you have to install the optional "alternate radar performance" mod in the documentation folder to have the variable range. Does anyone know which is correct?

I thought the word "Alternate" was kinda self explanitory? Alternate, as in alternative, as in, option, as in optional mod. :O:

I think you have to install it separate, but I don't notice a difference between the two honestly. I don't think it makes much of a difference if any at all.

yes you have to install it seperate, thought i thought about making it the default installation at one point. Decided against it because it was too drastic of a change.

You have to enable it separately, and I've noticed a BIG difference. You can pick up and track large targets from much farther out in general. For example, I just came across a carrier group tonight that I was able to track at over 19 miles...it didn't even show on the PPI scope yet but I could zero in on the carriers & cruisers with the range finder. It took a while to show the escorts (as it should, they're smaller) but I could pick them up at about 12-13 miles with the regular SJ. Your radar range is easily doubled in some situations.

NOW if we could just simulate tubes & capacitors burning out at the worst possible times..... :D

Glad to see it works. I recall doing alot of testing and homework on it, but wasn't sure if it was something the general public would like. I nearly tossed it into the recyceling bin. At the last minute i decide to make it an optional mod though i didn't think anyone would use it.

Bilge_Rat
02-22-12, 12:56 PM
I thought the word "Alternate" was kinda self explanitory? Alternate, as in alternative, as in, option, as in optional mod. :O:



I understand that but your manual first says:



The effectiveness of surface search radar in TMO 2.0 is variable, if you choose to install this optional mod.

but on the same page it says:



Note 2:
If you do not agree with this model for radar performance, an optional mod with fixed radar detection ranges is available in the documentation directory of TMO 2.0




which sorts of leaves the question open..:ping:

anyway, great mod.

danurve
02-22-12, 01:15 PM
Problem solved :salute:

Deactivated max optics, then tmo, checked stock ok.
Reactivaed tmo - checked ok, reactivated max optics, OK.
Max res on a 37" 16:9 not sure what the deal was but I swear none of the subs showed up submerged. Got to have the ash can rain ;)

Charlie901
02-23-12, 09:04 PM
Can you customize the difficulty like having Map Contacts, External Camera, etc... and Manual TDC?

magic452
02-24-12, 12:43 AM
All of those are still available in TMO or any other mod.
Set them in the office for career mode.

Magic

Klaus
02-24-12, 12:45 AM
yes, you can, by editing data>cfg>gameplaysettings.cfg, just change true in false at easy level for options you need
magic, when i change these options in office game don't save them

Charlie901
02-24-12, 09:40 AM
yes, you can, by editing data>cfg>gameplaysettings.cfg, just change true in false at easy level for options you need
magic, when i change these options in office game don't save them

Is that because TMO overides the stock game difficulty settings from the games difficulty options settings?

I want everything on easy settings except for manual t d c.

Charlie901
02-24-12, 09:43 PM
Should TMO be installed before or after RSRDC...?

HW3
02-24-12, 11:06 PM
Before.:yep:

Klaus
02-25-12, 01:31 AM
Is that because TMO overides the stock game difficulty settings from the games difficulty options settings?

I want everything on easy settings except for manual t d c.
yes, i've discovered that trying an atomic sub, so limited O2 and batteries don't have sense, but they continues to go down even after i modified options in game option screen :)

paulhager
02-25-12, 06:57 AM
Over on the Ubi-SH4 forum a number of us have discovered that when playing in career mode, new commands are Tambors. In successive careers I was given a Tambor after a Tench and after a Balao. In both cases I was playing with TMO 2.5 in combo with RSRDC. I decided on a standalone TMO 2.5 career - very enjoyable, BTW. Started with a Gar in 1942. First upgrade offered in mid-June 1942 was a Tambor.

I suspect that there is something in the "Terrible T" campaign/career that is causing this upgrade behavior in all others.

Sidekikd34
02-25-12, 02:23 PM
I've seen a couple posts saying the same. Could be the fact that Tambor is now a class 5 upgrade in the UPC, making it "better" than all boats?

paulhager
02-25-12, 03:17 PM
I've seen a couple posts saying the same. Could be the fact that Tambor is now a class 5 upgrade in the UPC, making it "better" than all boats?

I can't speak to that. What I have discovered is that if one accepts the Tambor, the CareerTrack.upc file in saved games indicates that one is now playing "TamborCareer". It never changes after that. Moreover, it appears that when the assigned base changes, the home base becomes Freemantle, without any way of transferring out. Other people have had the same experience.

This would tend to validate my idea that the "Terrible T" campaign has broken something. It would be nice if Ducimus could back the "Terrible T" campaign out of the main mod. My preference would be to stick it into the optional mods directory.

Absent the Tambor bugs, TMO 2.5 is ideal from my standpoint - it makes SH4 into a first class WW II sub sim.