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Sidekikd34
08-31-12, 08:22 PM
It can be quite a puzzle trying to unscramble the spaghetti mill of references and files just to get to the right place to attempt a fix. All respects to Ducimus, Lurker, Capt. Scurvy, and many others for their hard work.

I'm still thinkin' that a random number is generated after passing test depth. Next time you try a test dive, you could implode at 225'.

Good Hunting!

The maxdepth in the cfg files indicates the depth to which the sub will dive using the original control settings where "d" is dive to max. The actual crush depth is found at approximately 70% of the value listed in this location: \data\submarine\[subname]\[subname].zon in collisionableobject you will find a crash depth, which is actually "crush depth", but it happens quite consistently at about 70% of that number. The crash depth in the cfg files is the depth the sub goes to when you hit crash dive.

conmcloud
09-03-12, 09:51 PM
Hello,

I keep crashing when i try to take a photo for a recon mission. any advice?


I am using TMO 1.5

Thanks:/\\!!

TheBeast
09-04-12, 02:14 AM
Hello,

I keep crashing when i try to take a photo for a recon mission. any advice?


I am using TMO 1.5

Thanks:/\\!!
Upgrade to more recent build.
http://img211.imageshack.us/img211/5152/skeletonu.png

Kloef
09-04-12, 12:57 PM
After playing your mod for so many years i just want to say thank you!:woot:

I don't know what i would have done if i didn't have this mod, i'm still playing i just love all the work you put into it, what an effort!

Just wanted to let you know it's appreciated!

Roger Dodger
09-05-12, 02:04 PM
Once again, the completely useless crew. "Hey, skipper, we can't shoot. Come'ere an' point the gun for us." Just like real. A real arcade game, that is.

1st: You have to be at 'Battle Stations (surface)' for the crew to even man the gun.
2nd: The gun MUST be loaded to operate the gun (no bullets, no bang). By default, you leave port with an unloaded gun, and the default ammunition is ALWAYS locked on the ammo you don't have. ERGO, the gun won't fire because your gun crew isn't smart enough to load the ammo you do have.
3rd: The crew has to be told to AUTO-FIRE the gun to work without assistance. WARNING: These guys will open up on a target at around 6000 yards (as soon as they can locate it). If you are trying to sneak up on a target at night (surfaced) to get into a good firing solution, they will shurley give your position away (and don't call me Shirley).
4th: If you are close enough to use the deck gun, then you are close enough for the target to fire back - many times with their own deck gun. It will take many shells from you to sink even a small freighter. A sub CAN'T dive with any holes through the pressure hull (well, it can dive, but surfacing later may present a problem). Until you get the signal "Target is sinking, sir", they can and WILL fire back at you.

Personally, I like the deck gun, but I use it with discretion. Junks, Sampans and Fishing Boats are good targets (they don't have deck guns). 'Wounded' freighters are also pretty good if I am out of torpedoes, especially if they don't have a large gun AND are unescorted. I usually fire the gun myself rather then let the gun crew auto-fire - they are such lousy shots they may only hit one out of three shots. 150 rounds for the deck gun isn't very many rounds. Its a nice break from the usual torpedo attack.

Good luck, and good hunting! :up:

BigWalleye
09-05-12, 09:00 PM
Pardon me, Mr. Dodger, for misleading you. I never meant that my crew literally did not shoot, just that they could not hit anything. My experience is apparently similar to that of others in this thread. When you let the gun crew lay the deck gun (NO pun intended!), they kill a lot of fish, but rarely hit the target. When did you ever read of a WW2 sub skipper in the US Navy pointing the deck gun? Yet that is what SH4 demands if the fire is to be effective. I realize that there are differing views of what constitutes "realism", but I find the stock game to be generally pretty weak in that regard. YMMV

Roger Dodger
09-06-12, 12:47 AM
Pardon me, Mr. Dodger, for misleading you. I never meant that my crew literally did not shoot, just that they could not hit anything. My experience is apparently similar to that of others in this thread. When you let the gun crew lay the deck gun (NO pun intended!), they kill a lot of fish, but rarely hit the target. When did you ever read of a WW2 sub skipper in the US Navy pointing the deck gun? Yet that is what SH4 demands if the fire is to be effective. I realize that there are differing views of what constitutes "realism", but I find the stock game to be generally pretty weak in that regard. YMMV

I agree to both - I thought you meant your crew would not fire the deck gun, AND they can't hit a bull in the butt with a bass fiddle :har:

I also mentioned that I usually fire the gun myself. For me, anyway, it makes a nice break from the usual patrol routine. I just love to watch the sails fly away when I get a good shot in. :arrgh!:

Good hunting!

SJFriesen
09-11-12, 07:13 PM
So on page one the moder says to install 2.5 followed by the optional one however the dl page to the optional one isnt there. Was it just added into the newest TMO version?

HW3
09-12-12, 09:51 AM
Optional mods are included in the 2.5 download.

Roger Dodger
09-12-12, 01:05 PM
So on page one the moder says to install 2.5 followed by the optional one however the dl page to the optional one isnt there. Was it just added into the newest TMO version?

The optional MODS are located in the MODS\TMO2.5\Documentation\Optional_mods\ folder. You need to move the wanted optional mod folder to the MODS\ folder, THEN enable the optional mod with JSME.

Good Hunting!

Slyguy3129
09-19-12, 04:44 AM
Hey guys check question.

Does anyone know which files control the darkness brightness at night?

The reason I ask is back in the day when I started playing 2.5 I noticed that at nights the horizon was very dark, so dark it was hard to see things at night. Turns out something small changed in one of these files did something to where it displayed weird on my rig. Using the same file from TMO 2 solved the issue and nights are again dark, yet see able.

If I recall its either the scene DAT. file or a file in the Env folder.

As I am currently installing the latest to my rig again, if I have trouble I plan on using the old file and fixing it again. If anyone could answer it would help a great deal. Either way I will post my results.

swampy
09-19-12, 06:42 AM
Hi,
Not sure about the installasion process. I have loaded Trigger maru overhaul 2.5 using GME.
Should I then extract Trigger maru overhaul 2.5/Documentation/optional mods and load them using GME?

Thx

fitzcarraldo
09-19-12, 09:13 AM
Hi,
Not sure about the installasion process. I have loaded Trigger maru overhaul 2.5 using GME.
Should I then extract Trigger maru overhaul 2.5/Documentation/optional mods and load them using GME?

Thx

If you wish the optionals, extract they in the MODS folder and activate via JSGME. Example: if you wish the "gramophone" optional, extract that folder in MODS and activate. Ever you must have the structure: folder of the optional---> Data folder---> folders of the mod.

Regards.

Fitzcarraldo :salute:

Armistead
09-19-12, 09:40 PM
Hey guys check question.

Does anyone know which files control the darkness brightness at night?

The reason I ask is back in the day when I started playing 2.5 I noticed that at nights the horizon was very dark, so dark it was hard to see things at night. Turns out something small changed in one of these files did something to where it displayed weird on my rig. Using the same file from TMO 2 solved the issue and nights are again dark, yet see able.

If I recall its either the scene DAT. file or a file in the Env folder.

As I am currently installing the latest to my rig again, if I have trouble I plan on using the old file and fixing it again. If anyone could answer it would help a great deal. Either way I will post my results.

I'm not exactly sure what you mean by something changed a file. I've long adjusted mine, but as I recall a dark horizon was part of TMO starting at 2.2. I also can't remember what changes, if any, he made to the env. from 2.2 to 2.5.

They're several files in scene dat, Env. and filters that can effect brightness, in fact many files effect how dark the night might be, horizon, etc. Not to mention he tweaks sensors to work with these settings, so adjusting them could increase or decrease visuals.

What you could try is pulling the scene dat and Env files from 2.0, make a small mod and install it over TMO 2.5. You would get the env. look of 2.0, plus all the changes with 2.5. I can't say how or if it would effect sensors, probably minor, just have to test it.

If you don't like it, try loading Improved stock Env. I think he made a version for TMO 2.5.

If you don't like that, you could tweak your files, but understand water color, cloud colors, lighting values all have effect. I use my own mod. Basically what I did was change the colors for night to more neutral than blue and added light values around the moon for a wider halo effect. The horizon is still dark away from the moon, but the horizon show well in the moonlight. Also when the moon is overhead, night is a lil lighter. Course no moon, it's dark as hell... However, it does increase enemy visuals, but it realistically makes you plan your attack based on moonlight. The changes are simple if you need some help.

I had a thread showing several SS with different moon textures, lighting effects, colors, etc., if you want to take a look. I probably have 100 env. mods, just I think this is what I finally settled on for my night look, but at times I use one of my others.
http://i651.photobucket.com/albums/uu235/Armistead1424/SH4Img2012-07-24_014754_140.jpg

Others
http://www.subsim.com/radioroom/showthread.php?t=196108&page=4

Slyguy3129
09-20-12, 04:05 PM
Having played it a few days it appears I am not having the trouble I was having with whatever earlier version it was.

Yes I understand the horizon was supposed to be dark, but for me, atleast then, the darkness covered the horizon making it impossible to see anything in the slightest bit of low light.

Whatever it was has apparently been resolved sometime ago.

Thanks for the help though!

Gibus
09-21-12, 03:42 AM
Hello,

I wonder about the use of "TMO_25_small_patch."
This patch contains "CareerStart.upc" and "Flotillas.upc" dated March and July 2010, while the same files in "TMO_25" are dated December 2011.
Can someone enlighten me?
Thank you.

Gibus

Arael
09-25-12, 01:00 AM
I'm having trouble with the Mark 14 Torpedoes. The problem is there IS no problem. It's July 1942, I've been driving a Sargo around the Indies since Pearl Harbor, I've sunk almost 80,000 tons of shipping, and so far I've had ONE dud. Every other torpedo has either missed or exploded successfully. I mean, there's been several times where the torpedoes decide to drive in some other direction than the one I aimed them at, but they pretty much always explode when they hit the target.

It's kind of sad, because I launch in salvos to guard against a dud or two. But they all detonate, so a ship that would have taken one torpedo gets torn apart by three.

I've made sure none of my mods overwrite TMO's US Torpedo files, and I've even put those files into a separate mod that I activate last to overwrite anything that might have made the torpedoes reliable. Didn't help. They still go off like clockwork.

TorpX
09-25-12, 02:11 AM
It sounds like you're just very a lucky guy. :hmm2:

I'll admit I don't know what would be typical with TMO, though.

Sepp von Ch.
09-27-12, 11:21 AM
You can try TMO 22 (TMO 2 plus update 2 to 22), and Traveller Mod. For me, this is a better combination than TMO 25. TMO 22 seems more stable than TMO 25.

This is my actual JSGME list (also I have radio and gramophone files, direct installation):


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

TriggerMaru_Overhaul_2
TMO_Update_20_to_22
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
SCAF for RSRDC v502_2.0
FOTRS Environment
PE4_low quality bow wave and stern wakes (more FPS)
Nav Map Make-Over v2.1
NMMO Airbase Add-on
TMO_Easier_AI
IJN_Radar_Fix_for_TMO2_Easier_AI
Fixed Zero Bomb Load RSRDC
TMO_Visuals_for_RSRDC
Convoy Routes TMO+RSRD
sobers compass mod_version color
SMALLER SEABED ROCKS
SMALLER SEA PLANTS SMALL
#4 PE4 Ship_debris_SH4_with bodies
Webster's Eliminate Floating Plankton
Webster's Single Mission for Rain Test
Webster's Torpedo Test Missions for v1.5
Traveller Mod v2.02 for TMO
Webster's Missing Voices
speech_overhaul
Cold Weather Crew Clothing
Webster's Ship Manuvering Fix
Webster's Real Lifeboats Fix for v1.5
LST_TMO_v2
Traveller Mod v2.02 (TMO) Longer Sinking Times patch

This combination is very stable and no problems with any of the subs (I use mainly Gato class boats).

FOTRS Environment is the Fall of the Rising Sun megamod atmosphere, the best for me.

Also I added a lot of new ships (my own ASAT mod - Added Ships and Traffic for TMO RSRDC); is my Beta version, all fine with the mod. When I obtain the authorizations from the ships creators, I will publish my mod. I added traffic in San Francisco, San Diego, New London, the Caribbean, New york and Australian bases, and new allies and enemy convoys to RSRDC campaign, with ships from FOTRS and Operation Monsun mods, and ships converted from SH3 MFM and VonDos ships. For the moment, only for my use...

Best regards.

Fitzcarraldo :salute:

Who can I find and download this mod: Cold Weather Crew Clothing ?

AndytotheD
09-29-12, 08:43 AM
I just got TMO 2.5 and damn I have never been this impressed.
This is the single best mod I have ever played.

ryanwigginton
09-29-12, 10:09 AM
Great mod. I've used it since Beery left RFB. You'll probably want to add Optical Targetting Correction (http://www.subsim.com/radioroom/showthread.php?t=181172) to add the final layer of polish. :03:

Railgun
09-30-12, 12:08 PM
Great Mod certainly..

One queston that I cant seem to find answered in this thread via Search is regarding the sinking mechanics. Am I right in thinking I have to destroy all the HP for a vessel to sink or can it in TMO2.5 flood itself and sink ?

Beste Grüße

Rg.

TorpX
09-30-12, 09:03 PM
The game damage model is not a simple hit point based model and never has been. Different mods tweek the relevant parameters and thus provide different results, to a degree. You will have to try it and see if it pleases you.

AndytotheD
10-01-12, 02:04 PM
I've got a slight problem with this.
My deck guns are stuck fast. They don't move when I try to use them. They don't move when I put crew on them and tell them to shoot stuff.
This only happens on certains subs past certain dates.
What can I do to fix this?

Regarding this, do I need to have 2.0 then get 2.5 or can I just use 2.5 as stand alone?

Piacesi
10-30-12, 03:59 PM
:06:
Your mod is to the version 1.5 of the sh4, but my is 1.4 and i cant search this version, pls help. get a link of the site or subsim page to i go and download!!
:06:


:/\\!!

Piacesi
10-31-12, 12:44 PM
Anyone can help me? how i install i download and open: have the ''in mod folder'' /data and the opitional mods. but how?? i need simple put in the ennabler with the opitional mods in the folder or i need retire? pls help me.

:06:

Roger Dodger
10-31-12, 02:09 PM
I've got a slight problem with this.
My deck guns are stuck fast. They don't move when I try to use them. They don't move when I put crew on them and tell them to shoot stuff.
This only happens on certains subs past certain dates.
What can I do to fix this?

Regarding this, do I need to have 2.0 then get 2.5 or can I just use 2.5 as stand alone?

If I'm reading this right, you upgraded TMO from 2.0 to 2.5 . Ducimus made a lot of changes, especially to the crew berthing area, which has an odd effect on the deck guns. This seems to be caused by incompatibilities with saved games - i.e. upgrading to TMO 2.5 and trying to use a save game from TMO 2.0 . For everything to work correctly, you need to start a new campaign.

Use JSGME (Generic Mod Enabler) to DISable ALL mods in the game.

DELETE the folder 'My Documents\SH4'. This is your savegame folder and also contains the .upc files for your sub (this is where the confusion is).

It might be wise to restart your computer at this point. Also, I clean my registry here to eliminate any entries left behind. I use CCleaner, available from http://www.piriform.com/ccleaner . (Its FREE and does a good job). This may not be necessary, but you can color me paranoid!

Use JSGME to enable the MODS you want to use. TMO2.5 is enabled FIRST!

When you start the game up, it will automatically make a new SH4 folder. Enter your game settings (options), then start your new campaign.

Sorry about all the trouble, but this was the only way I could get everything to work.

Good Hunting!

Roger Dodger
10-31-12, 02:53 PM
:06:
Your mod is to the version 1.5 of the sh4, but my is 1.4 and i cant search this version, pls help. get a link of the site or subsim page to i go and download!!
:06:


Trigger Maru Overhauled v1.7.6 is still available. Here's the link (I just checked it):

http://silenthunter.filefront.com/file/Trigger_Maru_176;106067

Good luck, Good Hunting!

PS: You really should consider upgrading to SH4 v1.5 . It is available for download from Amazon.com IF you have a US mailing address. A couple of other places offer downloads. Usual price is US$ 9.95

Roger Dodger
10-31-12, 02:57 PM
Anyone can help me? how i install i download and open: have the ''in mod folder'' /data and the opitional mods. but how?? i need simple put in the ennabler with the opitional mods in the folder or i need retire? pls help me.


You need to move the optional MODs to the root of the MODS\ folder. Then use JSGME to install AFTER you install the TMO mod.


Good Hunting!

fitzcarraldo
10-31-12, 02:58 PM
If I'm reading this right, you upgraded TMO from 2.0 to 2.5 . Ducimus made a lot of changes, especially to the crew berthing area, which has an odd effect on the deck guns. This seems to be caused by incompatibilities with saved games - i.e. upgrading to TMO 2.5 and trying to use a save game from TMO 2.0 . For everything to work correctly, you need to start a new campaign.

Use JSGME (Generic Mod Enabler) to DISable ALL mods in the game.

DELETE the folder 'My Documents\SH4'. This is your savegame folder and also contains the .upc files for your sub (this is where the confusion is).

It might be wise to restart your computer at this point. Also, I clean my registry here to eliminate any entries left behind. I use CCleaner, available from http://www.piriform.com/ccleaner . (Its FREE and does a good job). This may not be necessary, but you can color me paranoid!

Use JSGME to enable the MODS you want to use. TMO2.5 is enabled FIRST!

When you start the game up, it will automatically make a new SH4 folder. Enter your game settings (options), then start your new campaign.

Sorry about all the trouble, but this was the only way I could get everything to work.

Good Hunting!

My recommendation:

Uninstall SH4 and reinstall the sim. JSGME isnīt totally secure when you use great, dense, mods. You deactivate TMO 2, and some files can remain in the main folder.

Best regards.

Fitzcarraldo :salute:

Roger Dodger
10-31-12, 03:59 PM
My recommendation:

Uninstall SH4 and reinstall the sim. JSGME isnīt totally secure when you use great, dense, mods. You deactivate TMO 2, and some files can remain in the main folder.

Best regards.

Fitzcarraldo :salute:

Good thought! Use the 'Compare' function on JSGME (You did save your original, didn't you?) to see if anything has been left behind. If so, you should do a complete re-install.

Tigershark624
11-01-12, 04:19 PM
I'm having an issue in which I cannot save my game once I've started a campaign. I also can't load an auto-saved game from the menu while in-campaign or delete any of those auto saves. I have the Steam version of SHIV 1.5 on Windows 7 home edition.

This is what I'm running:

1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
LST_TMO
1.5_Optical Targeting Correction 031312 for RSRDCv502
1.5_OTC for 16 to 9 Aspect Ratio RSRDCv502
1.5_OTC_Realistic Scopes for 16 to 9 RSRDCv502
TMO19_interior3d_GATO_USSDRUM
TMO19_interior3d_PORPOISE_overhaul
TMO19_interior3d_SCLASS_overhaul
Webster's Ship Manuvering Fix for v1.4 and v1.5
SH4-UltimateSoundPack

Does anyone have any idea what could be causing this?

Thanks,
Tigershark

fitzcarraldo
11-01-12, 06:08 PM
I'm having an issue in which I cannot save my game once I've started a campaign. I also can't load an auto-saved game from the menu while in-campaign or delete any of those auto saves. I have the Steam version of SHIV 1.5 on Windows 7 home edition.

This is what I'm running:

1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
LST_TMO
1.5_Optical Targeting Correction 031312 for RSRDCv502
1.5_OTC for 16 to 9 Aspect Ratio RSRDCv502
1.5_OTC_Realistic Scopes for 16 to 9 RSRDCv502
TMO19_interior3d_GATO_USSDRUM
TMO19_interior3d_PORPOISE_overhaul
TMO19_interior3d_SCLASS_overhaul
Webster's Ship Manuvering Fix for v1.4 and v1.5
SH4-UltimateSoundPack

Does anyone have any idea what could be causing this?

Thanks,
Tigershark

I donīt know if that is the problem, but you donīt need the TMO 19 interiors, because:

- TMO 25 have the interiors.

- OTC modified the interiors to a "retro" TMO 2.0 version with Radio Room (from Uboat), and Commander "room".

If TMO 19 interiors overwites some files of OTC, that can be the problem...

Best regards.

Fitzcarraldo :salute:

Tigershark624
11-02-12, 03:14 AM
I removed the interiors but it had no effect. I still get the "Save game failed." message.

bandit484
11-02-12, 06:14 PM
I'm having an issue in which I cannot save my game once I've started a campaign. I also can't load an auto-saved game from the menu while in-campaign or delete any of those auto saves. I have the Steam version of SHIV 1.5 on Windows 7 home edition.

This is what I'm running:

1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
LST_TMO
1.5_Optical Targeting Correction 031312 for RSRDCv502
1.5_OTC for 16 to 9 Aspect Ratio RSRDCv502
1.5_OTC_Realistic Scopes for 16 to 9 RSRDCv502
TMO19_interior3d_GATO_USSDRUM
TMO19_interior3d_PORPOISE_overhaul
TMO19_interior3d_SCLASS_overhaul
Webster's Ship Manuvering Fix for v1.4 and v1.5
SH4-UltimateSoundPack

Does anyone have any idea what could be causing this?

Thanks,
Tigershark

I think you also need the TMO 2.5 patch. You can find it in the downloads section my friend . I hope this helps you.

fitzcarraldo
11-02-12, 07:01 PM
I think you also need the TMO 2.5 patch. You can find it in the downloads section my friend . I hope this helps you.

I use TMO 25 without the patch, and all works fine.

TMO is a mod for a new, starting campaign; if the mod is activated in campaign, there will be problems (CTDS).

Regards.

Fitzcarraldo :salute:

Tigershark624
11-02-12, 08:43 PM
Downloaded and applied the patch, deleted all previous saves and started a new campaign. Save game still fails.

fitzcarraldo
11-02-12, 09:14 PM
Downloaded and applied the patch, deleted all previous saves and started a new campaign. Save game still fails.

It seems you must reinstall the game. :hmmm:

Regards.

Fitzcarraldo :salute:

bandit484
11-04-12, 12:39 AM
It seems you must reinstall the game. :hmmm:

Regards.

Fitzcarraldo :salute:

I agree i think that maybe you somehow got a hold off a corrupted file when you downloaded the file. If you can try to download it again . good luck friend!!!

CapnScurvy
11-04-12, 11:11 AM
I'm having an issue in which I cannot save my game once I've started a campaign. I also can't load an auto-saved game from the menu while in-campaign or delete any of those auto saves. I have the Steam version of SHIV 1.5 on Windows 7 home edition.

This is what I'm running:

1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
LST_TMO
1.5_Optical Targeting Correction 031312 for RSRDCv502
1.5_OTC for 16 to 9 Aspect Ratio RSRDCv502
1.5_OTC_Realistic Scopes for 16 to 9 RSRDCv502
TMO19_interior3d_GATO_USSDRUM
TMO19_interior3d_PORPOISE_overhaul
TMO19_interior3d_SCLASS_overhaul
Webster's Ship Manuvering Fix for v1.4 and v1.5
SH4-UltimateSoundPack

Does anyone have any idea what could be causing this?

Thanks,
Tigershark

That's a long list of mods your using!

As was already pointed out, the TMO19_interior mods are for the TMO 1.9 modded game. Never use a mod that doesn't state it's for the specific version you use. Don't expect any older TMO version of an interior mod (or any other version of a mod) to work with the newer TMO 2.5 unless it states it does.

Now, this brings us to a specific question of "What kind of procedures have you done in adding/removing mods?" It's important that you know a few "rules" in order to add/remove mods to your game.

Use JSGME, but you should have made a "Snapshot" of your stock game files just after installing it. I'm talking about having a "Snapshot" of a freshly installed SH4 game. It does no good in having a snapshot of the stock game files if you've already been modding the files. This "snapshot" will be used to compare the files to what's in your stock game after you've been using JSGME for a while, and for some reason things don't seem to be working as they should. Without it, you'll not know if your stock game has been corrupted or not.

Will your stock game become corrupted? Heck yes!!! Believe me, JSGME wouldn't include this snapshot feature if it thought it's application was fool proof. File's get left behind/changed due to several reasons. Mainly due to "operator error"......that means YOU. How? One easy way is to remove a mod out of sequence. Take for instance your list of mods:

1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
LST_TMO
1.5_Optical Targeting Correction 031312 for RSRDCv502
1.5_OTC for 16 to 9 Aspect Ratio RSRDCv502
1.5_OTC_Realistic Scopes for 16 to 9 RSRDCv502
TMO19_interior3d_GATO_USSDRUM
TMO19_interior3d_PORPOISE_overhaul
TMO19_interior3d_SCLASS_overhaul
Webster's Ship Manuvering Fix for v1.4 and v1.5
SH4-UltimateSoundPack

If you decide to remove the three TMO19_interior mods, but don't follow the proper sequence of removing the SH4-UltimateSoundPack first, then the Webster's Ship Manuvering Fix second, BEFORE the other three, you'll have a problem. JSGME tries to keep track of the files changed as you add more and more, but it's going to forget what's been changed if you remove mods out of sequence.

Also, you have to have a working knowledge of what files get changed, and understand that if you add a mod, what will it do to a file that's already been changed by a previous mod. The responsibility is left to you to know why something was reworked and what the changed outcome will be to the other mods in your list.

Second ask yourself, did these mods get added/removed while I'm in port? AND MORE IMPORTANTLY, am I trying to reload a saved point that didn't have the same mod list that I'm using now?

The saved game files are found in the "My Documents" folder under a folder name "SH4" on a Windows XP OS. The Windows 7 OS will have it under a different folder, but the "SH4" folder will still be produced every time you start the game. It keeps track of the main "options" you set your game to (like monitor resolution), but it also keeps all your saved game points under different folder's within the "SH4" folder. The nuts and bolts to this is there are .UPC files that are changed by the mods you have in your list. These .UPC files change various things. The specifics aren't important, but you need to know..... when the main game has .upc files that are different than what the .UPC saved game files are, you'll have a big problem in getting the saved game to work. You'll get CTD's that may not show up until the different files are accessed later in the game, or the saved game won't load at all. Every time you're "in port" the next mission/patrol you start has the current .upc files put into the "SH4" saved game folders for that particular mission/patrol. Trying to go back to a former saved point that doesn't have the same basic game setup is asking for trouble.

Lastly, I'm no fan of Steam (or any other download site that provides only down loadable files and not a hand held disk to keep your purchase on). From what I've heard, Steam has had only version 1.3 for their download of the game. The purchase may be inexpensive, but not what you want if you'll need to reinstall the entire game when problems arise.

bandit484
11-04-12, 03:00 PM
CaptainScurvy is so right on this subject ! thanks for clarifying this up from our suggestions on how to resolve saved game issues.:|\\:|\\:|\\:|\\

Robin40
11-06-12, 08:31 AM
Mod list
TriggerMaru_Overhaul_2
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Nav Map Make-Over v. 1.2
NMMO v1.2 Patch 1
NMMO Airbase Add-on
NMMO Airbase Add-on Patch 1
Convoy Routes TMO+RSRD
Fixed Zero Bomb Load RSRDC
CAPTAIN_MIDNIGHTS_CBS_RADD
TMO_Visuals_for_RSRDC
Carotio_SH4_Big_Moon

Started patrol in Cavite on 8Dec
Difficulty Hard

Found a convoy on 18Dec 87nm SSE Toko(Formosa), Nippon Maru sunk
Sunk Taihosan Maru on 26Dec in East China Sea
Weather always the same from 18Dec (Clear, Fog light, Wind 15)...no record before
Under constat air attack on day hours

To sum up
very rare traffic
weather almost constant
very frequent air attacks

Is it normal?

Encrusted_Garlic
11-06-12, 10:36 AM
Lastly, I'm no fan of Steam (or any other download site that provides only down loadable files and not a hand held disk to keep your purchase on). From what I've heard, Steam has had only version 1.3 for their download of the game. The purchase may be inexpensive, but not what you want if you'll need to reinstall the entire game when problems arise.

CapnScurvy knows what he is talking about! I wish i had such clear instruction way back when i started modding.

I actually first bought the game on steam.... and although they do have the 1.5 version, it just seems that the install through steam runs the game at like 2\3 speed\efficiency compared to non-steam installs... I actually ended having to crack the game (legally since I own a serial key) to get if off steam and on my PC as any other game... load times seem faster and the game just feels more stable.... stay away from steam if you can!

GalaxianFive
11-10-12, 04:13 AM
I have a problem with CTDs when infiltrating enemy ports such as Tokyo bay and many others. When I get within a couple of miles from the target and click to see the periscope view or the camera view I always get CTD. As long as I stay away from enemy ports everything is OK. My own ports seem unafected. Anyone else have this problem?

Mod List

1_TriggerMaru_Overhaul_2-5
1_TMO_25small_patch
Medals fix IV for v1.5-TMO by Latency
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
1.5_Optical Targeting Correction 031312 for RSRDCv502
1.5_OTC for 8 to 5 Aspect Ratio RSRDCv502
1.5_OTC_Realistic Scopes for 8 to 5 RSRDCv502
Small Radar Contacts Stage 1
Webster's Ship Manuvering Fix
Webster's New Desk Photo
Improved Stock Environment_v3_TMO&RFB
KGMB Radio station
British Army Omega Chrono Red Hands Black Face
SS212 USS GATO_GATO Combo HI-RES V 1.0
SS399 USS Seacat_BALAO HI-RES Weathered
Pacific Sound Mod

All mods applied with JGSME whilst in port. PC Specks way over what is needed, no trouble with RFB and WDAD. G5.

Klaus
11-10-12, 04:29 AM
First try to use a single ship mod, not gato and balao in same time
then, are you sure about aspect ratio? they are not much monitors to use a 8/5 resolution and a wrong resolution can give you CTD's
Good luck :up:

GalaxianFive
11-10-12, 06:44 AM
First try to use a single ship mod, not gato and balao in same time
then, are you sure about aspect ratio? they are not much monitors to use a 8/5 resolution and a wrong resolution can give you CTD's
Good luck :up:

Resolution of my monitor is 1680x1050, hence 8/5. I will try without Gato and Balao mods. G5

BigWalleye
11-10-12, 08:12 AM
Often CTDs in or near a port can be eliminated by the use of Large Address Aware or the 4GB Patch for SH4. You might try it. Even if you are running Windows 7, SH4 is older code which does not automatically request as much memory as W7 can supply. The patch fixes that.

CapnScurvy
11-10-12, 09:28 AM
I have a problem with CTDs when infiltrating enemy ports such as Tokyo bay and many others. When I get within a couple of miles from the target and click to see the periscope view or the camera view I always get CTD. As long as I stay away from enemy ports everything is OK. My own ports seem unafected. Anyone else have this problem?

Mod List

1_TriggerMaru_Overhaul_2-5
1_TMO_25small_patch
Medals fix IV for v1.5-TMO by Latency
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
1.5_Optical Targeting Correction 031312 for RSRDCv502
1.5_OTC for 8 to 5 Aspect Ratio RSRDCv502
1.5_OTC_Realistic Scopes for 8 to 5 RSRDCv502
Small Radar Contacts Stage 1
Webster's Ship Manuvering Fix
Webster's New Desk Photo
Improved Stock Environment_v3_TMO&RFB
KGMB Radio station
British Army Omega Chrono Red Hands Black Face
SS212 USS GATO_GATO Combo HI-RES V 1.0
SS399 USS Seacat_BALAO HI-RES Weathered
Pacific Sound Mod

All mods applied with JGSME whilst in port. PC Specks way over what is needed, no trouble with RFB and WDAD. G5.

Much like this reply (http://www.subsim.com/radioroom/showpost.php?p=1956561&postcount=4041), just a couple of posts before yours. You need to know what these mods do and what specific files are in them that can change the same files that were previously loaded.

For one thing, the "1_TMO_25small_patch" claims (in its introduction) that it may work, or may not. I wouldn't put a mod into the line-up with that kind of recommendation. What's it change, I don't know. But you should look at every folder/file within it and see if another mod down the list changes the same file. If it does, why load a mod that is rendered useless by the addition of a later added mod?

That medals fix mod by Latency? TMO 2.5 has a medals fix already included. Ducimus was an early contributor to fixing the medals in the game. So am I. My contributions were to change the "order" of distribution......making sure the bottom tier award was given for the least amount of recorded tonage, and so on up the ladder. Also, I put into the game the Navy Commendation Medal and the Pacific Campaign Medal, removing the Medal of Honor and Distinguished Service Medal. Both TMO and OTC fix the medals in their proper order and appearance. What Latency did is simply copy our work. Why include it? For all I know, his doesn't fix the order of distribution which is in a .upc file. If you read the reply I mentioned, you know why .upc files are important to saved games and CTD's

"Small Radar Contacts Stage 1".... I've already included small radar blips with the OTC radar. Why include it?

I don't know about the rest of the list, but then again, it's not my setup. That's why you need to know what's in it because it's your game that's being effected.

After saying this, I highly recommend what BigWalleye told you about the "Large Address Aware" app found HERE (http://www.techpowerup.com/forums/showthread.php?t=112556). You say "your computer specs are way over what is needed". If you have greater than 2 gig of memory on your system, no matter what the Operating System, you will benefit from the Large Address Aware feature. The app simply tells the older SH4 game to use the additional memory that's on your system. The game doesn't know there is additional memory to be used when its needed. This app sets a flag on the SH4 .exe file to use the additional memory. It's made the game run much better on the computers that have the extra memory. When you say the CTD's occur when you're near a port, it's because there is extra activity there. Ships being rendered, ships animated, and moving about. The port is animated with moving trucks, people. All need extra memory to be rendered.

Stewmeat95
11-10-12, 09:42 AM
Whenever i try installing the mod using JSGME, The program crashes and I can't install, the same happens with the real fleet boat mod, but i can install smaller mods like natural sinking mechanics and sub skins. I tried reinstalling JSGME from the link on subsim in the downloads, thinking maybe i had an old version, however that didnt fix it. Any ideas?:o

CapnScurvy
11-10-12, 10:15 AM
Whenever i try installing the mod using JSGME, The program crashes and I can't install, the same happens with the real fleet boat mod, but i can install smaller mods like natural sinking mechanics and sub skins. I tried reinstalling JSGME from the link on subsim in the downloads, thinking maybe i had an old version, however that didnt fix it. Any ideas?:o

I've never had JSGME crash on me. Boy, that's a tuff one.

JSGME loads several files into the main Silent Hunter Wolves of the Pacific folder. You may want to delete these files, and reinstall. If you have a "MODS" folder, rename it before reinstalling JSGME. Once JSGME is reinstalled, open the .exe file to run JSGME. You should find no mods on the left side of the page. Exit out of JSGME, and open your old "MODS" folder. Copy/paste the specific mods from the older folder into the new one. Leave the JSGME created files that are in the old "MODS" folder behind. Delete the old "MODS" folder. Now open JSGME, you should see the left side populated with your mods. Try it now.

Maybe the older JSGME created files were corrupted, or maybe they were from a different version. Especially if you just moved your old MODS folder over to the new install.

GalaxianFive
11-10-12, 10:46 AM
Much like this reply (http://www.subsim.com/radioroom/showpost.php?p=1956561&postcount=4041), just a couple of posts before yours. You need to know what these mods do and what specific files are in them that can change the same files that were previously loaded.

For one thing, the "1_TMO_25small_patch" claims (in its introduction) that it may work, or may not. I wouldn't put a mod into the line-up with that kind of recommendation. What's it change, I don't know. But you should look at every folder/file within it and see if another mod down the list changes the same file. If it does, why load a mod that is rendered useless by the addition of a later added mod?

That medals fix mod by Latency? TMO 2.5 has a medals fix already included. Ducimus was an early contributor to fixing the medals in the game. So am I. My contributions were to change the "order" of distribution......making sure the bottom tier award was given for the least amount of recorded tonage, and so on up the ladder. Also, I put into the game the Navy Commendation Medal and the Pacific Campaign Medal, removing the Medal of Honor and Distinguished Service Medal. Both TMO and OTC fix the medals in their proper order and appearance. What Latency did is simply copy our work. Why include it? For all I know, his doesn't fix the order of distribution which is in a .upc file. If you read the reply I mentioned, you know why .upc files are important to saved games and CTD's

"Small Radar Contacts Stage 1".... I've already included small radar blips with the OTC radar. Why include it?

I don't know about the rest of the list, but then again, it's not my setup. That's why you need to know what's in it because it's your game that's being effected.

After saying this, I highly recommend what BigWalleye told you about the "Large Address Aware" app found HERE (http://www.techpowerup.com/forums/showthread.php?t=112556). You say "your computer specs are way over what is needed". If you have greater than 2 gig of memory on your system, no matter what the Operating System, you will benefit from the Large Address Aware feature. The app simply tells the older SH4 game to use the additional memory that's on your system. The game doesn't know there is additional memory to be used when its needed. This app sets a flag on the SH4 .exe file to use the additional memory. It's made the game run much better on the computers that have the extra memory. When you say the CTD's occur when you're near a port, it's because there is extra activity there. Ships being rendered, ships animated, and moving about. The port is animated with moving trucks, people. All need extra memory to be rendered.

Thanks for all the info I will try removing the mods which you say are unnessary and I've now downloaded and used the LAA. Now I'll see if there is any improvement.

Windows Vista 32
Intel Quad 2.40
3.0 GB ram
Invidia GT 220 1GB

fitzcarraldo
11-10-12, 03:18 PM
Thanks for all the info I will try removing the mods which you say are unnessary and I've now downloaded and used the LAA. Now I'll see if there is any improvement.

Windows Vista 32
Intel Quad 2.40
3.0 GB ram
Invidia GT 220 1GB

Try the 4 Gb Patch in SH4.exe. Is a great patch for use of extra memory.

Regards.

Fitzcarraldo :salute:

GalaxianFive
11-11-12, 04:43 AM
So far so good. I've been able to get into Tokyo bay but it is night, I've yet to try it by day. Already use 4G patch. G5

fitzcarraldo
11-11-12, 06:52 AM
So far so good. I've been able to get into Tokyo bay but it is night, I've yet to try it by day. Already use 4G patch. G5

Congrats! At night or at day...SINK'EM ALL!!!

Regards.

Fitzcarraldo :salute:

ghojezz
11-12-12, 06:51 AM
hey guys, nice to see you here, i just wanna ask one question, does TMO 2.5 allow us to play "playable surface/battle ship" ? :)

thanks :D

Liberatus
11-17-12, 02:55 PM
Hello
From where can I download TMO 2.0? Link in Silenthuntermods does not exist :(

Sailor Steve
11-17-12, 03:07 PM
Hello
From where can I download TMO 2.0? Link in Silenthuntermods does not exist :(
Do you need to go backwards to 2.0? Will 2.5 do?
http://www.subsim.com/radioroom/downloads.php?do=file&id=3001

Liberatus
11-17-12, 03:22 PM
I need TMO 2.0

re84uk
11-17-12, 03:44 PM
great mod

Kptlt. Neuerburg
12-05-12, 06:00 PM
Ok I've encountered an odd bug. I just compleated my 15th patrol, during which I resupplyed at the naval base near Ternate and went to lurk near Manilia Bay. This was late 1943, after sinking 3 more ships I was setting a course for home when I saw my home port had been changed from Freemantle to Pearl Harbour. Then when I looked at the patrol log it showed that the home base had been changed for several days @ 00:00hrs. I didn't think much of it until I went to start my 16th patrol, the breifing stated that my sub was to leave on July 1, 1942!!! So somehow my camaign time-traveled back some 2-3 months and 1 year?! Whats going on? The Twilight Zone comes to SH4:doh:...

Edit: I attempted to see if this problem was caused by a corrupted save game but that doesn't seem to be the case. I re-started my 15th patrol after deleting the save game and doing the patrol over again. Once again however the problem occured a second time in the same fashion. Patrol log was spammed with base changed messages and the next patrol was to start on July 1, 1942 even though in-game it was November 17,1943.

AVGWarhawk
12-06-12, 04:54 PM
You have been introduced to the Baltimore Experiment. :o A off shoot to the Philadelphia Experiment. Instead of cloaking you time travel.

Kptlt. Neuerburg
12-07-12, 05:11 PM
You have been introduced to the Baltimore Experiment. :o A off shoot to the Philadelphia Experiment. Instead of cloaking you time travel. I'd rather go back in time then be partly weilded to the deck.:dead:

Lonelywolfmother
12-25-12, 05:23 PM
Hi.

First of all I have to say a big CONGRATULATIONS for this awesome mod :up:

After mi 4th patrol I have been promoted to Commander and one of my officers have gained the skill "Master Engineer" which I find very useful. The problem is that he belongs to the forward torpedo room, and the skill "Master Enginer" requires him to be in the control room or the engines room, but his habilities doesn't fit well with this rooms.

So what can I do? Is there a way to choose which crew members will gain any skill like it was in SH3?

Sorry for the noob question, it is the first time I play seriously SH4 and I don't even know if this is a TMO issue since I never played SH4 without it.

S!

TheBeast
12-26-12, 02:40 AM
First of all I have to say a big CONGRATULATIONS for this awesome mod :up:

After mi 4th patrol I have been promoted to Commander and one of my officers have gained the skill "Master Engineer" which I find very useful. The problem is that he belongs to the forward torpedo room, and the skill "Master Enginer" requires him to be in the control room or the engines room, but his habilities doesn't fit well with this rooms.

So what can I do? Is there a way to choose which crew members will gain any skill like it was in SH3?

Sorry for the noob question, it is the first time I play seriously SH4 and I don't even know if this is a TMO issue since I never played SH4 without it.
I also like what Ducimus has done with TMO. Fantastic MOD!

Not a noob question but actually a good one.

There are some crew configuration files that specify starting Crew Names, Ranks, skills etc.
I think it also specifies what special abilities each crew member can possibly obtain as well.
I think Operation Monsuen edits these files for German Crew members but not sure if any other MODS touch those files for Allied Crew Members.

I am currently in my Motorhome outside my sisters house for hollidays and dont have SHIV installed on this laptop, so I am unable to provide and details.

Regards!
TheBeast

salac_78
02-12-13, 09:18 PM
How do u find radar range in newer subs(tambor and later).Is there some submod that brings back range on the ppi scope?

Roger Dodger
02-13-13, 12:11 AM
How do u find radar range in newer subs(tambor and later).Is there some submod that brings back range on the ppi scope?

Find (search for) 'Nisgeis' 3D TDC and RADAR Range Unit' MOD. This MOD is included with TMO 2.5. There are several very good tutorials on how to set up and use the TDC/RADAR to aim torpedoes. You have to use both the PPI scope AND the 'A' scope to get a good fix on a target. The actual range is found on the 'A' scope. There is also a 'readout' above the 'A' scope that gives the bearing. You can't see this readout until you tilt the view up. The tutorials tell all, and there are even a couple of 'school'-type adventures to practice using them.

The 3D TDC mod doesn't work on models pre-Gato-class boats. It does work on Balao-class. Not real sure about the Tambor-class (I've never used one).

Good Luck
Good Hunting!

salac_78
02-14-13, 08:41 AM
Thanks man.I have Tmo 2.5,and it was there the whole time.And to think i used to avoid playing with newer subs because of the radar"issue":88).Thanks again.

CapnScurvy
02-14-13, 12:42 PM
Optical Targeting Correction for TMO 2.5 provides a different, yet accurate, way of using the subs radar.....for all subs. Both A-Scope and PPI give an accurate reading of radar returns.

Here's the A-Scope image:

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

Depending on what scale you've set the radar to, the blip spike indicates the distance. If the range was set at 32,000 yards, the center range overlay on the scope reads a return at 24,000 yards. In this particular case, the range was set to the 4000 yard distance, so the return target spike is actually 3000 yards distance.

Below is the scope zoomed-in (I added a zoom feature to the radar stations for easier reading):

http://i175.photobucket.com/albums/w132/crawlee/USA-Scope.jpg

When zoomed-in, you can look up onto the "Bearing Compass" to easily read the targets bearing.

Here's the PPI screen with the same target found. The range setting is at the 8000 yard distance:

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

The zoomed-in view shows a target at 3000 yards, at 11 to 12 degrees relative bearing.

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


The OTC radar is simple to use, and accurate.

Roger Dodger
02-14-13, 01:01 PM
Thanks man.I have Tmo 2.5,and it was there the whole time.And to think i used to avoid playing with newer subs because of the radar"issue":88).Thanks again.

RADAR - PPI scope set to 40K yds sweep.
Adjust your view so you can see both the PPI and the 'A' scope AND the controls on the PPI scope. Yes, it can be done.
When you gain a target, you'll get a pip on the PPI scope. At the same time, you will get a 'spike' on the 'A' scope. Let the sweep go around once more, and click on the 'Focus' knob to stop the sweep. You will probably have to back up the beam with the mouse wheel until you get both the pip and the spike. When you do, switch from 40K (or whatever) to 'Precision' setting. You may have to make adjustments with the mouse wheel again to get both pip and spike. Sometimes you are too far away for the 'Precision' to work properly, but be patient. (seems to work best at less than 20K yds range). You can also be adjusting your course and speed for a rough intercept course while waiting for better precision.

Once you get both pip and spike on precision setting, switch to the 'A' scope. Range will be locked in on the lower left readout. You may have to adjust the spike to the little arrow to get both to line up, and since both you and the target are moving, you may have to do this several times. This is setting the exact range. When you get the range set, change the view to look up to find the bearing indicator. You are advised to write down range and bearing (pause game), then go to navigation map and plot target position.

Lots of pausing and unpausing (at least for me), but you do get accurate plots to plan intercept course for your firing solution. Don't forget to set your info into the TDC. The TDC was a very crude (but very advanced for its time) analog computer. The TDC does all the ballistics math, then 'programs' the torpedo's gyros for proper course to intercept the target. Start here for good description and pics of the TDC, with links to the PDF file of the actual manual: http://maritime.org/tech/tdc.htm Great reading!!! The TDC, the Norton Bomb Sight, and the B-29's central fire control were all analog computers.

Here's some good advise - READ THE INSTRUCTIONS for the 3D TDC mod, and do the tutorial missions. Proper use of the TDC is pretty complicated (as in real life). Some time ago, I made a step-by-step training sheet for myself that made things easier for me. If you would like it, leave me a PM with your email address, and I will email it to you. It is in WORD format.

Enjoy!

fastfed
02-17-13, 03:29 AM
Just reinstalled SH4

Loaded the game, played it for a minute.

Installed the 1.4 patch

Loaded and played.

installed Generic mod enabler, loaded TMO 2.5

loaded the game.. New load screen, nice..

About 90% in, it gets stuck..


:(

damn it.
I alt- tabbed and sure enough I had all sorts of errors, it saying it couldn't find certain files or what not?

Anyone have an Idea? thanks

damn it!! never mind, I need version 1.5

and I gotta buy that, right? LOL

Arlo
02-17-13, 07:52 AM
1.5 req'd.

SimHq Tom Cofield
02-17-13, 12:50 PM
Yep, has needed the Uboat expansion for a while.

Nice updates btw

fastfed
02-24-13, 10:09 PM
Someone said there is a small patch that fixes boat upgrades..

I don't see it anywhere on the first few posts

ReallyDedPoet
02-24-13, 11:08 PM
Someone said there is a small patch that fixes boat upgrades..

I don't see it anywhere on the first few posts

I think I saw it in the downloads section.

Mikemike47
02-24-13, 11:45 PM
Someone said there is a small patch that fixes boat upgrades..

I don't see it anywhere on the first few posts

http://www.amazon.com/Silent-Hunter-Wolves-Pacific-Download/dp/B004I43FAG/?_encoding=UTF8&camp=1789&creative=9325&linkCode=ur2&tag=cyberknight

This link supports subsim.

Moonlight
02-25-13, 01:14 PM
:hmmm: Could it be this small patch you seek.

If the Terrible T bug still exists, here is a link to a patch:
http://www.subsim.com/radioroom/downloads.php?do=file&id=3506

The bug assigns you to a TAMBOR class as an upgrade from a GATO class when you may be expecting a BALAO class.... (the normal progression in the US Pacific campaign)

The patch fixes that but you lose the T class campaign.

I don't know if this has been changed in 2.5 since the patch was made, however I see quite a few people use it.

Happy Hunting!

Paul Roberts
04-12-13, 03:12 PM
I thought I'd give SH4 a try again after a long absence.

I've never tried TMO, but now I'm very interested!

Can someone tell me exactly what's necessary to get this mod installed to the best condition?

As I understand it, I need:

SH4 w/ U-Boat Missions
TMO 2.5
T-Campaign fix (for proper boat upgrade progression)
Traveller Mod 2.05 for TMO

Is there anything else required? Any patches to fix remaining issues in TMO 2.5? (I see talk of radar issues just above, but I can't tell whether they're already correct in the mod.)

Thanks!

bandit484
04-12-13, 04:05 PM
You also need RSRDC and it's patch in order to get Travellers mod to work properly.

Paul Roberts
04-13-13, 08:31 PM
You also need RSRDC and it's patch in order to get Travellers mod to work properly.

Thanks!

Paul Roberts
04-14-13, 11:23 AM
Another question, this time on manual targeting:

I've been away from SH4 for a while, but the TMO ship recognition manual seems to be different from stock in that some entries have a definite red line atop a smokestack or a mast. Is this point at which we should place the waterline when finding range in manual targeting?

1) Why do some ships and not other have a red line in the book, and why do some use a smokestack and others a mast?

2) For those that don't have the line, should we use the highest mast or highest stack for measurement?

Thanks!

Fifi
04-14-13, 04:15 PM
If you have red marks in your recognition manual, use it for the stadimeter wherever is the mark.
When no red marks, use the mast height as usual.
When a flag is on the boat, use the flag height.

But stock TMO shouldn't have red marks in manual...:doh:
I thought it was a SCAF and/or OTC mod feature...

Paul Roberts
04-15-13, 11:54 AM
But stock TMO shouldn't have red marks in manual...:doh:
I thought it was a SCAF and/or OTC mod feature...

I see it with no mods other TMO and RSRD applied.

The problem is that it isn't consistent. If you page through the recognition manual you'll see some ships with red lines at the tallest mast, some with lines at the stack, and some with no lines. Often the red line is hard to see (if present) because it's just a small dash on a small stack. You'll see that it doesn't go by ship type either-- for example, some destroyers have lines, some don't.

simsurfer
04-27-13, 10:37 AM
Downloaded TMO 2.5 last week, I am running Windows 7 64bit, have installed the Mod Enabler but I am only running two mods:

TMO 2.5 & a Narwall add on I got here at Subsim.

Except for the Narwall, none of my subs have deck guns, Porpose, Gar, Gatos or Balaos either.

Is there a fix for this?


I'll need to know things like:
- calandar day and year: 1941-1945
- boat you were using: All of them
- what base you left out of: Perl Harbor
- Location of occurance (since im not a geography wiz yet, the psuedo grid coords might help)
- names of ships (if applicable)
- wind conditions, fog conditions, and time of day if pertaining to the AI or detection

Paul65
05-19-13, 09:33 PM
Where do I extract the update? What file? Sorry I am just not good with computers. I have the zip file downloaded and eagerly want to play with this latest release of Trigger Maru

CapnScurvy
05-20-13, 07:49 AM
I see it with no mods other TMO and RSRD applied.

The problem is that it isn't consistent. If you page through the recognition manual you'll see some ships with red lines at the tallest mast, some with lines at the stack, and some with no lines. Often the red line is hard to see (if present) because it's just a small dash on a small stack. You'll see that it doesn't go by ship type either-- for example, some destroyers have lines, some don't.

The reason some ships have the "red marked reference point" to use with the stadimeter, and others do not, is an RSRDCv502 thing. Lurker picked up some of my Recognition Manual ship pictures for his mod (he never was much for making images on his own). So using TMO and RSRDC, there will be some images changed with the correct placement to setting the stadimeter shown with the red mark (some of RSRDC's additional ships), and some not (TMO's or stock ships). Those that don't have a red mark, use the tallest mast.

If you want all ships marked indicating the reference point, with the reference point corrected to measure accurately (yes, some ships won't measure accurately using the stock or TMO Recognition Manual), then use "1.5_Optical Targeting Correction 031312 for RSRDCv502" found in this thread (http://www.subsim.com/radioroom/showthread.php?t=181172).

An example of the inaccurate measurement found in TMO 2.5 is the Jap Hiryu CV. The RM states the mast height is 20 meters tall (65ft). This was the original stock measurement for the 1.0 version of SH4, changed, but not corrected with the 1.4 patched version of SH4 to 31 meters (102ft tall). For some reason TMO 2.5 chose to use the original Hiryu mast height. The corrected height measurement of the Hiryu mast should be 37 meters tall (121ft). You'll miss getting an accurate stadimeter range measurement by about half what it should be whenever you come up onto the Hiryu carrier. The OTC mod corrects the height measurement for all ships, and has all ships marked in the RM (with lengths too) for correct reference. Some will use the mast, some the ships funnel, some will use the ships national flag top as a reference point for measurement. Why, the different points? It's due to the fact some ship's funnel or ship's flag top are more "see-able" when trying to get a measurement. I tried to make it as easy as possible to get an accurate measurement when only one reference point can be measured with the games system.

Redmane
05-20-13, 01:12 PM
Downloaded TMO 2.5 last week, I am running Windows 7 64bit, have installed the Mod Enabler but I am only running two mods:

TMO 2.5 & a Narwall add on I got here at Subsim.

Except for the Narwall, none of my subs have deck guns, Porpose, Gar, Gatos or Balaos either.

Is there a fix for this?


I'll need to know things like:
- calandar day and year: 1941-1945
- boat you were using: All of them
- what base you left out of: Perl Harbor
- Location of occurance (since im not a geography wiz yet, the psuedo grid coords might help)
- names of ships (if applicable)
- wind conditions, fog conditions, and time of day if pertaining to the AI or detection

The TMO mod includes a narwall boat, so if you are using a mod to add that class, its redundant. A new skin for the boat shouldn't cause any problems, but adding a model may be the issue. Also, I recommend you also download and activate the small patch Aanker made for TMO 2.5, since this fixes a problem with progression to new boats. The small patch is here: http://www.subsim.com/radioroom/downloads.php?do=file&id=3506

Redmane
05-20-13, 01:20 PM
Where do I extract the update? What file? Sorry I am just not good with computers. I have the zip file downloaded and eagerly want to play with this latest release of Trigger Maru

You can extract the TMO files to anyplace on your hard drive, but I've found its easiest to just use the wizard feature of WinRar and let it put them in a default location. So far this has always been my desktop, which makes it easy to find the files. Once that is done you can move the TMO folder anyplace you may want to keep a copy of it outside the Mods folder in the game root directory. This is recommended since at some point you may want to make some edits to the mod's files. JSGME in its final version has an automatic write protection feature that won't allow you to make edits to any files in the game directory, or the mods folder. So having the copy of an unedited mod, you can make changes to files, delete the files from the mod folder or game folder, then paste in your edited version. Also if you are going to make such changes, make sure you disable all mods before doing so, then re-enable them when your changes are in place. Sort of a long answer, but that should help.

Armistead
05-20-13, 05:56 PM
Where do I extract the update? What file? Sorry I am just not good with computers. I have the zip file downloaded and eagerly want to play with this latest release of Trigger Maru

Since I use many mod setups, I make a new folder for each supermod and mods that are compatible with it on my desktop. Simply, a folder called TMO, in which only TMO and TMO related mods go. I have a seperate folder for RFB and mods that go with it.

Piggy
06-03-13, 12:31 PM
Quick question, Ive completed 9 patrols now, starting Dec 7 41, its now January 43 and I've yet to recieve a new command and I dont have an option to "commission" a new boat (or however the phrase goes).

Ive sunk about 200K and my last patrol included a destroyer, 2 light cruisers and 5-6 merchants. I was expecting a new command after that patrol but Im still in my Tambor class?

Any idea why Im not getting rewarded? I seem to recall it not taking this long in previous games but its been a while since Ive played.

Cheers!

airsangel
06-04-13, 07:32 PM
same problem different details !

Bubblehead1980
06-04-13, 08:05 PM
IJN subs and U boats do not show up on Radar with TMO, This is a longstanding, annoying bug.Anyone know how to fix this? Ducimus isnt around it seems.

airsangel
06-10-13, 09:46 AM
You're welcome! Just remember, if you do find your boats crush depth, you won't sail home to tell everyone about it. :03: Even the real skippers who figured out their boat's crush depth are on eternal patrol.

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

i went to a 600ft depth with a gar class...since beggining of campaign the boat maintains that depth very good : )

Stealhead
06-10-13, 06:13 PM
IJN subs and U boats do not show up on Radar with TMO, This is a longstanding, annoying bug.Anyone know how to fix this? Ducimus isnt around it seems.


If you read the TMO 2.5 read me and the sig that Ducimus has you would know that he no longer mods not really news he made this known at least a year ago.

That would obviously imply that even if Ducimus where around he would not fix the bug where subs can not be seen by radar.Ducimus is around by the way he posted something today(6/10/13)

Furthermore the subs where never supposed to sail only be "lawn ornaments" and they have been modded to sail on the surface but they can not attack and cannot dive only evade you. I am pretty sure the subs not showing up on radar is not curable.

Basically the subs even being preset for you to attack is as good as it will ever get.What they can do has been painstakingly modded in by several people.

ekempey
06-12-13, 10:18 AM
Hey everyone,

I'm on my 10th Patrol in an S-18 class boat. I'm in Mid 1943 stationed in Alaska, having started Dec 6, 1941 in Manilla. I've been offered new construction twice, and have turned down each time. According to the UnitParts4sClass.upc file, I should have had both conning tower upgrades available by now. The boat is still in stock 1941 trim, the only thing added was surface radar, and the Measure 32 paint scheme. I've searched this thread, but haven't been able to find anything. Does anyone have any advice?

Mods:
http://i.imgur.com/7mdpqNX.png

NeonsStyle
06-12-13, 11:03 AM
I just downloaded TMO Overhaul,
and installed it via JSGME and SH4 says
it's missing ..\silenthunter 4\data\menu\data\black80.tga

I checked the download and it's not there either. SH4 just locks
up when it gets to this error. Shame, was really looking forward
to playing TMO.

Anyone have a link to that image?

Bubblehead1980
06-12-13, 01:08 PM
If you read the TMO 2.5 read me and the sig that Ducimus has you would know that he no longer mods not really news he made this known at least a year ago.

That would obviously imply that even if Ducimus where around he would not fix the bug where subs can not be seen by radar.Ducimus is around by the way he posted something today(6/10/13)

Furthermore the subs where never supposed to sail only be "lawn ornaments" and they have been modded to sail on the surface but they can not attack and cannot dive only evade you. I am pretty sure the subs not showing up on radar is not curable.

Basically the subs even being preset for you to attack is as good as it will ever get.What they can do has been painstakingly modded in by several people.

I get that, however he had said he was not aware of this one time and would get back to me.I get he is not modding and that is fine, was wondering if someone with the knowledge could fix it.

Yes it is a huge oversight by devs to not include working AI subs, just always did bother me.

TorpX
06-12-13, 09:06 PM
Hey everyone,

I'm on my 10th Patrol in an S-18 class boat. I'm in Mid 1943 stationed in Alaska, having started Dec 6, 1941 in Manilla. I've been offered new construction twice, and have turned down each time. According to the UnitParts4sClass.upc file, I should have had both conning tower upgrades available by now. The boat is still in stock 1941 trim, the only thing added was surface radar, and the Measure 32 paint scheme. I've searched this thread, but haven't been able to find anything. Does anyone have any advice?


I'm going from memory here on what Ducimus said back when. The game is predisposed to offer you either a new command or upgrade, like rewarding good children with candy. :) If you are very good, you are offered a new command. If you are not quite so good, you are offered an upgrade. Mods can change renoun levels, but AFAIK, cannot change the basic mechanics of this system (New commands taking precedence over upgrades). Of course, your boat should have been upgraded to the latest configuration by now, but the game offered you a new boat instead. Maybe someone knows how to edit the career files to upgrade your boat. Short of that I don't think there is much you can do.

Since the S-class are soon to be withdrawn from active service, you are likely to be faced with a choice of accepting a new command, or retirement shortly.

John Channing
06-12-13, 09:45 PM
I just downloaded TMO Overhaul,
and installed it via JSGME and SH4 says
it's missing ..\silenthunter 4\data\menu\data\black80.tga

I checked the download and it's not there either. SH4 just locks
up when it gets to this error. Shame, was really looking forward
to playing TMO.

Anyone have a link to that image?

My guess would be that you are running SH4 1.4. The current version of TMO is for SH4 1.5. If you want to to ubgrade you will have to buy the expansion pack.

Most mods now only work with V 1.5.

JCC

airsangel
06-13-13, 11:14 PM
a question: is the current RSRDC V502 compaitable with tmo 2.5
? is it better with it or not ?
and mino detail question does it in anyway mess up with ship debris and lifeboats files ?

John Channing
06-17-13, 04:50 PM
a question: is the current RSRDC V502 compaitable with tmo 2.5
? is it better with it or not ?
and mino detail question does it in anyway mess up with ship debris and lifeboats files ?

Actually that's three questions!

:D

in order... Yes, yes, no

JCC

TorpX
06-17-13, 09:58 PM
... is it better with it or not ?

RSRDC is a campaign traffic mod. That is it scripts traffic so that it is at a historical and realistic level. Without it, you are likely to have Japanese traffic that is heavier, very random, and not really sensible. Sometimes people want traffic to be "pumped up", so they don't have to spend a lot of time hunting for contacts. This would be the main reason why you might not want to use RSRDC.

Tortilla
06-18-13, 01:03 AM
I am having an issue with the whole Jonesoft Mod Enabler that is said to be needed in the TMO manual. I cannot find it anywhere, the links in the manual are dead and the creators of the thing seem to have disappeared forever. 2.6 seems to be the last version, but the few links to it I have found on this forum always point to invalid file ids and such. Any help?

EDIT: Oh wait, apparently it simply has changed name because it isn't made by Jonesoft anymore or something. I got it from Cimexchange.

airsangel
06-18-13, 03:07 AM
Actually that's three questions!

:D

in order... Yes, yes, no

JCC

figured out : )....thanks for the answer

airsangel
06-18-13, 03:10 AM
RSRDC is a campaign traffic mod. That is it scripts traffic so that it is at a historical and realistic level. Without it, you are likely to have Japanese traffic that is heavier, very random, and not really sensible. Sometimes people want traffic to be "pumped up", so they don't have to spend a lot of time hunting for contacts. This would be the main reason why you might not want to use RSRDC.


installed it yesterday..and damn its fine !!...tracked 2 tankers in one big convoy sank them both and made it out with 37 % hull damage cause wow destroyers are destroyers : )

thanks for replying

TorpX
06-18-13, 10:10 PM
Happy Hunting! :salute: :subsim:

Mikemike47
06-18-13, 10:48 PM
I am having an issue with the whole Jonesoft Mod Enabler that is said to be needed in the TMO manual. I cannot find it anywhere, the links in the manual are dead and the creators of the thing seem to have disappeared forever. 2.6 seems to be the last version, but the few links to it I have found on this forum always point to invalid file ids and such. Any help?

EDIT: Oh wait, apparently it simply has changed name because it isn't made by Jonesoft anymore or something. I got it from Cimexchange.

JSGME links (http://www.subsim.com/radioroom/showthread.php?t=204594)No, the links are not dead because I have fixed a lot of them at subsim with Neal Stevens. PM me with the links that are dead.

The invalid file ids is a hesitation which I just saw again today. The link should redirect you in a few seconds of waiting to the subsim download section. The utility download section has the links for JSGME installer and the user guide. The invalid file id error needs to be readdressed again. I have an idea what caused it this time.

Welcome and happy hunting, Tortilla. You will find out here at subsim, there are lots of people out there willing to help out others. Just keep on asking any questions.

GOREUNCLE
06-21-13, 07:49 AM
Hi everyone!

I guess this is a bit off topic but I didn't find answers when I read the FAQ&Rules section, also I didn't find any related threads.
Since this thread is, at least, related TMO I'll try my luck here.

Some days ago I made a minor medal mod for TMO 2.5 (it also works with OTC 1.5)
I just want to know how to post it so people can give it a try!

Thanks in advance!

Mikemike47
06-21-13, 12:14 PM
Some days ago I made a minor medal mod for TMO 2.5 (it also works with OTC 1.5). I just want to know how to post it so people can give it a try!

Use the "new topic button" at the top of the fleet boat mods workshop webpage to add your new topic of a mod.

Read these two threads on how to post mod information, too.
http://www.subsim.com/radioroom/showthread.php?t=162048

http://www.subsim.com/radioroom/showthread.php?t=163015

There as relevant for SH4 as well as SH3 and SH5.

GOREUNCLE
06-21-13, 02:15 PM
Use the "new topic button" at the top of the fleet boat mods workshop webpage to add your new topic of a mod.

Read these two threads on how to post mod information, too.
http://www.subsim.com/radioroom/showthread.php?t=162048

http://www.subsim.com/radioroom/showthread.php?t=163015

There as relevant for SH4 as well as SH3 and SH5.


:yeah: Thanks a lot! :yeah:

Mikemike47
06-21-13, 03:32 PM
:yeah: Thanks a lot! :yeah:

You're welcome.

Subsim's recommended modding etiquette (http://www.subsim.com/radioroom/showthread.php?p=555062#post555062)

Roger Dodger
06-28-13, 06:41 PM
I ran into a very strange 'burp' in SH4 that I have never seen before. I don't know who to ask for help, so I'll try here.

First - here are the mods presently enabled:
RadioStationManager V1.2
TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
RSRDC_TMO_Pre Pearl Harbor Career Start
Convoy Routes TMO+RSRD
Fixed Zero Bomb Load RSRDC
Fixed_CD_sonar_RSRDC
IJN_Radar_Fix_for_TMO2
TMO_Visuals_for_RSRDC
Underwater Fix
Black Spiderw + Rg circles-standard

Background:
Started this campaign, Pre-Pearl Harbor, Based in Manila, in a Sargo-Class sub. Went through the usual changes of bases and submarine upgrades until I changed base to Brisbane where I was given the Gato-Class 'Flying Fish' (USS-229). Ran two successful patrols in Flying Fish, amassing two Navy Crosses, then was offered 'New Construction', which I accepted. I was given command of 'Tambor' (USS-198). New Construction? By this time (may, 1943), I was also Full Captain (four striper).

Well, not being much for complaining (and not being able to do anything about it anyway), I headed out near the end of May, 1943. I did an extended patrol lasting all of 90 days, including several re-loads at Tulagi. I returned to Brisbane at the end of August, 1943, where I was awarded yet another Navy Cross. This patrol scored just over 60K tons (including two tankers, a small warship, several sampans and a bunch of merchants).

Imagine my surprise when the next screen said: "The department of the Navy has begun retiring your current class of submarine from front line operations. Noting your less-than-notable performance, the US Navy Bureau of Personnel has decided to mothball you along with the ship."

I GOT BEACHED!!!??? 60K tons on a single patrol is considered mediocre???

Records show:
USS Tambor was commissioned 3 June, 1940, retired from combat service 30 Nov., 1944 and decommissioned 10 Dec., 1945.

I did try re-loading my last gamesave (re-fuel at Tulagi returning to Brisbane), but the same thing happened.

Color me chagrined, and indeed HUMILIATED!

Anybody have an explanation???

PS: I've already started out on a new campaign (in an S-Boat, Manila). I just want to know what happened.

TorpX
06-29-13, 12:16 AM
.. I was given command of 'Tambor' (USS-198). New Construction?
This seems odd, giving you an older Tambor class boat after you had a Gato. The Tambors were in service at the outbreak of war.


I GOT BEACHED!!!??? 60K tons on a single patrol is considered mediocre???

Ouch! I can see why you are confused and unhappy.

I don't have any idea why/how your career got derailed, but judging by the Tambor business, it may have gone haywire some time ago. How much renoun did you have when you were retired? I know Ducimus made it difficult to retain command after you had a large number of patrols.

airsangel
06-29-13, 05:23 AM
I ran into a very strange 'burp' in SH4 that I have never seen before. I don't know who to ask for help, so I'll try here.

First - here are the mods presently enabled:
RadioStationManager V1.2
TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
RSRDC_TMO_Pre Pearl Harbor Career Start
Convoy Routes TMO+RSRD
Fixed Zero Bomb Load RSRDC
Fixed_CD_sonar_RSRDC
IJN_Radar_Fix_for_TMO2
TMO_Visuals_for_RSRDC
Underwater Fix
Black Spiderw + Rg circles-standard

Background:
Started this campaign, Pre-Pearl Harbor, Based in Manila, in a Sargo-Class sub. Went through the usual changes of bases and submarine upgrades until I changed base to Brisbane where I was given the Gato-Class 'Flying Fish' (USS-229). Ran two successful patrols in Flying Fish, amassing two Navy Crosses, then was offered 'New Construction', which I accepted. I was given command of 'Tambor' (USS-198). New Construction? By this time (may, 1943), I was also Full Captain (four striper).

Well, not being much for complaining (and not being able to do anything about it anyway), I headed out near the end of May, 1943. I did an extended patrol lasting all of 90 days, including several re-loads at Tulagi. I returned to Brisbane at the end of August, 1943, where I was awarded yet another Navy Cross. This patrol scored just over 60K tons (including two tankers, a small warship, several sampans and a bunch of merchants).

Imagine my surprise when the next screen said: "The department of the Navy has begun retiring your current class of submarine from front line operations. Noting your less-than-notable performance, the US Navy Bureau of Personnel has decided to mothball you along with the ship."

I GOT BEACHED!!!??? 60K tons on a single patrol is considered mediocre???

Records show:
USS Tambor was commissioned 3 June, 1940, retired from combat service 30 Nov., 1944 and decommissioned 10 Dec., 1945.

I did try re-loading my last gamesave (re-fuel at Tulagi returning to Brisbane), but the same thing happened.

Color me chagrined, and indeed HUMILIATED!

Anybody have an explanation???

PS: I've already started out on a new campaign (in an S-Boat, Manila). I just want to know what happened.

hello there....

make sure right after installing tmo 2.5 install tmo 25 small patch before anything else

TorpX
06-29-13, 08:02 PM
Good point.

Roger Dodger
06-30-13, 12:52 AM
hello there....

make sure right after installing tmo 2.5 install tmo 25 small patch before anything else

I didn't realize there was a 'tmo 25 small patch'. Subsim hasn't been keeping me up to date with the posts as it once did. Have to check if I'm still subscribed. Thanx for the tip. I'll get it and install it for next campaign. I kinda wanna see if it 'burps' on me again. :sunny:

TORPEX: This seems odd, giving you an older Tambor class boat after you had a Gato. The Tambors were in service at the outbreak of war.
Yeah, that's why the question mark after 'new construction'? Seemed a little odd.
Records show:
USS Tambor was commissioned 3 June, 1940, retired from combat service 30 Nov., 1944 and decommissioned 10 Dec., 1945. Sold for scrap in 1956 :down:

NSS_Tambor.upc file says: UnitInterval= 1940-06-03, 1946-12-11
so the boat was still in service when I was commanding, and remained in service after I was beached. Strange glitch to be told my boat was being mothballed.

From WikiPedia: Tambor began a routine peacetime patrol in late November 1941 and was off Wake Island when hostilities with Japan broke out. However, she was forced to return to Pearl Harbor with one engine out of commission. Routed back to Mare Island, where the damage was repaired, the submarine returned to Pearl Harbor in March 1942.

The USS Tambor was in the war from the very start, and remained in the war until almost the end. It was used for training from Dec., 1944 until decommissioned. Maybe I'm sentimental, but I always thought it insulting to sell one of our gallant grey ladies for scrap. :nope:

Good Hunting!

Roger Dodger
06-30-13, 01:13 AM
hello there....

make sure right after installing tmo 2.5 install tmo 25 small patch before anything else

Look what I found in the description of 'tmo 25 small patch':
This patch removes the bug that would give the player a TAMBOR class submarine as an upgrade to a new command from a GAR, GATO, or BALAO class boat.

Now I know. Thanx for the tip airsangel :salute:

airsangel
06-30-13, 03:53 AM
Look what I found in the description of 'tmo 25 small patch':
This patch removes the bug that would give the player a TAMBOR class submarine as an upgrade to a new command from a GAR, GATO, or BALAO class boat.

Now I know. Thanx for the tip airsangel :salute:

anytime : )

TorpX
06-30-13, 08:10 PM
That nails it. :yep:

bandit484
08-07-13, 10:59 AM
I think it would be cool if we had the option of being able to replenish with just fuel or with fuel and fish. Sometimes after a long patrol you might need just a little bit more fuel to insure that you can get back to base but don't want to load up on torpedoes, at least not until you get back to base. I think this ability would add a little more realism to the simulation.:Kaleun_Salivating:

iyiskipper
08-07-13, 11:29 AM
I think it would be cool if we had the option of being able to replenish with just fuel or with fuel and fish. Sometimes after a long patrol you might need just a little bit more fuel to insure that you can get back to base but don't want to load up on torpedoes, at least not until you get back to base. I think this ability would add a little more realism to the simulation.:Kaleun_Salivating:

called "MilkCows" and there is a mod for it in sh3 not sure if there is
for sh4.. if not, that would be a nice idea.

the way it works is basically a resupply ship at sea that you can dock with
rather then spending days trying to get back to base while almost on empty.

it would be nice to have as a seperate mod but "likely not" as it would
change the mission files and conflict with all other mods & has to made threw
mission editor so the maru mod developer would have to add it.

jdkbph
08-16-13, 07:08 AM
Hi All. Haven't posted for a while... haven't actually played this game in years, but decided to reload and give it another spin. I do have a question about cameras in TMO... something I probably knew about and how to fix but have long forgotten. It has to do with cameras.

While I appreciate the added challenge of not having the out of the box ability to see everything in the game world by hitting the next unit key, I do prefer the view itself... where the camera rotates around your sub using the mouse, rather than the free camera thing where you have to fly it round with the arrow keys. Does anyone know how to restore that?

Thanks

JD

Rockin Robbins
08-16-13, 04:27 PM
called "MilkCows" and there is a mod for it in sh3 not sure if there is
for sh4.. if not, that would be a nice idea.

the way it works is basically a resupply ship at sea that you can dock with
rather then spending days trying to get back to base while almost on empty.

it would be nice to have as a seperate mod but "likely not" as it would
change the mission files and conflict with all other mods & has to made threw
mission editor so the maru mod developer would have to add it.
What possible justification could there be for adding a "feature" that had no real life existance. If you want Milk Cows, just change your options to unlimited fuel and you've got the ultimate Milk Cow.

A defining fact in the US submarine war was that the Pacific was huge and there were no gas stations. Change that and you might as well just fire up an arcade game, not a simulator.

Even if Ducimus were modding he wouldn't consider your idea.

Rockin Robbins
08-16-13, 06:19 PM
I pronounce myself fully recovered from an unfortunate computer self-destruct sequence and SH4 is up and running again for the first time since November 2011. I can't even remember how to go from low range to high range fathometer! I'll get things figured out.

I was even able to resume my last mission and sank a couple of sampans with 40mm AA, I never shoot at planes anyway.

Hey, did Ducimus remove course plotting ability in 2.5? I could also have some incompatibility between my save game file, done in a lower version, probably 1.8.

Whatever, I'm really glad to be back on the water and looking forward to finding and actually catching some targets here in the Slot at Guadalcanal. I'm going to sit off the beaches and ambush as they unload because shooting at 30 knot shallow draft targets is such a low percentage proposition. Wish me luck. If they see me I'll need it.

Armistead
08-17-13, 12:05 AM
I've got TMO so tweaked I don't recall, but just glad to see you back.

airsangel
08-17-13, 02:12 AM
welcome back

Bubblehead1980
08-17-13, 11:38 AM
I pronounce myself fully recovered from an unfortunate computer self-destruct sequence and SH4 is up and running again for the first time since November 2011. I can't even remember how to go from low range to high range fathometer! I'll get things figured out.

I was even able to resume my last mission and sank a couple of sampans with 40mm AA, I never shoot at planes anyway.

Hey, did Ducimus remove course plotting ability in 2.5? I could also have some incompatibility between my save game file, done in a lower version, probably 1.8.

Whatever, I'm really glad to be back on the water and looking forward to finding and actually catching some targets here in the Slot at Guadalcanal. I'm going to sit off the beaches and ambush as they unload because shooting at 30 knot shallow draft targets is such a low percentage proposition. Wish me luck. If they see me I'll need it.

Welcome Back, I was wondering where you have been.I was away from SH 4 myself for a while.

Not sure if were around when you last payed but some mods that I think are fairly new that are must haves way I see it, may want to check them out.

The DarkWraith's Depth Charge Disturbance Mod for SH 4(although I had to adjust it a bit so it would have desired affect, achieve the balance)

DarkWraith's ship/plane fire damage mod.

Longer Sinking Times for TMO(must have, ships sink much more realistic manner, esp with the fire mod mentioned above)

I just released two torpedo mods, they are in the mod's section.

The NavMapMakeover mod is great also.

volodya61
08-17-13, 02:08 PM
..I just released two torpedo mods, they are in the mod's section..

Hi :salute:

Maybe you already know that.. you placed these mods in the SH5 d/l section..

Bubblehead1980
08-17-13, 02:51 PM
Hi :salute:

Maybe you already know that.. you placed these mods in the SH5 d/l section..

oops, wasnt aware of that lol

John Channing
08-17-13, 03:46 PM
I pronounce myself fully recovered from an unfortunate computer self-destruct sequence and SH4 is up and running again for the first time since November 2011. I can't even remember how to go from low range to high range fathometer! I'll get things figured out.

I was even able to resume my last mission and sank a couple of sampans with 40mm AA, I never shoot at planes anyway.

Hey, did Ducimus remove course plotting ability in 2.5? I could also have some incompatibility between my save game file, done in a lower version, probably 1.8.

Whatever, I'm really glad to be back on the water and looking forward to finding and actually catching some targets here in the Slot at Guadalcanal. I'm going to sit off the beaches and ambush as they unload because shooting at 30 knot shallow draft targets is such a low percentage proposition. Wish me luck. If they see me I'll need it.


I will alert all the Moderators to set up a 24/7 watch rotation now that you're back. Phasers will be set to stun... initially.

:D



Good to see you back, old friend.

JCC

Rockin Robbins
08-17-13, 03:58 PM
I'm going to be very busy just trying to recover some poor skill at the game. It's amazing how you remember the overall picture but lose all the fine details that make producing the picture possible! I've got a lot to relearn and I'm foolishly resuming my last campaign! It would be very hard to stir up much trouble if I'm swimming....
http://i196.photobucket.com/albums/aa293/RockinRobbins13/smileys/shrk.gif

Good to see you and others still here, John. Is AVG still around here?

airsangel
08-18-13, 02:56 AM
I'm going to be very busy just trying to recover some poor skill at the game. It's amazing how you remember the overall picture but lose all the fine details that make producing the picture possible! I've got a lot to relearn and I'm foolishly resuming my last campaign! It would be very hard to stir up much trouble if I'm swimming....
http://i196.photobucket.com/albums/aa293/RockinRobbins13/smileys/shrk.gif

Good to see you and others still here, John. Is AVG still around here?

really like how u said remembering the whole picture but losing the details...so damn true when u leave the hunting sh4...beautiful simulation it has with tmo and om

John Channing
08-18-13, 08:04 PM
I'm going to be very busy just trying to recover some poor skill at the game. It's amazing how you remember the overall picture but lose all the fine details that make producing the picture possible! I've got a lot to relearn and I'm foolishly resuming my last campaign! It would be very hard to stir up much trouble if I'm swimming....
http://i196.photobucket.com/albums/aa293/RockinRobbins13/smileys/shrk.gif

Good to see you and others still here, John. Is AVG still around here?


Oh sure, he's around. He's a bit like me. Only surfaces whjen something interests him.

JCC

Rockin Robbins
08-20-13, 11:18 AM
I found that my Shooting Gallery Test Range mission in the downloads area wasn 't working right. So I downloaded it and as soon as I started fooling with it, realized that I have forgotten far more than I ever knew!:haha::haha:

Working now but I made so many mistakes fixing that one........

Also, Slightly Subnuclear Mark 14 and Cutie isn't working the same under TMO 2.5 as it did under 1.x. It used to incinerate an aircraft carrier and now I can bounce it around a bit by juicing up the explosion beyond my original settings, but I can't sink one with one torpedo any more no matter what settings I've tried. But that's not important for TMO users, just fun for me to play with.

Mikemike47
08-20-13, 01:11 PM
Welcome Back, I was wondering where you have been.I was away from SH 4 myself for a while.

Not sure if were around when you last payed but some mods that I think are fairly new that are must haves way I see it, may want to check them out.

Welcome back, Rockin Robbins.
Traveler's Mod V 2.6 (http://www.subsim.com/radioroom/downloads.php?do=file&id=4106)

Rockin Robbins
08-20-13, 06:37 PM
Thank you! Just found out that Ducimus did the same "make the target vanish at higher magnification" trick that the RFB crew did. Good thing I have the TMOPlot mod to fix itl. What a shame when you have to mod TMO to make it play like TMO...

Otherwise it would be a deal killer. If anybody can come up with a rationalization for why you can see a target when standing 4 feet from the chart table, but when you move in to do measurements it vanishes, I'd love to hear it. I can't imagine what they were thinking, but it was so wrong it makes SH4 play like playing darts in a crowded room with blinders on. Not too bright.:doh:

c13Garrison
08-20-13, 07:02 PM
Quantum Mechanics. :D

airsangel
08-20-13, 07:29 PM
i use ez plot ...fixes that and one in operation monsun 2

TorpX
08-20-13, 09:15 PM
Welcome back RR, if I didn't say that already!

It sounds like Ducimus wanted to make precise measurement of distances on the charts more difficult/impossible.

What I don't understand is why your super torps don't work as well. Did he change the hit points of all the ships? Wouldn't that be rather a lot of work?

Rockin Robbins
08-21-13, 07:58 AM
Well they work as expected on some other ships--haven't tested them all yet. Then I loaded the Yamato into my Shooting Gallery Test Range to shoot it with a subnuclear torpedo. The torpedo went boom, looked just like a normal torpedo hit.

As much as I amped up the min and max splash damage there was no real change in the amount of damage. Occasionally, as SH4 does, I would get what looked like a big hit and there would be no visible hull damage at all! Of course we all know that's just eyecandy and the damage is there nonetheless.

So I upped the armor penetration points to 9999. No change. I'm away from the computer so I can't be precise. But all the adjustments that normally resulted in gratuitous carnage no longer worked very well.

So I went to the sim file and tweaked the impulse specification in the detonation category, the only non-eyecandy explosion parameter there. I could bounce the end of the boat out of the water by increasing it ludicrously (and what IS slightly subnuclear technology BUT ludicrous:D).

That's as far as I am. I still have to pull RSRD out ot eliminate that as the cause. I still have to pull TMO out to make absolutely sure that is the ONLY cause.

So still early in the investigation and it's doing me a lot of good in relearning how to play, too.

You know, as far as the plot goes, if your sub had radar you could plot better than the original TMO system, because of binning caused by pixel position. You can't place a pixel between two pixel positions. The real sub's radar was analog vector graphics, so it could.

So with representing targets as identical dots (less information than the radar would give), and errors relating to pixel binning, the original TMO was ALREADY less accurate and gave you less information than the real submarine had. To nerf it further is indefensible.

But toward the end Ducimus was listening to too many whiners and not following his own sense of mod identity. I think he quit because he saw that he was just making change after change to make the "crowd" happy and the mod was losing its identity. And of course, Duci was tired and no longer concerned about the vision of what the mod was supposed to be anyway. The only reason he continued was the whining of the crowd, which is a lousy reward for service.

Looks to me like he quit too late. I'll probably ramp back to 1.8 or 2.0 if I can find the files. What a shame!

You know, I'd rather have information I shouldn't historically have and play realistically by ignoring it than to be denied information that every sub commander had and depended on to do his job. Difficulty is not realism. It's silly arcade stuff.

You know, if a real captain visited the plot, and they did so often, they wouldn't see a blank sea with no positions marked. He wouldn't have to remember all the numbers from the bridge or conning tower and mark the positions himself as he remembered them. His crew would have been told the numbers in real time and made a plot that looks very much like the original stock SH4 plot or TMO with EZPlot layered on top of it. They would have more error but the captain would have that much information. ID of targets, direction of travel, all that stuff would be there.

TMOPlot removes the ID of the ships, replaces the scale silhouettes with identical dots for position. This way you can't tell the course and speed of your target without taking a series of observations, just like the real thing. You can't tell if the target is friend or foe either. Although the plot looks different from what a real captain would see, its nerfs are historically defensible. Although they aren't quite kosher, they do the best we can without hacking EXE files and getting Ubi's panties in a wad, as if that were something we really cared about as Ubi isn't too concerned about us. It's just not the right thing to do to go hacking EXE files even if it IS Ubi, who richly deserve it. But TMOPlot, by introducing a plotting system that is a little unrealistic, makes you act realistically.

The new plotting system is just a travesty. It is nothing more than turning chart plotting off in the options, REMOVING the player's option of deciding for himself how he would like to play the game. I don't have any problem at all with people ramping up the difficulty settings. Just don't try to claim it makes the game more realistic. That's a crock.

It's similar to increasing the realism settings on life by putting a bag over your head when crossing six lanes of traffic in downtown Atlanta. It's commendable if you live through the experience--you've just done something any competent blind person does every day and never thinks twice about. As a matter of fact, during the World Trade Center bombing when the stairways were choked with so much smoke nobody could see, it was a blind man who calmed dozens and (with the help of his incredible guide dog) guided them to safety. Other than the effects on breathing, it was a day like any other day to him. So would it have helped a normal sighted person to put a bag over his head in that situation? The fractured thinking in the abortion of a plotting system devolves into comedy.

c13Garrison
08-21-13, 12:24 PM
I don't mean to sound ignorant, but perhaps I am as I'm new here.

I've played about 30-some-odd missions with TMO2.5/RSRD, and aside from my difficulty in finding 'message traffic' identified forces at sea, I have no complaints. It feels immersive, beautiful, & fun, and as realistic as my current understanding allows. My targets appear on the Nav table as far as I seem to need them.

What am I missing? :hmmm: I'm not trying to prod someone who has a sound and well informed opinion, I just want to learn.

Rockin Robbins
08-22-13, 08:21 PM
I've been sleuthing through RSRD vs TMO files to find the infamous evil planes of Ducimus and believe I have located and restored them.

I have not located and restored the frequency of air attacks, just the ability to spot your sub below the surface and drop love gifts on your unsuspecting carcass.

Testing now.....

Bubblehead1980
08-22-13, 08:33 PM
I've been sleuthing through RSRD vs TMO files to find the infamous evil planes of Ducimus and believe I have located and restored them.

I have not located and restored the frequency of air attacks, just the ability to spot your sub below the surface and drop love gifts on your unsuspecting carcass.

Testing now.....


Awesome:rock: Hopefully you can get the frequency back. I get the right amount of air patrols in some places in RSRD then some are lacking.I 've had to add them as lurker did in certain areas like Luzon Straits, it works well but I miss the challenge of TMo aircraft.RSRD planes dont attack you below surface and are rarely accurate with their bombs.

Admiral Halsey
08-22-13, 08:48 PM
I've been sleuthing through RSRD vs TMO files to find the infamous evil planes of Ducimus and believe I have located and restored them.

I have not located and restored the frequency of air attacks, just the ability to spot your sub below the surface and drop love gifts on your unsuspecting carcass.

Testing now.....

If you figured out the problem you really should load up the fix.

Rockin Robbins
08-22-13, 10:17 PM
Will do Admiral! I'm taking out my frustration from burning up 3/4 tank of fuel (early 1942) and having less than 10k tons to show for it by doing a noob raid on Rabaul harbor. Bagged two toothless minesweepers outside and three victims inside so far and quit for the night in the middle of the action. See, I tell the truth when I say I pay no attention whatever to what situation I save the game in!

I'll have to load up a mission tomorrow to verify Duci's evil planes are back for real. Then I'll upload a patch to restore RSRD to TMO airplane aggressiveness and bombing submerged subs. That way players have full options to play exactly how they want.

Hey! I'm plenty tired of typing on this tablet keyboard. Good-night y'all!

Bubblehead1980
08-22-13, 10:23 PM
Will do Admiral! I'm taking out my frustration from burning up 3/4 tank of fuel (early 1942) and having less than 10k tons to show for it by doing a noob raid on Rabaul harbor. Bagged two toothless minesweepers outside and three victims inside so far and quit for the night in the middle of the action. See, I tell the truth when I say I pay no attention whatever to what situation I save the game in!

I'll have to load up a mission tomorrow to verify Duci's evil planes are back for real. Then I'll upload a patch to restore RSRD to TMO airplane aggressiveness and bombing submerged subs. That way players have full options to play exactly how they want.

Hey! I'm plenty tired of typing on this tablet keyboard. Good-night y'all!

Looking forward to that:rock:

Admiral Halsey
08-22-13, 10:32 PM
I figured all you would find outside of Rabul would be minesweepers.(I tend to stay away when the Type A, B, C and D escorts show up later in the war.)

bandit484
08-23-13, 04:16 PM
Good to see you back Rocking Robin ! It has been awhile since I seen you post something.:salute:

Rockin Robbins
08-23-13, 08:12 PM
It appears that Ducimus' Evil Planes that bomb you at periscope depth are back! Testing reveals that they don't always spot you at periscope depth. But when they do they bomb the crap out of you, accurately enough to make you cry for your mommy!

The sensor nodes for RSRD are not the same as they are for TMO. What I did was take Lurker's Air2 sensors and set same as Duci's Air MAD sensor, which was the only one modified for underwater view. And it seems to have worked. I made up a mission (De Plane! De Plane! Mission) which I will post. It makes planes pass in waves of two over your sub. I dare you just to raise the periscope. They'll bomb you anyway but you're definitely dead if you poke up the periscope.

Running with periscope up in RSRD while planes fly overhead is as close to safe as walking in the mall as war permits. With my change, it's pure death.

I'll be issuing this as a separate mod, not a modified version of RSRD. Then all you have to do is load it on top of RSRD if you want it. Merely unload it to return to RSRD as Lurker intended.

Modular modding! Who else would think of such an idea? I tried to sell the SH4 modders on the idea in 2009 and was slapped down like a puppy who just got caught peeing on the rug. This is a hybrid of Webster's original lotsa little mods strategy and the supermod strategy. I think that starting with the supermod and layering compatible modular units on top is going to work really well.

Stand by for mods!

Admiral Halsey
08-23-13, 08:37 PM
WOO! Now when ever a plane shows up on radar I know that diving to 165ft is the right thing to do.

bandit484
08-24-13, 12:18 PM
WOO! Now when ever a plane shows up on radar I know that diving to 165ft is the right thing to do.

Or deeper! They theoretically could see you at 165ft. Just something to think about.:hmmm:

Rockin Robbins
08-24-13, 01:08 PM
According to Ducimus, you're kinda safe at any depth greater than 90. At least we haven't lost any captains in the last week that were deeper than 90'. It's virtually safe, I PROMISE!!

Virtually safe or double your money back! What a deal!:woot:

McBlemmen
10-17-13, 05:25 PM
Is the U-Boot missions expantion required? I keep getting file not found errors when trying to install this (or RFB for that matter) and i cant seem to figure out what the problem is. Only thing i can think of is maybe the requirement for the expantion pack. I'll buy it if i have to but before i spend money i wanna know for sure if this is the problem or not. (Ive already tried reinstalling)

Mikemike47
10-17-13, 05:44 PM
Is the U-Boot missions expantion required? I keep getting file not found errors when trying to install this (or RFB for that matter) and i cant seem to figure out what the problem is. Only thing i can think of is maybe the requirement for the expantion pack. I'll buy it if i have to but before i spend money i wanna know for sure if this is the problem or not. (Ive already tried reinstalling)

If you are getting file errors and you have v 1.4, then it is a good chance of why you are getting file errors.

Did you read the information on post #1 of this thread?

Yes, U-Boot missions expansion is required. Post #1 of this thead says. "Trigger Maru Overhauled 2.5 is available only for SH4 1.5" 1.5 is uboat missions expansion. What is RFB requirements on its' webpage?

Buy the uboat expansion pack through Amazon banner on top right side of subsim webpage. No extra cost to you, but benefits subsim.

TorpX
10-18-13, 09:45 PM
Is the U-Boot missions expantion required?
....

It's only necessary, if you want a decent game. ;-)

Kidding aside, you do need it. Most of the mods require it.

I don't understand why the earlier versions are even sold anymore. Almost seems like a defective product.

McBlemmen
10-21-13, 10:37 AM
Thank you , and sorry. I did not realise "1.5" meant you had the expantion pack. I play it trough steam and assumed my game had been patched to the most up to date version regardless of what DLC i had. It all works fine now, again , thanks. (I bought the DLC)

On a side note , i have a question about range and fuel efficiency.
In the guide PFD file , it clearly states "ahaid standard" is the most fuel efficient way of travel , so i've been using it for the past few days. How ever , after rebasing to pearl (started at asiatic fleet) i find mysellf almost at half fuel before i even get to my first patrol area. Doing some in-game testing with the "max range at current speed" function , i find mysellf having almost TWICE the range at 2/3's speed then at standard (according to the in-game guy anyway).

Is the "max range at current speed" feature broken , or is the PDF guide wrong?

PS : I dont knof if it matters , but i'm in the USS Nautillus , Narwhal class submarine. (2 deck guns ahoy)

SnipersHunter
10-27-13, 07:58 AM
Hey im pretty new to SH4. What are the difference of this and Mods like FOTRS or RFB?
And how can i know which i should play

Bubblehead1980
10-27-13, 02:28 PM
Hey im pretty new to SH4. What are the difference of this and Mods like FOTRS or RFB?
And how can i know which i should play


The AI in TMO is much tougher, that is the key difference.The "stock" game, out of the box, the AI is weak, far too easy.Real Fleet Boat focuses on realism for the player submarine alone and does a great job at it overall.RFB is meant to be used in conjunction with Run Silent Run Deep mod which is a campaign mod, since the stock campaign is not historically accurate and terribly written.TMO addresses the AI so it's tougher, forcing the player to operate in a realistic manner and provide a much more fun and challenging gameplay, many other things missing in stock and other mods (ranging from radar warning receivers in later war, to ability in some subs to go below 450 feet) as well additional ships etc. TMO also includes a decent campaign.

I run TMO with RSRD(Run SIlent Run Deep) so have many additional ships, a realistic campaign etc.The downside is without tweaks, RSRD does lower the difficulty somewhat in some cases (especially in early war, since Japanese ASW was relatively ineffective in early war) but is plenty tough as war progresses thanks to TMO.

FOTRS is a good mod as well, still feels unfinished in my opinion, worth checking out.I would suggest giving TMO a run alone, then try it with RSRD.Take sa while to figure out what suits you best.

SnipersHunter
10-28-13, 03:54 AM
The AI in TMO is much tougher, that is the key difference.The "stock" game, out of the box, the AI is weak, far too easy.Real Fleet Boat focuses on realism for the player submarine alone and does a great job at it overall.RFB is meant to be used in conjunction with Run Silent Run Deep mod which is a campaign mod, since the stock campaign is not historically accurate and terribly written.TMO addresses the AI so it's tougher, forcing the player to operate in a realistic manner and provide a much more fun and challenging gameplay, many other things missing in stock and other mods (ranging from radar warning receivers in later war, to ability in some subs to go below 450 feet) as well additional ships etc. TMO also includes a decent campaign.

I run TMO with RSRD(Run SIlent Run Deep) so have many additional ships, a realistic campaign etc.The downside is without tweaks, RSRD does lower the difficulty somewhat in some cases (especially in early war, since Japanese ASW was relatively ineffective in early war) but is plenty tough as war progresses thanks to TMO.

FOTRS is a good mod as well, still feels unfinished in my opinion, worth checking out.I would suggest giving TMO a run alone, then try it with RSRD.Take sa while to figure out what suits you best.
Ok so i can use RSRD with TMO too? Then i will try it :up:

Bubblehead1980
10-28-13, 11:12 AM
Ok so i can use RSRD with TMO too? Then i will try it :up:


Yes, just make sure you download the RSRD version FOR TMO.Should be labeled as such..

Roger Dodger
10-28-13, 12:46 PM
Ok so i can use RSRD with TMO too? Then i will try it :up:

TMO + RSRD: Don't leave port without them. :salute:

Good Hunting!

SnipersHunter
10-28-13, 12:55 PM
Thanks im pretty new to US Submarines (SH4). Played SH 3 and 5 a long time. But now i will try to chase the japs and sink em. :arrgh!::up:

Hernan_Cortes
10-28-13, 01:16 PM
According to Ducimus, you're kinda safe at any depth greater than 90. At least we haven't lost any captains in the last week that were deeper than 90'. It's virtually safe, I PROMISE!!

Virtually safe or double your money back! What a deal!:woot:
Well, what if i collide with surface on such depth, can i get money? :03::timeout:

bandit484
10-29-13, 11:38 AM
Ok so i can use RSRD with TMO too? Then i will try it :up:

Bud just make sure you download the right RSRD. It is in the subsim downloads section, and don't forget the patch.:yeah:

Paladin132
12-31-13, 12:54 PM
Hello all, after playing the pure SHIV for so long I have decided to add mods and this one seems to be the definitive mod. I have two questions:

Where do I find the deck gun mod to put my gun o the back deck?
How do I tell if it has installed correctly with JSGME after it launches?

Thanks.

neilbyrne
12-31-13, 01:19 PM
Paladin,

If you open up the TMO mod folder, you'll see a folder for documentation in which is a folder titled "Optional mods". The aft deck gun mod is in there.

It's been a while since I just ran TMO unaugmented by other mods so I can't remember if it alters the intro page or like that. One thing for sure, on the plot, TMO replaces the ship symbols with a black grease pencil dot so when you first start your patrol if the ships in harbor with you are on the plot as dots and not ship symbols, TMO is working.

Paladin132
12-31-13, 02:58 PM
Thank you! That fixed the deck gun... I guess TMO isn't working then. I used the mod installer but the grease pencil markings are not there, just the standard ones - and all my torpedoes are actually functioning. JSGME says 1_TriggerMaru_Overhaul_2_5 and TMO_Aft_deckguns are activated.

Any suggestions? Could I have possibly done something wrong with installing JSGME?

Edit: I may have found the problem in another thread. My install is in the x86 program folder. I have it and a steam version, and was using the one in the x86 folder as I read the steam one wouldn't work (and doesn't patch beyond 1.4 I guess) but I moved and now I am having trouble finding my SH disk. (Didn't realize I was missing ALL my physical media DVDs and CDs until now).

Is there a away around the x86 issue?

neilbyrne
12-31-13, 04:48 PM
I just did a clean install myself after reading the thread about not installing in the 86 programs folder. I installed off a disc tho not from Steam.

The only thing I can think of on JSGME is to make sure you install JSGME into the SH4 master folder and activate it from there. If you activate it from a screen short cut, it will look like it's putting it in, but it's not.

Also with TMO you need the TMO Small patch which fixes a command progression bug. Without it, if you have a TAMBOR Class boat and get offered a new command it actually regresses you back to a SALMON rather than ahead to a GATO or BALAO. Here's the link for that:

http://www.subsim.com/radioroom/down...o=file&id=3506

Good luck.

Paladin132
01-01-14, 10:50 AM
Ok, turns out I had the installer in the wrong place. Fixed. Now I am out at the Marshall Islands and have been here from December 15th or so to January 1... No contacts. No new assignment when I report in, and no reports of convoys or ships. Should I be worried?

Admiral Halsey
01-01-14, 01:12 PM
Ok, turns out I had the installer in the wrong place. Fixed. Now I am out at the Marshall Islands and have been here from December 15th or so to January 1... No contacts. No new assignment when I report in, and no reports of convoys or ships. Should I be worried?

What year?

neilbyrne
01-01-14, 01:21 PM
I got sent to the Gilberts and Marshalls in Fall of '43 and it was pretty dead; nothing but a few small coastal freighters. In fact I spent almost a game month patrolling and saw nothing but some air patrols.

Admiral Halsey
01-01-14, 01:24 PM
I got sent to the Gilberts and Marshalls in Fall of '43 and it was pretty dead; nothing but a few small coastal freighters. In fact I spent almost a game month patrolling and saw nothing but some air patrols.

That area is normally devoid of life so not finding much is normal.

Radtgaeb
01-01-14, 02:10 PM
All,

I recently patched up to 1.5 (I know....way too late) by getting the u boat missions off of amazon DD. After installing TMO 2.5, all graphics appear to be vanilla again. What's going on with my install? Graphics were definitely enhanced when I was running the 1.4 version.

Paladin132
01-02-14, 09:16 AM
Awesome I wanted to make sure I hadn't broken it. I like the mod thus far. I finally found some action by going to Guam and sneaking into the harbor and torpedoing a pair of ships at anchor.

Boy that was one mad destroyer.

Does TMO vary the time it takes for ships to sink? If not, is there a mod that works well to make ships sink more realistically?

Finally, is there a way to make the sub dive faster? I thought I saw a crew ability that does it but I can not find it now.

neilbyrne
01-02-14, 12:54 PM
TMO includes a more realistic sinking times mod and times vary. I've had ships take as long as 20 minutes to sink; most go in three or so.

You can dive faster by using crash dive which is D plus ctrl.

Paladin132
01-02-14, 06:44 PM
Well allow me to thank the author for the work done on this mod. It really is a more polished version of a favorite game and now that I have spent some time with it I am very pleased with the results.

Thank you.

Mikemike47
01-02-14, 08:24 PM
Well allow me to thank the author for the work done on this mod. It really is a more polished version of a favorite game and now that I have spent some time with it I am very pleased with the results
I do, too, and lots of others appreciate Ducimus' work. He is not around much anymore. If you really want to express your gratitude, then sending a PM is better.

Paladin132
01-03-14, 09:26 AM
Done, thank you.

Paladin132
01-03-14, 05:00 PM
As I am playing through my first career I have noticed I cannot operate out of Midway or take new construction. Is there something wrong with my installation?

swampy
01-08-14, 04:09 PM
Hi I just installed SH 4 and this mod. I would like to play on skill level: Realistic, no map contacts manual targeting but with event camera and free camera enabled.
Is that possible?

cdrsubron7
01-08-14, 05:51 PM
Hi I just installed SH 4 and this mod. I would like to play on skill level: Realistic, no map contacts manual targeting but with event camera and free camera enabled.
Is that possible?

Yes, that is possible. But it needs to be setup in the game settings. In career mode before you start a patrol go to the game settings, big clock on the shelf on the left side of your screen. Go into the game settings and set the parameters you want to use. :D

swampy
01-09-14, 08:56 AM
Ok thanks I found it.

A few more questions:
I was looking at the nav map with a high time compressor factor and saw the massage "ship spotted!" however the time didn't stop. Why was that?

What is the best tactic to use in the beginning of the campaign? When and were to dive and check the hydrophone etc?

Is there more key combinations with this mod or any other than the help (F1) will tell you about? Is it possible to configure your own key combinations etc?

HertogJan
01-10-14, 07:04 AM
Ok thanks I found it.

A few more questions:
I was looking at the nav map with a high time compressor factor and saw the massage "ship spotted!" however the time didn't stop. Why was that?

It could have been a friendly ship or.... you TC so fast you blasted past it... Just kidding, as far as I know it only happens when you cross paths wiht a friendly.


What is the best tactic to use in the beginning of the campaign? When and were to dive and check the hydrophone etc?

I normally dive every 2 hours a stay down 1 hour sweeping, no idea what the protocols were in real life tho.

Is there more key combinations with this mod or any other than the help (F1) will tell you about? Is it possible to configure your own key combinations etc?

I don't know if there are other key combo's besides the one's in the help file but you can change them in the:
Data/ CFG/ Commands.cfg

Come to think of it, you'll be able to see the hidden key-combo's in that file.

PS_ Don't forget to make a backup of the file before you start playing with it


HJ

merc4ulfate
01-10-14, 01:38 PM
I have seen ships even after three fish take 5 hours to sink. It all depends on the ship, AI settings and damage model.

You can change settings in the game to make it more realistic but always read your documentation on the mods you have. Many mods such as TMO will over write game settings so once they are loaded changing the setting will affect nothing.

Generic Mod Enabler - v2.6.0.157
1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Traveller Mod v2.6 TMO
#1 Real Environment mod install
Traveller Mod 2.6 Patch 1 - ISE v3 Patch
#4 Warships retextured
Traveller Mod 2.6 No Midway Transfer
Traveller Mod 2.6 No DC Camera Shake
Traveller Mod 2.6 Larger Search Patterns
Traveller Mod 2.6 Harder Enemy AI Escorts
Traveller Mod 2.6 Automatic Ship ID
Traveller Alternate Main Loading Screens
Convoy Routes TMO+RSRD
tambor198's TMO+RSRDC missions pack

Paladin132
01-11-14, 11:04 AM
A few new questions...

I am having successful patrols, but I am not getting a new command in late 43. I have done 13 patrols, all but four on the USS Triton. The sail is still the same original sail, and no transfers are possible. I also have lost the forward operating rearm bases, even the one (name escapes me) north of Fremantle on Australia items. I was never able to go to new construction either.

Any thoughts?

Tricky
01-11-14, 01:12 PM
Hey guys,

Playing TMO and RSRD and I'm having a helluva time finding ships. Thursday evening I ignored the wife completely and played 5-6 hours on a single patrol. Found and sank 1 ship, and that was after patrolling 3-4 different objective locations. I'm constantly finding planes, could probably make a career out of shooting them down. The ocean and sea seems empty as can be though.

Here's my mod setup right now:

1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Convoy Routes TMO+RSRD
Improved Stock Environment_v3_TMO&RFB

Any ideas? I've gone as far as searching individual grids, move to next one, move to next one, etc. I feel as though I'm alone in the world :hmm2:

bandit484
01-11-14, 02:38 PM
Hey guys,

Playing TMO and RSRD and I'm having a helluva time finding ships. Thursday evening I ignored the wife completely and played 5-6 hours on a single patrol. Found and sank 1 ship, and that was after patrolling 3-4 different objective locations. I'm constantly finding planes, could probably make a career out of shooting them down. The ocean and sea seems empty as can be though.

Here's my mod setup right now:

1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Convoy Routes TMO+RSRD
Improved Stock Environment_v3_TMO&RFB

Any ideas? I've gone as far as searching individual grids, move to next one, move to next one, etc. I feel as though I'm alone in the world :hmm2:

If it's early in the war search close to land masses (Japan, Phillipines) and keep your time compression under 1024. Do periodic submerged sonar checks with your engines off.:yeah:

bandit484
01-11-14, 02:50 PM
A few new questions...

I am having successful patrols, but I am not getting a new command in late 43. I have done 13 patrols, all but four on the USS Triton. The sail is still the same original sail, and no transfers are possible. I also have lost the forward operating rearm bases, even the one (name escapes me) north of Fremantle on Australia items. I was never able to go to new construction either.

Any thoughts?

It sounds like you have started the terrible T campaign. Are you in a Tambor class?:hmmm:

Paladin132
01-11-14, 03:45 PM
Yes I suppose she is. It is what I was offered after my initial tour. What is the terrible T campaign?

bandit484
01-11-14, 04:46 PM
Yes I suppose she is. It is what I was offered after my initial tour. What is the terrible T campaign?

By selecting the terrible T campaign you go through the whole war with that Tambor class boat.:arrgh!:

Paladin132
01-11-14, 06:05 PM
I installed the small patch after the deck gun patch and when I load my autosave when entering port and try to transfer it CTD. I am going to see what happens when I leave port, but do I need to start a new career?

edit: it CTD when I try to start a new patrol.

bandit484
01-11-14, 06:51 PM
I installed the small patch after the deck gun patch and when I load my autosave when entering port and try to transfer it CTD. I am going to see what happens when I leave port, but do I need to start a new career?

edit: it CTD when I try to start a new patrol.

I think it would be safest to start a new career.:hmm2:

Paladin132
01-11-14, 08:01 PM
Done, seems to be working well... Man I hate to give up on that one it was so lucky.

aanker
01-13-14, 12:07 PM
Done, seems to be working well... Man I hate to give up on that one it was so lucky.
Hi, the Small Patch needs to be enabled before a new career is started if you don't want the TAMBOR class career, as you discovered.

I would be proud to command USS Tuna for example, the entire career, also there are carers when I would prefer the 'normal progression' into more modern submarines as the War progresses; SARGO --> TAMBOR or GAR --> GATO --> BALAO, etc., etc...

Anyway, Happy Hunting!

Snarf
01-15-14, 05:41 PM
Finally downloaded TMO 2.5, I gotta say, I like the new sounds much better. The water is beautiful, though because it looks so much more realistic and glassy, the sub seems more cartoonish by comparison. I don't know if it was because the moon wasn't full, but at night I can't see anything, it seems too dark. Also my first mission was to photograph Hiroshima harbor, it was too foggy, I couldn't even see the pier when I was nearly docked to it and the fog would not lift, I spent 5 or 6 days there and I could not see anything to photograph.

I like the 'ZING' sound the torpedo makes when it leaves. Sounds just like it is described in Dick O'Kane's books.

Admiral Lutjens
01-24-14, 08:51 AM
Just DL'd TMO, and it's great with the exception of one annoying issue. On the map, unless zoomed in close, my sub is nothing but a circle, and enemy ships are just black blobs.

Seems very odd.

cdrsubron7
01-24-14, 03:57 PM
Just DL'd TMO, and it's great with the exception of one annoying issue. On the map, unless zoomed in close, my sub is nothing but a circle, and enemy ships are just black blobs.

Seems very odd.

I believe that was the way Ducimus designed it when he created TMO.

Admiral Lutjens
01-24-14, 04:03 PM
I believe that was the way Ducimus designed it when he created TMO.

Well, it's on every other mod I've tried as well so it seems like it's something on my end.

http://www.subsim.com/radioroom/showthread.php?p=2167434#post2167434

Paladin132
01-24-14, 04:31 PM
Another question... I can never get anyone onboard or in the roster for recruitment that has the extra fuel... Am I doing something wrong?

I also seem, even with the small patch, to not be getting refits or anything else after my new boat. It does have the newer sail on it, but it came with it. I thought I would go through multiple refit and new boat offerings.

Tombomsee
01-27-14, 04:31 PM
Just DL'd TMO, and it's great with the exception of one annoying issue. On the map, unless zoomed in close, my sub is nothing but a circle, and enemy ships are just black blobs.

Seems very odd.

Try out this (hidden in the manual, or RTFM) :

4.) How do i cheat bigtime, and get back "tails" and sensor information on the navigation map?
Disable TMO, and delete the following two files:
\Data\Menu\gui\ContLine.dds
\Data\Menu\gui\DashLine.dds
:cool:

bybyx
02-18-14, 06:01 AM
Hello everyone!
If you good people could so kind as to help me with a list of mods that could go with TMO 2.5 as i have been away for a very, very long time from this game.
1. Gameplay
2. Graphics
3. Sounds

Thank in advance!

ReallyDedPoet
03-03-14, 08:39 AM
Back playing SH4 after a long absence. In the past I played the shat out of TM, recently incorporated RSRDC, am enjoying this addition :yep:

@ bybyx: your best bet is to check out some of the previous threads on the subjects ( the search option is your friend ), view some of the stickies and also there is some nice stuff in the Downloads Section.

Snarf
03-11-14, 12:13 PM
Just DL'd TMO, and it's great with the exception of one annoying issue. On the map, unless zoomed in close, my sub is nothing but a circle, and enemy ships are just black blobs.

Seems very odd.
I would like to see the orginal map icons, I don't like the blobs either.

HertogJan
03-11-14, 02:22 PM
Well, it's on every other mod I've tried as well so it seems like it's something on my end.

http://www.subsim.com/radioroom/showthread.php?p=2167434#post2167434

I would like to see the orginal map icons, I don't like the blobs either.

Check the TMO Manual, from page 47 (FAQ) you can find what you're looking for in there.

Nbjackso
03-11-14, 08:11 PM
I would like to see the orginal map icons, I don't like the blobs either.

Try this mod --->>> http://www.subsim.com/radioroom/downloads.php?do=file&id=1820

Some of the HARDCORE simmers think this is cheating, but with over 500 downloads and an A+ rating, I guess there are a lot of cheaters out there.

John_Molotov
03-11-14, 08:32 PM
This may be a stupid question, but how do I get the radio to appear. Now when I click the radio button it turns bright red, but nothing else happens. I had the same problem with the gramophone, but found the the fix for that in the optional mods folder. Is there maybe something like that for the radio?

HertogJan
03-12-14, 02:29 AM
:hmmm: ?!?

Thats weird, it should appear in the top left corner, there's a convoy map attached to to it as well.

The only thing I can think of is to download the 'Convoy routes TMO+RSRDC Mod' and see what happens. Maybe it'll activate the radio.

John_Molotov
03-12-14, 06:15 AM
I got it fixed by lowering my resolution from 2560x1600 to 1920x1200.

skip
03-12-14, 01:52 PM
Where do I find the mod

TMO 25 small patch

Cant seem to see a link for it

Thanks

ReallyDedPoet
03-12-14, 06:31 PM
Pretty sure it's in the SH4 downloads section under Gameplay Mods.

Dice Holder
03-27-14, 12:39 PM
Is there any way I can play this on easy

ReallyDedPoet
03-27-14, 12:44 PM
There is an easier AI Mod of TM in the Downloads Section, under Game-play.

Also there is a mod there that restores all stock ship, air and sub contact shapes and tails in that section :yep:

Stock Map Icons:

Restores all the stock map icons, (silhouettes) and
ship info lines to the Navigation and Attack maps.

This mod is JSGME compatible. Works with RFB,
TMO with and without RSRDC.

This one also makes your life a little easier for those long voyages:
Here (http://www.subsim.com/radioroom/downloads.php?do=file&id=3831)

Dice Holder
03-27-14, 01:02 PM
Im talking about the stuff like unlimited fuel and things

CapnScurvy
03-27-14, 01:10 PM
Im talking about the stuff like unlimited fuel and things

Use the "Options" menu found in the Captain's Office when starting a Campaign. It's the "Radio" sitting on the shelf to the left. Any time you're back at port, you can change the game options for fuel, etc. Once at sea, you can't access all options. There are three "Options" menus:

1. At the "main menu" game screen under "Options"

2. At the "Realism" menu heading of the Single Missions

3. At the Radio within the Captain's Office during a Campaign

Dice Holder
03-27-14, 01:11 PM
I thought it was hard coded tho into the mod

ReallyDedPoet
03-27-14, 01:16 PM
Im talking about the stuff like unlimited fuel and things

Keep in mind the stuff I posted, it also gives you options. And as CS mentioned, it is not hard-coded.

Snarf
03-28-14, 07:19 PM
Hmm I seem to be getting the JANAC treatment with TMO + small patch. I've not gotten credit for 2 akita marus and a nippon maru now:down: Has anyone else encountered this?

_alphaBeta_
05-03-14, 06:23 PM
TMO 2.5: I don't seem to be visually detecting air units. I was cruising in 1941 and got an announcement that I had a SD radar contact. I thought this was essentially a bug due to my ignorance of SD radar at the time. Point is, I kept on going my merry way. I bumped up the time compression a bit and I'm being bombed by a plane out of nowhere (event camera confirmed). There were no announcements from my watch that I recall, and the plane didn't show on the navigation map after the attack. My watch should have seen it coming when it got close and kicked down the time compression.

I'm thinking this may be related to the removed silhouettes given that planes in clear site from the sub don't show at all during some tests I made in the submarine school (but that's rather inconclusive given the quirks of the tutorials). Still, within the submarine school artillery training (which is very interesting with TMO since everything attacks), I observed the following:


Approaching air units detected via my radar show as gray as expected.
Even when right on top of the sub, there's no indication of them on the navigation map, and the watch failed to report the visual contact.
They showed up as moving gray units after their attacks.
Reverting <\Data\Menu\gui\ContLine.dds> and <\Data\Menu\gui\DashLine.dds> resulted in red tails (and only red tails) of the active aircraft, and the watch announced their presence when in visual range. I'm assuming I'd have to revert the planes' <_shp.dds> file to have them completely show up again.
I'm all for toning down the amount of information that's available from the navigation map, but not at the expense of visually detecting the aircraft after the initial radar contact. Is any of this intentional, or am I doing something wrong?

I'll plan to restore the initial <_shp.dds> files for all sea and air units and remove the folders entirely for the new units to temporarily observe. I'll also restore <\Data\Menu\gui\ContLine.dds> and <\Data\Menu\gui\DashLine.dds> since I'd like to learn the capabilities of these various units. I've noticed that numerous parameters of these units have changed. Is the sensor information that's drawn to the screen dynamic to know the new values?


I thought it was hard coded tho into the mod
The mod instructions do make it sound like that, but it appears to me anyway that this only affects the default difficulties. You can still go in an customize whatever you like by clicking the clock in the office before going on patrol. Remember that the main menu settings are usually overwritten by whatever difficulty you select from the campaign which is a confusion of the original game.

As a side note, it also appears that the weights of the realism factors are different with some not counting one way or another such as the event camera. I suppose this is intentional, but all I know is playing with my usual custom realism settings results in a higher realism number than the stock game.

mobucks
05-03-14, 10:28 PM
alphabeta:

What level of time compression were you at when you got bombed without the crew alarming you to the presence of the attacking plane?

A high TC can cause planes to sink player subs before the game has time to go back to normal TC. It's just the nature of how time compression works.

_alphaBeta_
05-04-14, 09:06 AM
Thanks for the reply. I was probably only at 32x or 64x at the time. Nothing very high that should cause this problem. I'm unfortunately familiar with time compression woes since SHIII.

I'm still playing with all the silhouettes back on to see if the problem is any better. Testing was going expeditiously until I spent two hours last night trying to shake an auxiliary submarine chaser. With the TMO sensors, it was quite an ordeal.

Captain_AJ
05-25-14, 03:36 AM
back too sub simming

vahadar
05-25-14, 10:43 AM
I'm revisiting this mod after having played it some years ago. SH4 is a great sim and TMO a great add-on, thank you again :arrgh!:

joefremont
05-28-14, 12:08 AM
I tried TMO for a couple campaigns and there are a lot of things I like about it but usually quit before getting to the end of the war. The last campaign I was cruising 75-100 miles off the japanese mainland, its night, I see an aircraft heading my direction. Dive down to 300 feet, speed 1/3. Wait for it to go away, then suddenly BANG! damage all over the place, massive flooding, uncontrolled decent into the depths. That happened enough times it just was not fun anymore.

Marshall Ney
05-30-14, 10:17 AM
I came back to subsim and this time decided to try SH IV instead of V this time. I saw a couple of Youtube videos of this mod and decide to give it a go.

Anyways, it took me a few hours to get mod loaded properly, and it it looks good; but spent 2+ hrs. on the empty sea. I downloaded Trigger 2.5.

However, I have a question or two about the mod. First, when I watched one video, the person was able to start off(in Dec or Jan,41, don't remember which) at Midway Island harbor, BUT I had no choice of that, just vanilla Pearl or Manila!!!

Also, in this area there is a reference to 1).Trigger Maru overhaul and 2). TMO optional_ mod. I haven't found a downloadable link for #2. Is there one???? Relating, this I did see a patch for TMO, going from 2.0>2.2. Is this what I need for completting Trigger overhaul??

Hope someone can help and thanks in advance,

MN:salute:

torpedobait
05-31-14, 08:09 AM
I came back to subsim and this time decided to try SH IV instead of V this time. I saw a couple of Youtube videos of this mod and decide to give it a go.

Anyways, it took me a few hours to get mod loaded properly, and it it looks good; but spent 2+ hrs. on the empty sea. I downloaded Trigger 2.5.

However, I have a question or two about the mod. First, when I watched one video, the person was able to start off(in Dec or Jan,41, don't remember which) at Midway Island harbor, BUT I had no choice of that, just vanilla Pearl or Manila!!!

Also, in this area there is a reference to 1).Trigger Maru overhaul and 2). TMO optional_ mod. I haven't found a downloadable link for #2. Is there one???? Relating, this I did see a patch for TMO, going from 2.0>2.2. Is this what I need for completting Trigger overhaul??

Hope someone can help and thanks in advance,

MN:salute:

Welcome! I use 1_TriggerMaru_Overhaul_2.5; 1_TMO_25_small_patch; RSRDC_TMO_v502; RSRDC_v5xx_Patch1; RSRDC_TMO_PrePearl Harbor Career Start; Pre-PH Mod Patch and a bunch after that (as long as they don't override the 2 patches listed above. Works for me!

Marshall Ney
05-31-14, 11:42 AM
Torpedobait, thanks, but my main question(s) is concerning what do I need to have the option of starting a career off at Midway or some of the other options I saw somewhere. I have loaded TriggerMaul_Overhaul 2.5 only, and now I have only the option(s) of Manila or Peral at start of war!!! So, please what do I need to get these other options???? Is that patch 2.0>2.2 something that needs the JSGME to activate???

Thanks, no offense to Torpedobait,

MN:shucks:

joefremont
05-31-14, 12:08 PM
Torpedobait, thanks, but my main question(s) is concerning what do I need to have the option of starting a career off at Midway or some of the other options I saw somewhere. I have loaded TriggerMaul_Overhaul 2.5 only, and now I have only the option(s) of Manila or Peral at start of war!!! So, please what do I need to get these other options???? Is that patch 2.0>2.2 something that needs the JSGME to activate???

Thanks, no offense to Torpedobait,

MN:shucks:

The experience I had was that when your based at Pearl, if you start the mission in port you start docked at Pearl, if you start outside of port, you start docked at Midway. Of course to finish the mission you still need to return to Pearl harbor.

John Channing
05-31-14, 02:45 PM
My current campaign started at Pearl. If you select "In Harbour" then you will be at dockside. If you select "Outside Harbour" you will be a few miles off shore. After a few patrols you will automatically be transferred to Midway. Same deal applies there.

JCC

_alphaBeta_
05-31-14, 07:31 PM
The experience I had was that when your based at Pearl, if you start the mission in port you start docked at Pearl, if you start outside of port, you start docked at Midway. Of course to finish the mission you still need to return to Pearl harbor.

My current campaign started at Pearl. If you select "In Harbour" then you will be at dockside. If you select "Outside Harbour" you will be a few miles off shore. After a few patrols you will automatically be transferred to Midway. Same deal applies there.

JCC

In an effort to remove the confusion, the "TMO 25 small patch" added the behavior of starting dockside at Midway when selecting to start outside Pearl Harbor. This was not in the original TMO 2.5. Personally it bothered me, so I changed this particular behavior back. It was, AFAIK, and undocumented change of the small patch but confirmed nonetheless by diffing the files.

Gibus
06-01-14, 03:16 AM
Dive down to 300 feet, speed 1/3. Wait for it to go away, then suddenly BANG! damage all over the place, massive flooding, uncontrolled decent into the depths.
After an aerial detection, better make a crash dive and take a new direction 90 °.
That said, if you've been hit by depth charges to 300 feet, this is not normal.
Maybe you hit a mine.

Marshall Ney
06-01-14, 08:11 AM
After reading all these posts I'm more confused!!!! I tried starting outside at Pearl, but that's where I was, NOT at Midway!!! I tried Dec8, 41 and Jan42, the same. Then I tried middle of '42 and guess what???, I had a choice of Midway(where I just started a new career).

At least part of MY confusion about this was thinking that a Youtube videos I watched started at one of the earliest times; BUT also if you read Trigger's manual, there's no indication of different starting times for different fleets starts. It reads, at least to me, that all positions are available from Dec '41.

Anyway, I don't know if I loaded everything correctly, if my downloads are 100%, but the game seems to be functioning well. All the bells & whisles are there & and the graphics are what I observed in YT videos. So, I'm happy.


Thanks guys, good hunting,

MN:salute::sunny:

_alphaBeta_
06-17-14, 10:04 PM
Is there a way to reintroduce the click-able 600ft. depth gauge in the conning tower for the Balao (like the other fleet boats)? I'm aware the TMO instructions suggest just commanding a normal dive and leveling off when you need to when diving below 450ft., but this causes you to dive deeper than you want in order to achieve a certain depth. Seems silly that the other fleet boats, that can't dive as deep as the Balao have better depth control.

Along those lines, are there any 600ft. HUD gauges, or is that a limitation of the game?

bybyx
06-26-14, 05:27 AM
I have encountered a funny thing. A plane spots me, don't know what model, dives to attack me and then, just after it passed above me it goes doing these awesome roller coaster moves in the air and then crashes into the ocean:D:har:. Any ideas?
Mods:
TMO
RSRD

merc4ulfate
06-26-14, 02:18 PM
bybyx ... that is called thankfulness

haz
06-28-14, 12:03 AM
i read all the change logs etc.searched but cannot find a answer as to what it does or if anyone uses it.could someone explain it to me please.thank you for your trouble.never mind found it,i know im old but even with glasses cant see.lol

bybyx
06-28-14, 03:56 AM
bybyx ... that is called thankfulness

Amen to that, but still what is wrong with that darn plane?

TorpX
06-28-14, 10:26 PM
Amen to that, but still what is wrong with that darn plane?

It is, most likely, stock behavior (i.e. unfixable).

captgeo
07-08-14, 06:09 PM
I think maybe I have buggered up my install of JSGME or something else, stock game works fine, I activate this Mod and everything seems the same, is the load and intro screen's supposed to be different when TMO is active?

torpedobait
07-09-14, 05:43 AM
I think maybe I have buggered up my install of JSGME or something else, stock game works fine, I activate this Mod and everything seems the same, is the load and intro screen's supposed to be different when TMO is active?

What version of SH4 are you running? What version of TMO are you trying to load? Do you have TMO in the MODS folder of SH4? Need more info to be able to help.

You should have SH4 in something other than the Windows Program Files folder (say, in a separate folder named Games), and within the SH4 main folder you should make another named "MODS". Then you should be able to extract a compatible version of TMO into the MODS folder. That is where JSGME will look for it. Hope this helps point you in the right direction.

captgeo
07-09-14, 07:31 AM
What version of SH4 are you running? What version of TMO are you trying to load? Do you have TMO in the MODS folder of SH4? Need more info to be able to help.

You should have SH4 in something other than the Windows Program Files folder (say, in a separate folder named Games), and within the SH4 main folder you should make another named "MODS". Then you should be able to extract a compatible version of TMO into the MODS folder. That is where JSGME will look for it. Hope this helps point you in the right direction.

well, in another thread we are on to the problem, it is not the install of the game, had this game since new and it is Gold and it has its own folder.

the problem is with JSGME and it has double folders for some reason.

goes like this SH4/MOD/MOD as a root . I never created the double, it did it itself for some reason.

refer to the post "going to give TMO a try " in the regular SH4 thread.



figured this folder problem out here we go.

ok, have figured out JSGME problem, with the new version of this tool, I had to unzip the download,place the folder in the game,unpack the folder the run JSGME as admin.

anybody else have this problem here is the solution, manual unpack the main folder

http://www.subsim.com/radioroom/showthread.php?t=214417

captgeo
07-09-14, 05:42 PM
Installation order:
Assuming you have no mods installed, you should enable TMO in the following order;
Quote:
1.) 1_TriggerMaru_Overhaul_2-5
2.) TMO_optional mod


what is the tmo optional mod?????????

searched downloads for it ,can not find it, help please

World_Devastator
07-10-14, 05:21 PM
Inside the Trigger Maru folder, then inside the Documentation folder, is a Optional Mods folder for Trigger Maru.

HertogJan
07-10-14, 05:40 PM
I think he means the compatible Mods for TMO, like RSRDC, OTC version for TMO, Environment Mods and so on.

One Mod I will recomend is the TMO small patch, it corrects the problem where you're getting a Tambor after a Gato as an upgrade.

There are quite a few Mods for TMO roaming around.

Here are a few I use:
_ IJN Radar fix for TMO2
_ IJN Radar fix for TMO2 betaupdate
_ LST TMO v2 (longer sinking time)
_ TMO smoke Mod (a must have imo)

HertogJan
07-10-14, 05:44 PM
Inside the Trigger Maru folder, then inside the Documentation folder, is a Optional Mods folder for Trigger Maru.

And those too :haha:

World_Devastator
07-10-14, 05:54 PM
IJN Radar fix for TMO
IJN Radar fix for TMO2 betaupdate


I am looking for these.. Care to share?

HertogJan
07-10-14, 05:59 PM
Sure, but if you don't mind send me a PM with you Email and I'll send them tomorrow... its 01h00 over on this side of the world and I have to work tomorrow.

captgeo
07-10-14, 07:01 PM
thanks all :salute:

aanker
07-14-14, 11:16 AM
Installation order:
Assuming you have no mods installed, you should enable TMO in the following order;
Quote:
1.) 1_TriggerMaru_Overhaul_2-5
2.) TMO_optional mod


what is the tmo optional mod?????????

searched downloads for it ,can not find it, help please
Don't forget to install 3.) Small Patch if you are using TMO 2.5. Details at this link:
http://www.subsim.com/radioroom/downloads.php?do=file&id=3506

Happy Hunting!

opon41
08-06-14, 09:23 AM
Thanks for the excellent mod! Also this is the obligatory I need to download more stuff post:up::subsim:

OOZ662
08-12-14, 01:45 AM
So I was happily rolling along in my Narwhal and got the offer to upgrade boats at the end of January 1943. Sure, why not. I was summarily placed into a Tambor with no conning tower. Obviously, this makes it pretty difficult to do one's job. Is there anything I can do about it?

TMO v2.5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1

THEBERBSTER
08-12-14, 06:42 AM
A warm welcome back‘ opon41’ a.w.o.l. for 5 years? :subsim:

Link to my SH5 – SH4 posts::salute:

Step By Step Tutorials & How To Do It

Also Included Are Some Useful Download Links

http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)