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in_vino_vomitus
08-12-14, 08:01 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
I seem to be on a Getting Stuff Completely Wrong streak at the moment, but I think this is what you want:
http://www.subsim.com/radioroom/downloads.php?do=file&id=3506
Don't trust me - but it's a tiny thing and installing it won't take too much of your time.
I installed that after posting, but of course the only recent save I have is the autosave on entering base after getting the gimped sub; the previous one is 2.5 hours previous on patrol because I'm dumb.
So, I don't really know of a way to test whether that patch fixes the same issue or a way to tape a tower onto the sub I did end up with; I assume I just have to restart and hope it doesn't happen again...
I'm also noticing that, even with a fresh download of TMO, my Tambors have stern deck guns without the optional mod installed. Is that normal or has something gone completely wonk on my end somehow?
THEBERBSTER
08-13-14, 02:18 PM
Hi OOZ662
The TMO instruction manual states.
Quote > 'Tambor and Gar have an aft mount due to the larger 5"/51 calibre deck gun they can equip. A bow mount for these two classes is unavailable."
Peter
hey, just 1 question out of curiosity. when was this mod made/released?
Sailor Steve
09-04-14, 06:15 PM
It says in the first post. :sunny:
claybirdd
09-06-14, 07:43 PM
So I recently dived back into SH4 after about a year and some change leave. I always played with TMO and R&D Which for me is how the game should have been stock. My only complaint is the insane number of times I have to dive to avoid planes. Currently on patrol number 3 in oct. '42. In the areas around the slot and Rabu I'm being forced to spend almost all day everyday submerged because planes are everywhere. Anybody know a way to reduce the number of times these evil basterds show up?
nimitstexan
09-10-14, 10:47 PM
Recently (re)installed SH4, and installed TMO 2.5.
Using the default Gramophone option with TMO 2.5 (Nomograph does not seem to display in widescreen); the gramophone does show up, but the chart menu bar still shows the icon and text tip for the nomograph. Any easy way to switch icon/text tip back to the Gramophone (as they are under Misc menu)?
Sidekikd34
10-10-14, 05:08 PM
So I recently dived back into SH4 after about a year and some change leave. I always played with TMO and R&D Which for me is how the game should have been stock. My only complaint is the insane number of times I have to dive to avoid planes. Currently on patrol number 3 in oct. '42. In the areas around the slot and Rabu I'm being forced to spend almost all day everyday submerged because planes are everywhere. Anybody know a way to reduce the number of times these evil basterds show up?
\Data\Cfg\AirStrike.cfg should have all the settings you're after, and it's got a lot of comments telling what is what.
I think you probably want to change the Attenuation and Logic Steps to achieve your desired settings.
Sidekikd34
10-10-14, 05:18 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?
Look to your left when you go into the conning tower view. All the depth gauges are clickable, and the small one in the center goes to 600 ft.
Alternatively, when using metric in the gameplay settings, the HUD gauge goes to 165m, which is about 500 ft.
PaulKC1
10-19-14, 04:47 PM
I just installed TMO2.5
It's the only mod i have installed and now none of my subs have a deck gun.
When i say none of my sub i do mean all the playable subs in the game.
I have even tried using sub school and other missions but no deck gun or deck gun crew slots.
Anyone know why?
I do not want to revert back to the stock game but it looks like i might have to so i can get the deck gun back.
Aktungbby
10-19-14, 05:12 PM
PaulKC1! :salute:
merc4ulfate
10-19-14, 06:00 PM
What's your game version and did you do a clean install, a proper jsgme install first?
Did you add the patch?
Have you read all relevant information concerning TMO, TMO's varying versions and their subsequent patches?
I just installed TMO2.5
It's the only mod i have installed and now none of my subs have a deck gun.
When i say none of my sub i do mean all the playable subs in the game.
I have even tried using sub school and other missions but no deck gun or deck gun crew slots.
Anyone know why?
I do not want to revert back to the stock game but it looks like i might have to so i can get the deck gun back.
I don't know what the problem is. Did u make any edits to the mod before activating?
Jimbuna
10-20-14, 04:28 AM
Uninstall, perform a registry clean and reinstall.
Welcome to SubSim :salute:
PaulKC1
10-20-14, 06:40 AM
What's your game version and did you do a clean install, a proper jsgme install first?
Did you add the patch?
Have you read all relevant information concerning TMO, TMO's varying versions and their subsequent patches?
version of SH4 is 1.5 Wolves of the Pacific.
I even removed SH4 and re-installed from scratch and install latest version of jsgme but get the same effect. no deck gun on any sub in career or mission or even training school.
The only patch i have seen is for placing stern deck guns and the docs state no other mods needed if you want the default bow guns.
Paul.
PaulKC1
10-20-14, 06:40 AM
I don't know what the problem is. Did u make any edits to the mod before activating?
Mod is as supplied from the site. no edits made.
PaulKC1
10-20-14, 06:41 AM
Uninstall, perform a registry clean and reinstall.
Welcome to SubSim :salute:
Already done all that but still have the same problem
THEBERBSTER
10-20-14, 08:16 AM
Although you have the SH4.exe icon that runs the game.
Have you run the GU application that updates the game before running the SH4.exe icon?
ashurjames
10-20-14, 06:18 PM
I am heartbroken. Everytime I catch a ship in my sights, my framerates drop to 1/sec. I'm running a 2.4 GHz quad core with a very good graphics card. Never had this happen in the stock version, smooth as glass with huge convoys in the scope. I am depressed at the possibility of having to go back to vanilla.
ReallyDedPoet
10-20-14, 06:20 PM
Strange, any other mods? List your full specs by the way, including operating system.
Herr-Berbunch
10-20-14, 06:59 PM
Ignore him, cut and pasted several posts from a while ago. :nope:
Milton Iatrides
10-23-14, 09:25 AM
Hello all,
I've just installed this mod and am enjoying it very much. I have a couple of questions though.
• Is there a way to get AP Shells for the deck gun (any size) and AP rounds for the 20MM Oerlikon and the 40MM Bofors? In the manual there is no reference of AP munitions only HE & HP. In game (any era) i can only get HE for all guns and AA for the Bofors.
• I like this mod and it's features very much, but -no offence to the creators- the water is a bit tiring for the eyes (my opinion) It has a very deep blue tint that looks a little strange and unrealistic. Is there a fix or a workaround for this?
• Also when explosion effects take over, frame rate is reduced severely, is it just me? (AMD Phenom II x6 1055T OC @ 3.2GHz, Radeon HD5670, 8GB Ram, Windows 7 Ultimate 64bit)
I have enabled 1_TriggerMaru_Overhaul_2-5 mod via JSGME over a clean 1.5 version of the game. No other mods enabled.
Thank you.
Threadfin
10-23-14, 04:35 PM
I don't know how to get the AP shells, but I imagine it's as simple as editing a cfg file.
There are several environment and water mods, but I am using Improved Stock Environment v3 for TMO and RFB. Try it and see if you like it better
http://www.subsim.com/radioroom/showthread.php?t=194657
I do not get any slowdowns in SH4, and with your system I wouldn't expect you to either. You can try the large address aware fix to utilize more memory if you haven't already done so
http://www.subsowespac.org/the-patrol-zone/give-silent-hunter-4-a-memory-boost.shtml
Aktungbby
11-24-14, 12:39 AM
Milton Iatrides! :Kaleun_Salute: belatedly; you got under our radar!;
Jimbuna
11-24-14, 06:56 AM
Welcome to SubSim Milton Iatrides :sunny:
ReallyDedPoet
11-24-14, 08:05 AM
Welcome MI :sunny:
Hi guys!
Have not introduced myself yet eventhough I am visiting this forum quite often and downloaded a few very fine mods already to get the best experience from sh3 and sh4. I really have to emphasize this, but you guys are just awesome. This is the kind of community that I was looking for on all the seven seas :P
The reason why I am posting here in this mod thread is that, I am really astonished how good the TMO mod is. :salute:
I will write more about my patrols on the warpatrol thread, because I know that it does not belong here, but I have to share my experience from my first war patrol in the good ol uss trout, especially because it points out the shock and awe I had about the realism that this mod creates that, I have never experienced in another mod so far. (it's only a brief one).
So I was cruising close honshu around december 25th 1941 and was very confident because I had 6 bow tubes fully loaded, a pretty dark night and my lookouts report a merchant. So I thought to myself: sweet, my first kill of the just started war. I am very new to the pacific as a theater of submarine warfare (always focused on the battle of the atlantic), so I stopped the engine, waited with decks awash for the 90 ° angle and fired off one torpedo. I sat back and watched first with exitement the runway of the eel. All over sudden I realised that something was wrong. The torpedo turned hard starboard, so I quickly checked the tdc again just to make sure if I hadnt messed up the necessary details but all seemed fine. So i switched back to the bridge and saw now with horror that the torpedo had switched directions. Instead of running straight in to the juicy merchant who was moving very slow at 6 knots it was heading now back into my direction. I followed it closely with the binoculars and the freecam as well just to see it passing on my starboard sight and then turning sharp again coming back into the direction of my still not moving sub. I then panicked and ordered a crash dive. The merchant saw the water breaking of the conning tower or might even heard the diesel engines, he caught me immediately with his searchlights and opened fire with his 20 mm aa guns.
Luckily I was able to dive down without too much damage and I even dodged my own torpedo.:woot:
Under water I just realised what had happend and then started investigating the us torpedo crisis which is implement in TMO as well. Now after this incident I had duds, and early explosions and the low running of the mk 14 but never experienced that horror again. Was even the returning torpedo implement? If so, then I am just really amazed about this wicked feature!:rock:
So now I just realised that this post became way longer then anticipated, but I really have to say thank you for all your work guys not even the TMO mod is great, there are of course a lot of good mods that I just didnt had the time to test yet, but the support, dedication, love, effort and SUPPORT for new guys like me is just brilliant. thank you:subsim:
benti
ReallyDedPoet
01-20-15, 08:09 PM
Welcome to SUBSIM benti:sunny:
TMO is a great one :yep:
Welcome to the Pacific! :salute:
babybud
01-21-15, 12:12 AM
Welcome to the Pacific indeed!
Nothing like setting up the perfect shot to get 3 duds in a row.
All hail the Mark 14! :salute:
THEBERBSTER
01-21-15, 06:09 AM
A Warm Welcome > Benti :subsim:
Jimbuna
01-21-15, 08:22 AM
Welcome Aboard Benti :sunny:
Thank you very much guys! :)
Ill be able to continue my current patrol (january '43) on the weekend and I am looking so forward to it :D
wish me luck, because the aircraft patrols are getting worse especially close to raubaul and the bismarck sea and somehow the lovely admirals want to see me sunk because the last 4 mission updates that i recieved were all around the exact area. :(
Aktungbby
01-21-15, 12:24 PM
Benti! :Kaleun_Salute:
Sandman_28054
01-21-15, 07:04 PM
A while back I tried this mod. I am currently still using TMO 2.0.
I tried this mod (2.5) but there were problems with back stepping so to speak, on subs.
Started out with a Sargo, and ended up with a porpoise.
Have the "bugs" been worked out yet?
ReallyDedPoet
01-21-15, 08:23 PM
I did not have any issues with 2.5 as far as what you are mentioning.
Sandman_28054
01-25-15, 11:43 AM
Maybe it 2.2. :hmm2:
Anywho...SH4 Gold Edition, v1.5.
Downloaded and installed per first page, TMO 2.5 then Optional Mods.
Start game, and I see Silent Hunter 4 U-Boat Missions.
Didn't take.
Am I missing a patch or something?
merc4ulfate
01-25-15, 09:53 PM
Generic Mod Enabler - v2.6.0.157
1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Improved Ship Physics 2.6_TMO_RSRDC
TMO_Visuals_for_RSRDC
Fixed_CD_sonar_RSRDC
Classe_Balao_CamoTri
Pacific Sound Mod
Nav Map Make-Over v2.1
NMMO Airbase Add-on
NMMO v2.1 Patch 1 with AB
NMMO Maps Add-on
NMMO Pre Pearl Harbor Career Start Add-on
NMMO Reverse Ocean Colors Add-on
Less Plankton 1.2
Pigboatcook
01-26-15, 01:18 PM
Happy Monday morning from a nub to the forums.
I'm having an issue with SH4 1.5 with TM2.5. Everything seems to be working great (former SH4 1.4 player returning) but I'm getting absolutely no Japanese aircraft.
Installed SH4 1.5
Installed JSGME
Installed TM 2.5
No hitches except those Japanese aircraft. I just sailed from Java, across the Celebes Sea, up the entire length of the Philippines (within 50 miles of the coast) and never once submerged trying to get spotted. Not a single aircraft appeared. The game date is March 1942.
Any tips or hints to direct me to what the problem is would be appreciated.
Thank you!
TMO 2.5 does greatly reduce aircraft and I don't think the japs had airfields setup in the Philippines on March, 1942. So I dont think u have a problem.
Pigboatcook
01-26-15, 05:40 PM
Thanks for the response. Sailing around on the surface had me worried the Emperor forgot to train pilots. I was going to do a complete reinstall of all to see if it helps with the danger factor but will continue on with my patrol and see if it picks up a bit on the aircraft spawns. Thanks again.
THEBERBSTER
01-26-15, 06:59 PM
A Warm Welcome To The Subsim Community > Pigboatcook :subsim:
You Will Always Find Someone Here To Help You :sunny:
Link To My > SH3 – SH4 – SH5 > Posts :up:
Step By Step Tutorials & How To Do It. :yep:
Also Included Are Some Useful Download Links :salute:
http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)
If You Are New To Subsim or Silent Hunter My Thread Link Might Save You Some Time.
Subsim <> How To Donate <> See The Benefits <> Support The Community :yeah:
http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119
ReallyDedPoet
01-26-15, 07:29 PM
Welcome to SUBSIM PBC :sunny:
Pigboatcook
01-26-15, 08:10 PM
Thanks, fellas, for the howdy and the links.
As for my previous concerns about Japanese aircraft problems you can disregard that. A Mavis just tried to pin cushion me as I loaded up my save. I think Ducimus must have seen my post and told the voodoo to take care of the issue.
Jimbuna
01-27-15, 08:04 AM
Welcome Aboard :sunny:
tomoose
01-28-15, 01:56 PM
Try the Run Silent Run Deep Campaign mod in addition to TMO. I think you'll find enough aircraft.
It's been a while since I've played but I used to place a 600 mile circle centered on Tokyo and a couple of other key Japanese locations to represent aircraft range. I could cruise from Hawaii up to the edge of those circles with no real concern but once I got inside aircraft range then I had to be careful. I was using time compression also which makes it seem as though aircraft are always about but obviously if you're speeding up time then potential encounters are going to be more frequent.
Regardless, when your air search radar picks up something you do NOT want to use time compression (at least not above 32x). Once you have an 'aircraft spotted' visually by your crew, unless you have men already on the guns you want to crash dive immediately. It's highly adviseable to avoid fighting it out. Granted the aircraft AI are pretty dopey but they only need to get lucky once and your cruise will be cut short. You're not out there in the middle of the Pacific to fight aircraft but to sink ships. :D
Pigboatcook
01-29-15, 08:55 AM
Thanks Tomoose for the RSRD info. I'll get the DL today and try it.
I too use the compass to mark out suspected air zones. It wasn't that I was looking to fight aircraft it was just my concern about sailing from Dec 41 through Mar 42 and never having aircraft bother me (Manila career). As I posted they have finally started showing up which makes the experience more immersive and dangerous. That said I'm not the type of Captain who plays to have a dogfight with them:know:
Thanks again for the mod recommendation and good hunting to you.
Aktungbby
01-29-15, 03:57 PM
Pigboatcook! :Kaleun_Salute:
GPTeles
02-18-15, 04:35 PM
Hi everyone,
I am playing the german campaing with he TMO mod, but some buttons on the bar (the new ones added by TMO) was missing the "drawnings".
Can anyone help?
(Sorry for my english)
Thanks!
merc4ulfate
02-18-15, 09:47 PM
If your running the German side run Operation Monsun instead of TMO.
moha14881
02-23-15, 11:28 AM
I have something funny to report! After shooting a bomber he gets caught up in his explosion, get stuck there and after a series of somersaults he falls piecemeal intact in the water!!!:haha::haha::rotfl2::rotfl2::88)
GenMarkof007
02-26-15, 11:28 AM
Hi all,
Want to start off saying a big thanks to Ducimus for a great SH4 Mod! ;)
Even for noob like me starting very late to play SH4, this mod gives it a second life and some incredible fun time. ;)
I couldn't read all the thread for this great mod, but wanted to know if anyone can help me with these questions:
- Do we need to enable the TMO_enable_Uboat MOD with version 2.5 of TMO?
- Is any other MOD helps with the missing icons on some of the action button?
- I'd like to add OM with TMO, but some forum threads say's that the OM doesn't work with the newest version of TMO 2.5, any input on this?
Thanks again for the MOD and hope to get some feedback!
Cheers
Capt. GenMarkof007 - Uboat U-77 :arrgh!:
Aktungbby
02-26-15, 11:40 AM
GenMarkof007!:Kaleun_Salute:
Jimbuna
02-27-15, 10:08 AM
Welcome Aboard Markof :sunny:
Bigfoot Sev
04-08-15, 02:17 AM
Hello guys.
I have a problem which i couldn't resolve with google or forum search.
I have 1.5 sh4 version with u-boat addon.
Made fresh install of the game, installed and activated tmo 2.5. No more mods. On patrol i'found that my hydrophone specialist is totally deaf.
dd is about 1 km, my sub sitting at depth about 70 meters, i can hear him via hydrophone post loud and clear, but my crewman telling me "no contact sir". weather is fine, calm sea. crewman spotted dd only when dd came at 300 meters. after that he start to provide me with coordinates. lost contact later, again at range 300-350 meters.
later i found a small merchant. again i can hear it loud and clear, but crewman ai is deaf or totally dumb.
reinstalled game and mod again - still have the problem.
adrians69
04-08-15, 11:23 AM
Have you got the TMO 2.5 small patch addon?
Bigfoot Sev
04-08-15, 12:37 PM
this one http://www.subsim.com/radioroom/downloads.php?do=file&id=3506 ?
nope. it's about upgrade to a new sub.
Aktungbby
04-08-15, 12:39 PM
Bigfoot Sev!:salute:
Bigfoot,
Did you ever watch "effing controller" on youtube? He had an SH4 series that he discontinued because of the same problem. Listen to the first 2 minutes of this video https://youtu.be/-WiYvDpmbXY?list=PL64Ji1ic63wHjVoJtxZTh9KkkZZ8L_tkj
Like you, I am also curious if there might be a work around for this bug.
Bigfoot Sev
04-08-15, 10:17 PM
i think that my previous run (maybe two years ago) with TMO was less buggy/ at least i don't remember such problems with contacts.
at single missions everything seems ok.
upd: started a new game this morning. well... contacts are fine. this game is a random rubik's cube...
and no new subsims on the horizon. :-(
adrians69
04-09-15, 12:43 PM
I've read somewhere here that if the target is travelling less than half it's max speed, the sound guy will not report the contact. It's a bug present even in stock game I believe.
fitzcarraldo
04-09-15, 05:43 PM
Try this mod:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1127
I don´t have the problem in my TMO/RSRDC/OTC and in my GFO/RSRDC/OTC installations. I use the sonartargetfix.
Regards.
Fitzcarraldo :salute:
gfanikf
05-24-15, 03:30 PM
Did a fresh install, started the software up once to ensure it loaded, then activated the mod, which appears to have worked fine, when it loaded it stopped at around 90% and error messages about missing data files black80.tga, There is a new (not implemented) page:Page<choose, paper.dds, radio messages and a bunch of others.
I'm using the steam version. Any idea what could be wrong?
I've read somewhere here that if the target is travelling less than half it's max speed, the sound guy will not report the contact. It's a bug present even in stock game I believe.
I think you misstated the problem. It actually is that the crew will report the contact normally, but you can't hear it.
Larger issue:
In the video, EC talked about crew not reporting contacts. He didn't say if these were visual, sound, radar, psychic, etc. Frankly, I consider these "Let's Play" videos to be of dubious value. I have gotten the sense that often the creator has little experience, or skill, and will simply blame the game for his setbacks, so you get a poor view of the game's potential.
Moonlight
05-25-15, 09:02 AM
Did a fresh install, started the software up once to ensure it loaded, then activated the mod, which appears to have worked fine, when it loaded it stopped at around 90% and error messages about missing data files black80.tga, There is a new (not implemented) page:Page<choose, paper.dds, radio messages and a bunch of others.
I'm using the steam version. Any idea what could be wrong?
I think this might be the answer to your question.
You're right, this is an old thread. BUT, the question regarding the error message of "File not Found: Data/Menu/Data/Black80.tga" is still pertinent.
Image files have the extension of .tga or .dds in SH4. So it's an image file that's missing. The modded game files you're loading are "asking" for this image file, but it can't find it in-game. The reason is because the "Black80.tga" file is a Silent Hunter 4 version 1.5 image file......not found in version 1.4 or lower. Loading TMO 2.0 (which is only for an SH4 1.5 game) will create this error when it's files are mismatched with a SH4 1.4 version (you can read your game version when looking at the "main menu" game screen.....it's in the lower right of the screen). You're right Venus to suspect you're using the wrong mods with your game version.
I did a quick search for a Trigger Maru mod that will work with a Silent Hunter 4 v1.4 game and found a Trigger Maru 1.7.6 on GameFront. Try this version on a 1.4 version of SH4. If there is a later Trigger Maru for 1.4 version still in existence.......I don't know where to find it. After this, you're on your own.
gfanikf
05-25-15, 09:19 AM
Thank you so much! I would have thought the Steam version was the latest version.
Edit: Yep I never bought the Uboat add on. Well I can solve that easy enough.
Thanks everyone!
Aktungbby
05-25-15, 09:41 AM
gfanikf!:Kaleun_Salute:
gfanikf
05-25-15, 09:51 AM
gfanikf!:Kaleun_Salute:
That said now it loads all the way, but I'm not getting a menu id error that crashes the game. :o
I'll see if I have to run it normally through steam the first time.
EDIT: It works! Thanks again!
Jimbuna
05-25-15, 10:32 AM
That said now it loads all the way, but I'm not getting a menu id error that crashes the game. :o
I'll see if I have to run it normally through steam the first time.
EDIT: It works! Thanks again!
Pleased your sorted....welcome to SubSim :sunny:
james_nix
05-25-15, 04:53 PM
I'm expericing the same thing where I can hear it but my crew can't. To fix the bug you have to go below periscope depth. I didn't know that there was a mod to fix it. I'm going to give it a try. Thanks!
Sandman_28054
06-03-15, 11:48 AM
I d/l TMO 2.5, but the start screen shows TMO 1.6.3.
Am I missing a patch?
treblesum81
06-10-15, 02:13 PM
I'm not sure if something is going wrong here or if my personal preference is just rearing it's head here. I understand that TMO has a visual mod built into it, but I'm noticing the water is over-reflective almost to the point of being cartoonish... Is this the way its supposed to look, or am I maybe experiencing some sort of issue?
Example:
http://i.imgur.com/hDogjTL.jpg
james_nix
06-10-15, 03:43 PM
I'm not sure if something is going wrong here or if my personal preference is just rearing it's head here. I understand that TMO has a visual mod built into it, but I'm noticing the water is over-reflective almost to the point of being cartoonish... Is this the way its supposed to look, or am I maybe experiencing some sort of issue?
TMO has some funky environments. I'm playing TMO now because of OTC, but I prefer RFB visuals. I was really shocked how bad TMO looks IMHO. The sky looks blotchy and like you said, the water is a mess.
After a while you stop noticing it, it just takes some time.
treblesum81
06-10-15, 10:12 PM
TMO has some funky environments. I'm playing TMO now because of OTC, but I prefer RFB visuals. I was really shocked how bad TMO looks IMHO. The sky looks blotchy and like you said, the water is a mess.
After a while you stop noticing it, it just takes some time.
I understand it wouldn't be supported, but exactly how much does it muck things up to add in one of the other environment packages?
james_nix
06-10-15, 11:25 PM
I understand it wouldn't be supported, but exactly how much does it muck things up to add in one of the other environment packages?
If it just changes colors, it's ok, but once it changes other things, that's where it messes things up.
Someone smarter than me can tell you by how much, but I know if you change the scene.dat or other things beside colors it will effect how you and the enemy detect each other.
There is an environmental package specifically made for TMO in the downloads section. You can try that, but the water still looked funky to me even with that.
treblesum81
06-11-15, 12:23 AM
If it just changes colors, it's ok, but once it changes other things, that's where it messes things up.
Someone smarter than me can tell you by how much, but I know if you change the scene.dat or other things beside colors it will effect how you and the enemy detect each other.
There is an environmental package specifically made for TMO in the downloads section. You can try that, but the water still looked funky to me even with that.
Well, it definitely has to do with the compatibility for TMO in the scene.dat. I tried both the TMO and the non-TMO versions of that mod and the non-TMO version had markedly better looking water. The question still remains, however, of exactly how much using a non-compatible environment mod would actually mess things up. If it only affects 10% of detection ability, I'd rather have that than the funky water, but if it's significant (50%+), maybe I'll stick with the funky water....
Niedowidek
06-11-15, 03:00 AM
I had the same impression about water in TMO. I tried few environmental mods and I recommend that you try Improved Stock Environment v3 - TMO&RFB
http://www.subsim.com/radioroom/showthread.php?t=194657
(as you see this is a mod's version tweaked for TMO)
The mod alone didn't improve look of the water but after installing optional mods, which are
#1 ISE New clouds+Waves
#2 ISE Realistic Colors
it looks very good.
james_nix
06-11-15, 04:14 AM
I had the same impression about water in TMO. I tried few environmental mods and I recommend that you try Improved Stock Environment v3 - TMO&RFB
http://www.subsim.com/radioroom/showthread.php?t=194657
(as you see this is a mod's version tweaked for TMO)
The mod alone didn't improve look of the water but after installing optional mods, which are
#1 ISE New clouds+Waves
#2 ISE Realistic Colors
it looks very good.
I believe that #1 ISE New clouds+Waves changes the TMO scene.dat which isn't compatible with the rest of the mod.
Just Improved Stock Environment v3 - TMO&RFB alone is configured for compatibility.
treblesum81
06-11-15, 09:07 AM
I had the same impression about water in TMO. I tried few environmental mods and I recommend that you try Improved Stock Environment v3 - TMO&RFB
http://www.subsim.com/radioroom/showthread.php?t=194657
(as you see this is a mod's version tweaked for TMO)
The mod alone didn't improve look of the water but after installing optional mods, which are
#1 ISE New clouds+Waves
#2 ISE Realistic Colors
it looks very good.
Have you experienced any negative effects as a result of installing the new clouds and waves mod? Like I've already said, I'm willing to trade some detection ability for better visuals, but it's got to be a balancing act.
fitzcarraldo
07-01-15, 01:14 PM
Have you experienced any negative effects as a result of installing the new clouds and waves mod? Like I've already said, I'm willing to trade some detection ability for better visuals, but it's got to be a balancing act.
I use ISE V2 (not V3, not TMO version) with Realistic Colours, and all seems work fine with they. Sensors seem not affected. I use they BEFORE OTC (OTC changes the TMO RSRDC gameplay and AI).
Regards.
Fitzcarraldo :salute:
james_nix
07-08-15, 05:09 AM
I wonder if you took just the scene.dat and the sensor.cfg from RFB and added them to TMO, that would eliminate conflicts while maintaining TMO play? :hmmm: :hmm2:
Niedowidek
07-08-15, 05:26 AM
Have you experienced any negative effects as a result of installing the new clouds and waves mod? Like I've already said, I'm willing to trade some detection ability for better visuals, but it's got to be a balancing act.
Well, I haven't played too much SH4, so I'm not sure yet.
*wolfie*
07-09-15, 04:35 AM
I believe that #1 ISE New clouds+Waves changes the TMO scene.dat which isn't compatible with the rest of the mod.
Just Improved Stock Environment v3 - TMO&RFB alone is configured for compatibility.
actually the readme of both optional mods say that they're compatible with rfb/tmo
james_nix
07-11-15, 07:55 PM
actually the readme of both optional mods say that they're compatible with rfb/tmo
Hmmm... you are right. I could of sworn I read somewhere that it wasn't.
Anyway, I tried it, and my sky still looks blotchy and pixelated in TMO.
It looks fine in Real Fleet Boat, smooth skies. In TMO it looks like a sky from Minecraft. :haha:
Rockin Robbins
07-17-15, 03:39 PM
Ducimus believed that gameplay is king. Eye candy takes a seat in the trunk. Whenever he tested enviironmental modifications he affected gameplay in a bad way. He ended up with a crippled version of one of the environmental mods (Pacific Environments I think) that left gameplay unaffected.
If you change environment you will change gameplay in a bad way. He's a smart guy and he put way more hours into figuring this out than you or I ever have. Mostly eye candy sucks up computer resouirces that would be better used to optimize the gameplay.
The premier eye candy mod for SH4 is Fall of the Rising Sun. It's stunningly beautiful and the gameplay is full of ideosyncracies. But I heartily recommend it because is is so beautiful. And it's a lesson of what price you pay for eyecandy and environmental prettiness.
silverdragon41
09-10-15, 03:51 PM
Does this mod do anything to how the ships are taken out? As in will it allow for sinking of the vessels without having to resort to taking out all of their hp?
I think you have a misunderstanding of SH4. Even the stock game has defined zones within each ship, and these zones have various parameters related to flooding, fire, explosion, critical hits, etc., etc.
So, it is not a pure, simple hit point model.
silverdragon41
09-11-15, 12:11 AM
I think you have a misunderstanding of SH4. Even the stock game has defined zones within each ship, and these zones have various parameters related to flooding, fire, explosion, critical hits, etc., etc.
So, it is not a pure, simple hit point model.
I see. It was more of the fact most ships explode everytime. Its annoying and rather a ship to just sink with less explosions. I can understand explosions as the cold sea water hits the hot boilers.
Galaga Galaxian
09-11-15, 02:08 PM
As a long time GWX fan, I recently made the transition to SH4 when the sub-bug bit again, and yeah, I was a bit curious about the ship sinking in TMO as wel.
From my (limited) understanding, TMO doesn't change ship sinking mechanics much from stock, it concentrates on other areas. This was a bit disappointing, but after comparing TMO and RFB, I decided I still preferred what TMO had to offer in other categories so I gave it a go (alongside RSRDC).
After one war patrol sinking a few ships I was, indeed, somewhat disapointed with how quickly the ships sunk. So I dug around and found this thread. http://www.subsim.com/radioroom/showthread.php?t=193610 Which has a supplemental longer sinking mod for TMO, seemingly largely achieved by reducing how much HP damage the torpedoes cause.
Well, after installing it I'm in the middle of a new war patrol (same career) and I've sunk three 5000 ton ships, including a Kuma CL, and they've all sunk in about the same time. Maybe I'm using overkill though, as I've hit each ship with two torpedoes (more than I know it probably needs, but I'm leery of early-war Mk14s causing me grief, and indeed, that Kuma would've eaten 3 torps, but one detonated early). To be honest, I haven't noticed too much of a change, though I guess the first freighter took a bit extra time to sink, and (I think) was listing before going down, not much though (a minute at most). The Kuma and the second Maru sink almost immediately, but in the second Maru's case, that might be because it suffered multiple violent explosions, must've been carrying something volatile.
Honestly, despite the small sample size, I'm kinda wondering if I'm just using overkill (2 torps on a 5000ton target) or if its just the way TMO is, even after that mod. If its the latter, then I guess I'll just keep at it, since TMO is quite nice otherwise. I'll also admit I never played stock SH4, so maybe ships sink even faster in stock. I really do miss the ship sinking style of GWX3 though.
Either way, Silverdragon, you could try out that mod I linked and see if it improves things for you. It is too bad the guy who made it never uploaded that new/tweaked version he mentioned he would. Life probably just got in the way.
[edit] You know, I think the thing that bugs me the most with the way they sink is not the speed at which they sink, but that they always seem to do so nose or stern first, they never just list, roll over, and go down on their side before starting to tip one way or another.
fitzcarraldo
09-11-15, 05:34 PM
Try LST for TMO with Webster Torpedo Training mission. The ships took a long time to sink and also capsized with LST. I use also a modified torpedo mod.
Regards.
Fitzcarraldo :salute:
Galaga Galaxian
09-11-15, 07:36 PM
May I ask what torpedo mod would that might be?
Also, is the Longer Sink Time mod something that would require a new career? I figured applying it between patrols would be enough.
Maybe I installed the LST mod wrong? This is my JSGME (http://i.imgur.com/O3qqoiV.jpg)
Galaga Galaxian
09-11-15, 08:35 PM
Well, don't I feel stupid. No wonder LST doesn't seem to be working, there was another LST folder insider the LST folder, which has the proper Data folder in it. :haha:
http://i.imgur.com/EyTUcUp.png
I guess I'll enable it next patrol.
Aktungbby
09-11-15, 09:28 PM
Galaga Galaxian! after a six year silent run!:Kaleun_Salute:
I see. It was more of the fact most ships explode everytime. Its annoying and rather a ship to just sink with less explosions.
I can't really say much about TMO, as I play RFB + RSRDC.
In RFB merchants will sink slowly. Bigger warships are same as stock, because those were never changed.
I would point out that there are random factors involved; just because a certain ship blows up immediately one time, does not mean it will happen the next time.
silverdragon41
09-11-15, 11:30 PM
I can't really say much about TMO, as I play RFB + RSRDC.
In RFB merchants will sink slowly. Bigger warships are same as stock, because those were never changed.
I would point out that there are random factors involved; just because a certain ship blows up immediately one time, does not mean it will happen the next time.
I have tried rfb before. It was fun and having the destroyers hut you down like rabid dogs was fun. I did like the thing of the ships actually sink then explode.
silverdragon41
09-12-15, 04:25 AM
As a long time GWX fan, I recently made the transition to SH4 when the sub-bug bit again, and yeah, I was a bit curious about the ship sinking in TMO as wel.
From my (limited) understanding, TMO doesn't change ship sinking mechanics much from stock, it concentrates on other areas. This was a bit disappointing, but after comparing TMO and RFB, I decided I still preferred what TMO had to offer in other categories so I gave it a go (alongside RSRDC).
After one war patrol sinking a few ships I was, indeed, somewhat disapointed with how quickly the ships sunk. So I dug around and found this thread. http://www.subsim.com/radioroom/showthread.php?t=193610 Which has a supplemental longer sinking mod for TMO, seemingly largely achieved by reducing how much HP damage the torpedoes cause.
Well, after installing it I'm in the middle of a new war patrol (same career) and I've sunk three 5000 ton ships, including a Kuma CL, and they've all sunk in about the same time. Maybe I'm using overkill though, as I've hit each ship with two torpedoes (more than I know it probably needs, but I'm leery of early-war Mk14s causing me grief, and indeed, that Kuma would've eaten 3 torps, but one detonated early). To be honest, I haven't noticed too much of a change, though I guess the first freighter took a bit extra time to sink, and (I think) was listing before going down, not much though (a minute at most). The Kuma and the second Maru sink almost immediately, but in the second Maru's case, that might be because it suffered multiple violent explosions, must've been carrying something volatile.
Honestly, despite the small sample size, I'm kinda wondering if I'm just using overkill (2 torps on a 5000ton target) or if its just the way TMO is, even after that mod. If its the latter, then I guess I'll just keep at it, since TMO is quite nice otherwise. I'll also admit I never played stock SH4, so maybe ships sink even faster in stock. I really do miss the ship sinking style of GWX3 though.
Either way, Silverdragon, you could try out that mod I linked and see if it improves things for you. It is too bad the guy who made it never uploaded that new/tweaked version he mentioned he would. Life probably just got in the way.
[edit] You know, I think the thing that bugs me the most with the way they sink is not the speed at which they sink, but that they always seem to do so nose or stern first, they never just list, roll over, and go down on their side before starting to tip one way or another.
Gave that mod a quick try and do like how the tanker that I shot two torpedoes at sank without the normal fireworks going off. There was a few explosions but i put that to the cold sea water hitting the hot boilers. As for the sinking nose first or stern I do not seem to have that problem either as a fuso bb I shot at capsized before going down thou a bit bow first but it capsized all the way over first.
granite00
09-13-15, 10:26 PM
Honestly, despite the small sample size, I'm kinda wondering if I'm just using overkill (2 torps on a 5000ton target) or if its just the way TMO is, even after that mod.
With early war duds, do you really want to take the risk that one torpedo will get the job done?
RoflCopter4
09-23-15, 03:44 AM
Just want to ask to be sure: this mod is not compatible with the Subsim Narwhal mod, correct? It would be awesome if it were, but I don't want to break anything by trying to use it in this mod if it is not actually compatible.
Ducimus made adjustments to the Donation NARWHAL so it would be compatible with TMO 2.1.... and 2.5.
At the time he didn't post it publicly because the NARWHAL was a donation only mod and he didn't want to have a 'back door' way to get the donation NARWHAL.
It should be in the downloads section
His Readme:
Hello
TMO 2.5 Support for donation Narwhal
Install with JSGME.
TriggerMaru_Overhaul_2-5
New Narwhal K v 1.8.5
New Narwhal TMO2.5_Supporthttp://www.subsim.com/radioroom//showthread.php?t=195185
See post #11
Happy Hunting!
RoflCopter4
09-23-15, 04:30 PM
Ducimus made adjustments to the Donation NARWHAL so it would be compatible with TMO 2.1.... and 2.5.
At the time he didn't post it publicly because the NARWHAL was a donation only mod and he didn't want to have a 'back door' way to get the donation NARWHAL.
It should be in the downloads section
http://www.subsim.com/radioroom//showthread.php?t=195185
See post #11
Happy Hunting!
Thanks. I noticed that myself yesterday. I should really learn to look for these answers myself before posting questions, but oh well. It doesn't work perfectly with this mod, specifically it seems the ranges don't fit well with the mod, there are no crew berthings, the deck guns are too nimble, and you don't get a crew member that fixes the battery recharge thing by default, but I easily fixed these things with some tinkering.
madhax47
10-01-15, 01:27 AM
Thanks for this awesome mod!
Particularly I like the new map and hud with the speed calculator. :yeah:
Aktungbby
10-01-15, 01:30 AM
madhax47! :Kaleun_Salute:
Jimbuna
10-01-15, 06:57 AM
Welcome to SubSim hax :sunny:
Magic1111
10-01-15, 09:07 AM
Welcome to SubSim hax :sunny:
From me too a warm welcome!!! :salute:
ReallyDedPoet
10-01-15, 10:43 AM
Welcome MH :up:
fitzcarraldo
10-01-15, 02:05 PM
Welcome aboard MH!
TMO is better with aditional mods: Optical Targeting Correction, for example.
Enjoy and SINK'EM ALL!!!!!
Fitzcarraldo :salute:
ColonelSandersLite
10-03-15, 09:26 PM
Can't recommend that one, but as a general concept, I agree for sure.
Laffertytig
10-04-15, 11:09 AM
I know this has probably been asked a million times but its been several years since ive played sh4.
are there any must have mods to run alongside tmo?
from my understanding the Optical Targeting Correction mod was left out of tmo for a specific reason so that would be a personal preference right?
how about rsrd campaign layers, I read that it messes with the AI settings of tmo.
same question goes for Guerrilla Submarines Spyron Mod.
is it possible to install these mods with just the missions and campaign layers.
another possible mod would be the game play fixes mod.
just lookin for some tips really.
cheers
GFO corrects many bugs in Stock SH4. It uses the Stock campaign.
TMO 2.5 has its own improved shipping campaign and missions... improved Stock campaign layers that Tater started and Ducimus incorporated some of Tater's work along with his own into TMO.
Add the small_patch to TMO 2.5 to avoid the TAMBOR 'bug'. Disable the small_patch if you do want to play the TAMBOR class for the entire war in TMO 2.5. It is in the Downloads section here:
1_TMO_25_small_patch
http://www.subsim.com/radioroom/downloads.php?do=file&id=3506
RSRD is a completely different campaign - and more. It works with TMO and RFB and is a 'mega mod & campaign unto itself.
Guerrilla Submarines Spyron Mod is yet another campaign, it is my favorite and mostly just changes the campaign layers - missions. It is available at subsowespac.org.
Variety is the spice of life. Above are 4 different campaigns for you, and the only mod that is 'necessary' in TMO 2.5.
Hope this helps.
Happy Hunting!
Laffertytig
10-04-15, 01:11 PM
thanks for the quick response. couple more questions before I decide on what im doin though.
is gfo mod required alongside tmo or does tmo fix most of that stuff as well?
is Guerrilla Submarines Spyron Mod a good addition to tmo and is it compatible with tmo?
fitzcarraldo
10-04-15, 01:34 PM
thanks for the quick response. couple more questions before I decide on what im doin though.
is gfo mod required alongside tmo or does tmo fix most of that stuff as well?
is Guerrilla Submarines Spyron Mod a good addition to tmo and is it compatible with tmo?
No. You can add Guerrilla mod to GFO but not in RFB or TMO.
Also there is a RSRDC for GFO.
Regards.
Fitzcarraldo :salute:
fitzcarraldo
10-05-15, 07:34 AM
All the SH4 supermods (except GFO, but it isn´t a "supermod"), are very "closed" and you "destroy" the supermod when add other mods. TMO 25, or RFB, leave to be "TMO" and "RFB" when you add other mods. That´s good for me. I added a lot of mods to TMO 25 (OTC between they), and personal tweaks, so from the basic TMO 25 with RSRDC remains only a part, all overwritten and tweaked and modified. And the result is good for me. Probably only for my gameplay taste.
When we say "I use TMO 25 with RSRDC and other mods after they", means we don´t use more TMO and RSRDC, except for some remanent elements.
Regards.
Fitzcarraldo :salute:
fitzcarraldo
10-05-15, 07:36 AM
TMO 2.5 was released Feburary 18, 2011
Optical Targeting Correction (http://http://www.subsim.com/radioroom/showthread.php?t=181172) for the stock game was released March 9, 2011. OTC for TMO 2.5 was released March 13, 2012......a year later.
It's always a personal preference :D
That´s absolute true.
Fitzcarraldo :salute:
CapnScurvy
10-05-15, 07:58 AM
.......from my understanding the Optical Targeting Correction mod was left out of tmo for a specific reason so that would be a personal preference right?
TMO 2.5 was released Feburary 18, 2011
Optical Targeting Correction (http://http//www.subsim.com/radioroom/showthread.php?t=181172) for the stock game was released March 9, 2011. OTC for TMO 2.5 was released March 13, 2012......a year later. No specific reason why its "left out"..........except for not existing at time of TMO 2.5 release.
It's always a personal preference :D
Laffertytig
10-05-15, 08:46 AM
im caught in two minds with what convoy layer mod to go with.
can anyone who has tried the campaign/mission layers for TMO, RSRD and guerrilla mod point out the differences?
the biggest drawback with RSRD is that it alters the TMO AI right, in what way exactly?
and how would i go about installing either the rsrd or guerilla mod without altering the AI stuff from TMO?
im caught in two minds with what convoy layer mod to go with.
can anyone who has tried the campaign/mission layers for TMO, RSRD and guerrilla mod point out the differences?
the biggest drawback with RSRD is that it alters the TMO AI right, in what way exactly?
and how would i go about installing either the rsrd or guerilla mod without altering the AI stuff from TMO?
In our Pacific Thunder Campaign group members installed a very similar mod to the Guerrilla Spyron mod; a 'parent' mod that was converted into the Guerrilla Spyron mod. It was heavily researched.
Although the 'parent' mod was made for Stock, members installed it over Stock, GFO, TMO, & RFB (some with minor changes). It is not compatible with RSRD.
"Spyron" changes:
CareerStart.upc, CareerTrack.upc, Flotillas.upc, & PatrolObjectives.upc.
Also:
UPCLocalization.tsr
Anything affected by those files would be changed.
Other than those files, it does not change anything else except the campaign layers - the Objectives. The campaign mission files add some 'traffic' in Stock's empty 'shipping areas' & adds Patrol craft in and near enemy ports, adds forward bases, mines etc, and changes all Special Missions to those actually conducted in WW II. It uses the shipping - 'traffic' it is installed over.
Some modification to the upc files listed above would be needed to have any submarine other than the S-class, PORPOISE, SALMON/SARGO, TAMBOR, GAR, GATO, & BALAO class boats.
RSRD is a mega mod now. It began as an attempt to recreate the actual shipping traffic and Task force movements reported by the Japanese and postwar analysis of their movements during WW II. Now, many things have been changed that have nothing to do with its original intent. That said, it is a fine mod.
I have a heavily tweaked install of Stock similar to that described by fitzcarraldo.
Hope this helps. You'll just have to play SH4 and experiment with various mods to find an install combination that you like.
If you use Multi-SH4 you can even have a Stock, GFO, TMO, RFB, 'Spyron', and RSRD installs at the same time. They are only 5 GB each, and Hard Drives are enormous nowadays.
Happy Hunting!
fitzcarraldo
10-06-15, 10:01 AM
In our Pacific Thunder Campaign group members installed a very similar mod to the Guerrilla Spyron mod; a 'parent' mod that was converted into the Guerrilla Spyron mod. It was heavily researched.
Although the 'parent' mod was made for Stock, members installed it over Stock, GFO, TMO, & RFB (some with minor changes). It is not compatible with RSRD.
"Spyron" changes:
CareerStart.upc, CareerTrack.upc, Flotillas.upc, & PatrolObjectives.upc.
Also:
UPCLocalization.tsr
Anything affected by those files would be changed.
Other than those files, it does not change anything else except the campaign layers - the Objectives. The campaign mission files add some 'traffic' in Stock's empty 'shipping areas' & adds Patrol craft in and near enemy ports, adds forward bases, mines etc, and changes all Special Missions to those actually conducted in WW II. It uses the shipping - 'traffic' it is installed over.
Some modification to the upc files listed above would be needed to have any submarine other than the S-class, PORPOISE, SALMON/SARGO, TAMBOR, GAR, GATO, & BALAO class boats.
RSRD is a mega mod now. It began as an attempt to recreate the actual shipping traffic and Task force movements reported by the Japanese and postwar analysis of their movements during WW II. Now, many things have been changed that have nothing to do with its original intent. That said, it is a fine mod.
I have a heavily tweaked install of Stock similar to that described by fitzcarraldo.
Hope this helps. You'll just have to play SH4 and experiment with various mods to find an install combination that you like.
If you use Multi-SH4 you can even have a Stock, GFO, TMO, RFB, 'Spyron', and RSRD installs at the same time. They are only 5 GB each, and Hard Drives are enormous nowadays.
Happy Hunting!
Now I´m testing Spyron with my heavily modified TMO 25 (without RSRDC) and all seems working fine. Remembering the good old times of PTC with SH1.
Thanks and regards.
Fitzcarraldo :salute:
Laffertytig
10-07-15, 09:14 AM
are there any ship accuracy mods required for tmo?
olc mod looks good but it isn't compatible with tmo from what ive read.
fitzcarraldo
10-07-15, 02:59 PM
are there any ship accuracy mods required for tmo?
olc mod looks good but it isn't compatible with tmo from what ive read.
What is for you the "ship accuracy"?
OLC is for SH3.
Regards.
Fitzcarraldo :salute:
Laffertytig
10-07-15, 04:25 PM
I meant optical targeting correction mod. From reading that mod thread it sounds essential but is it?
granite00
10-07-15, 09:17 PM
OTC is not essential, but it is NICE to have. Make sure you follow the installation instructions.
fitzcarraldo
10-08-15, 06:57 AM
I meant optical targeting correction mod. From reading that mod thread it sounds essential but is it?
OTC is a must have if you want accurate optics. Also you can use MaxOptics (not so accurate as OTC) and SCAF for TMO. All this is for manual targeting, of course, and a "hard gameplay". If you don´t have practice with SH4, test first with the TMO or RFB or GFO or Stock vanilla optics and TDC.
Best regards.
Fitzcarraldo :salute:
Rockin Robbins
10-08-15, 10:30 AM
To my way of thinking OTC takes a game with errors in ship lengths and heights, not the same errors they had in real life, but they had many more and more consequential errors than our ship database has.
OTC substitutes the error ridden game database for a database derived by renting each and every Japanese ship on the ocean and taking it to a drydock to subject it to precise measurement and then calls it a "realism" mod. Obviously, the Japanese did not rent us every single ship, military and civilian, for the purpose of letting us obtain precise measurements so we could sink them easier with our submarines. It MIGHT have helped the Japanese to finance the war, though!:D:D:D
In fact, what the Japanese did was disguise cabin profiles and change masthead heights to make our measurements less accurate. They even went so far as to make ships that were scale models of larger ships so they would be misidentified and cause misses.
Study of actual attacks shows that greater than 50% of the time targets were identified incorrectly. It shows that modifications to cabin profiles and masthead heights successfully foiled many, many torpedo shots. And comparison of actual tonnage for submarines and tonnage by SH4 skippers bears out that it is probably on the order of five or six times easier to get a torpedo hit in SH4 than it was in real life.
OTC is for the purpose of making targeting even easier than the one that is already five times easier than it should be! OTC thinks it's reasonable that our identification manual should have no errors. OTC thinks that if you perform your attack perfectly you should have perfect success. Real life didn't work that way.
In its search for perfection, OTC achieves comedy if you're looking for realistic gameplay. In real life you could do everything right and collect plenty of misses. You would never know why you missed either. CapnScurvy finds that unreasonable, and I'm sure the submarine captains of the time thought so also, but it was what it was: reality.
However, for training, OTC is useful. Why? Because it ensures that if you do your job right your target will go boom. If, when you're learning, you get misses, but don't know if the game's targeting mechanism is at fault or your technique, you have a two variable problem. There is no single solution to a two variable problem, so simplifying the situation to where all errors have to be yours makes sense there. That's the only scenario where I would advocate temporary use of OTC.
Now if OTC separated correcting the optics from playing games with the ginned up identification manual I'd be all over it and the optical correction part would be highly recommended for gameplay use.
............. Now if OTC separated correcting the optics from playing games with the ginned up identification manual I'd be all over it and the optical correction part would be highly recommended for gameplay use.
I've come around to Webster's way of thinking and wish OTC was a stand alone mod that only corrected the optics too; without the additional extra features you have described, .... plus a few more.
Well, "Go build my own then" would be an appropriate answer to my remark. - ha!
That said, the OTC is an outstanding mod and I do like it.
Happy Hunting!
Laffertytig
10-08-15, 04:05 PM
yep think rockin robins post has convinced me that OTC mod is definitely a preference and not a requirement.
CapnScurvy
10-09-15, 08:29 AM
I started to write my rebuttal for RR (which I've done in the past for the old wind bag) but I could see my post was getting as long winded as his........I just deleted it.
Want to "play" his way, you got it. Find the TMO 2.5 Hiryu Carrier with its mast height at 20 meters (65.5 ft) and fire away. You'll miss getting an accurate range to target by 50%. 'Cause, that's the way it's supposed to be!!
fitzcarraldo
10-09-15, 09:40 AM
I started to write my rebuttal for RR (which I've done in the past for the old wind bag) but I could see my post was getting as long winded as his........I just deleted it.
Want to "play" his way, you got it. Find the TMO 2.5 Hiryu Carrier with its mast height at 20 meters (65.5 ft) and fire away. You'll miss getting an accurate range to target by 50%. 'Cause, that's the way it's supposed to be!!
I want to read your brief!!!
I use OTC and I have a lot of misses. I - I think - am a good player with manual targeting. OTC has a accurate optics but it isn´t a laser sight!
Regards.
Fitzcarraldo :salute:
fitzcarraldo
10-09-15, 09:42 AM
yep think rockin robins post has convinced me that OTC mod is definitely a preference and not a requirement.
Of course, not a requirement, you can play TMO without it and have a lot of fun, but highly recommended for realism. The best: try it yourself.
Regards.
Fitzcarraldo :salute:
Laffertytig
10-09-15, 11:49 AM
ive already started a TMO career with a few exta mods thrown in so il see how I get on.
certainly didn't mean to cause any agro on the forum.
Rockin Robbins
10-09-15, 12:35 PM
I started to write my rebuttal for RR (which I've done in the past for the old wind bag) but I could see my post was getting as long winded as his........I just deleted it.
Want to "play" his way, you got it. Find the TMO 2.5 Hiryu Carrier with its mast height at 20 meters (65.5 ft) and fire away. You'll miss getting an accurate range to target by 50%. 'Cause, that's the way it's supposed to be!!
Yarrrrrrr!:arrgh!:
Laffertytig
10-09-15, 02:29 PM
ok some observations from my 1st convoy contact.
encountered a convoy during daylight hours in light fog. I could see the ships but for some reason my watchmen couldn't? it was actually my sonar that detected them which I thought was very strange considering I was going at flank speed.
I thought sonar was only effective on the surface at slow speeds?
next thing I know a dd appears out of the fog and rams me, I click on the any visual contacts button and even more weirdly it still reports no contacts!:o
is the surface sonar a 2 way thing as in if the destoyers are moving slowly then will they always hear me on the surface and I them?
is this a mod conflict or did the dd detect me on the surface with sonar?
my mod list
tm2.5
longer sinking times tmo v2
improved stock env v3_TMO & RFB
ISE new clouds n waves
ISE realistic colours
TMO alt radar
TDV ship plane fire damage
guerrilla sub spyron mod (only affects campaign stuff)
Rockin Robbins
10-09-15, 02:36 PM
ok some observations from my 1st convoy contact.
encountered a convoy during daylight hours in light fog. I could see the ships but for some reason my watchmen couldn't? it was actually my sonar that detected them which I thought was very strange considering I was going at flank speed.
I thought sonar was only effective on the surface at slow speeds?
next thing I know a dd appears out of the fog and rams me, I click on the any visual contacts button and even more weirdly it still reports no contacts!:o
is the surface sonar a 2 way thing as in if the destoyers are moving slowly then will they always hear me on the surface and I them?
is this a mod conflict or did the dd detect me on the surface with sonar?
my mod list
tm2.5
longer sinking times tmo v2
improved stock env v3_TMO & RFB
ISE new clouds n waves
ISE realistic colours
TMO alt radar
TDV ship plane fire damage
guerrilla sub spyron mod (only affects campaign stuff)
For one thing ANY environmental mod is going to nerf the carefully balanced visual and sonar settings of TMO. And ANY of them will do so in a bad way, not a good way. One of the things that pushed Ducimus over the edge into not modding any more was people's insistance on doing things he warned against and then insisting it was a TMO problem for Ducimus to fix.
When you add stuff to a supermod bad things happen. There are a very few things that are exempt from that statement and environmental mods are NEVER one of them.
Why not load up TMO by itself and learn to play it. Then you can play with individual mods added on top and you will immediately detect what they change and can decide for yourself if the exchange is beneficial. Making up a batch of soup and then asking which ingredient doesn't work just........doesn't work.
Laffertytig
10-09-15, 02:43 PM
very sound advice and that's exactly what im about to do.
ive removed the improved stock env stuff. the only reason why I gambled on it was because it was reported to be compatible with tmo.
fitzcarraldo
10-09-15, 03:03 PM
For one thing ANY environmental mod is going to nerf the carefully balanced visual and sonar settings of TMO. And ANY of them will do so in a bad way, not a good way. One of the things that pushed Ducimus over the edge into not modding any more was people's insistance on doing things he warned against and then insisting it was a TMO problem for Ducimus to fix.
When you add stuff to a supermod bad things happen. There are a very few things that are exempt from that statement and environmental mods are NEVER one of them.
Why not load up TMO by itself and learn to play it. Then you can play with individual mods added on top and you will immediately detect what they change and can decide for yourself if the exchange is beneficial. Making up a batch of soup and then asking which ingredient doesn't work just........doesn't work.
That's aaaaallll true. You could try with GFO with RSRDC and ISE. Real Environment with the Lite fog mod works than ISE in the sensors aspect.
ISE was designed primarily for Stock or GFO. The people with TMO and RFB requested a version for these supermods but never works with total compatibility.
Another: in my TMO I use ISE but I tweaked it in the sensors side. Also try to use Easier AI for TMO and see what happens. But I fear you will need to tweak sensors. And it isn'
t easy. ISE is problematic with fog.
Good luck and regards.
Fitzcarraldo :salute:
Laffertytig
10-09-15, 03:56 PM
I'm still able to detect contacts while surfaced with sonar while moving at fast speeds. Does this also mean that destroyers can detect me on the surface with sonar?
Is this just the way TMO was designed?
nionios
10-10-15, 04:48 AM
I'm still able to detect contacts while surfaced with sonar while moving at fast speeds. Does this also mean that destroyers can detect me on the surface with sonar?
Is this just the way TMO was designed?
AFAIK,you can't be detected by warships sonar while on surface.Can someone else confirm this?
Rockin Robbins
10-10-15, 07:11 AM
AFAIK,you can't be detected by warships sonar while on surface.Can someone else confirm this?
They can't see you on sonar but their eyes are mighty sharp so they don't have to.
http://i196.photobucket.com/albums/aa293/RockinRobbins13/smileys/tweety_zps5b4e00da.gif (http://s196.photobucket.com/user/RockinRobbins13/media/smileys/tweety_zps5b4e00da.gif.html)
As far as sonar use on the surface, in reality the sonar operator was required to keep his post while the boat was surfaced and until ordered to stand down by the captain. They could and expected to develop contacts while on the surface. Although the sonic sonar head was on deck there were two supersonic sonar heads under the forward torpedo room of the submarine and they would work fine up to about 10 knots. Near as I remember TMO is not supposed to have any sonar operation on the surface at all, at any speed. Let me test that out.
Now, how are you determining that you have sonar at high speed on the surface? You do know that on the surface the lines are radar lines and sonar lines can't be plotted at the same time as radar lines, right? Are you actually manning the sonar operator's position and listening to targets while running at high speed to confirm that is exactly what you see?
fitzcarraldo
10-10-15, 07:45 AM
I use a mod called TMO SonarTargetFix but really never try it at flank speed.
Respect radar I see the odd bug of a Gar sub without radar in early war with the radar operator repeating "radar contact radar contact"...
Regards
Fitzcarraldo :salute:
I'm still able to detect contacts while surfaced with sonar while moving at fast speeds. Does this also mean that destroyers can detect me on the surface with sonar?
Is this just the way TMO was designed?
No they can't detect you with sonar if you are surfaced, as previously mentioned.
There is a Stock sonar bug; some contacts can't be detected by you if they are moving at 5 kts or less. I'm pretty sure Ducimus tried to repair it in TMO.... if that is your problem.
There are other mods that correct this for Stock.
As RR mentioned your sonar heads are beneath the fw torpedo compartment and they do pick up contacts if your boat is surfaced, although they come in better if you are submerged.
If you read/browse through the fleet boat sonar manual at hnsa, you will see that there is a 3rd detector topside that rotates.
http://archive.hnsa.org/doc/fleetsub/sonar/index.htm
Ducimus tried to emulate the real world fleet boats' performance - with some 'liberties'.
Happy Hunting!
Laffertytig
10-10-15, 01:39 PM
im defo picking up sonar contacts while surfaced as it reports merchant detected, moving away etc.
its only really an issue before radar is equipped and it certainly isn't a major issue, just one of the many quirks of the silent hunter game engine.
im defo picking up sonar contacts while surfaced as it reports merchant detected, moving away etc.
As you should in US fleet boats. US fleet boats could pick up ships on their sonar when they were running on the surface. Of course if they submerged they could pick up contacts even better.
In SH4, the US boats pick up relatively distant sonar contacts when running on the surface.
The German U-Boats could not, they had to be submerged 60' - 80' or so to pick up sonar contacts.
I hope this is clear...
Happy Hunting!
Laffertytig
10-11-15, 05:51 AM
Not at flank speed they didn't. Anything over 10 knots and there would be to much bow wave distortion. Weather also doesn't seem to affect it as I was runnin surfaced at flank speed in a storm.
Rockin Robbins
10-11-15, 08:02 AM
Not at flank speed they didn't. Anything over 10 knots and there would be to much bow wave distortion. Weather also doesn't seem to affect it as I was runnin surfaced at flank speed in a storm.
In real life a storm all by itself with no boat movement would make for very messy sonar conditions which would markedly shorten detection range to well under visual range. Many times during the war subs had to dive to 100' or lower to get decent listening conditions during a storm.
fitzcarraldo
10-11-15, 09:08 AM
RSRDC modifies the sonar in TMO and it don´t detect anything in surface. There is a mod for restore the TMO sonar as Ducimus designed it.
Regards.
Fitzcarraldo :salute:
Laffertytig
10-11-15, 11:02 AM
In real life a storm all by itself with no boat movement would make for very messy sonar conditions which would markedly shorten detection range to well under visual range. Many times during the war subs had to dive to 100' or lower to get decent listening conditions during a storm.
I completely agree. Theres no way I should be detecting a ship on the surface while running at flank speed. the fact that there was a storm on the go makes it even more silly.
the only mod I was running on top of TMO was the longer sinking times (tmo version) and the guerrilla spyron convoy layer mod which after checking its files doesn't touch any sensor or enviro stuff.
ive even uninstalled that now though. I came across a carrier task force with 3 cv's, 3 bb's plus various cruisers but no escorts parked of one of the bonin islands on a clear day.
after sinking 2 of the carriers (both which sank within 5 mins) the rest of the fleet didn't even move. I was very surprised how quick they sank tbh.
overall it wasn't a very immersive experience so Ive uninstalled the spyron mod and reverted to just TMO with LST.
.......... after sinking 2 of the carriers (both which sank within 5 mins) the rest of the fleet didn't even move.......
Misunderstood and didn't understand that YOU were running at flank-speed because I didn't see your first post. SH4 is a game and behaves like one, not RL. Mods do the best they can to correct this.
Whenever I encounter that group near Sofu Gan, if I'm ever spotted in daylight, I get attacked by aircraft dropping bombs plus the DD's move in, and if at night, as soon as the first torpedo hits, where my scope was if/when the warships spotted it, gets lit up with search lights and their 5'" guns (+/-) blast away, DD's move in, and I go deep.
Sorry you didn't like Spyron.
Happy Hunting!
Laffertytig
10-11-15, 01:03 PM
There weren't any dds which was the thing I found most strange, there was an aircraft though.
I also thought it was highly doubtful that such a powerful task force would be parked at such an island, surely they would only weigh anchor in major naval bases?
Was this type of scenario added in the Spyron mod? I assumed it was maybe a mod conflict with TMO.
There weren't any dds which was the thing I found most strange, there was an aircraft though.
I also thought it was highly doubtful that such a powerful task force would be parked at such an island, surely they would only weigh anchor in major naval bases?
Was this type of scenario added in the Spyron mod? I assumed it was maybe a mod conflict with TMO.
Yes, I believe one of the Special Missions is to attack this Task Force. It is approx 13 nm SW of Sofu Gan and in a circle. The Sofu Gan model may be misplaced (??) and the Capital ships may be positioned around an imaginary Sofu Gan (??) - I used the RSRD location when I positioned Sofu Gan in case RSRD users wanted to use the model.
I will ask the Spyron mod creator if the Japanese did indeed hide Capital ships at this location because it is strange to find this group there - and over such a long period.
fitzcarraldo
10-12-15, 08:18 PM
Spyron was made for stock or GFO. Maybe there is a problem with TMO campaign with Spyron over it.
Regards.
Fitzcarraldo :salute:
Spyron was made for stock or GFO. Maybe there is a problem with TMO campaign with Spyron over it.
Regards.
Fitzcarraldo :salute:
I'm pretty sure you are correct Sir : ) - especially if the problem is universal to all installs of TMO 2.5.
-
OK Laffertytig, I have an answer. Sofu Gan is not misplaced, btw.
There weren't any dds which was the thing I found most strange, there was an aircraft though.
I also thought it was highly doubtful that such a powerful task force would be parked at such an island, surely they would only weigh anchor in major naval bases?
Was this type of scenario added in the Spyron mod? I assumed it was maybe a mod conflict with TMO.
I asked the Spyron mod creator if 'the Japanese used that area in an attempt to keep their capital ships hidden, or as a 'staging area' to assemble a Task Force prior to departing on a mission, or is it meant as a pleasant surprise for someone on patrol to stumble upon".
He said the group of capital ships approx 13 nm SW of Sofu Gan is there, "both as a pleasant surprise & because the Japanese did use that area as a staging point. I also placed some Japanese DDs & aircraft around the perimeter of the staging area."
I have stumbled into that group, have also completed that particular mission, and there seemed to be heavy air cover (enough to keep me down most of the time); plus the DD's started to move in to search as soon as the first torpedo hit. I never attempted it during the day and planned my attack to take place at night (whenever possible I try to plan my attacks to take place at night).
When I attacked, the Capital ships reacted, had their spotlights searching for me, and fired their 5" guns where they thought I was. They also 'poured on the steam' and moved to try to evade my torpedo attack.
Because the Spyron mod was made for Stock 1.5, there probably is a simple roster(??) conflict. It could be corrected if the difference between TMO 2.5, (also 2.1 & 2.2 if using the Small_patch) and TMO 1.9 could be found because a lot of the members used TMO 1.9. I'm thinking that something relatively simple changed in TMO 2.0 that kept the guys using 1.9. Not sure.
Happy Hunting!
fitzcarraldo
11-05-15, 07:43 PM
Because the Spyron mod was made for Stock 1.5, there probably is a simple roster(??) conflict. It could be corrected if the difference between TMO 2.5, (also 2.1 & 2.2 if using the Small_patch) and TMO 1.9 could be found because a lot of the members used TMO 1.9. I'm thinking that something relatively simple changed in TMO 2.0 that kept the guys using 1.9. Not sure.
Happy Hunting!
Arthur: Is there some way to obtain this TMO 19? Some link living?
EDIT: It is in the Download section.
Regards.
Fitzcarraldo :salute:
Arthur: Is there some way to obtain this TMO 19? Some link living?
EDIT: It is in the Download section.
Regards.
Fitzcarraldo :salute:
If you try TMO 1.9 with Spyron on it, please comment about what happens. I recall Vickers began to release his beautiful interiors for 1.9, and I made some minor contributions to small things for some members who used Guerrilla Spyron with 1.9.
I've done what a lot of players do and have settled down to a heavily modded (my deluded view of corrected ; ) personal install on Stock with some ports, bases, shipping & escorts added where they should have been by Spyron, and do not spend any time with TMO or RFB, so it will be very interesting to see what you find.
fitzcarraldo
11-06-15, 01:23 PM
If you try TMO 1.9 with Spyron on it, please comment about what happens. I recall Vickers began to release his beautiful interiors for 1.9, and I made some minor contributions to small things for some members who used Guerrilla Spyron with 1.9.
I've done what a lot of players do and have settled down to a heavily modded (my deluded view of corrected ; ) personal install on Stock with some ports, bases, shipping & escorts added where they should have been by Spyron, and do not spend any time with TMO or RFB, so it will be very interesting to see what you find.
I have GFO 11 with Spyron and other mods (mostly cosmetics), and all works fine. I´m curious about TMO 19 plus Spyron. I'll try it.
Regards.
Fitzcarraldo :salute:
flieslikeabrick
11-07-15, 12:06 PM
Hey guys, I have played TMO for a bit and while the American campaign is very good, I'm wondering wether the Uboat campaign is worth playing in TMO or I should get another mod like OM?
cdrsubron7
11-07-15, 06:06 PM
Hey guys, I have played TMO for a bit and while the American campaign is very good, I'm wondering wether the Uboat campaign is worth playing in TMO or I should get another mod like OM?
Myself, I'd recommend OM. You'll get a much better experience. :up:
flieslikeabrick
11-08-15, 03:43 AM
Myself, I'd recommend OM. You'll get a much better experience. :up:
Alright thank you, just need to figure out how to multi-sh4 now! :haha:
Bonjour,
On February 29, 1944, while on patrol, around 5:30 p.m. I get a message that says the USS Trout sinking Sakito Maru passenger cargo.
If my sources are correct, Sakito Maru was torpedoed at 5:53 p.m. In response USS Trout was against-attacked by Asashimo and sank at 18:16 and Sakito Maru sank the next morning around 4:00.
USS Trout therefore can not have sent that message. Even for a game, I find it awkward.
I think if we want to give realism, it must be done carefully.
But I wish I read the message from the USS Rock after meeting with Asashimo fifteen hours earlier the same day.
Apart from this unfortunate blunder, I love TMO. :up:
Alright thank you, just need to figure out how to multi-sh4 now! :haha:
http://www.mille-sabords.com/forum/index.php?showforum=158
Rockin Robbins
11-13-15, 12:59 PM
Bonjour,
On February 29, 1944, while on patrol, around 5:30 p.m. I get a message that says the USS Trout sinking Sakito Maru passenger cargo.
If my sources are correct, Sakito Maru was torpedoed at 5:53 p.m. In response USS Trout was against-attacked by Asashimo and sank at 18:16 and Sakito Maru sank the next morning around 4:00.
USS Trout therefore can not have sent that message. Even for a game, I find it awkward.
I think if we want to give realism, it must be done carefully.
But I wish I read the message from the USS Rock after meeting with Asashimo fifteen hours earlier the same day.
Apart from this unfortunate blunder, I love TMO. :up:
Ah, but what time zone was the official record in? What time zone is your boat on? Can you separate game error from reporting error? I can't. TMO is innocent until proven guilty!:D:D:D
fitzcarraldo
11-13-15, 03:22 PM
Ah, but what time zone was the official record in? What time zone is your boat on? Can you separate game error from reporting error? I can't. TMO is innocent until proven guilty!:D:D:D
That´s the point.
Regards.
Fitzcarraldo :salute:
Ah, but what time zone was the official record in? What time zone is your boat on?
I probably misspoke.
USS Trout have been sank BEFORE his victim, can not have sent that message. It has nothing to do with my time zone.
flieslikeabrick
11-14-15, 08:00 AM
http://www.mille-sabords.com/forum/index.php?showforum=158
Hey, a french forum. Nice. Thank you! :up:
Rockin Robbins
11-14-15, 11:24 AM
I probably misspoke.
USS Trout have been sank BEFORE his victim, can not have sent that message. It has nothing to do with my time zone.
How can you say that? Suppose a historian in Hawaii recorded incidents in local time. But the incident really happened two hours "earlier" because they were 30º east where local time was two hours earlier. So your report of the time of sinking might be 5:30 pm and the sub commander receiving immediate word of the sinking would receive it at 3:30.
To you it would look like he heard about the sinking two hours before it happened and you would poo-poo the report saying there's some defect in the space-time continuum.
Similarly, the Japanese attacked Pearl Harbor on December 6, 1941. But because on the mainland US the time was December 7 that is the date we all remember. In Japan it was December 6. Time zones are integral to our understanding of events and their effects are often ignored in what we claim is possible or impossible.
Therefore your claim that TMO is wrong cannot be established as true.
And the game reports that the Trout sank the Japanese ship. The message didn't necessarily come from the Trout. Plus, JANAC found all kinds of claimed sinkings that actually didn't take place, misidentified targets and other SNAFUs of in-combat reporting. It's entirely possible that the Trout could have claimed a sinking when the actual sinking took place after the Trout was sunk itself. War is a messy and confusing business.
The message didn't necessarily come from the Trout.
Bonjour,
For your information the message TMO well emanates from the submarine USS Trout (SS-202) and is signed A.H. Clark.
On the other hand, you seem not to understand that Sakito Maru sank a long time after (10 hours) USS Trout was have been destroyed. Clark could not say something he had not lived. The message clearly states: Sunk Sakito Maru Passenger Cargo 7,126 X A.H. Clark
I understand that it bothers you, but facts are stubborn.
Rockin Robbins
11-16-15, 09:46 AM
Issue found both in TMO 2.5 and TMO 2.7.
http://i196.photobucket.com/albums/aa293/RockinRobbins13/screenshot.418_zpsyqskerv4.jpg
http://i196.photobucket.com/albums/aa293/RockinRobbins13/screenshot.419_zps0eubghfu.jpg
You can see it appears to be a summary of all Japanese shipping sunk that day and received at 1730. It's not clear that these are supposed to be communications from the boats themselves or whether these are routine messages from base. Actually they are simply products of Ducimus attempting to give you, as player of the game, historical context for your actions. Surely, sub commanders' names would not be actually included in wartime traffic. Even submarine names or hull numbers were not included in such messages. Trout's radio ID, for instance, was NAN - ABLE - XRAY - CHARLIE (http://www.subsowespac.org/world_war_ii_submarines/uss_trout_ss_202.shtml).
Since all these messages go out at 1730 most probably they are routine messages from base and the captains' names are there for historical information only. It would be impossible to receive boat to boat communications from a very long range anyway.
At any rate, you can substitute a message offering you Disney World tickets from Mickey Mouse if you want, or a "please don't hurt me" message from Mr. Tojo.
In any event, if something like this destroys your enjoyment of a mod you have greater problems than Ducimus could solve. No modder is going to do extensive research of every sinking in the war, whether it was reported by the responsible submarine at the time, time of incident, etc.
The water is warm. Jump in and make a perfect mod!:D:D:D
Rockin Robbins
11-16-15, 09:56 AM
As far as time zones go, Pearl is five time zones east of the point of sinking, which is in the same time zone as Japan.
http://i196.photobucket.com/albums/aa293/RockinRobbins13/screenshot.420_zps9t3sywbl.jpg
Let's pretend that the Japanese reported the sinking at 2000 February 20, 1944. Code breakers at CINCPAC at Pearl would report the sinking at their local time: 0100, February 21, 1944. History books would probably pick up a mixture of the two sources without correction for time zone. Therefore, with the 5 hour difference, books can easily have a sinking being reported after the demise of the reporter.
War and history are messy subjects, subject to intentional and unintentional distortion. Treating a game as some kind of a historical shrine is clearly inappropriate.
Bonjour,
Thank you for all that information that confirm my knowledge of this episode.
My sources are from the mod Run Silent, Run Deep (JapaneseConvoyHistory2.pdf page 208)
And hey! Nobody forces you to use Trigger Maru.
You are wrong. TMO is so well done that we can not do without.
But I suppose it is not forbidden to wish to see it better. :yeah:
Best regards.
Rockin Robbins
11-16-15, 10:13 AM
Well, now you have the ability to edit the proper file to make sure that all information is possible and properly formatted, omitting the names of submarines and captains.
It would be a great project to research the entire list and find the other "errors" (which are not errors. Ducimus was simply supplying historical context for your gameplay), substitute factual or at least plausible messages, which should all be broadcast from your sub's originating base. I'd suggest replacing all submarine names with their radio call signs (however you might come up with that information. Subsowespac.org (http://www.subsowespac.org) might be able to help you with that!
If you are inclined to do this pretty intimidating project, it's pretty easy to figure out the format of the file. It would be really easy to make your version into a mod to be added on top of TMO. If you need help with that I'd be glad to help.
Spoiler alert! However, the way the game is hard-wired, it is entirely possible that you would receive a report from CINCPAC that the Yamato has been sunk and then encounter the Yamato later that afternoon....... Help! The space-time continuum is BROKEN!
http://i196.photobucket.com/albums/aa293/RockinRobbins13/smileys/95fad14e.gifhttp://i196.photobucket.com/albums/aa293/RockinRobbins13/smileys/95fad14e.gifhttp://i196.photobucket.com/albums/aa293/RockinRobbins13/smileys/95fad14e.gif
The radio call signs for all boats are listed at http://www.navsource.org/archives/08/04idx.htm
Just look up the specific boat you are interested in. The call sign is at the top of the page.
Here is USS COD:
http://www.navsource.org/archives/08/08224.htm
Radio Call Sign: November - Echo - Charlie - Oscar
This needs to be translated to WW II:
Radio Call Sign: Nan - Easy - Charlie - Oboe
You need to translate to WW II era names:
In WW II, N is 'NAN' - after 1957 N is November.
Phonetic Alphabet and Signal Flags:
Letter |World War II |1957-Present
A | Afirm (Able)| Alfa
B | Baker |Bravo
C |Charlie | Charlie
D |Dog |Delta
E | Easy |Echo
F | Fox |Foxtrot
G |George |Golf
H |How | Hotel
I |Int (Item) | India
J | Jig |Juliett
K | King |Kilo
L | Love | Lima
M | Mike | Mike
N | Negat (Nan) |November
O |Option (Oboe)| Oscar
P | Prep (Peter)| Papa
Q |Queen |Quebec
R | Roger |Romeo
S | Sugar |Sierra
T | Tare | Tango
U | Uncle |Uniform
V | Victor |Victor
W | William |Whiskey
X | X-ray | X-ray
Y | Yoke |Yankee
Z | Zebra | Zulu
Hope this helps. Pardon the Table formatting. I have a doc somewhere that lists all active boats in WW II and their call signs.
Happy Hunting!
torpedobait
11-17-15, 10:09 AM
RR wrote: "Issue found both in TMO 2.5 and TMO 2.7."
I thought the latest TMO is 2.5. Am I mistaken? That would not surprise me in the least.
RR wrote: "Issue found both in TMO 2.5 and TMO 2.7."
I thought the latest TMO is 2.5. Am I mistaken? That would not surprise me in the least.
If there is a 2.7, maybe it includes, or completely repairs TMO 2.5 with a fix that my small_patch fix for the Terrible T campaign addresses?
1_TMO_25_small_patch
http://www.subsim.com/radioroom/downloads.php?do=file&id=3506
I don't see a TMO 2.7 in the downloads.
Interesting...
I should mention that users of RSRD don't seem to need the small_patch, I'm guessing it's because RSRD overwrites the files in TMO 2.5 with files that don't create the glitch....
-
It would be really easy to make your version into a mod to be added on top of TMO. If you need help with that I'd be glad to help.
Bonjour RR,
This is already done for the French: messages, orders patrols, battles redesigned, new cloned units (Zuikaku, Yamashiro, Haruna, Aoba, Chokai, Myoko, Haguro, Kumano, Suzuya, Yahagi, Asagumo, Kagero, Ushio & C°), etc ...
Your project will take a long time and to get into this adventure is not a priority for me.
Postscript: As Aanker, I am interested in your TMO 2.7.
stilo73-fr.
12-11-15, 03:11 AM
thank you :up::up::up:
Jimbuna
12-11-15, 08:30 AM
Welcome to SubSim stilo73-fr. :sunny:
Rockin Robbins
12-11-15, 11:28 AM
Bonjour RR,
This is already done for the French: messages, orders patrols, battles redesigned, new cloned units (Zuikaku, Yamashiro, Haruna, Aoba, Chokai, Myoko, Haguro, Kumano, Suzuya, Yahagi, Asagumo, Kagero, Ushio & C°), etc ...
Your project will take a long time and to get into this adventure is not a priority for me.
Postscript: As Aanker, I am interested in your TMO 2.7.
I don't really know what's in 2.7. I have probably the only copy on my computer and haven't released it. But now that Ducimus no longer takes any part in Subsim at all I suppose I should upload it.
I have not played 2.7 at all so I have no idea what the changes are from 2.5. I'd wager the fix is included. For those who are interested, I'll go ahead and upload it tonight unless, AND THIS IS FAIR WARNING TO ANY WHO WOULD OBJECT!!, unless somebody with a very good reason and good credibility comes up with a reason that I should not. I guarantee that v 2.7 is totally authentic, 100% Ducimus' work and would have been the next version of TMO.
Rockin Robbins
12-12-15, 06:59 PM
Trigger Maru Overhauled v2.7 is released in its own thread, for better or worse. The ghost of Ducimus may rise up to smite me!:huh:
Rockin Robbins
12-13-15, 08:30 PM
The ghost did indeed smite me. Research by fitzcarraldo and aanker seems to show that the version number here must be in error. I also looked at the Balao submarine files and all modification dates are older than those in v2.5.
So something is very wrong here and this should not have the version 2.7 number on it. V 2.5 remains that latest version of TMO.
BooBooLovesAll
01-30-16, 12:52 AM
Decided to fire up SH4, and TMO (haven't played in... 3? 4? 5 years?)
This time around, I am sticking with just TMO, instead of RSRDC mod as well. Just to see how it is.
I got assigned to patrol the Marshall Islands... spent a good month just zig zagging back and forth with no luck. Is this... normal? :D
james_nix
01-30-16, 01:48 AM
Decided to fire up SH4, and TMO (haven't played in... 3? 4? 5 years?)
This time around, I am sticking with just TMO, instead of RSRDC mod as well. Just to see how it is.
I got assigned to patrol the Marshall Islands... spent a good month just zig zagging back and forth with no luck. Is this... normal? :D
I remember reading somewhere that the Marshall Islands were bugged and there was no traffic there, or something like that.
I'll give this thread a bump so maybe someone with a better memory will see it.
torpedobait
01-30-16, 10:34 AM
I remember reading somewhere that the Marshall Islands were bugged and there was no traffic there, or something like that.
I'll give this thread a bump so maybe someone with a better memory will see it.
Whether using TMO 2.5 or TMO 2.5 + RSRDC I've never encountered much in the Marshalls besides an occasional small freighter. If you can get past the nets, several atolls have ships at anchor if you want, but getting to them can be painful, and you have to do it submerged due to shore emplacements. All in all, the Marshalls and Gilberts are low traffic areas (in my experience).
BooBooLovesAll
01-30-16, 02:33 PM
Thanks for the replies.
Does the shipping lane map that came with the game still an accurate representation of the ship traffic in TMO?
EDIT: Just completed a second patrol west of the Mariana Islands and North of Guam.
Not one contact. Air or ship. Am I missing something? Did something get installed wrong?
These are the mods;
TMO 2.5
TMO ALT JS Radar Perf
TMO 25 Small Patch
Improved Stock Env. v 3 TMO & RFB
ISE New clouds + Waves
ISE Realistic Colors
fitzcarraldo
01-30-16, 06:08 PM
Thanks for the replies.
Does the shipping lane map that came with the game still an accurate representation of the ship traffic in TMO?
EDIT: Just completed a second patrol west of the Mariana Islands and North of Guam.
Not one contact. Air or ship. Am I missing something? Did something get installed wrong?
These are the mods;
TMO 2.5
TMO ALT JS Radar Perf
TMO 25 Small Patch
Improved Stock Env. v 3 TMO & RFB
ISE New clouds + Waves
ISE Realistic Colors
Try with this:
http://www.subsim.com/radioroom/downloads.php?do=file&id=2735
Best regards.
Fitzcarraldo :salute:
BooBooLovesAll
01-30-16, 10:38 PM
Try with this:
http://www.subsim.com/radioroom/downloads.php?do=file&id=2735
Best regards.
Fitzcarraldo :salute:
Thanks.
Any clue why I ran into no aircraft? Found that odd.
BooBooLovesAll
01-31-16, 04:13 PM
Not to sound like a broken record, but, even after using the shipping lane areas, I did two patrols without spotting one ship, and no aircraft.
The major odd piece was I was able to get a warship sound contact. I made a bearing towards the contact, and went full speed. After awhile, I lost sound contact, but was told that I had a visual on the target.
I continued to look through the binoculars, but didn't see one even though I was being told the target was closing.
After closing about 8000 feet, the target just "vanished". Maybe it was a sub, but, it was odd. Even after that, and 2000 + miles, I never had another contact again.
Aktungbby
01-31-16, 07:46 PM
BooBooLovesAll!:salute:
Roger Dodger
01-31-16, 09:59 PM
Thanks.
Any clue why I ran into no aircraft? Found that odd.
TMO and RSRDC took most of the randomness out of the game, especially RSRDC. If you are using both (never leave port without both :rock::rock:), you won't see any random aircraft. When you get within a couple of hundred miles of an airbase, or a hundred miles of a major capitol ship, like a BB or Heavy Cruiser that carried 'spotter' aircraft, then you may very well see aircraft. In the open ocean, far away from any land based aircraft, it never made much sense to me to have planes strafe my boat and coming out of nowhere.
In the Marianas, I would be cautious running on the surface during daylight hours, especially around Saipan that did have a large airfield. I never see any since I'm always submerged during daylight in this area. I don't see many ships in this area either.
On Saipan's West Coast is the port of Garapan. If you get tired of 'lurking', you can always sink one or more of the docked ships found there. Very dangerous - its a long ways in, and a longer ways out (hard on your air supply), but sometimes worth the effort.
If you're wanting to see aircraft, just try running on the surface during daylight around Garapan. I can guarantee you'll see plenty. :D
If you don't, then somethings wrong. Uninstall the game, and Format C:\. Reload your system, install the game (and mods), and enjoy. :salute: (I hope you know I'm only kidding :haha:)
Good luck, and good hunting!
Roger Dodger
God bless Electric Boat!
I notice that TMO 2.5 has a nicely-modded recognition manual. I was trying to find just the recognition manual in a separate mod but I couldn't find one anywhere (really surprising!). So, I decided to extract just the recognition manual part of TMO 2.5 and was hoping to post it up as a standalone mod (for stock 1.5), but wanted to get the appropriate permissions. Who do I need to get permission from?
Thank you!
SilentPrey
02-07-16, 01:25 AM
I notice that TMO 2.5 has a nicely-modded recognition manual. I was trying to find just the recognition manual in a separate mod but I couldn't find one anywhere (really surprising!). So, I decided to extract just the recognition manual part of TMO 2.5 and was hoping to post it up as a standalone mod (for stock 1.5), but wanted to get the appropriate permissions. Who do I need to get permission from?
Thank you!
Welcome aboard, jyc23! I believe the permission you seek is in the TMO manual; page 56.
SilentPrey
Thought this was weird. I started a new career and did my first patrol. I had so much damage on return that it said my Porpoise class boat had to be scrapped and I would get a new one. But the boat I got was a Narwhal class boat.
The Narwhal is an older boat, no? How come the game didn't give me a Porpoise or a newer class boat? Does the game simulate the actual amount of boats in service at the time? I know there were only 10 Porpoise class boats made so if the other 9 are in use the game won't give me another one because there are none left?
I had so much damage on return that it said my Porpoise class boat had to be scrapped and I would get a new one. But the boat I got was a Narwhal class boat.
The Narwhal is an older boat, no? How come the game didn't give me a Porpoise or a newer class boat?
I'm not sure how the game makes that decision, but it makes sense to me. You take out a boat, get it so banged up it needs to be scrapped, and you expect them to give you a shiny new one? Obviously, you can't be trusted with the good toys, so they'll give you an old one to beat up.
I believe the game does take into account what boats were in service on specific dates.
Yeah, it does make sense, just didn't expect the game to behave as if it made sense :p. I thought I would stay with the same class of boat.
All I did was run into a few submarine nets and get machine gunned by a merchant. It's wasn't my fault! :p
Araxnid
03-10-16, 02:21 PM
So, in the beginning of second patrol (december 1941) I have encountered a very big convoy of ships and it concerns me - is that okay or I broke the game? -)
First of all, im using steam version of sh4 + u-boat addon (v1.5) and several mods:
TriggerMaru_Overhaul_2.5
TMO_25_SmallPatch
RSRDC_TMO_V205
Im not sure where to post my question, but that convoy look really strange for me. So much ships with only several warships as protection (and they actually went to the north of me and staying there all the day, even after I destroyed 2 ships in the convoy...)
fitzcarraldo
03-10-16, 03:38 PM
Hi mate: first you need the RSRDC patch (23 April etc).
Try with it!
Good hunt.
Fitzcarraldo :salute:
Trigger Maru Overhauled v2.7 is released in its own thread, for better or worse. The ghost of Ducimus may rise up to smite me!:huh:
Ducimus is dead? what happened to him?
fitzcarraldo
03-10-16, 06:28 PM
Ducimus is dead? what happened to him?
Somewhere in this thread he tells us about his retirement of the modding work.
Regards.
Fitzcarraldo :salute:
cdrsubron7
03-10-16, 07:17 PM
So, in the beginning of second patrol (december 1941) I have encountered a very big convoy of ships and it concerns me - is that okay or I broke the game? -)
First of all, im using steam version of sh4 + u-boat addon (v1.5) and several mods:
TriggerMaru_Overhaul_2.5
TMO_25_SmallPatch
RSRDC_TMO_V205
Im not sure where to post my question, but that convoy look really strange for me. So much ships with only several warships as protection (and they actually went to the north of me and staying there all the day, even after I destroyed 2 ships in the convoy...)
It's probably just a typo, but the RSRD version that goes with TMO_2.5 is v502, not 205. There is also a patch for the RSRD version 502 that you might add.
Somewhere in this thread he tells us about his retirement of the modding work.
Regards.
Fitzcarraldo :salute:
Phew I though like he is dead dead what a relief
Ok, this is a problem I haven't run into before, and I didn't see it in a quick search through the thread.
It's mid 1943. My Gar-class boat just returned to port and got an upgrade to the conning tower. It went from the 1st version, with the bathtub AA gun deck, to the 2nd cut down version, with the tub removed, and the second gun mount added.
So now I've got two twin 20mm guns and one 40mm gun, but my 3" deck gun was moved to the forward deck. According the the TMO documentation, the Tambor/Gar classes can only have an aft deck gun. In the crew screen, I show the three AA gun crew slots, but my deck gun crew slots are gone. In addition, since the three AA guns are mounted two on the tower and one on the forward deck, one of my twin 20mm mounts is now rendering inside the deck gun. All of the guns operate properly, but the deck gun is slow to reload, which is normal when there is no crew assigned to it.
Anyone ever run into this? Anyone have any solutions?
It's kind of aggravating, since I've just started playing again after a long break, and I usually didn't get this far into the war back when I did play.
Edit:
I reloaded the game, and I'm still stuck with the forward deck gun, but my Crew Management screen now shows a section for Aft Deck Gun, but there are no slots inside that area. All deck gun options in the equipment selection screen show bow mounting as the only possibility.
Ok, this is a problem I haven't run into before, and I didn't see it in a quick search through the thread.
....................
Edit:
I reloaded the game, and I'm still stuck with the forward deck gun, but my Crew Management screen now shows a section for Aft Deck Gun, but there are no slots inside that area. All deck gun options in the equipment selection screen show bow mounting as the only possibility.
Maybe you can adapt one of these:
My typical advice:
It's a common issue, here's a good thread that will help you fix it:
wolfeinsamer's fix for deck gun crew slots disappearing.
http://www.subsim.com/radioroom/showthread.php?t=222887
and Coletrains:
http://www.subsim.com/radioroom/showthread.php?t=121472
also neumanf15's:
http://www.subsim.com/radioroom/showthread.php?t=121460
Coletrains (post #14) in this thread:
http://www.subsim.com/radioroom/showthread.php?t=121472
At least we can fix it now.
Happy Hunting!
Maybe you can adapt one of these:
Thanks, I'll have to look into these when I get a moment.
Edit:
Dang it.
Got my deck gun and crew back through file editing, and I can load the save file, but when I try to leave on patrol, the game crashes.
Thanks, I'll have to look into these when I get a moment.
Edit:
Dang it.
Got my deck gun and crew back through file editing, and I can load the save file, but when I try to leave on patrol, the game crashes.
Oh no, sorry to hear that, I haven't heard of this happening before. In-port saves should work without problems unless a major super-mod is installed on patrol 4 - for example.
If you didn't make a backup in-port save with a different name before editing, try saving it now with a different name, re-start SH4 and see if the new save loads. It might because sometimes a file gets corrupted if it is saved over and over again with the same name.
I always make saves with a different name roughly 8 hours before returning to base just in case, and also to save the patrol data for writing patrol reports with Kim Rønhof's report generator tool if I'm doing that. If I need to save during a patrol I always use a different name like "aanker1, aanker2, etc. and load that new save the next time I want to resume my patrol.
Do you have any saves you can go back to?
If you didn't make a backup in-port save with a different name before editing, try saving it now with a different name, re-start SH4 and see if the new save loads. It might because sometimes a file gets corrupted if it is saved over and over again with the same name.
I always make saves with a different name roughly 8 hours before returning to base just in case, and also to save the patrol data for writing patrol reports with Kim Rønhof's report generator tool if I'm doing that. If I need to save during a patrol I always use a different name like "aanker1, aanker2, etc. and load that new save the next time I want to resume my patrol.
Do you have any saves you can go back to?
I have a bad habit of not saving while on patrol. It probably goes back to SHIII, where saving near ships, or underwater, or during a slight breeze, etc. would make things go badly. And SH4 seems to have problems when loading saves on patrol. I can't swear to it, but it seems to me that when I load a save at sea, there's a 50% risk that I won't get credit for half the ship I've sunk. So most of my saves tend to be in port between patrols. (Maybe I need to start trying different names for my saves. I don't like having a lot of extra files cluttering up the load screen, so I do tend to reuse them.)
However:
I am pleased to report that USS Gar (SS-206) is currently offshore of Freemantle, heading for the Lombok Strait enroute to recon an enemy harbor, and that she has a full crew on AA guns and her stern-mounted deck gun. I finally had to cut and paste the crew section of the file from my previous save to get the crew slots back. I only ended up with one duplicate crew member when I was done. Thanks so very much for saving my boat!
Oh no, sorry to hear that, I haven't heard of this happening before. In-port saves should work without problems unless a major super-mod is installed on patrol 4 - for example.
COMSUBSOWESPAC is certain that the failure is not in any way related to the installation of the RSRD Campaign for an S-Boat career, and the fact that the save loads properly after removing this mod is simply a coincidence. The Mark 6 Exploder... uh, I mean save file is working perfectly as designed.
.........
However:
I am pleased to report that USS Gar (SS-206) is currently offshore of Freemantle, heading for the Lombok Strait enroute to recon an enemy harbor, and that she has a full crew on AA guns and her stern-mounted deck gun. I finally had to cut and paste the crew section of the file from my previous save to get the crew slots back. I only ended up with one duplicate crew member when I was done. Thanks so very much for saving my boat!
............
Phew! Glad to hear you're back in business.
Happy Hunting USS GAR!
I was wondering if the British T Class can be played in TMO. I would love try some different submarines if possible.
antares81
04-27-16, 03:44 PM
Just ran into the "Deck Gun moved to Bow" bug that razark just mentioned, and I'll try the fixes.
One question, does aankers small TMO patch for the Tambor also apply to RSRD?
When I did file compares it looked like there was inconsistencies between the small patch and RSRD.
Edit: Ok. I used a compare tool to compare the ActiveStart.upc(or whatever it's called) and made it similar to an older save. Deck Gun is now back to the aft, and the crew positions have moved as well. That wasn't so bad.
Just ran into the "Deck Gun moved to Bow" bug that razark just mentioned, and I'll try the fixes.
One question, does aankers small TMO patch for the Tambor also apply to RSRD?
When I did file compares it looked like there was inconsistencies between the small patch and RSRD.
Edit: Ok. I used a compare tool to compare the ActiveStart.upc(or whatever it's called) and made it similar to an older save. Deck Gun is now back to the aft, and the crew positions have moved as well. That wasn't so bad.
No, Small Patch doesn't seem necessary with RSRD in TMO 2.5 because RSRD changes so many files, according to some mod lists I've seen.
I don't use RSRD so I don't know firsthand, I use a different campaign.
Many people don't realize that TMO has its own campaign based on Tater's Layers. It's a good campaign too, imo.
Sorry it took so long for me to see this.
Happy Hunting!
flyer102
05-05-16, 02:16 PM
What version of Sh4 does this work with?
v1.3, v1.4, or v1.5?
What version of Sh4 does this work with?
v1.3, v1.4, or v1.5?
TMO 2.5?? It works with SH4 v1.5 - the U-Boats add-on (and many other fixes on the US fleet boat side.)
Happy Hunting!
flyer102
05-07-16, 09:37 AM
Anyone else running into a problem where they are in a blank map, and can't find any ships.
To prove i'm not crazy, I went straight into a Japanese harbor, and nothing, just a few cranes...
Travis Reed
08-12-16, 08:23 AM
To prove i'm not crazy, I went straight into a Japanese harbor, and nothing, just a few cranes...
I've found a few harbors that were similarly empty when I've been playing over the years, but they were usually small places that were generally unimportant.
In any case, sailing into an enemy harbor does not prove you aren't crazy. If anything it proves that you are in fact crazy. There could be mines or subnets in there...
I seem to remember an issue where the SH engine will not spawn AI ships within ~20km of the player vessel. This is present in SH4 and has been around for awhile IIRC. Dunno about SH5.
Travis Reed
08-15-16, 12:32 AM
I forgot how unforgiving the AI DDs and DEs can be in TMO... Got sent up to patrol around Attu in my Gato (sometime in '42). Radar picked up a pair of ships moving in a column. I was in a passable ambush position, but got spotted before I could take advantage of it. Turned out, both ships were warships. Both had pingers, but only 1 had DCs. DCs hurt me a bit, but were not going to be the (quick) death of me.
I found out that the Gato cannot get under the pingers. Found my crush depth first, just shy of 595 feet. Since there were 2 pinging me from different directions, I could not simply keep a good angle to give poor results/break contact. Needless to say, the Thermal Layer also didn't help (IIRC it was at ~80 feet). It appears I need more practice to remove the rust... Wonder if Jap pingers have the same problem that Allied ones did in SH3, where you could stay shallow enough to not get pinged until the DD/DE was ontop of you...
attwater
01-08-17, 04:14 AM
Hi
Mod Trigger Maru has modified
Thanks for your mod, it is fantastic but
I saw that we have a mistake on the representation of the 1st class Destroyer and 2nd class Destroyer,
After the First World War, the Japanese built two types of destroyer, the 1st class and 2nd class for ten years.
The 1st classes were almost similar in construction, it regrouped the classes Minekaze, Kamikaze and Mutsuki
Same for destroyers of 2nd class, almost identical, it regrouped the class Momi and class Wakatake, now let us look at the museum crying.gif
Apart from the Akikaze and the Minekaze which are in the game Vanilla and have a good representation, the other destroyers:
- Momi class is to represent in 1st class, it is a mistake, it was a destroyer of 2nd class
Same for the Wakatake
- The Kamikaze, Mutsuki and Kisaragi are representing in 2nd class destroyer, it is also a mistake, it was 1st class destroyers.
In short, a mistake, it did not have the same tonnage, I ask a lot of questions about the game and was enough to look at pictures of the Japanese destroyers in the 20s, can you put everything in order in the Trigger Maru? :salute:
Thanks for your feedback
Regards
benji112
01-22-17, 04:43 AM
So i tried the fixes, but my salmon has the deck gun mounted on the bow and i don't have any options for a stern mount?
McBlemmen
01-25-17, 12:36 PM
Hi all,
I've been using this mod for over a year now. When i started playing SH4 i read about these 2 megamods , TMO and RFB and i picked TMO at random. I've never run into any issues.
However, i recently checked out the manual to look for cool stuff i may not know about and i've noticed it's said there that the optimal cruise speed is "standard". This is not true in my game. I've used the "maximum range at current speed" many times and i've always noticed 2/3ds is the most efficient, usually giving me about 30% more range over standard speed.
I was just wondering if this is an error in the manual , a potential error in my installation or if the navigator's estimations are wrong.
Thank you.
torpedobait
01-26-17, 08:34 AM
Hi all,
I've been using this mod for over a year now. When i started playing SH4 i read about these 2 megamods , TMO and RFB and i picked TMO at random. I've never run into any issues.
However, i recently checked out the manual to look for cool stuff i may not know about and i've noticed it's said there that the optimal cruise speed is "standard". This is not true in my game. I've used the "maximum range at current speed" many times and i've always noticed 2/3ds is the most efficient, usually giving me about 30% more range over standard speed.
I was just wondering if this is an error in the manual , a potential error in my installation or if the navigator's estimations are wrong.
Thank you.
It has been my experience with TMO, with or without RSRD that the maximum range comes at 9 knots, assuming the batteries are fully charged. This usually requires a manual setting (click on the tab at the bottom of the speed dial to see and set the single speeds). In the latest FOTARS, I find I get the best "mileage" by using the Standard speed setting. Hope this helps!
:Kaleun_Salute:
McBlemmen
01-26-17, 11:00 AM
It has been my experience with TMO, with or without RSRD that the maximum range comes at 9 knots, assuming the batteries are fully charged. This usually requires a manual setting (click on the tab at the bottom of the speed dial to see and set the single speeds). In the latest FOTARS, I find I get the best "mileage" by using the Standard speed setting. Hope this helps!
:Kaleun_Salute:
Ah i see... I was aware of the manual speed selectors but tbh i've never really used it. I will do some testing and if 9kts indeed is the way to go then i will always use that from now on :).
I don't know what FOTARS is though. I'm thinking maybe fall of the rising sun but if that's it i have no experience with it.
Anyways , thanks. :yeah:
propbeanie
01-26-17, 12:18 PM
Using the manual speed setting for about a 1 knot setting, and using Silent Running are about the only ways to stand a chance of getting away from the DDs sometimes...
Aktungbby
01-26-17, 01:23 PM
attwater!:Kaleun_Salute: A tad late and a long silent run! forgive our poor manners!
torpedobait
01-27-17, 09:53 AM
Ah i see... I was aware of the manual speed selectors but tbh i've never really used it. I will do some testing and if 9kts indeed is the way to go then i will always use that from now on :).
I don't know what FOTARS is though. I'm thinking maybe fall of the rising sun but if that's it i have no experience with it.
Anyways , thanks. :yeah:
Yer welcome! After finally getting bored with SH3 GWX (if that is even possible) I switched to SH4 with TMO, then added RSRDC to it for the somewhat more historical accuracy of ship and battle locations and dates, but after years and dozens of careers I became bored with the predictability. About six months ago I found a thread for a Fall of the Rising Sun ULTIMATE (FOTARS) mod being started, one that would correct a number of deficiencies. I found that appealing, and have been unofficially testing the public release versions for the last few months. It is in my humble opinion, already far superior to TMO/RSRDC and provides a richer gaming experience. The mod team has done wonders to incorporate fixes from other mods and developed their own, and we users owe them a large debt of gratitude even though there is still much to do. I recommend it, even in its unfinished state.
Bilge_Rat
02-19-17, 07:24 AM
Hi all,
I've been using this mod for over a year now. When i started playing SH4 i read about these 2 megamods , TMO and RFB and i picked TMO at random. I've never run into any issues.
However, i recently checked out the manual to look for cool stuff i may not know about and i've noticed it's said there that the optimal cruise speed is "standard". This is not true in my game. I've used the "maximum range at current speed" many times and i've always noticed 2/3ds is the most efficient, usually giving me about 30% more range over standard speed.
I was just wondering if this is an error in the manual , a potential error in my installation or if the navigator's estimations are wrong.
Thank you.
hi,
the fuel ranges in SH4 have certain issues which result from the fact that SH4 is built on the SH3 code which assumed 2 engines vs 4 for a Fleet Boat and the SH world is flat which is a bigger issue in the Pacific.
Ducimus increased the range of all boats so you can comfortably transit to your patrol area at "standard" speed and then patrol at 2/3 speed.
2/3 speed does give you the max range, but when used with TMO will give an excissevely long range.
I have been using TMO for years. It is a fine mod, a good base which you can tweak to your personal taste.
torpedobait
02-20-17, 10:27 AM
hi,
the fuel ranges in SH4 have certain issues which result from the fact that SH4 is built on the SH3 code which assumed 2 engines vs 4 for a Fleet Boat and the SH world is flat which is a bigger issue in the Pacific.
Ducimus increased the range of all boats so you can comfortably transit to your patrol area at "standard" speed and then patrol at 2/3 speed.
2/3 speed does give you the max range, but when used with TMO will give an excissevely long range.
I have been using TMO for years. It is a fine mod, a good base which you can tweak to your personal taste.
Using the range to end and maximum range at current speed, my experience is that 9 knots is the most efficient for most of the newer boats. 2/3 speed is usually 8 knots, which according to the max at current speed calculations is a bit below what you get at 9 knots.
When checking on the max range at various speeds, the batteries must be at 100% or battery charging must be turned off. Also, you can set the speed to a custom number by clicking on the tab below the telegraph instead of using one of the presets. Good luck!
I used TMO and TMO/RSRDC for years also, but now I am running the current Beta release of FOTARS Ultimate. It seems somehow more rich and varied than TMO, but TMO is a great place to start. Adding RSRDC to it changes TMO considerably, but also adds the more historically correct ship movements, which is fun to use if you know the history. That seems a bit like cheating or having a time machine, but it's still fun! And that's why we are here - to have fun.
:Kaleun_Cheers:
Bilge_Rat
02-20-17, 11:30 AM
Using the range to end and maximum range at current speed, my experience is that 9 knots is the most efficient for most of the newer boats. 2/3 speed is usually 8 knots, which according to the max at current speed calculations is a bit below what you get at 9 knots.
you are correct, but I was referring to another issue. In SH4, 2/3 or 9 knots uses less fuel than in RL while ahead standard uses more fuel than in RL. This has been tested and confirmed before.
plus, the SH world is flat, therefore some distances can be up to 22% longer than in RL.
To compensate, Ducimus put very high ranges for fleet boats. As I recall 18,000 miles for a Gato/Balao rather than the 11,000 nm in RL.
That gives you more than enough fuel to comfortably cruise at ahead standard to your patrol area, patrol and still get back to base.
You will get much better mileage at 9 knots, but you then wind up with an unrealistic high range of, as I recall, 22-23,000 nm at 100% fuel.
personally, I have modded my TMO to bring the range down to 15,000 nm, which was the value proposed by RFB.
cookiemonste
04-06-17, 03:29 PM
I got a question.
I get a green screen when I try to enter the captains quarters.
I've googled it but I could only find the "proof that it is there", not how to fix it, so I'm asking here. Also, the free camera does not work anymore, if I pressed "dot" button on my keyboard I could fix the free camera on my sub and other units, this does not work anymore. Is there a way to fix that?
propbeanie
04-06-17, 04:15 PM
You might be missing parts (or folder) that make-up the Captain's Room Background image, or (more likely), you've got cross-contamination, affectionately referred to as Mod Soup, but not soup like Bleiente mixed up with his mod... Did you have any different mods previously installed? Do you have TMO v2.5 plus the small patch installed (it has nothing to do with the Captian's Room).
I get a green screen when I try to enter the captains quarters.
Don't do that, then.
No, really. It's pointless. There's nothing in there to do, and the "room" is just a copy of a German boat's. I had thought it was removed.
Also, the free camera does not work anymore, if I pressed "dot" button on my keyboard I could fix the free camera on my sub and other units, this does not work anymore. Is there a way to fix that?
That's working as designed. Ducimus removed it as being a bit too gamey.
There is some .cfg file editing that can bring it back.
Edit:
Took me a while to locate it. Here (http://www.subsim.com/radioroom/showthread.php?p=1555826&post1555826) is the instructions to get it working again.
torpedobait
04-07-17, 09:11 AM
Don't do that, then.
No, really. It's pointless. There's nothing in there to do, and the "room" is just a copy of a German boat's. I had thought it was removed.
That's working as designed. Ducimus removed it as being a bit too gamey.
There is some .cfg file editing that can bring it back.
Edit:
Took me a while to locate it. Here (http://www.subsim.com/radioroom/showthread.php?p=1555826&post1555826) is the instructions to get it working again.
Note that you will still have to allow the external views from the Radio in the office. Removing the semicolon allows the camera, but it is not enabled until you actually activate it in the Radio Gameplay Options from the office.
:Kaleun_Salute:
cookiemonste
04-28-17, 05:42 PM
I got another problem now, my sub underwent a refit and now I cannot man the deck gun anymore. I can only fire and reload it manually, which increases the action times significantly.
http://up.picr.de/29043695ah.jpg
propbeanie
04-28-17, 05:49 PM
Did you by chance try to purchase a gun, or swap an aft gun for a bow?
Bubblehead1980
04-28-17, 06:31 PM
I got another problem now, my sub underwent a refit and now I cannot man the deck gun anymore. I can only fire and reload it manually, which increases the action times significantly.
http://up.picr.de/29043695ah.jpg
old bug leftover from stock game when switch deck gun, refit. TMO thus by default has bow deck guns. If you would like a stern gun, go to TMO folder and look for "optional mods" . Place the aft deck guns mod into your mods folder, enable via jsgme.
cookiemonste
04-29-17, 05:34 AM
As I first got ths sub, it had a stock and not movable stern mounted deck gun.
I could never swap the gun before, so this happened after the refit. I'll look into the mods folder.
Edit: tried to use the deck gun mod,t he bug is still there.
steevo45
04-29-17, 06:08 AM
Every time I try to sneak into the shipping lanes leading to Truk harbour I get CDR. Is this something others experience?
cookiemonste
05-02-17, 03:21 PM
I got another question.
Hold on, I got two actually.
During depthcharge attacks some torpedo tubes got damaged. My crew would repair them, but when I tried to fire these tubes as they were fixed, I would get the message: Torpedo too damaged. What does that mean.
Also, it happened some times that my crew repaired something but it would become broken again immideately.
How can I fix this?
Bubblehead1980
05-02-17, 03:45 PM
I got another question.
Hold on, I got two actually.
During depthcharge attacks some torpedo tubes got damaged. My crew would repair them, but when I tried to fire these tubes as they were fixed, I would get the message: Torpedo too damaged. What does that mean.
Also, it happened some times that my crew repaired something but it would become broken again immideately.
How can I fix this?
It's an old bug thats never been resolved.Not sure.
propbeanie
05-02-17, 04:54 PM
I always took the torpedo tube damage as that the crew stopped the leaking to the interior, but that they can't open the doors, else the boat will sink. ie: damaged & leaking exterior doors. The CPO always blames the Seaman for things that break after they're been repaired... bubblegum and baling wire didn't hold... Ubi could have "pretended" that also, and just changed the messaging a little...
cookiemonste
05-03-17, 05:22 AM
So there is no way to fix that?
The Deck gun is also still bugged for me.
Rockin Robbins
05-03-17, 09:41 AM
It's an old bug thats never been resolved.Not sure.
It's no bug and shouldn't be "fixed." Whether we like it or not some damage can't be fixed at sea, either in real life or in the game. Inability to do impossible things is not a bug.
cookiemonste
05-03-17, 12:49 PM
I get that, but if the system is repaired and it does nto work even though it says clear. And it did not say "Torpedo Tube damaged" It says "Torpedo too damaged to fire". I just wanted to know if that's a thing.
In Port: Deck Gun & crew fix. Yes it's a common issue, here's a good thread by wolfeinsamer that may help you fix it:
http://www.subsim.com/radioroom/showthread.php?t=222887
and Coletrains:
http://www.subsim.com/radioroom/showthread.php?t=121472
also neumanf15's:
http://www.subsim.com/radioroom/showthread.php?t=121460
Coletrains (post #14) in this thread:
http://www.subsim.com/radioroom/showthread.php?t=121472
At least we can fix it now. Usually happens if you change the gun from fore to aft or vice versa from where it was when first installed. Sometimes it just happens.
Happy Hunting!
-------------------------------------------------------------------------------
http://www.subsim.com/radioroom/showthread.php?t=222887
wolfeinsamer's fix for deck gun crew slots disappearing.
After digging around I have found a really simple method to fix the problem of the deck gun crew slots disappearing.
Simply open the ActiveUserPlayerUnits.upc file in a text editor, and remove all instances of "AdditionalRepository". I was able to do this with 1 easy find and replace command. The file can be found in the SH4 folder in your documents. ../SH4/data/cfg/SaveGames/*/ActiveUserPlayerUnits.upc
What you are doing is changing the lines like:
[UserPlayerUnit 1.Compartment 9.CrewMemberSlotAdditionalRepository 1]
to read.....
[UserPlayerUnit 1.Compartment 9.CrewMemberSlot 1]
Bubblehead1980
05-03-17, 12:56 PM
It's no bug and shouldn't be "fixed." Whether we like it or not some damage can't be fixed at sea, either in real life or in the game. Inability to do impossible things is not a bug.
I have to say it's a bug because the damage control screen shows them as repaired, esp when have the "fix anything" chief on board. I'm fine with them not being repaired, in fact I dislike that special ability to repair everything that is damaged seriously or destroyed, other than he makes the pumps work at a more reasonable rate if taking on water. I recall the issue first appeared in 1.5 and then became a regular thing in TMO due to some changes he made in the damage zones? Ducimus never got around to adjusting. Not the biggest deal, just would be nice if damage control actually showed them as destroyed. Stern tubes have same issue, not as much with my depth charge mod but it does happen.
cookiemonste
05-03-17, 02:05 PM
I can't fix the Deck gun, guess I have to accept it.
Hello. I want to ask what is the difference between the TMO and FOTRS modes?
Rockin Robbins
05-04-17, 06:50 AM
A little over 1 GB as opposed to more than 3.6 GB for one thing!:D
propbeanie
05-04-17, 06:58 AM
TMO (last version was 2.5) was put together by a fellow with a username of "ducimus", starting years ago. He added some ships and planes from other modders, and did some tweaking of the Campaign files, but mostly changed the configuration of the Artificial Intelligence settings in the game, making several aspects of the game more difficult.
FotRS was a similar endeavor by AOTD_MadMax. He started with ducimus' TMO v1.7, and added quite a few ships and planes to that. His team also tweaked the Campaign files and changed the AI. In some areas of the game, FotRS is actually more difficult that TMO.
FotRSU (the "U" is for "Ultimate") is our team's attempt to update FotRS, combining all the versions of it to include all of the ships and planes from AOTD_MadMax (he would drop and add for each version). We still have to work on the AI, since they are literally a bit too "killer", though some like it that way... and Rockin Robbins is the team leader :lol:
Rockin Robbins
05-04-17, 06:22 PM
So FOTRSU is based originally on TMO 1.7. We combined the best of FOTRS 1.2 through 1.5 and 2.0 to encapsulate the best of what AOTD_MadMax and the AOTD crew accomplished. Then we went from there to make the game more suited to single player rather than the multi-player that FOTRS 2.0 was aimed at.
EVERYTHING is revamped from TMO. Sounds are incredibly enhanced. Graphics are better. We've doubled the number of ships in the game. The eye candy can only be compared to GWX for SH3 in its excellence. We no longer have Ducimus' deal with the devil: do we make great gameplay or do we have great graphics. Computers can do it all today and FOTRSU does that.
CapnScurvy has totally redone optics, changed the physics of the game so that in a dive the floor actually angles correctly. On capital ships the primary and secondary guns sound differently, have different (and amazing) smoke. Sensors have been reworked (that's still in process) and you can turn off SJ and SD radar completely. We have a new keyboard, the first one I can confidently say is BETTER than TMO.
We have a new Aleutians Island campaign for S-boats. Propbeanie and CapnScurvy can fill you in on the other things. Cdrsubron7 has a passel of real meaningful, fun and non-buggy single missions so those people without the time to develop to a career can now experience the best of SH4 instead of the often hokey missions that came with stock. S7rikeback eliminated several dozen errors we inherited from TMO and the stock game, eliminating CTDs, game freezes and glitches. You can uninstall FOTRSU and not corrupt SH4! That's not true of TMO.
I'll let other team members fill in what I left out, and there's a lot! Tell you what. Feast your eyes and ears on this:
https://youtu.be/-6Krof6BYIY
cookiemonste
05-05-17, 08:04 PM
Seems like something worth to try out.
AirShark
11-25-17, 06:13 AM
best mod so far :Kaleun_Wink:
Jimbuna
11-25-17, 09:00 AM
Welcome to SubSim AirShark :salute:
Aktungbby
12-02-17, 01:12 PM
AirShark!:Kaleun_Salute:
Geoff then
12-12-17, 02:03 PM
Great Mod indeed! SH4+Tmo is the best Subsim out there, at least thats my opinion. Very easy to install and much more gameplay fun. No downsides, so use this mod if you want a better game. To Honor the work of all people involved, I snapped this sceenshot. Ahoi!:Kaleun_Salute:
https://steamuserimages-a.akamaihd.net/ugc/882007810318918490/1449BB33A81710E01054C6A5F9979AA16819C055/
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