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JREX53
04-05-08, 10:46 PM
Able72,
Look at te top left of your screen and you should see the bottom of the speed chart. Just pull it down until you can read it.

It also has the controls for the gramophone on the bottom right hand corner of
the speed chart.

Hope this helps!

Able72
04-05-08, 11:42 PM
Is there a particular view I should be in? I've tried to check each one, but I could be missing it I suppose, could you point out which screen it might be on? or is it avaiable at all the view points on the interior?

gAiNiAc
04-06-08, 12:11 AM
Periscope, shmeriscopes, i just fixed the *******ing medals!





Coming in Next SP update. No ETA, i was hoping for sometime this week. Not sure yet.


Cool!

JREX53
04-06-08, 11:50 AM
You need to be at the Navigation Map to see the bottom of
the Speed Chart.

Able72
04-06-08, 01:05 PM
Nope, no joy.

Here is a list of the mods I have active:

REL_SH4-ver15_TriggerMaru_Overhaul
TMO_ServicePack_1_Bravo
TMO_ServicePack_2
TMO_Enable_Uboat_ver2
RSRDC_TMOv15_V371
RSRDC_V371_Patch3
Install_PE2
Install less floater
ROW Sound Effect v_9
Highres_Dark_Hud_Dials
Foobor's Hi-Res Gray Skins
KZS's IXD2 Camo paint
Uncensored German Textures
MyMenu

Any ideas on how to fix this?http://img380.imageshack.us/img380/1989/sh4img20080406135804515mv8.jpg
Here is a screenie of my nav map:

CaptainHaplo
04-06-08, 02:33 PM
Ducimus - have you had a chance to look at/fix the issue of the disappearing NGAB (I think thats what it is). Every time I kill one it disappears as soon as it blows up/would give "she's going down" - no sink credit. I seem to recall you touched on this previously as a zone issue? I can confirm it as a "bug" - though not a major one. Thanks for the great work!

JREX53
04-06-08, 02:37 PM
Able72,

The problem might be because you installed the MyMenu mod.

You probably changed the association to the speed chart because of
the mod installation.

I am running the following mods:
REL_SH4-ver15_TriggerMaru_Overhaul
TMO_Enable_Uboat
TMO_ServicePack_1_Bravo
TMO_ServicePack_2
TMO_MainLoadScreenFIX_v1.4-1.5
RSRDC_TMOv15_V371
RSRDC_V371_Patch3
ASW_6.0b_TM_Overhauled_1.5
Pacific Environments 2

I have no problem getting to the speed chart

Able72
04-06-08, 02:50 PM
two questions, do you use a wide aspect ratio monitor?

and where did you find ASW_6.0b_TM_Overhauled_1.5 and what does it do?

ekempey
04-07-08, 08:07 PM
Having upgraded to 1.5, and only playing with the USN so far, I decided to try out the U-Boat campaign. I downloaded the most recent U-Boat Fix and have all of the latest service packs installed of TM. I just booted up a quick mission and noticed that the ROW "free camera" mod is no longer in use. I tried forum searching both here and Ubi's forums and can't find out for the life of me if it is just me, or the camera mod was deleted by the U-Boat fix in order for it to work?

Here are the Mods I have installed (in order):

REL_SH4-ver15_TriggerMaru_Overhaul
TMO_ServicePack_1_Bravo
TMO_ServicePack_2
RSRDC_TMOv15_V371
RSRDC_V371_Patch3
TMO_Enable_Uboat_ver2
Nisgeis' Range Ring and Bearing Line Mod

I hope this question has not been answered before, and if it has, I am very sorry to waste your time.

thasaint
04-07-08, 08:24 PM
it's not just you, you'll have to d/l yet another mod to have the free camera like the fleetboats...

don't remember who released the uboat camera mod, sry can't help ya more

JREX53
04-07-08, 08:26 PM
I have a Samsung 19" LCD, SyncMaster 940BF, running at a resolution of
1280x1024

ASW_6.0b_TM_Overhauled_1.5 is an Air Layer Mod by AkbarGulag & Donut.
You can get it at the following link:
http://www.subsim.com/radioroom/showthread.php?t=131709&highlight=layer

ekempey
04-07-08, 08:46 PM
Ok, thanks! :)

Able72
04-07-08, 10:36 PM
I have a Samsung 19" LCD, SyncMaster 940BF, running at a resolution of
1280x1024

ASW_6.0b_TM_Overhauled_1.5 is an Air Layer Mod by AkbarGulag & Donut.
You can get it at the following link:
http://www.subsim.com/radioroom/showthread.php?t=131709&highlight=layer
I think its the lack of a widescreen monitor. Same thing happened when I tried the pull down map with no other add ons. Where can I find the 'default' location in the file for the pull down speed chart?

Anyone using this on a 4x3 monitor and able to see the speed charts?

Able72
04-09-08, 04:57 PM
According to this thread: http://www.subsim.com/radioroom/showthread.php?t=125650&page=7

Dr. Beast said that TMO had a command to allow you to have your Weapons Officer ID targets for you.

Is this true? If so, what is the command for this?

tedhealy
04-09-08, 06:11 PM
It's the last button or next to last when on the periscope tab.

Able72
04-09-08, 06:27 PM
Thanks, I just added that button to my custom made menu bar using Menu Maker.

BooBooLovesAll
04-09-08, 08:59 PM
Is there a list of when certain technology is available within the mod?

Just curious as to when things start becoming available at different ports.

Gracious.

schurem
04-10-08, 08:37 AM
Hi all,

Is there a quick and dirty way to make the planes, and especially the zero's a little less deadly? I never manage to make it under quick enough, and even if i do, they seem to carry depth charges. This does not feel very realistic, and is most definately unfun imo.

Able72
04-10-08, 08:46 AM
You've seen Zero's? Where are you sailing?

Q3ark
04-10-08, 08:48 AM
Hi all,

Is there a quick and dirty way to make the planes, and especially the zero's a little less deadly? I never manage to make it under quick enough, and even if i do, they seem to carry depth charges. This does not feel very realistic, and is most definately unfun imo.

They can see you whilst you are at periscope depth:o (Ducimus's evil creation, the stock ai couldn't do this:arrgh!:), and remember an air dropped bomb is going to penetrate the surface of the wter quite a ways before it goes off. If I pick up an aircraft on radar and it looks like it might be heading in my direction I always crash dive to at least 165 ft just to be safe.

As for tweaking the AI, I have no experiance with this so can't help there sorry.

tale
04-10-08, 09:54 AM
Hello everyone,

I'm in the middle of my first SHIV career, actually it's May 44, and I'd like to try TMO that I hear so many good things about. But I don't want to start a new career, so will I be able to load my previous saved games once I install TMO?

Usin SHIV 1.4 + ROW

claybirdd
04-10-08, 09:56 AM
negative. TMO makes changes to the campaign, zones,nodes....

you would have to start a new career, sorry

schurem
04-10-08, 01:08 PM
They can see you whilst you are at periscope depth:o (Ducimus's evil creation, the stock ai couldn't do this:arrgh!:), and remember an air dropped bomb is going to penetrate the surface of the wter quite a ways before it goes off. If I pick up an aircraft on radar and it looks like it might be heading in my direction I always crash dive to at least 165 ft just to be safe.

As for tweaking the AI, I have no experiance with this so can't help there sorry.

Frack... well if it has to be that way, running surfaced anywhere near japan is impossible... how do i reduce the amount of airplanes then?

Ducimus
04-10-08, 03:21 PM
:)

Trigger Maru...
http://www.cogsci.indiana.edu/farg/rehling/party/pix/evilInside.gif

:rotfl:



edit:

Plane dropped bombs detonate on contact, or at around 67 feet and and around 145ish feet (i forget exact numbers), depending on what bomb the plane happends to be carrying. The detonation depths, are, according to Taters research, historically correct.

schurem
04-10-08, 04:22 PM
i do love your work tho, ducimus, keep it up :) If only those damn zero's ...

Ducimus
04-10-08, 06:42 PM
BTW, zeros, as i recall, are only spawning from large airbases.

Large airbases in general, aren't very wide spread. Theres obviously a couple in the home islands of Japan . :D

NKVD-crazyivan
04-10-08, 10:49 PM
Hi Duci

First and formostus great work on the TMO project....from a small Hamlet you have created a city of game goodness...........just a quick Q i am running your latest SP's with RSRDC add on and nothing else....
Am i right that your newest relese still incroperates W.Clears Vers 4.0.............

Due to looking at the posts his new version 4.1 may conflict some what with yours.

I really want to get the best out of this game using your mod and RSRDC.............
Can i use the Latest P.E mod over yours for visual effects etc.....and what order do you reccomend i install this.........

I thank you as a Silent Hunter fan for the work all you modders do to make a good game great..........my first Sub-game was "Aces of the DEEP" 6 hard disks on my 486 60mhz....:up:

ecfchamps
04-10-08, 10:50 PM
I'm having an issue with silent running. I don't know if this is TMO related, if it isn't then please forgive me for posting it here. I have just started a new career with USS Gudgeon (SS-211, Gar class) and I spotted a Task Force (2 ships) in the Makassar Strait and so I decided to do an end-around and attack. I get into position to attack about 7nm ahead of the task force and submerge to periscope depth. I wait for the ships to get into position and fire all six fish. After I fire, I order a depth of 225 feet and ahead slow, turning away from the ships as my fish go on their merry way. As I take her down I order silent running but nothing happens. In the past when I order silent running the crew will speak in a soft tone and torpedo reloading will stop. But now they speak as normal and I can't stop torpedo reloading. Everytime I order it, they will say "Rig for Silent Running" but nothing happens. Again, I don't know if this is TMO related or not but if anyone can help me out as to the cause I would be very grateful. Here are the mods I'm running:

REL_SH4-ver15_TriggerMaru_Overhaul
TMO_ServicePack_1_Charlie
TMO_ServicePack_2_Bravo
Install_PE2
Install high quality
Highres_Hud_Dials
Catherine Bell Captain's Picture B&W:D

The date is 6/13/42.

I thank anyone in advance who can help me. :up:

modisch
04-12-08, 02:33 PM
I set out on my first patrol since reinstalling SH4, getting UBM and then installing TMO+RSRD. For variety's sake, I took an S-boat out (my first time in the little guy). Of course, this was after obsessive/compulsively tweaking graphics (nHancer) and testing a bajillion things....

I was sent off to Formosa to patrol... and patrol I did, coming across a VERY large task force. Cruisers, sea plane tenders, passenger liners, tankers, and more... all in one long lovely line with an escort of several destroyers circling. The catch was, it was night and severe storms. I was able to quietly position myself for a perfect trap, sitting about 750yds from their plotted course, with a nice 90 degree angle. Laying in wait, I took shots at a leading tanker. 2 hits, but failed to sink... Then as they started zigging and zagging and ended up positioned for a cruiser, 3 out of 4 torps hit and made for a spectacular sinking... then a passenger liner, 3 out of 3 struck with a spectacular sinking.


Yet the whole thing was tarnished by an issue with visibility and sensors. None of the escorts seemed to be able to find me, not even a hint of where I was. which allowed me to sit unmolested as the shooting gallery rolled by. But even more disconcerting was that I couldn't lock on to a target and my crew had no idea what was out there. Until something came in to about 800yds or less, it might as well have been invisible. Yet I had a beautiful view in the periscope of nicely detailed profiles for maybe... 2-3,000 yards. I'm sure the escorts should have been stymied by the rains and darkness.... but I wish I had at least a little more performance out of my crew.

This seems to be a part of what W_Clear was talking about with visibility and sensors... but I didn't install his mod.

I'm wondering if anyone else has had this experience with TM? Is there anything that can be tweaked to have what I can see consistent with what the AI can see?

That said... I still had a ton of fun and I'm enjoying TM, as always. Thanks Ducimus.

Thanks,

-m

Ducimus
04-12-08, 03:04 PM
Were you running ANY enviormental mods along with TM? and i mean ANY of them?
Also, what time of day was it. Dawn, dusk, night?

edit:
>>>The catch was, it was night and severe storms

That'ill do it. if its a driving rain with rough seas at night, nobodys going to see squat.

modisch
04-12-08, 04:04 PM
Were you running ANY enviormental mods along with TM? and i mean ANY of them?
Also, what time of day was it. Dawn, dusk, night?

edit:
>>>The catch was, it was night and severe storms

That'ill do it. if its a driving rain with rough seas at night, nobodys going to see squat.
Not a single environmental mod. Nothing installed except TM + SP1,2 + RSRD + Patch5.

I figued it must have been due to night and storms. Which on the one hand, I liked that the weather really dampened the ability of escorts to spot me.... but the disparity between what I could plainly see and what my crew could see was a little jarring. Is there anything that can be done to reduce my visibility so that I can't see anything >1k yards under those conditions? It just sort of breaks the immersion when I can plainly see a ships profile in detail but can't do anything about it.

Thanks for the response, Ducimus. Back to my patrol...

Best wishes,

-m

Dignan
04-12-08, 05:00 PM
Did you have volumetric fog and environmental details turned on? I'll venture a guess that if those are turned off then you'll be able to see ships before the crew would because the AI still thinks there is fog out there.

modisch
04-12-08, 07:24 PM
Did you have volumetric fog and environmental details turned on? I'll venture a guess that if those are turned off then you'll be able to see ships before the crew would because the AI still thinks there is fog out there.

both were on, however I've tried all permutations there of without any change to what I can see.

-m

Ducimus
04-13-08, 02:37 PM
All Service packs have been removed.

Full compiled version has been uploaded.

Last minute changes ive made that were not in any SP:


// made radar station controls clickable when not using the radarmans view.

// made the conning tower hatch in the control room "highlight" when you move the mouse over it.

// fixed radar bearing texture.

//changed days in port from 28 to 21. (stock 14)

// added 4th conning tower upgrade so all boats have one.

// fixed and changed refit schedules

// fixed bug in TM where only the USS Balao would be awarded when offered a new boat of the balao class.

// added pre JAANAC Ace's tonnage scores mod by AntEater


//AI_sensors.dat
- AirB_visual->minsurface from 2.5 to 3.

-AirS_visual->Sensitivity from 0.05 to 0.


//watch crew visuals surface factor from 100 to 110


//updated Stock gramaphone and metric users optional mods.


I've also updated the FAQ.

See first post.




Now im taking a vacation. Hell, i might even subscribe to WoW again. I make no promises about continuing to mod, or promising to quit modding. I will say though, that my intention is to quit.. or rather.. im going to TRY and quit.


If its any indicator about how much modding has dominated my free time....

Duci's desktop before (http://www.ducimus.net/sh4/desktop_before.jpg)
Duci's desktop now (http://www.ducimus.net/sh4/desktop_after.jpg)


Anyway, thats all i got. TM is, what it is, ive done my best. Its not perfect, but its close enough.


EDIT:

FAQ item number 7 is inccorrect:

7.) I hate the damn bathtub, i dont care if it's historically accurate, how do i get rid of it?

As of the Overhaul edition, i've conceded that i don't like the early war towers either, so you shouldn't see them anymore.


Refits are fixed, as detailed in this post:
http://www.subsim.com/radioroom/showthread.php?t=134913

and FAQ item number 23

The General
04-13-08, 03:01 PM
God bless you Duci, have a good vacation. God know's you've earnt it. :up:

tedhealy
04-13-08, 05:27 PM
Many thanks for the time and effort put in.:rock:

modisch
04-13-08, 06:03 PM
Well done, Ducimus. You've done great work and I hope you enjoy your vacation.

I hope you don't go spoiling your WoW experience by spending more time modding the UI than playing. ;)

-m

ReallyDedPoet
04-13-08, 06:10 PM
Nice work Ducimus :up:


RDP

momo55
04-13-08, 07:50 PM
Thank you for all the hard , great and amazing work sir . I enjoy it almost every day and that sinds FTT till now ...have a nice vacation .

http://img87.imageshack.us/img87/4651/kitkat2un0.jpg

claybirdd
04-13-08, 09:34 PM
I noticed you have Crysis. If you every play online mabye ill see you around there, though i think their multiplayer could be set up much better.

Anyways thanks Duci.

lancerr
04-13-08, 10:59 PM
Great job Ducimus. Have a good vacation.

Since Ducimus is on vacation, this question is posed to the rest of you running TMO. Before TMO, I had W_Clear's environment mod and was running SH4 fine with 2xAA at 1680x1050. I uninstalled all mods, applied TMO and service packs and noticed a significant drop in frame rate.

The first slow down in noticed from the bridge where I'm losing anywhere from 5-10fps with the same exact graphical settings.

The bigger slowdown happens when I'm inside the command room where FPS drop to about 5-10.

I then applied W_Clear's Env 4.0 mod and no difference.

So my question is do any of know know what parts of TMO have increased the graphical demands on teh engine? Is the reworked interior that much more demanding on the rig than the previous version?

Thanks,

claybirdd
04-13-08, 11:02 PM
Do not use EE mod with TMO. Your crew will lose its ability to spot ships even at ridiculously close distances. Read the Read Me in TMO.

ustahl
04-14-08, 06:22 AM
Actually W_Clear's Env 4.0 is included in TMO. It is stated in Credits_and_Permissions.rtf in the support files of TMO.

This means the latest TMO (released yesterday) contains Scene.dat from W_Clear's Env 4.0. However, W_Clear has released updates to his Environmental Mod, the latest being v. 4.2, with a newer version of Scene.dat. I'm not sure if Ducimus made any changes to Scene.dat v. 4.0 or if he adopted W_Clear's file as such. Anyway, I'm going to replace TMO's "old" Scene.dat with W_Clear's newest version and see how it behaves.

DrBeast
04-14-08, 06:46 AM
Great job Ducimus. Have a good vacation.

Since Ducimus is on vacation, this question is posed to the rest of you running TMO. Before TMO, I had W_Clear's environment mod and was running SH4 fine with 2xAA at 1680x1050. I uninstalled all mods, applied TMO and service packs and noticed a significant drop in frame rate.

Thanks,
All Service packs have been removed.

Full compiled version has been uploaded.


I'd suggest you download the latest version of TMaru and NOT install the SPs on top of that ;)

Ducimus, we can't thank you enough. I hope you'll still pop in to this forum from time to time. The majority of us are mostly harmless :rotfl:
Enjoy whatever it is you'll be doing, skipper! :up:

ustahl
04-14-08, 08:00 AM
As indicated in my posting 293 above, I replaced Scene.dat in latest compiled TMO with Scene.dat from W_Clear's latest Environment Mod version 4.2 (and 4.2a). Result: astonishing improvement in water quality, but watch crew does not recognize far away ships any longer :cry:. I kind of was afraid of that.

Does anybody know how to increase watch crew visual recognition?

DrBeast
04-14-08, 08:23 AM
Does anybody know how to increase watch crew visual recognition?

Try tweaking the values in sim.cfg and sensors.cfg (both in Data\Cfg)

RocketDog
04-14-08, 08:41 AM
Thanks Ducimus - all your work on this is much appreciated and gives us many hours of enjoyable gaming.

Have a beer on me!

Cheers,

RD.

ustahl
04-14-08, 08:49 AM
Thanks Doctor Beast, will fiddle with applicable values in those cfg files later tonight. Must go out for a while but will revert later if/when improved values found.:up:

Able72
04-14-08, 01:12 PM
Don't think this is supposed to be possible. Please correct me if I'm wrong.

Captaining an S-Class Sub in the early war.

I returned to base on December 23, 1941 after a successfull patrol where I sunk 14k tons of enemy shipping. I had only one fish left on board. When I was resupplied and checking for possible upgrades, I noticed that my boat had been reloaded with Mark 14's instead of the Mark 10's. Although the only fish listed as available to choose was the Mark 10.

Any clues as to how to fix this?

Possible work around would be to reload the boat one fish at a time with the Mark 10's but that would be slow going.

Aniuk
04-14-08, 04:41 PM
Now im taking a vacation. Hell, i might even subscribe to WoW again. I make no promises about continuing to mod, or promising to quit modding. I will say though, that my intention is to quit.. or rather.. im going to TRY and quit.

Anyway, thats all i got. TM is, what it is, ive done my best. Its not perfect, but its close enough.


:up: Thanks for sharing it with us. It sure is close to perfection! Ducimus, a name to remember! Perhaps one day...... , for now: THANK YOU, sir.:up:

ustahl
04-14-08, 05:31 PM
Does anybody know how to increase watch crew visual recognition?
Try tweaking the values in sim.cfg and sensors.cfg (both in Data\Cfg)
I tried to tweak values in sensors.cfg and sim.cfg with W_Clear's v. 4.2a scene.dat replacing his v. 4.0 scene.dat, which is part of the final TMO, in order to achieve similar visual recognition distances as originally in TMO. Unfortunately I did not find any improvement. Changing & testing different values was rather cumbersom, especially not being entirely sure re. the exact meaning of the various settings and their implications. So eventually I reverted to TMO's values.

It seems, though, that Ducimus has tweaked his/W_Clear's v. 4.0 scene.dat for TMO, as TMO's v. 4.0 scene.dat has a later timestamp than W_Clear's original version. Thus, if some other, newer scene.dat is used, that must be tweaked accordingly to provide the correct recognition distances within TMO. Took a look at the new scene.dat with Skwasjer's S3ditor, but no idea what to change there, so I gave up.:cry:

With W_Clear's newest scene.dat I have a max. recognition distance of slightly above 8000 meters, although ships are visible much farther away (but not recognized or lockable by TBT). It's a pity because the water quality with the newest scene.dat is unbelievably gorgeous, much better than in TMO as such.

Any ideas besides waiting for Duci's return?:roll:

marlo77
04-14-08, 05:46 PM
Hi @ all,

I installed TMO and I think it is a very nice Mod but after install everything changes from german to english. Only Speech is still in german.
Is there a way to change it back to German Language? :oops:

Ducimus
04-14-08, 06:17 PM
scene.dat->envSim->FogDistances[0,3]->ObjectsRelativeZMax


Run a filecomparision between a stock scene.dat and the scene.dat of whatever enviormental mod your using. Set above mentioned variable to stock value.

This will kill the fog effects to some degree, but visuals will be back to normal.

Alternatly you can *TRY* and lowering the fog factors in the sim.cfg and sensors.cfg from 1.0 to 0.5 and see if that helps. (untested idea).

ustahl
04-14-08, 07:01 PM
scene.dat->envSim->FogDistances[0,3]->ObjectsRelativeZMax


Run a filecomparision between a stock scene.dat and the scene.dat of whatever enviormental mod your using. Set above mentioned variable to stock value.

This will kill the fog effects to some degree, but visuals will be back to normal.

Alternatly you can *TRY* and lowering the fog factors in the sim.cfg and sensors.cfg from 1.0 to 0.5 and see if that helps. (untested idea).
Thanks a lot Ducimus. Didn't expect your assistance this instant due to yr vacation.:rock:
Will try yr suggestions tomorrow - it's waay past bedtime over here now and my eye lids are like lead.:dead:

Syxx_Killer
04-14-08, 07:26 PM
Thanks for the great mod, Duci! I have come to the realization that I don't really want/need the U-boat expansion. I'm not interested in the U-boat saga anymore. Anyway, I downloaded TMO 1.5 even though I don't have 1.5. I took some bits out of it and put them in my 1.4 install of TMO. I copied the UPCUnitsData folder over and the Medals, Ranks, and Qualifications files for the UPCCrewData folder. I also copied the Submarine folder over from 1.5 to 1.4 and removed the Japanese AI sub. I copied most of the Objects folder, although it looks like most of the files weren't modified. Do you think those things will conflict with 1.4? It seems to be running ok. I did a patrol, but haven't done much else. The subs seem to go with the new paint/equipment schedule set by TMO 1.5. I noticed that when starting a new career the WAC Sonar and JP listening equipment is now apparent. It doesn't seem to cause any conflicts, but will that stuff even work? Will your medal fix have been carried over with the files I copied from TMO 1.5 to 1.4?

NKVD-crazyivan
04-14-08, 08:02 PM
Great Work Duci......:up: :up: :up:

Buuuuutttttt.......... I Still cant get smoke out of the Sub exhaust,s.....
this has happened since i installed the SPC and SP3 patchs........
Last night i uninstalled your TMO and SP's and enabled your latset work through JSGME played the game and every thing so far is great but alas still no smoke is there a file i can manualy add to get this back.....it was working before even though it did not shut of under water.......

Is any one else having this problem or can some kind soul help me please as I dont really want to bother Ducimus (but very selfishly want an answer from you :roll: )

thanks once agian for a top mod.........

Just another to any one. I know W.Clears ver 4.0 is in TMO is there any compatabilty issues with 'Clears' 4.2a i heard even with removing some CFG files it still mucks up Ducis crew visuals because of the Fog etc,.....I would love the best visuals but dont want to reck the great balance i find in TMO.........:up: :up: :up:

Thanks for any help.........

SteveHump
04-14-08, 09:12 PM
...just a note for general info and Duci to consider. Attached two images show the situation. No big deal. I love TMO and just thought it might be of interest. Perhaps related to NSM. Was curious and put a few 5-in shells into the hull also, but no sinking. Left the area when one of the shallow draft subchasers arrived.

Thanks again Duci.

http://img176.imageshack.us/img176/3729/ijnsubhullshowingtorpdatm7.jpg

http://img176.imageshack.us/my.php?image=ijnsubhullshowingtorpdatm7.jpg

Edit note: Trying to insert the jpg into this note, but no luck so far. Oh well...senior citizen doldrums tonight.

lancerr
04-14-08, 11:24 PM
Downloaded the latest TMO.

Want to report what I think may be a bug.

Hitting F9, causes a massive drop in frames from 40 to 9 fps. Triple checked this and it's the same everytime.

Going to map view or another view for 30 seconds brings FPS back to normal. So does Alt-Tabbing to a different application.

Any ideas on what may be causing this?

Right now - it's Sh4 1.5 + TMO. That's it.

Roger Dodger
04-15-08, 02:32 AM
Do I need the new mod? Presently, I'm running:

SH4 v1.4
REL_TriggerMaru_Overhaul
RSRDC_P3_TMO_V325
plus a couple of 'tweaker' mods

I'm not sure I can even use the new mod, since I don't have SH4 v1.5. I haven't noticed any serious bugs or CTDs with this setup.

Thanks for all your brilliant work, Ducimus.

Able72
04-15-08, 07:18 AM
no, you don't need the new one. It is intended strictly for those running SH4 1.5 (which is the U-Boat addon/expansion).

Wilcke
04-15-08, 10:16 AM
My 2 cents, load up TMO 1.5 or 1.4 add RSRDC plus any patches Lurker has for them and just go on patrol.

You will drive yourselves nutz trying to tweak environmentals! :nope:

Frankly from the inside of the boat looking through the periscope a Japanese merchant is a Japanese merchant...and the tin cans well what can you say about them....:up:

ustahl
04-15-08, 01:41 PM
scene.dat->envSim->FogDistances[0,3]->ObjectsRelativeZMax


Run a filecomparision between a stock scene.dat and the scene.dat of whatever enviormental mod your using. Set above mentioned variable to stock value.

This will kill the fog effects to some degree, but visuals will be back to normal.

Alternatly you can *TRY* and lowering the fog factors in the sim.cfg and sensors.cfg from 1.0 to 0.5 and see if that helps. (untested idea).
Duci, your second suggestion seemed the easier to begin working with, and it worked!:yep:

I lowered the fog factors in sim.cfg and sensors.cfg as proposed from 1.0 to 0.5 and the visual recognition distance (through periscope and TBT) increased to abt 15000 meters.:up:

Consequently I felt no need to even try editing Scene.dat, which seemed to would have been a bit harder, anyway.

Now I have the best of both worlds in SH4 1.5: newest compiled TMO & W_Clear's Environment 4.2a with top notch water AND visual recognition working up to 15000m.:know:

Tested the tweak in various scenarios: Submarine School, Battle off Samar Single Mission, Career patrol in heavy 15m/s storm - everything fine, no probs so far.:rock::arrgh!:
It simply cannot get any better!:sunny:

Duci, I'm ever so grateful!

@ Wilcke: This proves that it IS possible to tweak Environmentals (maybe I should check with a shrink re. going nutz ;))

modisch
04-15-08, 03:09 PM
Ustahl,

I'm glad that worked out for you. I may try the same tweak if I run into another case where I can see something in foul weather but the crew doesn't. As much as I like the difficulty of having limited crew performance... I find it breaks the immersion when I can see so much better than they can.

-m

ustahl
04-15-08, 03:20 PM
Modisch,

For me the problem was not necessarily limited to foul weather, the visual target recognition/locking distance was reduced also in rather clear weather conditions. So the tweak improved the AI visual overall. :yep:

CaptainHaplo
04-15-08, 06:49 PM
Ustahl, just be aware that by changing the cfg file, you did exactly what you described - globally altered the AI visual - which means now the AI can see you better as well. Just an FYI. It may end up being an unintentional result. Good find though!

Able72
04-15-08, 09:25 PM
Does TMO use the same shipping lanes/routes that stock does? In other words, does the historical map provided with the game still apply?

ustahl
04-16-08, 04:22 AM
Ustahl, just be aware that by changing the cfg file, you did exactly what you described - globally altered the AI visual - which means now the AI can see you better as well. Just an FYI. It may end up being an unintentional result. Good find though!
Thanks for pointing that out, CaptainHaplo. Specifically, is it the reduced fog factor in sensors.cfg (only) that improves the AI visual for the others?
That would mean that reducing the fog factor in sim.cfg only would improve my crew's recognition/locking distance but leave the AI's visuals unchanged, ie. bias in my favour? It would be nice to know.

On the other hand, I think it's only fair that if one is to increase visual recognition distance, it should be done globally, especially as i remember reading that the IJN had better optics compared to the USN, especially night vision, which contributed to some Japanese surface battle successes (IIRC Cape Esperanza for instance).

lancerr
04-16-08, 08:18 AM
After downloading the latest TMO, and playing the game, I'm unable to save and load games anymore. Saving seems to work ok but loading causes a CTD.

Anyone else experiencing this?

mavmcleod
04-16-08, 08:18 AM
First: I wouldn't play SH4 anymore without TMO and RSRC! So thanks for saving my bucks!

I'm somewhat curious regarding radar detection:
When I was patroling 85nm south of Honshu yesterday I noticed after about 36 in-game-hours that my radar offcier had not obeyed my order to switch-off the radar (my boat is a Balao-Class equipped with the improved SJ radar in Oct. '43).

So, my boat was lit up like a x-mas tree for more than a day :sunny: . Shouldn't half of the IJ Airforce be chasing me?

I'm running SH4 + UBM + TMO (latest) + RSRC (latest)

Thanks for the fish!
Maverick

Syxx_Killer
04-16-08, 08:23 AM
So, my boat was lit up like a x-mas tree for more than a day :sunny: . Shouldn't half of the IJ Airforce be chasing me?

I'm not sure the Japanese even had that capability.

ReallyDedPoet
04-16-08, 08:43 AM
After downloading the latest TMO, and playing the game, I'm unable to save and load games anymore. Saving seems to work ok but loading causes a CTD.

Anyone else experiencing this?
Are you trying to load old saves. Anytime I install a new mod, especially something like Trigger, I delete the SH4 folder in My Documents and start fresh. So after installing the new mod, once you start up SH4 again a new clean SH4 Folder will be created in My Documents.

In doing this, I have never had a save problem, never. If you have Multiple Installs of SH4, make sure you use Multi SH4 to keep your saves seperate.

Hope this helps.


RDP

mavmcleod
04-16-08, 09:53 AM
So, my boat was lit up like a x-mas tree for more than a day :sunny: . Shouldn't half of the IJ Airforce be chasing me?

I'm not sure the Japanese even had that capability.

Ahhh.....! C'mon!
Dick O'Kane was very picky about using radar in hostile waters! Radar triangulation wasn't that hard!:arrgh!:

Anyone else any idea?

Thanks for the fish!
Maverick

modisch
04-16-08, 11:12 PM
Ran into an oddity tonight... finally got time to sit down and play a full patrol (mmmm... patrols). And decided to do a little sight-seeing and took my external cam underwater with me...

http://img212.imageshack.us/img212/4749/sh42008041622074013fb6.jpg

Is that?

http://img212.imageshack.us/img212/7364/sh42008041622080289hd4.jpg



Why yes it is... my watch crew looking for sharks and calamari. Wonder how long they can hold their breath.

Anyhow, here are the mods I have installed:
http://img212.imageshack.us/img212/6236/modsinuse041708xn2.jpg


I very much enjoyed my patrol, even with the extreme skindivng watch crew. The other quirk were some of the crew sounds repeated two or three times. But all told, great fun was had.

Now to see what my intrepid S-18 can do on the next patrol.

Cheers,

-m

jmr
04-17-08, 01:27 AM
Sorry if this has been asked but a search turned up nothing. Maybe I used the wrong terms. Anyway, is there a way to change the default F2 view? As it stands now whenever I go to general quarters I have a hulking shirtless man standing inches away from me. It's a bit unnerving having him so close :o

Able72
04-17-08, 08:21 AM
Ran into an oddity tonight... finally got time to sit down and play a full patrol (mmmm... patrols). And decided to do a little sight-seeing and took my external cam underwater with me...



Is that?





Why yes it is... my watch crew looking for sharks and calamari. Wonder how long they can hold their breath.

Anyhow, here are the mods I have installed:



I very much enjoyed my patrol, even with the extreme skindivng watch crew. The other quirk were some of the crew sounds repeated two or three times. But all told, great fun was had.

Now to see what my intrepid S-18 can do on the next patrol.

Cheers,

-m
I've had that happen as well. It seems that they can hold their breath for a rather long time, although I have yet to see shark or calamari on the menu for supper.

Ducimus
04-17-08, 01:59 PM
underwater crew is a stock bug introduced in 1.5

In other news, i have updated the mods permissions with the following cavet:

"- Absolutely no mod, concept, or design found within the Trigger maru Modpack may be used by any member of GWX,for any reason, without my expressed permission. Since they require the same of others, i require the same of them."

gord96
04-17-08, 03:21 PM
Interested in this mod. Just started SH4 again after some more time with GWX. What are the basic things that this mod does? Is it similar to what GWX does for SH3? Any info would be great! Thanks:hmm:

JGoldrick
04-17-08, 05:02 PM
This is a great mod! Just a quick question, when "F9" is pressed using any of the US boats, all I get is a underwater scene, is there any fix for this? Has anyone else encountered this? Thanks.

lancerr
04-17-08, 05:13 PM
reallydedpoet (http://www.subsim.com/radioroom/member.php?u=226550) - Thanks, that worked.

ReallyDedPoet
04-17-08, 06:10 PM
reallydedpoet (http://www.subsim.com/radioroom/member.php?u=226550) - Thanks, that worked.

No problem, glad it worked out :up:


RDP

ReallyDedPoet
04-17-08, 06:13 PM
What are the basic things that this mod does?

Check out the first post, some good info there regarding your question.


RDP

Ducimus
04-17-08, 06:28 PM
This is a great mod! Just a quick question, when "F9" is pressed using any of the US boats, all I get is a underwater scene, is there any fix for this? Has anyone else encountered this? Thanks.


I can only guess your running some mod on top of TM that overwrites some crucial changes in this regard.

:hmm:

Or.... your running the "TMO_Enable_uboat_ver3 " and trying to run a US campaign with it. This modlet changes some files that are not compatible. Pressing F9 with this modlet enabled brings you to the radio room in the uboat interior. Since there is no radio room in the 3d model for fleet boat interiors, it will dump you to an underwater view.

jmr
04-17-08, 09:21 PM
Is there anyway to change the default F2 viewpoint?

Ducimus
04-17-08, 09:32 PM
Change to what?

jmr
04-17-08, 09:50 PM
I mean to hit Shift -F2 and readjust the viewpoint to my liking. As it stands now, when at general quarters I have some big dude just a couple of inches away from me doing his repair job. Try not to roll your eyes but it bothers me - sort of like having a smashed bug dead center in your driver's side windshield.

Unless of course it's not supposed to be that way and somehow I hosed my install of TM.

edit: This is what I mean. Is this normal?

http://spidermine.com/stuff/GQ.jpg

Ducimus
04-17-08, 10:37 PM
LOL yes thats normal.

The simple answer is to load up S3D, with it, open a stock camera.dat file.

Find the forward interior camera node. Note its coordinates. Also note it has nested nodes.

Apply the coordinates from the stock file, to the TM's version of the camera.dat file, for all nested nodes. This will efect the cameras posiition for all sub interiors. (i could have done this adjustment another way, but i was feeling lazy)

That should put it back to stock. Personally, i moved it because the view felt more natural having just come down from the conning tower and it gave you a better panoramic view of the control room.

NKVD-crazyivan
04-17-08, 11:36 PM
Hi Ducimus i have already posted this ,and your answer was that maybe the wind blows away the exhaust smoke............

i am running your latest TMO with no other mods except RSRDC i still cant see the exhaust smoke even in a calm sea with no wind at all .Have looked around the Sub from all angles and no smoke........this has only happened since i applied SP3 and SPC then i uninstalled all your TMO as directed then load the complet version.........:-? Oh are you still working with W.Clears EE as you have incorperated Vers 4.0 in TMO can 4.2 work or does it Fubar your Awesome work as in AI visuals ?:up: :up:

brandtryan
04-18-08, 02:22 PM
Hi Duci

First of all, thanks for the awesome mod.

Second--does your mod overwrite the "dud torpedos" setting in the options menu? That is, if I have it unchecked, is it still possible for me to get a dud? I HATE duds :damn: , and can't imagine what the real skippers had to have been going through.

Hitman
04-18-08, 03:37 PM
OK,

we ALL know what is going on here, we ALL know how absurd it is, and we ALL want to see it having an end.

Therefore, please to ALLinvolved, open your wallet, check your ID card and remember you are all adults.

You don't have to love each other; staying out of reach should be enough.

And don't go on with the "he started first" argument. Again...check your ID cards, please (Brits check your passport).

Thanks

Hitman
04-18-08, 04:15 PM
Well I can just say one thing else: If you all managed to pay as little attantion to each other as you pay to the moderators, there would be no problems at all here :roll:

AVGWarhawk
04-18-08, 05:18 PM
LOL Hitman, I thought about the same seeing Warhawk and your replies being sortof ignored :doh:


I'm seriously thinking of pulling the weekend passes. :nope:


Thank you all for allow me 10 minutes of my time to delete useless dribble. Awesome!

Aniuk
04-18-08, 11:57 PM
LOL Hitman, I thought about the same seeing Warhawk and your replies being sortof ignored :doh:


I'm seriously thinking of pulling the weekend passes. :nope:


Thank you all for allow me 10 minutes of my time to delete useless dribble. Awesome!

I'm not a native speaker of the English language and I do not think I really want to understand everything that is said on the threads that are made by Ducimus or where he is giving great advise about his mod. But I do know that I enjoy playing the game, playing his mod and try and understand what he is giving for advise. I hope that AVGWarhawk's message does not mean that he is closing the questions and replies section. Just logged in starting my weekend after a though week on the job and saw this message by the moderator. Whatever is going on, I think I must thank you for deleting useless dribble (whatever that may be). But I ask whoever is posting dribble: Get a life! and do not spoil the fun of those that just want to enjoy playing the game with TMO.

Thanks in advance!

edit: thanks Ducimus, your final release of TMO for 1.5 is doing a great job for me and looks great!!

Meiyogen
04-19-08, 04:35 AM
I apologise if this is a rather stupid question, but how come my battaries don't recharge?

Able72
04-19-08, 10:41 PM
I apologise if this is a rather stupid question, but how come my battaries don't recharge?

Check to make sure you have activated recharge batteries

Ducimus
04-20-08, 12:47 AM
On the subject of batteries, just remember, if you take damage to the batteries, the engines don't toggle automatically from recharge mod to standard propulsion. (stock bug).

So if it feels like your bleeding fuel, thats why.



Hi Ducimus i have already posted this ,and your answer was that maybe the wind blows away the exhaust smoke............

i am running your latest TMO with no other mods except RSRDC i still cant see the exhaust smoke even in a calm sea with no wind at all .Have looked around the Sub from all angles and no smoke. ...this has only happened since i applied SP3 and SPC then i uninstalled all your TMO as directed then load the complet version........

Im not sure whats going on there. The exhaust "effects" are in and working. If you are running any mod on the side that alters submarine.dat files, then you'll be overwriting the dats i tweaked - hence, no exaust effects at all.

On that subject, i think it could use some more tweaking, the wind plays too much of an influence in the particle generators. My problem is i need wind effects to simulate a higher throttle, since i can't figure out how to tie in the particle generators to the throttle setting of the submarine. So the ad hoc solution is to have wind carry the exaust smoke, so it "looks" like the effects of faster accelleration.

NKVD-crazyivan
04-20-08, 05:08 AM
Thanks for the reply Ducimus......but i have no other mods but yours and RSRDC....this smokeless problem showed it self when i uninstalled your SP2 and SPb then installed your new and latest mod..........

Is there a folder i can add out of your mod to get this back.......

I love your work and i know time is your worst enemy........but i will say this again great effort this is a top mod :up: :up: :up:

Aniuk
04-20-08, 08:57 AM
Im not sure whats going on there. The exhaust "effects" are in and working. If you are running any mod on the side that alters submarine.dat files, then you'll be overwriting the dats i tweaked - hence, no exaust effects at all.

On that subject, i think it could use some more tweaking, the wind plays too much of an influence in the particle generators. My problem is i need wind effects to simulate a higher throttle, since i can't figure out how to tie in the particle generators to the throttle setting of the submarine. So the ad hoc solution is to have wind carry the exaust smoke, so it "looks" like the effects of faster accelleration.

Just finished a patrol and I can state: no exhaust effects here either. Was not paying that much attention to it, sorry. Running nothing else but TMO. It looked great with the SP1 & 2.

Windspeed 2 m/s. Clear sky, Near Wake Island beginnen of 1942 on a GAR sub. Nvidia 8800 GTS, > 70-80 fps. So there is something funny going on between the SP1 & SP2 and the final version. Not a disaster, but now I know! I can live with this of course, but maybe it's a simple thing to repair.

Edit: just checked it out again using the free cam and circling the boat. There is smoke. It's not so dark and only on the starboard side (maybe that is intended?) Reacts on the subs speed. So it is there, but it's not "brownish" like in the patched version.

Edit 2: Did some 360 degrees turns in full speed, clear sky, sunny, windspeed zero and I can now state. It is there! on starboard and port. Difficult to see when the ships side is turned to the sun. But it is there. Maybe, just maybe, Ducimus is using now something like Shell V-Power diesel. Released last year in the Netherlands, better for the environment, saves your engine and all that.:rotfl: So, it is a colour thing?

Ducimus
04-20-08, 10:30 AM
Well i recoloered it because of some clips i saw online that shows , in clolor, acutal exhaust.
http://www.realmilitaryflix.com/public/794.cfm

Arguably, i scaled it a bit too small.


The reason why you see it on one side, and not the other is because of the wind. Its blowing the particles generated inside the boat. Its there, but its leaning inward. Result is you only see it from one side. I think i need to try lowering the wind coeficent of the nodes for these at some point. maybe scale them a bit larger. What i was trying to avoid, was having this huge exaggerated exhaust plume. Said plume is acutally mostly steam and water according to some sub vets around these parts. This is another reason why i changed it the way i did.

Aniuk
04-20-08, 04:36 PM
Thanks Ducimus for your elaborate answer. It explains it all. There is never a smoke screen when you answer a question. It makes sense. Sometimes a problem is not a problem at all, it's the solution :oops: :up: thanks for letting us know why you made the changes! Impressive pictures of the US Fleet submarines, thanks for posting the link.

ReallyDedPoet
04-20-08, 08:53 PM
Well i recoloered it because of some clips i saw online that shows , in clolor, acutal exhaust.
http://www.realmilitaryflix.com/public/794.cfm



I was a little curious about that as well, thanks for the explanation. Nice link by
the way :yep:


RDP

ustahl
04-21-08, 08:42 AM
Duci, thanks for that really awsome link: http://www.realmilitaryflix.com/public/794.cfm

I immediately registered and, being a history buff, straight on spent some hours there.:arrgh!:

Those Fleetboat flicks also give some nice reference on the look of the water surface/waves at 0 wind, which is currently discussed over in this thread: http://www.subsim.com/radioroom/showthread.php?t=134599.:up:

Blood_splat
04-22-08, 10:17 AM
I can't hear ships with the sonar. This is what I have installed.
:confused:
REL_TriggerMaru_Overhaul_15
RSRDC_TMOv15_V371
RSRDC_V371_Patch5

Ducimus
04-28-08, 02:52 PM
So ive been working on some updates.

General list:


Hydrophone upgrades:
A picture says it best:
http://www.ducimus.net/sh4/preview/tm15b_preview_01.jpg
I dont claim the numbers are tits on historically accurate, but its in the ballpark. Hydrophone upgrades are:

WCA, range = 10K
JP, range = 15K
JT, range = 21K

WCA sonar will detect surface contacts. This much is historically correct. Much to my amazement the game acutally DOES use two sonars. I dont know how, but it knows to switch to the better hydrophone while submerged, and seems to use the WCA only while surfaced. So you'll be able to detect surface sound contacts up to a range of about 9K. Since yoour watch crew can see 15K, i dont see this being overpowered, but VERY handy for fog conditions;


EDIT: Note for clarification: You start with just the WCA sonar, and retain it throughout the war which is used in tandom with sonar upgrades. JP sonar becomes available in 6/43 and JT in 1/45.



Enviormental upgrades:
Ive taken the time to get Player and AI visual sensors to work as correctly as possible with W_Clears enviormental work. Ive made a few small, minor adjustments to fog, however, the really cool fog effects ARE there, and im sure the eyecandy maniacs will be happy.


Fixed Tench torpedo loadout:
I hope this is correct :roll:
http://www.ducimus.net/sh4/preview/tm15b_preview_02.jpg
I am seriously considering dumping the torpedo graphics i did. They look very amateurish (umm.. cause im an amateur graphics guy at best :88) )



Submarine crew configurations:
A picture says it best:
http://www.ducimus.net/sh4/preview/tm15b_preview_03.jpg
It will work correctly at all screen resolutions.

Interior nodes:
Added a couple character nodes to the conning tower of interiors. One is the firing key operator, another is a secondary sonarman. Both are active only during battle stations. Ive alsy set lighting conditions back to stock.

Picture of CT during battle stations with no PPF:
http://www.ducimus.net/sh4/preview/tm15b_preview_04.jpg

Pictuere of CT during battle stations with PPF, and glare enabled:
http://www.ducimus.net/sh4/preview/tm15b_preview_05.jpg


Engine exhaust:
Ive adjusted it again, by removing the global wind controller from the exhaust nodes. Now they should function correctly, without the particle effects being blown inside the sub where it cannot be seen.



Theres some more i wanted to do, but after doing all of the above, burnout is setting in, and im getting tired of looking at things, so i might release what i have soon, and worry about the rest for later.

Unfortunatly do to the extensive changes in crew configurations, you'll have to start a new career to gain the effects of these changes. OR, if your offered a new boat, take it, and it will come with these changes enabled.

No ETA on release.

modisch
04-28-08, 02:59 PM
Ducimus,

One day, you simply need to move to a sanitorium deep in the mountains where you can enjoy fresh air on a rocking chair with some sweet tea. Because you are absolutely terrible at taking a break from modding. ;)

Looks like awesome work and we're all the more lucky for it. Just please don't burn yourself out. You've more than earned the right to rest on your laurels.

Cheers,

-m

Aniuk
04-28-08, 04:13 PM
I thought it could not be better! But these screenshots show it can be done. I hope the ETA is ASAP (it's a holiday week in the Netherlands!). It would be nice to have a go with this. It looks great! :up:

Peto
04-28-08, 08:04 PM
OK. So the tide of life sweeps me away for a while and when I finally wash back up on the subsim shore what do I see? The return of Ducimus :lol:! Back to his old tricks and--once again--doing Great Work! :up:

Good to see you drifted back!

Ducimus
04-29-08, 02:17 PM
Some more changes:

http://www.ducimus.net/sh4/preview/tm15b_preview_06.jpg

- Improved/cleaned up ordersbar. Assigned icons to buttons that were missing them.
- Made decoys an upgrade, avialable in 12/44.

*note on decoys:
Right now its just one Decoy upgrade. Ive created decoy files that are unique to US subs, where as normally it was using the BOLD3 german decay. Eventually my plan is to create more then 1 decoy, but have them do different things. For example, sending up an oilslick. I experimented with that, but all i got was squid like inkspot where the decoy was released instead of oil going to the surface, so that will require more experimentation then i have patience for right now.

http://www.ducimus.net/sh4/preview/tm15b_preview_07.jpg
Ive changed the torpedo icons colors to that by castorp345.

*note: currently i do not have the patience to recolor the actual torpedos themselves, so i will be reverting these back to stock coloration.



All i think im going to do now, is tidy up some odds and ends in the camera file, write up the documentation for this update and call it good for awhile.

Ducimus
04-30-08, 04:23 AM
Im not updating again, tell i get a chance to run a career game from early to late war.



anywho.. the usual terse changelog, i don't believe any changes ive made will effect RSRD compatiblity, i mainly focused on the subs themselves.




//sub interiors
- changed lighting and fog settings back to stock.
For non PPF users, recommend changing Fog Parameters from (51, 58, 60) to (10, 12, 12) via S3D.

- added two additional crew nodes

// UI changes
- cleaned up orders bar.
- added icons to buttons that didnt have any
- changed color of fuel/batt/02/comp air status bar.
- changed torpedo icons to that of castorp345's torpedo color mod
- removed all previous torpedo textures.

// Enviormental changes
- added various parts of Enviormental mod 4.3 by W_clear
- changed for so that medium fog looks like medium fog and heavy fog looks like heavy fog.
- adjusted visual fog factors for both the player and AI visual sensors.


//fixed sub exhaust so its no longer blown inboard and rendred invisible.


//submarine configuration changes
- reconfigured crew positions on fleet boats. Will need to start a new career or take a new command for these changes to appear.

- Decoys is now an upgrade avialable in 7/44.

- Hydrohones are now an upgrade. All boats come standard with WCA sonar which is later agumented and used in conjuction with by JP and JT sonar later in the war.


//Passive sonar changes:
- WCA, range = 10K, comes standard
- JP, range = 15K, available in 6/43
- JT, range = 21K, avaialble in 1/45

//campaign fix
- removed erononous entry in 44B Jab sub hunter layer.

NKVD-crazyivan
04-30-08, 05:45 AM
Fantastic work Duci cant wait till i finish my current patrol...................

forgive my New Zealand noobness but do i uninstall your last ver of TMO and reinstall your lastest work or put this over top.

:up: :up: :up:

ReallyDedPoet
04-30-08, 06:57 AM
Nicely done :up:


RDP

TDK1044
04-30-08, 08:22 AM
As always, thanks, Duci.:up:

Ducimus
04-30-08, 11:23 AM
do i uninstall your last ver of TMO and reinstall your lastest work or put this over top.

:up: :up: :up:

Uninstall last version, and set it aside somewhere if you want, or just toss it. Note though, that some of the changes ive made wont appear unless you command a new boat, either through an offered command, or a new career.

Aniuk
04-30-08, 11:39 AM
:up: :up: :up: :up: :up:

Happy Hunting and THANK YOU

:up: :up: :up: :up: :up:

Just one tiny little question. AOTD Madmax made a new skin for the aux. subchaser. It looks really nice and it is stated to be TMO ready. Is it safe to use or will it conflict gameplay in any way. (have not met aux. subchasers that much so far, so I will not install it till I know it can do no harm (besides trying to sink the boat :rotfl: )

Ducimus
04-30-08, 11:56 AM
Applying a skin wont hurt anything.

claybirdd
04-30-08, 01:53 PM
magnificint. thank you very much. :up:

DrBeast
04-30-08, 02:28 PM
Just out of curiosity, Ducimus: are you still contemplating making a 1.4-version as you had stated a while ago?

Iain MacLean
04-30-08, 02:28 PM
First off, thank you Ducimus. Your work, as always, is astounding. You and your work most certianly are one of the things that makes this game playable for me.

Now, on to my question- with this new B version of TMO, will the Service Packs also need to be enabled on top of it, or were there changes included in this mod, making it a 'roll-up' version of all previous changes?

Thanks, and good hunting during your more than well deserved break.

Ducimus
04-30-08, 02:37 PM
DO NOT USE ANY previous service packs. Theyve been incorporated into the main mod, and their d/ls' removed.

claybirdd
04-30-08, 03:03 PM
Mabye its just me but every time I save a game my toolbar completly disappears. (note, it is not being minimized), it disappears. the only way to retrive it is to reload the save that I just made, kinda sux but just wonderin if this is happening to anyone else.


running TMOb+RSRD

it has happend several times now and I started with a new career in april 42 with a Tambor boat out of Pearl.

Iain MacLean
04-30-08, 03:40 PM
Wonderful- good to know. Thanks Ducimus!

Off to start that new career I've been dreaming about....

:up:

Roads88
04-30-08, 03:47 PM
I have ten MAJOR problems that have yet to be addressed.:nope: :nope: :nope:

:rotfl: :rotfl: :rotfl:

Just Kidding.:D



Thanks again for all your great work. Because of your effort, I end up comming back to this Sim again & again. Most Greatful. :up:

Road

Ducimus
04-30-08, 03:51 PM
Mabye its just me but every time I save a game my toolbar completly disappears. (note, it is not being minimized), it disappears. the only way to retrive it is to reload the save that I just made, kinda sux but just wonderin if this is happening to anyone else.


running TMOb+RSRD

it has happend several times now and I started with a new career in april 42 with a Tambor boat out of Pearl.


Guess id better watch for this. I can't imagine how this could be happening if it is a problem with the changes ive made.

edit: I did run out of pearl on a test patrol last night before posting, saved the game a few times, and never noticed this at all.

Aniuk
04-30-08, 04:14 PM
Applying a skin wont hurt anything.

thanks for the quick reply! You truly are a gentleman.

claybirdd
04-30-08, 04:30 PM
I disabled themods then reenabled them again and the problem has remedied itself. could've been a fluke corrupted file:hmm: dunno, but is working so far this time around.

lurker_hlb3
04-30-08, 05:26 PM
RSRDC_V371_Patch7 is up to support the latest version of TMO. See first post of the RSRDC thread for the link

lurker_hlb3
04-30-08, 05:28 PM
Mabye its just me but every time I save a game my toolbar completly disappears. (note, it is not being minimized), it disappears. the only way to retrive it is to reload the save that I just made, kinda sux but just wonderin if this is happening to anyone else.


running TMOb+RSRD

it has happend several times now and I started with a new career in april 42 with a Tambor boat out of Pearl.

Guess id better watch for this. I can't imagine how this could be happening if it is a problem with the changes ive made.

edit: I did run out of pearl on a test patrol last night before posting, saved the game a few times, and never noticed this at all.

I've seen it. It's some combination of keystrokes that make it happen. Ive had it happen to me on a "stock" system. Wish I knew what it was myself

Ducimus
04-30-08, 05:44 PM
RSRDC_V371_Patch7 is up to support the latest version of TMO

You seriously had to upadate? I was positive nothing i did effected you. Damn.


I've seen it. It's some combination of keystrokes that make it happen

:hmm: period/delete key on the numberpad?

lurker_hlb3
04-30-08, 06:02 PM
You seriously had to upadate? I was positive nothing i did effected you. Damn.

UpgradePacks.upc


I've seen it. It's some combination of keystrokes that make it happen
:hmm: period/delete key on the numberpad?

Maybe?

silent killer
04-30-08, 07:57 PM
Thanks ducimus for the up date to TM. Using RSRD AND RSRD patch and every thing works just super:D :D :D .

vinceor
04-30-08, 09:07 PM
Bravo Zulu to you, for your service to the fleet.

I have a question? In the first post the expanded support for Uboats goes to TMO_Enable_Uboat_ver3 when filefront is keyed. Whereas, when you are get the file from the Operation Monsun post you get version 4. Which is it to be?

Thank you once again.

Ducimus
04-30-08, 09:13 PM
If your running Monsun operation, run version 4 of "TMO enable uboat", or whatever the latest version is that Lurker has posted there. He's made some changes to it, that are important to his work, so always run the version Lurker says to when runnning Monsun Operation.

claybirdd
05-01-08, 12:50 AM
:nope: Damnit it is happening again, every time i hit save I am loosing my toolbar and map tools:down: .


Tambor class out of Pearl dec 41 this time and I guess ill only save when i am through playing each night as i dislike having to immediatly reload the game. TMOb+RSRD+RSRD7

Is this not happening to anyone else?:hmm:

Wilcke
05-01-08, 01:15 AM
:nope: Damnit it is happening again, every time i hit save I am loosing my toolbar and map tools:down: .


Tambor class out of Pearl dec 41 this time and I guess ill only save when i am through playing each night as i dislike having to immediatly reload the game. TMOb+RSRD+RSRD7

Is this not happening to anyone else?:hmm:

Suspect a hosed install, do a compare file snapshot with JSGME after unloading all your mods. Also test the save feature in stock 1.5.

Happy hunting!

mavmcleod
05-01-08, 08:33 AM
@Ducimus:
Quote from TMO_15B changelog:
//campaign fix
- removed erononous entry in 44B Jab sub hunter layer.

I'm getting a reproducable CTD at April, 15th,'44 around Palau running TMO_15 - does that have anything to do with the erononous entry in 44B Jab sub hunter layer?

Mods running:
TMO_15
RSRCD_371 + patch6

I guess to change to TMO_15B I need to be in port?

Kind regards
Iconoclast aka MavMcLeod

TDK1044
05-01-08, 08:49 AM
TMO 1.5B is awesome. It's the only mod I'm running or need to run. :D

Wilcke
05-01-08, 09:15 AM
TMO 1.5B is awesome. It's the only mod I'm running or need to run. :D

Agreed! TMO gets its own dedicated install, need to keep things clean and tidy. There are only three items in the activated mod column.

TMO 1.5B
RSRDC TMO
RSRDC Patch #6

Thats all! Its a beautiful thing.

Now where can I buy this man a drink?

Thanks!

JREX53
05-01-08, 09:31 AM
Lurker has put up patch 7 for RSRD when running with TMO 1.5B.

Syxx_Killer
05-01-08, 10:21 AM
TMO 1.5B is awesome. It's the only mod I'm running or need to run. :D
I wish I could do that. :lol: TMO 1.5B is the "mainframe" I base my load order on, but my load order is pretty long. :88)

http://img.photobucket.com/albums/v229/Syxx_Killer/SH4%20Shots/Mods.jpg

That is also after deleting about the same number of other mods to try and make it less confusing. :dead:

Ducimus
05-01-08, 11:42 AM
@Ducimus:
Quote from TMO_15B changelog:
//campaign fix
- removed erononous entry in 44B Jab sub hunter layer.

I'm getting a reproducable CTD at April, 15th,'44 around Palau running TMO_15 - does that have anything to do with the erononous entry in 44B Jab sub hunter layer?

Mods running:
TMO_15
RSRCD_371 + patch6

I guess to change to TMO_15B I need to be in port?

Kind regards
Iconoclast aka MavMcLeod

RSRD overides anything i do in the way of campaign issues. The erronous entry i refer to was making a call to a ship type that didnt exist. Rather then fix it, i removed it outright, so there was no chance of that ever being an issue again.

That said, ill check the campaign layers again around Palu in 44 and see if i find anything fubar'ed.

Wilcke
05-01-08, 12:11 PM
TMO 1.5B is awesome. It's the only mod I'm running or need to run. :D
I wish I could do that. :lol: TMO 1.5B is the "mainframe" I base my load order on, but my load order is pretty long. :88)

http://img.photobucket.com/albums/v229/Syxx_Killer/SH4%20Shots/Mods.jpg

That is also after deleting about the same number of other mods to try and make it less confusing. :dead:

Oh, you are doing well. You should have seen my mod lists about 8 months ago!:nope: I opted for multiple dedicated installs to reduce my headaches and maintenance issues. So I have one for TMO, RFB and OM and updated to 1.5. This keeps it simple, neat and tidy, conflicts are zero.

Its what makes this series so attractive you can customize and change things to your hearts desire.

Happy Hunting!

mavmcleod
05-01-08, 01:27 PM
RSRD overides anything i do in the way of campaign issues. The erronous entry i refer to was making a call to a ship type that didnt exist. Rather then fix it, i removed it outright, so there was no chance of that ever being an issue again.

That said, ill check the campaign layers again around Palu in 44 and see if i find anything fubar'ed.

Thx, for the quick reply. I noticed that when I avoid a certain contact at that day I could stretch the CTD by in-game-hours... strange!

I'll try not to have any more contacts in that patrol area, sit tight for the rest of the 72h patrol time and see if I'm lucky at the next mission.

Good hunting!
Iconoclast aka MavMcLeod

DrBeast
05-01-08, 02:01 PM
Just out of curiosity, Ducimus: are you still contemplating making a 1.4-version as you had stated a while ago?

Sorry for quoting myself, but I think you overlooked my question, Ducimus ;) No need to elaborate on your answer, a simple yes or no will suffice, if you please.

Ducimus
05-01-08, 02:03 PM
I don't know.

I'd like to, but quite frankly i don't have the patience right now. Im kinda tired of looking at files at the moment.

DrBeast
05-01-08, 02:06 PM
I hear you, loud and clear. You have the patience of a saint, methinks; I really admire your perseverance. Cheers! :up:

Hullbreach
05-01-08, 03:48 PM
Just installed TMO, but I'm having issues witht the clock. I run the game in 2560 x 1600, and in that mode I dont see the clock when I try to pull it up. It will show up in other resolutions, but I would like to play the game in full rez, are there any fixes for this?

Zantham
05-02-08, 01:00 AM
Hi Hullbreach:

I too have this problem running at 2560x1600. The stock game works fine, but when running TM you lose the chronograph and the conversion chart. Here's an old thread I started, where Jhereg created a fix for this problem. I haven't tried this fix in any of the later versions of TM, but the fix worked fine back then.

http://www.subsim.com/radioroom/showthread.php?t=122021

I'm sorry I can't help you more than that.

czACha
05-04-08, 03:22 AM
Sorry guays for maube stupid problem but please support me with this. When I play TMO mode the change from 3,5 to 4,5 couse this second looking down with out possibility to operate this. I reinstal the game, start with new carier and still the same problem with this 4,5" gun

czACha
05-04-08, 11:07 AM
Sorry guays for maube stupid problem but please support me with this. When I play TMO mode the change from 3,5 to 4,5 couse this second looking down with out possibility to operate this. I reinstal the game, start with new carier and still the same problem with this 4,5" gun

Ok, putting the game to another computer (at my work :p) and the problems is gone.
Maybe smome of you have a clu what could happen such problem as above, mouse or kayboard settings or graphic card no idea... Pls I have to work at my office not playing games.... all of the time

TheBlobThing
05-04-08, 05:21 PM
Oh this is just wonderful! A new update to TMO is more than I can ask for! Thanks a bunch Duci, love your work. Downloading now...

Pat42
05-04-08, 06:05 PM
I can't even believe how incredible this game is now with trigger maru, RSRD and Pacific Environment. Thank you guys so much. The only thing is that with trigger maru, there are no longer 4 bladed props and dual watersprays caused by the props. Dumicus says they are included in the mod but they are not showing up. Not a big deal, just wondering if I installed it wrong or something.

ustahl
05-05-08, 02:24 AM
I can't even believe how incredible this game is now with trigger maru, RSRD and Pacific Environment. Thank you guys so much. The only thing is that with trigger maru, there are no longer 4 bladed props and dual watersprays caused by the props. Dumicus says they are included in the mod but they are not showing up. Not a big deal, just wondering if I installed it wrong or something.
4 bladed props missing here too, maybe overwritten by PE(?), but that can be fixed with this standalone 4 blade prop fix mod: http://www.subsim.com/radioroom/showthread.php?t=129439&highlight=blade :|\\

DrBeast
05-05-08, 05:22 AM
4 bladed props missing here too, maybe overwritten by PE(?)

Hm...yeah, you're right. I had mentioned this to kriller2.

LtCmdrRat
05-05-08, 09:46 PM
Gents, I request hints supply :hmm:.

How I can edit upc(?) file to make decoys available let say 06-06-1942?

Thanks.

Toastman
05-06-08, 01:30 PM
decoys are for chickens !!!

go deep man !
:up:

Powerthighs
05-06-08, 04:42 PM
Howdy Ducmius, Is there an easy way to modify my TMO install to add the PPF grainy effect back into the game?

Thanks in advance.

Ducimus
05-06-08, 05:25 PM
Howdy Ducmius, Is there an easy way to modify my TMO install to add the PPF grainy effect back into the game?

Thanks in advance.

I dont remember offhand. I'm pretty sure its one of the shader files, i just dont remember which one. Ill try and remember to check this when i get home from work if someone doesnt answer the question before then.

LtCmdrRat
05-06-08, 05:32 PM
decoys are for chickens !!!

go deep man !
:up:
I dont need it I have fun with pure art of Ducimus TMO, but my nephew does, he is teenager(14-15) and decoys launching sound for him is just like Mozart's requem for me( thanks to Red october movie). I did it for him ( i found this file ) but i had a lot of whisky in my bulk tanks and I forgot the name of the file. Then i messed up with his mod he wanted to (de)activate....so SOS!
But nephew is progressing fast. Our last lesson was How to solve torpedo attack triangle (TTA -russian terminology).

Ducimus
05-06-08, 05:35 PM
/data/UPCData/UPCUnitsData/Upgradepacks.upc

LtCmdrRat
05-06-08, 05:57 PM
/data/UPCData/UPCUnitsData/Upgradepacks.upc
Ducimus, thanks. I checked this file again. Found it.(!!) I just missed "decoys" section before because of mixing Hennesy and Johny Walker... ( I m not an alcogolic it was just coincedent - "force major ") Thanks again for hint and your brilliant work and dedication.

Q3ark
05-07-08, 09:22 AM
This looks cool Duci :cool:. The conning tower really looks like the busy place it was when at battle stations:rock: .

We can now upgrade the sonars now :|\\ d/loading now, thanks man!!

JoeCorrado
05-08-08, 12:58 PM
Duci, something that I don't really understand is why the periscopes are all smudged up with fingerprints and stuff all over them. Sometimes making a change can result in less realism, not more. That night scope is worth a court martial!

I expect that if a commander were to look through his scope and see such garbage all over one of the most important instruments on his boat that he would be after somebody with a snarl on his face and no excuses accepted. Looks like somebody climbed the mast to smudge the things intentionally and left fingerprints behind as evidence. Is this sabotage, or what?

Captain to crew; our scopes are mission critical- in essence they are our eyes and they go a long way to making our entire mission a success, or a failure. Those scopes can often be the difference between a safe return home, or spending eternity in the icy depths. Now, somebody get your tail up there and clean those frigging lenses right now, or I'll know the reason why!

Those scopes, left in that condition seems almost Anti-realism. Below is the view from the periscope of USS Bowfin.

http://www.bowfin.org/website/bowfin/bowfin_systems/periscope/images/Sail.jpg

abclkhan
05-08-08, 01:04 PM
Ahoy :rock:

Is it possible to have TMO without graphic improvements, with only gameplay improvements? My PC runs SH4 well enough for me to play, but after installing TMO FPS drop down to unplayable. :damn:

Ducimus
05-08-08, 02:23 PM
JoeCorrado

If you were trying to get my attention, you did it in the wrong way. Is it really neccessary to write 2 or 3 paragraphs to say, "I dont like the periscope texture?".

I am the only person who works on TM, so i have to proritize what i spend my time on. Right now, i got bigger fish to fry:

http://www.ducimus.net/sh4/preview/int_revamp_01.jpg
And im just getting started.


Now considering that a large number of users load umpteen mods ranging from eyecandy, to things already included in TM, over TM itself, and break 5 or 6 items that ive spent many hours to get to work correctly in the process; something that i classify as eyecandy (textures), is at the very bottom of my priority list. Whats more, realism, and anti realism lectures and accusations only furrow my brow.

ustahl
05-08-08, 02:36 PM
Duci, something that I don't really understand is why the periscopes are all smudged up with fingerprints and stuff all over them.
Joe, you can add another periscope mod on top of TMO if you don't like TMO's scopes and want clearer ones. There are several scope mods around.

Take a look at Werner Sobe's Optics2 for 1.5 for example: http://www.subsim.com/radioroom/showthread.php?t=133291&highlight=optics2 :up:

They look nice, but then again, in RL combat service, I guess, the scopes were not necessarily that "polished".

JoeCorrado
05-08-08, 06:50 PM
JoeCorrado

If you were trying to get my attention, you did it in the wrong way. Is it really neccessary to write 2 or 3 paragraphs to say, "I dont like the periscope texture?".

I am the only person who works on TM, so i have to proritize what i spend my time on. Right now, i got bigger fish to fry:


And im just getting started.

Now considering that a large number of users load umpteen mods ranging from eyecandy, to things already included in TM, over TM itself, and break 5 or 6 items that ive spent many hours to get to work correctly in the process; something that i classify as eyecandy (textures), is at the very bottom of my priority list. Whats more, realism, and anti realism lectures and accusations only furrow my brow.

Well, I was trying to get your attention, that is why I addressed the post to you. But I was most certainly NOT trying to lecture you, or make any sort of accusation. I only stated that I did not understand the choice you had made in the night scope. I apologize if my post came across in the manner you describe.

Changing out the scope is no big deal and is easy enough. I simply wondered at the why of it since realism seems quite a priority in TM. No offense was intended.

Thank you for your many efforts, tireless research and the countless hours that you have spent in planning and creating one of the best mods available.

Ducimus
05-08-08, 09:11 PM
>>I simply wondered at the why of it since realism seems quite a priority in TM.


It is... and then it isn't.

Realism, in my opinion, is subjective. So i try to stay away from realism arguments, and i really dislike getting into them. Iit's also why i've stated that TM is a 75% realism, and a 25% gamey mix. By stating that, i'm allowing myself some creative license. If my stated goal was 100%, every rivet in its place realism, i would have all sorts of people picking me apart citing how this is inaccurate, or that is in accurate, and how dare i screw this up, or omit this other item, etc etc.

But again, realism, is subjective, it all depends on who you ask. Often enough i try to shape realistic behavior on the part of the player, through abstract means. Some items in and of themselves are not realistic, but its effect on the players behavior can be. Aircraft and AI being some good examples.

The textures that some folks seem to hate, is acutally another abstraction. Fleet boats had a Attack periscope and a night periscope. It wasnt an observation periscope. NO such thing. The main difference between the two was the size of the apature and how much light it received. I chose the textures i did with the general premise of encourging the player to use the attack persicope during the day, and the night periscope at night. use the attack perscope during night, you can't see schiit. Use the night periscope during the day, (aside from having a shorter range), it just doesnt look as good because the lense is dirty, however at night you can barely tell, and you can see a heck of a lot better with it at night then the attack periscope.

When i implement or include things in TM, i often have very subtle reasons that aren't apparent at first.

hoibazupfa
05-09-08, 01:44 AM
The button to start the position keeper on the lower right of the PK is inscripted with GSP ... what does this stand for?

Thanks!
Hoiba

JoeCorrado
05-09-08, 08:42 PM
>>I simply wondered at the why of it since realism seems quite a priority in TM.


It is... and then it isn't.

Realism, in my opinion, is subjective. So i try to stay away from realism arguments, and i really dislike getting into them. Iit's also why i've stated that TM is a 75% realism, and a 25% gamey mix. By stating that, i'm allowing myself some creative license. If my stated goal was 100%, every rivet in its place realism, i would have all sorts of people picking me apart citing how this is inaccurate, or that is in accurate, and how dare i screw this up, or omit this other item, etc etc.

But again, realism, is subjective, it all depends on who you ask. Often enough i try to shape realistic behavior on the part of the player, through abstract means. Some items in and of themselves are not realistic, but its effect on the players behavior can be. Aircraft and AI being some good examples.

The textures that some folks seem to hate, is acutally another abstraction. Fleet boats had a Attack periscope and a night periscope. It wasnt an observation periscope. NO such thing. The main difference between the two was the size of the apature and how much light it received. I chose the textures i did with the general premise of encourging the player to use the attack persicope during the day, and the night periscope at night. use the attack perscope during night, you can't see schiit. Use the night periscope during the day, (aside from having a shorter range), it just doesnt look as good because the lense is dirty, however at night you can barely tell, and you can see a heck of a lot better with it at night then the attack periscope.

When i implement or include things in TM, i often have very subtle reasons that aren't apparent at first.
Kudos Duci, when you explain it that way then it makes perfect sense. A nice balance that accomplishes the goal while being concealed nicely as a dirty scope. Also the underwater speed compels one to travel on the surface more- a very realistic attribute for American Subs of the period. Our radar gave us an advantage that must be used to enhance effectiveness and air search radar is available from the start. The perk of 10 kts being optimum is just gravy.

I look at these things differently now in TM because of your rational. Great insight into the minds of your fellow simmers to push them into realistic use of their assets.

:rock:

Ducimus
05-09-08, 09:19 PM
I meant to link to these earlier. There some screenshots i took awhile ago at about the time i applied changes to the periscopes. Im sure you can see the difference:

Attack periscope being used at night:
http://www.ducimus.net/sh4/preview/attack_peri.jpg


Night periscope (observation periscope in stock) being used at night on the same target:
http://www.ducimus.net/sh4/preview/night_peri.jpg


What this is, is an attempt to simulate the different apature sizes. The standard attack periscope used in American submarines was 1-1/4 inches in diameter at the upper end. Thats great for making it very small and hard to spot, but it doesn't allow much light. While the night scope had a larger head for increased light gathering ability.

4th paragraph down at this url gives a rough description:
http://www.navy.mil/navydata/cno/n87/usw/issue_24/eyes2.htm

Defiance
05-09-08, 09:45 PM
Woohoo i likes it

Seems lots of goodies your working on for TMO Ducimus :rock:

As a TM TMO addict i shall eagerly await for updates :)

Cheers

Ciao

Def

Aniuk
05-10-08, 12:55 AM
Using TM(O) from the beginning as my only MOD and loving it. Found out that ducimus never changes a thing without a reason. But to be honest, IF he is giving an explanation (and I can imagine that it's a hell of a job to answer all our requests) I'm allways more happy using the mod: the reasons are intelligent, analytical, subtle and I admire his way of reasoning. And about the realism issue. You all out there do not really believe that if you DIVE DIVE!! that your house is diving and that there are ZERO's all over the place, now do you?!! At least not where I'm living!! I have a job, set the alarm, commute, pay far to much for gasoline *sorry duci* and only subsim when I want. WWII was real and very hard. It where the allied forces that fought, so know I can play this game in a free world and whenever I like! Born after the WWII but lost a lot of my family. No complaints from me! Never! Just sometimes wondering why a change is made. (and allways got an answer). I must say to ducimus, some questions about realism things are asked by your biggest fans and at least I'm interested in your explanations. When you changed the observation periscope to night periscope I automatically started using it and I love it even more now you told us the way you were thinking.

with admiration and gratitude for sharing your skills and talent.:up:

Aniuk, The Netherlands

(critical about "the free western world", america, everybody. But it is a blessing, every day of my live, that I live in freedom and that critism is allowed, like using the Internet is. YES it is!)

JoeCorrado
05-10-08, 08:58 PM
TMO and RSRD makes for the complete package.

akdavis
05-10-08, 09:53 PM
I'm having sound issues with TM. I thought it was just the new sounds, but after deleting the TM sound folder and reinstalling TM, I'm still having issues with the stock deck gun hit sounds being truncated/cut short. This gets even worse with PE3.3 installed, but does not happen in stock or stock + PE3.3. There may be other sounds also, but the deck gun is the easy one to test (in Navigation training mission).

Jager
05-11-08, 02:42 PM
Thank you for this wonderful mod for SH4 :up:.

Aniuk
05-12-08, 03:21 AM
TMO 1.5B:rotfl:

The other 29 reasons I personally don't need.

Mimic
05-12-08, 04:08 PM
Hi,

I have a noob question, where I didn't find an answer with search.

How do I actually install the metric nomograph?

I moved the data folder from "TMO_ Metric_SpeedChart_Nomo" to the actuall data folder under the REL_TriggerMaru_Overhaul_15B- folder and replaced all files that CU suggested. What am I doing wrong, I still have the old nomo on my map screen?


Cheers!

DrBeast
05-13-08, 05:08 AM
Hi,

I have a noob question, where I didn't find an answer with search.

How do I actually install the metric nomograph?

I moved the data folder from "TMO_ Metric_SpeedChart_Nomo" to the actuall data folder under the REL_TriggerMaru_Overhaul_15B- folder and replaced all files that CU suggested. What am I doing wrong, I still have the old nomo on my map screen?


Cheers!

For starters, Welcome Aboard! :D
Did you deactivate the mod before adding/replacing the files? Not that you need to do that anyway. Just move the TMO_Metric_SpeedChart_Nomo folder from Support to your MODS folder, and activate it. Let JSGME overwrite, and you're done.

Mimic
05-14-08, 11:55 AM
For starters, Welcome Aboard! :D
Did you deactivate the mod before adding/replacing the files? Not that you need to do that anyway. Just move the TMO_Metric_SpeedChart_Nomo folder from Support to your MODS folder, and activate it. Let JSGME overwrite, and you're done.

Thank you and thank you.

Didn't realise that the metric nomo was actually a small mod. I thought that I was supposed to replace some files inside Maru, but the installation was actually way more simpler.

Thanks again!

Therius
05-15-08, 09:31 PM
I just downloaded this mod the other night. I won't have a good chance to put a lot of time into it until this Saturday. The few minutes I've spent with it here and there were impressive. Great job!

DavyJonesFootlocker
05-16-08, 08:00 AM
Ok, last night I loaded up TMO 1.5B, RSRDC for TMO and when I tried the u-boat campaign I got CTD. :-?

Syxx_Killer
05-16-08, 08:12 AM
Ok, last night I loaded up TMO 1.5B, RSRDC for TMO and when I tried the u-boat campaign I got CTD. :-?

You need TMO Enable U-Boat v3 which is on the first page. If you use OM, Lurker has updated V3 to V4 which allows you to leave OM enabled so all you have to do then is enable TMO Enable U-boat V4. V4 can be found in the OM thread.

DavyJonesFootlocker
05-16-08, 03:30 PM
Thanks for the help m8!

jerryt
05-18-08, 09:41 PM
Hi All;

Just installed this mod with 1.4, and PE3. One thing I notice is that on the bridge or external views, the screen hesitates every 4 or 5 seconds for just a moment. Has anyone else had this happen? I did a search in this thread but didn't find anything. Sorry if it has been addressed.
Looking forward to testing the waters now again.
Thanks.

DrBeast
05-19-08, 06:00 AM
Hi All;

Just installed this mod with 1.4...

This mod only works with the U-Boat add-on, mate, that's v1.5.

DavyJonesFootlocker
05-19-08, 07:48 AM
Not bothering to read all of the above- I have one question. I enabled u-boat campaign in TMO and noticed I'm stuck behind the valves in the control room. Any fix for this?

Syxx_Killer
05-19-08, 07:57 AM
Not bothering to read all of the above- I have one question. I enabled u-boat campaign in TMO and noticed I'm stuck behind the valves in the control room. Any fix for this?

The only thing I can think of is to disable the TMO Enable U-Boat mod and delete the mod's Cameras.dat file in its Library folder.

DavyJonesFootlocker
05-19-08, 08:14 AM
Hmm, will that screw up something else? I'm wary of such moves. Somebody find Ducimus.

Syxx_Killer
05-19-08, 08:50 AM
I'm not sure if it messes anything up or not. I don't use the Cameras.dat included with TMO or any other mods that change it. I like the stock camera just fine. I haven't ever noticed anything out of the ordinary.

Ducimus
05-19-08, 11:16 AM
Using the default camera.dat in the current "official" publish of TM WILL cause issues if used in german uboat interiors. As the camera.dat has been tweaked to better enhance fleetboat interiors.

The german uboat interiors and fleet boat interiors have some very stark differences between the two in terms of what it needs from the cameras.dat.

If using TM by itself, just use the TMO_enable uboat version 3". This will get it running and behave like stock with a couple fixes. Just be advised that the uboat campaign under TM, is STOCK and relatively unaltered. I simply don't have the time and resources to support it. (im currently neck deep working on another update as it is :roll:) The bottom line here, is the extend of support to the uboat campaign, all i can offer, is just to make sure the stock campaign is running correctly and not crashing due to changes ive made to enhance the pacific campaign. Hence the "TMO_enable_uboat" modlet.

If your running TMO with Monsun Operations by Lurker, then use the TMO_enable_uboat, that Lurker is publishing. Lurker asked me awhile back about taking that little modlet and doing some changes to it to better support Monsun Operations, (which of course i said, "go for it"), so i HIGHLY recommend you use Lurkers version of the same modlet.

DavyJonesFootlocker
05-19-08, 12:27 PM
The Lord of Ewoks hath spoken!

Ok, I'll try the Operation Monsoon and see what happens. Thanks. Oh one more thing your mod has anything to do with the flying sub?

fred8615
05-19-08, 01:32 PM
Can I have your permission to edit the CareerStart.upc in TMO to add an earlier start date and include it in a revised version of my Pre Harbor Career Start mod?

jerryt
05-19-08, 01:59 PM
Hi All;

Just installed this mod with 1.4...

This mod only works with the U-Boat add-on, mate, that's v1.5.

Oops sorry. I meant that I downloaded the 1.4 TMO mod to go with it. Might go ahead and get the addon though, even though I don't really care for the U-boat aspect.
Thanks.

Ducimus
05-19-08, 09:34 PM
Oh one more thing your mod has anything to do with the flying sub?

Modwise, thats sort of a big kettle of fish, but the summation is, TMO by itself, with no other mods running atop it that alter the scene.dat, or the wave attuenment settings in the sim.cfg, the sub on rails effect or flying sub effect, while not gone entirely, seemed to be minimized. That said, i don't normally play with the external camera on unless testing, so i probably dont spend enough time in the external cam to notice it.


Can I have your permission to edit the CareerStart.upc in TMO to add an earlier start date and include it in a revised version of my Pre Harbor Career Start mod?


I am surprised you feel compelled to ask me. :rotfl: Do whatever floats your boat, unless your all proprietary and secretive with mods, i really don't care. Go for it. It's just a simple txt file , certainly nothing to get all formal and polticially correct over. :D

Yoda
05-20-08, 04:56 AM
Hi all,

Thx for the great Mod, im new to SH4 played SHII looong time ago and recently purchased SH4 & U boatmissions.
Im very pleased with the game, really immersive to play the wonderfull mods i got TMO & RSRDC installed.

Cya
Yoda

fred8615
05-20-08, 10:28 AM
I am surprised you feel compelled to ask me. :rotfl: Do whatever floats your boat, unless your all proprietary and secretive with mods, i really don't care. Go for it. It's just a simple txt file , certainly nothing to get all formal and polticially correct over. :D
Well I'm a Southerner, and we have a little thing called manners down here. :D

I had to ask in case the answer was no, which is in fact what I got concerning an RSRD version.

Thanks!!

Defiance
05-21-08, 04:51 PM
Hiya's,
Well i just had the thrill of my life :)

That excited i can't remember exact area lol

I had to drop off a dude in a raft, Hours of very slow p/depth in very shallow waters

Did the mission and on coming out into open sea i scan with obs scope and to my 11 i see a sub on the surface he he

Got a lock-on and it was a japanese sub

Set Fraps on for final attack, Sent 3 front fish off almost point blank and got 3 hits and dang that sub went upwards like a good'un

My 1st sub attack and it felt great

Must say those subs look nice

Got it recorded in fraps so gonna see if i can convert so i can upload into shots/vids section

Ducimus :rock: TMO never ceases to astound me he he :up:

Gonna go vid-convertion googling now

Have Fun All

Ciao

Def

Overkill
05-21-08, 06:37 PM
I finally broke down and got 1.5 and added the mod. Excellent work, ya'll! I still can't get over the realistic look of the water and all of the new features you guys added.

Thank you for making a good game great! :up:

Ducimus
05-21-08, 08:20 PM
it was a japanese sub

Set Fraps on for final attack, Sent 3 front fish off almost point blank and got 3 hits and dang that sub went upwards like a good'un

My 1st sub attack and it felt great

Must say those subs look nice

Got it recorded in fraps so gonna see if i can convert so i can upload into shots/vids section

Ducimus :rock: TMO never ceases to astound me he he :up:

Gonna go vid-convertion googling now

Have Fun All

Ciao

Def

Glad you found one! I made them rare, you won't find jap subs falling into your lap very often. I imagine he went up with a mighty Kaboom? :lol: As rare as i made them, i figured id make it a treat if you torpedo one. I look forward to seeing the vid, these guys are a rare catch. I rank it right up there with scoring a hit on a BB :88)

Defiance
05-21-08, 09:13 PM
Man i never videod with fraps before

Dang what a massive file for short bit of film lol (well 2 films)

Got the actual aiming/firing/explosion at 3.4 gig !!

Then a quick surface to watch her sink and that's about 1.4 gig

Fraps says something about virtualdub to compress to avi (divx) so will try that tomorrow or see any other way of shrinking the films (may have to edit them i guess time-wise to help compress some more)

And yes, She surely does go boom and lifts almost out of the water he he

Never sweated so much as i was worried about it diving or aiming a few fish my way lol

Really really is the best highlight so far in TMO :rock:

Think i'm still on a high from the rush :o

Gonna sort a small version so i can post asap :)

Ohh it was in the Kii Suido area as i was on the surface southbound

Ducimus :rock: Made my day (maybe my year !! )

Cheers

Have Fun

Def

Ducimus
05-21-08, 09:23 PM
:hmm: I think it was Nautilus42 who came up with the initial Jap AI submarine. Although i dont see him listed in the posted credits on the first post. Pretty sure i updated the credits packaged with the mod though. Gonna have to check into that when i get home from work.

Defiance
05-22-08, 09:13 AM
Hiya's

What can i say ......................

Sinking of a Rare find in TMO a Japanese Sub with 3 fish

http://s159.photobucket.com/albums/t152/Defiance_co/?action=view&current=TorpedoAJapaneseSub.flv

Ciao

Def

Syxx_Killer
05-22-08, 09:26 AM
Cool vid! That Jap sub sure got slammed! Was there a convoy nearby? I noticed lots of radar contacts? I'd have to give chase... :arrgh!:

Defiance
05-22-08, 09:33 AM
Hiya,

The contacts were mainly merchants dotted around i think

I will chase ones in my heading but i kinda get carried away and waste fish before i finish my objectives if i do lol

No convoy near the sub or the area as i remember, I had to drop off dingy at kishiwada then come back down the straights of kii suido as i call em, sub was running on surface east to west roughly

Took my time and tried to sneek ahead for a decent shot spread

I was staggered to see it let alone be able to sink the critter lol (set fish for shallowest running)

Was nice to see it go up even though my chrono was off a few seconds :)

Cheers

Ciao

Def

Ducimus
05-22-08, 11:26 AM
Nice shots!

Did he eventually sink in a minute or two?

DrBeast
05-22-08, 11:31 AM
I'd also like to know if you got a "burning oil" effect, and when.

Defiance
05-22-08, 03:18 PM
Hiya's,

Ducimus, Yeah it sank alright after a few mins, Tell you what, It's hard'ish to get an accurate distance/speed reading with the low profile of a sub, Especially not being familiar with the subs features (hence few secs after chrono expired)

The vid i did in 2 parts and part 2 shows the slow sinking :) (will edit and upload soon)

DB, Ahh me shall have a quick squint at it now me old china ....................

Seems i get the flaming oil as she just about goes under (as above will post both parts together soon)

OK, Here's the 2 parts joined

Hope it shows you what you wanted to see DB

http://s159.photobucket.com/albums/t152/Defiance_co/?action=view&current=TorpedoAJapaneseSubwholevideo.flv

Cheers

Ciao

Have Fun

Def

JoeCorrado
05-23-08, 02:35 PM
Cool video, thanks for posting! :rock:

DrBeast
05-23-08, 03:31 PM
Defiance, I watched the video, and yes, it does show what I wanted to see. Though now that I saw it, I once again hoped that damn oil fire effect could start a little earler, and not when the whole zone that spawns it has been submerged. Maybe I should dig into the zones.cfg file again...? But anyway, I'm rambling here... and in the wrong thread too, I just realized! Sorry Ducimus! :oops:

dangchang
05-23-08, 06:30 PM
Nice mod.

Had everything I wanted

Ducimus
05-29-08, 10:09 PM
Sooo....

it's been almost 30 days since my last revision. Who thinks i've been idle? Just curious. :D

JoeCorrado
05-29-08, 11:56 PM
Sooo....

it's been almost 30 days since my last revision. Who thinks i've been idle? Just curious. :D

Your kidding right? :rotfl:


I'm reading "Clear The Bridge" by Richard O'Kane and I'll say this, if you can grab a little time off from your never ending work on TMO it is well worth the read.

Defiance
05-30-08, 04:40 AM
I don't think you've been idle (i hope not anyways lol)

Nahh i can't see a creative mind (ok warped, J/K ;) ) as yours being on idle for long

Now you've got me hoping for immanent patch/update/new-release

Playable/Usable instruments ?? point-n-click = use and maybe watch the mechanics of said instrument, but knowing my warped mind i'm way off the beam lol

Have Fun

Ciao

Def

Ducimus
05-30-08, 09:30 AM
I'll post a list of changes in a week or so. Im taking my time with this. Running a patrol, noting what irritates me. Changing/fixing it, running another patrol, doing the same. At this point i think im just trying to see how big of a list of changes i can make :roll:

Heres a few screenshots of the super obvious stuff:
http://www.ducimus.net/sh4/preview/new_tile_01.jpg

http://www.ducimus.net/sh4/preview/new_tile_02.jpg

http://www.ducimus.net/sh4/preview/new_ct_tile.jpg

http://www.ducimus.net/sh4/preview/dive_angle_01.jpg
Note the angle of the dangle on this crash dive:88)

http://www.ducimus.net/sh4/preview/dive_angle_02.jpg
Yes, when you click on the colored things in the background.. they make loud noises. :88)

ReallyDedPoet
05-30-08, 10:11 AM
Nice, looks promising :yep::up:


RDP

Defiance
05-30-08, 11:36 AM
Hiya's,
Dang i want i want lol :yep:

Guess we all hope your patrols are short :lol: and soon nothing irritates you :D

Will await a great fresh look :up:

Have Fun

Ciao

Def

Jimbuna
05-30-08, 02:19 PM
Looking forward to it http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Ducimus
05-30-08, 03:39 PM
As part of next update, my "evil airplanes" are going to become a little more evil. Yes, i know what someone out there is thinking, "how is that even possible?"

Historically, japanese pilots carried two bombs. One set to go off at 20 meters, another at 45 meters (or there abouts, i dont have my notes with me). Currently (cause i dont think ive pushed this change out the door yet), planes have EITHER, a loadout set to explode at 20 meters, OR another set to explode at 45 meters - never both at once.

That is changing. They will now have both, which is, as far as i know historically correct. In addition, an airdropped depth charge will look like a depth charge and not a bomb. What is A-historical, is ill have planes equiped with a few more bombs then they did in real life in order to keep the threat level high keeping the overall game mechanics in mind. Makes no sense to me, to have a bird harmlessly drop two eggs and fly off. Quite laughable given how their aim tends to be off most (but not all) of the time.

I've posted these screenshots elsewhere, but its part of this update.

http://www.ducimus.net/sh4/preview/airbomb_01.jpg

http://www.ducimus.net/sh4/preview/airbomb_02.jpg

http://www.ducimus.net/sh4/preview/airbomb_03.jpg

http://www.ducimus.net/sh4/preview/airbomb_04.jpg

http://www.ducimus.net/sh4/preview/airbomb_05.jpg

http://www.ducimus.net/sh4/preview/airbomb_06.jpg


SD radar is pretty sweet, and gives you a fair amount of advanced warning, but ill bet when you get a contact, you pull the damn plug and head for the cellar. Frankly im not sure which is more dangerous, Japanese aircraft, or Bungo Pete. :88)

JoeCorrado
05-31-08, 10:43 AM
Like I said earlier Ducimus, I have been reading Clear the Bridge!: The War Patrols of the U.S.S. Tang (Hardcover) by Richard O'Kane. I have been struck by how little the Japanese planes were considered a threat once they (the planes) had been detected in a timely manner and the boat submerged to a depth of 200 feet.

Apparently, if the lookouts or radar detected planes at a distance great enought to dive they were basically considered a non-factor. As such, early detection was given much attention by the watch and every plane was considered a serious threat while on the surface- even freindlies.

As an aside, the TANG'S maximum depth was recorded in excess of 612 feet. The gauge pinned at 612 and that was what O'Kane used as his limit only because that is where the gauge readings ended although that depth was exceeded (how much is not known) to a point enough to make the crew sweat on at least one occassion.

My way of asking if the crush depth values are being modified as well and if the 200 feet rule as a safe depth against planes will aplly in the mod as well?

Ducimus
05-31-08, 12:03 PM
Your safe from being bombed by planes at 200 feet. I acutally stop at 165 feet, but thats cutting it a little close.

antares81
06-02-08, 04:12 PM
Since the newest patch, I have stopped getting AI "Ship Spotted" messages from the night periscope.
In fact, the visual cues on the navigation screen don't show up with the night periscope.
I have yet to nail this down to TMO, still need to do a little more testing.

Install order
TMO
RSRD
PE3
PE3 TMO Patch

etheberge
06-02-08, 08:48 PM
...you may be missing out on some cool radio traffic.

I was fooling around in my messages.txt trying to add more radio traffic (news, distress calls, etc) when I realized that TMO already included all that I was trying to accomplish.

Cool radio messages like:
SIEGE OF IMPHAL LIFTED X JAPANESE FORCES WITHDRAW FURTHER EAST X
BRITISH RETAKE KOHIMA IN BURMA X
GREETED AS LIBERATORS AMERICAN FORCES PARADE THROUGH CHERBOURG AS NAZIS RUN X
MINSK LIBERATED BY SOVIET TROOPS X
ALLIED TROOPS LIBERATED CAEN TODAY X FILM FESTIVAL STARTS TOMORROW X
ENTIRE JAPANESE GOVERNMENT HAS RESIGNED TODAY X EMPORER HIROHITO LEFT HOLDING THE BAG X
AMERICAN MARINES RETAKE GUAM X
@BERGALL@1 SHIP SUNK FOR 12500 TONS X ALLOTED PATROL TIME EXPIRED x RETURNING TO BASE X
@MINGO@1 SHIP SUNK FOR 10000 TONS X ALLOTED PATROL TIME EXPIRED x RETURNING TO BASE X
@TAUTOG@3 SHIPS SUNK FOR 8500 TONS X ALLOTED PATROL TIME EXPIRED x RETURNING TO BASE X
SWORDFISH OVERDUE PRESUMED LOST X
BONEFISH OVERDUE PRESUMED LOST X

I've used TMO on and off for a long time but I had never seen those radio messages in game. Turns out I also always used RSRD and that by installing it (after TMO, as per instructions), I was always overwriting the messages.txt file from TMO with the one from RSRD which doesn't include that traffic.

So guys, if you use TMO and RSRD and you've never had radio messages like the ones above, you're probably in the same situation I was in.

I'm at work right now so I can't test it but if you manually merge the two messages.txt files (the one from TMO and the one from RSRD) then you should get the best of both worlds.

Anyway it's just a heads up, I was thinking of doing a mod with this sort of radio traffic but it seems Ducimus saved me a lot of work. Guess I'll have to find something else to do with my time. ;)

Perhaps it should be added to the TMO FAQ, I haven't seen it documented. Maybe it's just me too:D.

ekempey
06-02-08, 10:08 PM
Ducimus,

I was wondering if you have ever looked at the rigging of the sound heads. There is an element for the sound heads on the compartment screen, and I was wondering if there was some way it was possible to be able to rig in/out the sound heads. I am now reading "Clear the Bridge" for the second time, and it seems it was common practice to rig in the heads in shallow water (see Tang's 2nd war patrol, Truk).

Regards,

A Happy TMO User.

P.s. I love this mod!

cgjimeneza
06-06-08, 07:01 AM
new update... more details... have to finish my assigned patrol, write up the report and be ready to download and install.

life is good :know:

Egon01
06-06-08, 02:27 PM
Hi

Please forgive me if there is answer for my question somewhere here but I couldn't find it in tons of those posts, replies etc. I did "search" on forum but this stupid search thing shows me useless posts where I culdn't find answer. My question is: what is "Convertion Chart" in TMO ?

Thank you ;)

Ducimus
06-06-08, 04:02 PM
Although i haven't edited the orginal post yet, version 1.5.2 has been up for a few days now. Details here:
http://www.subsowespac.org/forum/index.php/topic,404.0.html

I'll update the orginial post later when im at home and not at work.

Defiance
06-06-08, 04:56 PM
Hiya's,
Dang subsim was down for me earlier (all of us i guess, and yes i went in panic-mode again lol)

Ahh what can i say Ducimus

DL'ing now :up:

Got me a new 24" monitor and can't wait to install and start afresh with a nice revision of TMO

:rock: Sir

Have Fun

Ciao

Def

LtCmdrRat
06-06-08, 06:15 PM
Playing TMO 152, for 2 days, so far so nice :lol:. I just found link from Ducimus filefront page and UBI sh4 forum. Thanks Ducimus, You rule!

capt_frank
06-07-08, 09:37 AM
Here's a quickie link to it:

http://files.filefront.com/TriggerMaru+Overhaul+1527z/;10495013;/fileinfo.html

geosub1978
06-07-08, 12:14 PM
Hi!

I just installed 152 and looks great.
The problem is that when I got my S-18 from the Asiatic Fleet on the 8th Dec 41 and I started up my engines, I got a "Cannot comply" message for any ordered propulsion, on surface or underwater, for no reason.

I checked it and this doesn't happen with other submarine classes:down:

ekempey
06-07-08, 02:22 PM
Ducimus put a patch for the S-Boat engine problem up on his filefront page.

ekempey
06-07-08, 06:50 PM
Ducimus,
Do you know if anyone has tried to model an APR-1 radar reciever, like the one the germans have in the expansion, for use by US Fleet Boats? This would be a very cool addition to the Fleet Boats now that the two different kinds of sonar are modeled in TMO.

geosub1978
06-08-08, 03:42 AM
Ducimus put a patch for the S-Boat engine problem up on his filefront page.

TRUE!
Now I can depart with my pirate can S-37!:rock:

Thanks!

neilbyrne
06-09-08, 09:42 PM
Ducimus, your eminence, I have been playing SH since the original and your TMO mod is just wonderful. You are indeed a talented guy.
I was just going to leave it at that because I did not want to alloy my praise with suggestions, but the detail of the mod and the enormous number of things that are rendered correctly indicated to me that you are most interested in accuracy and so would not mind the following. Some is just background with a couple of suggestions and maybe a question or two.
Just a little about my background so you don’t think that I’m pulling this stuff out of whole cloth. I’ve been a lifelong student of naval history and that was before I ever entered the navy. I am a retired Captain USN with 31years on active duty. Eighteen of those years were spent in ships, mostly destroyers. I was privileged to command a frigate, BRONSTEIN, and a destroyer, BRISCOE. So my actual experience of submarine warfare is on the ASW side. Or as it is jokingly called in the USN, Awfully Slow Warfare.
I was CIC and then ASW officer in BROWNSON and attended both of the associated schools in the early ‘70s. At that time, most of the US fleet was still not equipped with the Navy Tactical Data System (NTDS) which put many of our sailors at computer consoles and automated a lot of the detection and tracking functions. Ours was what was then called a “grease pencil CIC”. Even air tracks were plotted on large Plexiglas status boards called vertical plots (VPs). VPs came in two flavors, informational and tactical. The info VPs were for displaying all manner of data so the watch standers didn’t have to keep it in their heads. This was stuff like radio freqs and handset stations, call signs, threat emitter signatures, formation guide, speed and spacing, etc. These VPs were unattended and only updated as reqd. The air plot VP was only manned in exercise or real world situations when we cared about the air picture. It was manned by two radarmen (RDs), now called operations specialists (OSs). They would stand behind the plot to be out of the way and write backwards in white grease pencil. When we were training kids to do this, we would always tell them, “Don’t scrub off the whole tail.” That meant to leave enough track history on the plot’s tracks so anyone could glance up and see quickly what was going on. The marks were normally an arrow in the direction of movement and a connecting line to the last mark, like so: <-<.
ASW was never done on a VP, and to my knowledge was never done so in submarines either. We were equipped with two plotting tables. The older one was the Dead Reckoning Tracer (DRT); the newer was the NC2 which was stood for Navy Canadian plotter #2 after the inventing navy. The DRT was more reliable; the NC2 had more capability when it was working. Both used a moving “bug”, essentially a compass rose shining up from inside the table with a cross in its center representing own ship. The tops of both tables were glass and the RDs covered them with large sheets of tracing paper. In an ASW situation, the plot was manned by a minimum of four watch standers, the ASW evaluator (an officer) who was calling the shots. There was a TACOM, tactical communicator (junior officer or a petty officer). There were two plotters, north and south, junior petty officers or strikers. The south plotter was connected by sound powered phones to sonar and his job was to plot own ship (in black pencil) and own ship’s sonar contacts (in red pencil) at no more than one minute intervals. The north plotter was connected to the surface radar operator and the Anti-Submarine Air Controller (ASAC) if we were controlling an ASW aircraft. The north plotter’s job was to plot friendly ships (in blue) and their sub contacts (in red). Aircraft were not put on the plot except for helos when dipping their sonars, but any sonobouys dropped by a/c were plotted and all a/c symbols were plotted in green pencil.
A long explanation, for what is a relatively minor quibble. TMO replaced the unrealistic shp.dds red hull silhouettes with a black grease pencil mark. My experience in talking to submariners was that they also kept the tactical plot on the plotting table in the control room, not on a VP. So my vote for a shp.dds replacement symbol would be something like the “don’t scrub all the tails” VP symbology, two arrowheads connected by a line <-<. And since it’s the enemy, in red.
Next, I’d like to go into sub detection by escorts with sonar, visually and later with radar. Here I have a lot of experience, and it is very difficult. This is why between us and the Brits, we built 1600+ destroyers/escort vessels in WWII. There is strength in numbers, because the individual capability just sucks. In ASW School, we were taught the capabilities of all the sonars then in the US surface fleet. There were still some WWII ships active, mostly old FLETCHERs and SUMNERs, that hadn’t been through the FRAM (Fleet Rehabilitation and Modernization) refit that installed newer systems. As I recall, these old girls had the SQS-46V sonar. We did a day or two in the attack trainer using this system. In absolutely beautiful water, isothermal (no layer) to 400ft, it had a reliable detection range of 2000-2500yds. Now remember this was the best sonar we had toward the end of WWII. In worse water, it was less. And a good rule of thumb about subs below the layer is that range across the layer is no better than 33-25% of range above the layer. The IJN had nothing better than this, and in my research in Morison’s 15 volumes History of USN Ops in WWII and Roscoe’s histories of US Sub & DD ops, I never found a sub detection at greater than 2,500 yds on active sonar, and most IJN detections were at 2,000 or less. On passive sonar, those sonars could detect thermal (steam) powered torpedoes pretty well but close. The only condition when a sub on her battery would be vulnerable to passive detection though was if she were cavitating her screws, normally at 7kts or more and only above 150ft, or at 15kts or more above 300ft. Deeper than 300ft, water pressure keeps the cavitation bubbles from forming.
Max sonar speed for WWII ships was 12 knots and it was not graceful degradation above that. Go faster, and you were deaf as a post in both active and passive.
OK, so that’s sonar detections. How about visual? Very hard and you get lots of false contacts. For most of my time as a junior officer, seniors kept telling me that periscope detections by lookouts were a training problem. Then I got a look at about 30 years of exercise results and the opportunities vs. detection numbers were just dismal. Obviously, I can’t put classified numbers out here, but suffice it to say that the US Navy has finally decided that this is a job for a machine.
A warship has about seven folks looking out full and part time. Three are full time lookouts, port, stbd and aft. Then you have the OOD and JOOD who look out when they can. Last you have the two signalmen who are supposed to be looking out when not signaling; although, in fact, they hardly do. The lookouts have 120 degree sectors that do not overlap. The officers, when they are looking, normally search the forward 180 degrees. The aft lookout has no one else looking where he searches and his primary responsibility is to be the last line of defense for a man who falls overboard, so often he is searching in the near field which the others are not.
In eighteen years of sea duty, I saw three visual periscope detections that actually turned out to be submarines. Now admittedly, we weren’t worried about being torpedoed, and so our attention was less focused than that of our WWII brethren, but still, not great. That doesn't mean I only saw three periscopes in 18 years; I saw a lot more than that, but only three or so were initial detections. Whenever you get a sonar contact, sonar calls CIC and the bridge. The bridge watchstanders immediately look down the bearing of the contact. Sometimes, there's a periscope there, but these are cued not initial detections. If I had to attach an unclassified number to uncued detections, I’d say a ship had no better than a 10% chance, maybe less, of detecting a periscope that wasn’t way high out of the water and then only in daylight within 4000 yds. At night, or in low visibility, or high seas, forget it; zero percent.
Surface search radar, until the relatively recent advent of one and two second scan rates in systems like SPQ-9, was only a little better than visual. This was mostly because with six to ten second scan rates, everything as small as a periscope looks to the operator like sea clutter. And we didn’t get good at sea clutter rejection features until after the war. Plus radar sea return clutter is worst right where you’re wanting to look, within 6kyds of own ship.
So there I was last night in my S-40, west of the Ryukus, in February ’42. I was at periscope depth closing on a firing position, ahead standard, for a lone SHIRATSUYU Class DD who was off my port bow at 5000yds. He was doing 12kts on a course of about 340. The sun was setting behind his port quarter; time was like 1700. The thermal layer was at 150ft. He had been tracking right down his DRM (Direction of Relative Movement vector) and then at 5000 yds, he suddenly altered course right at me. At that range, I have no idea what he could have detected.
I'm running the U-boat missions add-on and TMO v1.5.
Along this line, do we know what the sonar/visual detection ranges are for the various settings in data/sim/cfg that you refer to in your FAQ?
Once again, I want to say, you’ve done a spectacular job with TMO. These are admittedly little things, and I thought you might enjoy the background. Bravo Zulu is the navy signal flag combination that means Well Done; in your case exceptionally so.

geosub1978
06-10-08, 02:08 AM
OK! The new version is quite a big challenge!

Nevertheless, I believe that DD detection ranges and the lethality of the aircraft are overestimated!Ducimus is it allowed to adjust them to more reasonable values?
Normally a submarine making 3-4kts submerged cannot be detected passively. So what would be the values of sim.cfg in that case?
Is the aircraft lethality also included in sim.cfg???:down:

Suicide Charlie
06-10-08, 10:38 AM
Ha, I'm still used to SHIII so when DD's are near by I'll switch to specific speed control and set it no higher than 3kts and have no problem taking it down to 1-2kts. I do notice that IJN ASW capabilities seem much behind what Brit and American forces seemed capable of, at least from a Silent Hunter point of view. The RPM's for the two different engine technology has a bigger part in this as well. I guess American boats could put out a higher speed with a lower RPM or at least that's what it seems like in game.

I'm not a modder, but your background history was really cool. Thank you Neilbryne and hello to another San Diego resident!

And now for my true reason for the post. I finally grabbed UBM the other night so I could go ahead and get the latest versions of my favorite mods. After installing TMO and then RSRDC and starting a campaign I noticed a couple of things.

1. My station controls were all over the place. The F1-F12 functions were all jumbled up and switched around. I don't recall ever reading about this change in the FAQ or changes, so I figured it has to be a glitch. As anybody else run into this? I've uninstalled and reinstalled both mods in order, but I haven't been able to see if it worked yet. Just lookign for some experience on this.

2. Sitting at my dock in Pearl Harbour and making preperations to leave I kept hearing this annoying buzz/whine. After finally figuring out where my Bridge station button had to relocated to I figured out it was coming from the band. Missing sound file?

I know these can't be bugs or a real common thing I'm just looking for some experience on it and to make sure that a re-install of the mods should fix it or if I'm going to manually dive into the files and fix something myself.

Biggest bum out on UBM so far is that it makes your old save files incompatible. I was so damn close to a 100k patrol too and my second outing and still had plenty of time to seek out both the Coral Sea and Midway battles...

Powerthighs
06-10-08, 11:24 AM
[QUOTE]1. My station controls were all over the place. The F1-F12 functions were all jumbled up and switched around. I don't recall ever reading about this change in the FAQ or changes, so I figured it has to be a glitch. As anybody else run into this? I've uninstalled and reinstalled both mods in order, but I haven't been able to see if it worked yet. Just lookign for some experience on this.QUOTE]

This is by design, Trigger Maru remaps the keys away from the default SH4 configuration. I believe it remaps them to SHIII layout.

geosub1978
06-10-08, 04:18 PM
As I recall, these old girls had the SQS-46V sonar.

It was and still is, the SQS-23 ;)!

cgjimeneza
06-10-08, 04:44 PM
Op Monsum does remap the keys to sh3, sort of
TMO and RSRD keep the keys quite close to stock sh4...

Suicide Charlie
06-10-08, 05:37 PM
It there anyway that I can map them back? I just got used to the SHVI config and erased the SHIII layout from my brain. I also don't think I have my print out for the SHIII set up anymore anyways.

neilbyrne
06-10-08, 05:38 PM
Not correct. With perhaps a few exceptions, only the FRAM recipient ships got the SQS-23. In fact, and I'm away from my library, I believe it was only the FRAM I's, all of which were GEARING Class that got the 23. There were a few GEARINGs, 33 SUMNERS and I believe a couple of FLETCHER DDEs that received the FRAM II conversion, but they did not get the 23. In those days the 23 was paired with the ASROC installation because it was thought, wrongly as it proved out, that the 23 could reliably detect out to ASROC's original range of 10,000 yards. And only FRAM I ships received ASROC.
I served in two FRAM Is, HENDERSON (DD-785) as an enlisted SM3, and BROWNSON (DD-868) as an ENS and JG. BROWNSON, or "BROWNEYE" as the crew called her, was an exception. In 1970, she was equipped with the first SQQ-23 (PAIR) and served as test ship for same the whole two years that I was aboard. PAIR was almost a whole new sonar. It had enormously better signal processing than the straight 23 and had a very capable passive side which the straight 23 did not. For me it was great; we did almost nothing but straight ASW ops for that whole two years. PAIR went on to be installed in the ADAMS, FARRAGUT and LEAHY Classes.
For the WWII ships that were not FRAMed, their sonars were upgraded as catch can and as $$$ were available. Many got the less capable SQS-29 as I recall, but a lot still had the 46V when they went to their reward. One possible exception here, and I'm guessing, is ships sold abroad under the Foreign Military Sales Program (FMS). A lot of SUMNERs and FLETCHERs went to FMS after they reached end of service life in the USN. In some FMS cases, if the buyer country wants upgrades and is willing to pay for them, it can happen, but this is on a case basis. In any case, in '71 when I went to ASW school, they were still teaching the 46V although only for a day or so. Kind of a, "You won't believe how far we've come" kind of thing.

ekempey
06-10-08, 05:59 PM
It there anyway that I can map them back? I just got used to the SHVI config and erased the SHIII layout from my brain. I also don't think I have my print out for the SHIII set up anymore anyways.

Go into JSGME and de-activate TM, go find the stock keyboard config, copy it. Re-activate TMO, paste the old keyboard map over the one inserted by TM.

Suicide Charlie
06-10-08, 07:04 PM
It there anyway that I can map them back? I just got used to the SHVI config and erased the SHIII layout from my brain. I also don't think I have my print out for the SHIII set up anymore anyways.
Go into JSGME and de-activate TM, go find the stock keyboard config, copy it. Re-activate TMO, paste the old keyboard map over the one inserted by TM.

Thank you good sir.

ekempey
06-10-08, 07:04 PM
No problem. :)

Suicide Charlie
06-10-08, 07:19 PM
Hmmm... Guess my next question is what file is that located in. I found something called "SHcontrollers." But, it's an ACT and I'm not sure what to open that with.

ekempey
06-10-08, 07:20 PM
Hold on, I'll find it.

ekempey
06-10-08, 07:23 PM
Data/Cfg, its the file named commands.cfg

Suicide Charlie
06-10-08, 07:24 PM
Once again, thank you good sir!

JoeCorrado
06-10-08, 08:41 PM
neilbyrne, thanks for the input and the professional background information. Your comments reflect what I have learned from reading first hand accounts by sub commanders of the war like O'Kayne. It was quite illuminating the cavalier way that escort vessels were viewed as inconveniences more than threats so long as their position was known and reasonable care exercised. Same for aircraft- they were threats to the careless or unwary but not so much to an alert sub w/ an experienced crew with some water between the keel and the bottom. :yep:

Some of the escorts, and certainly some of the planes and even merchants in SH4 appear to have an uncanny ability to detect what they should not. Escorts were much better equipped to handle ASW when doing so as a group, and even then their task was more one to disuade the submarine or prevent the attack by forcing the sub to evade than to actually sink it. Still, the US sub force lost a large number of boats so the IJN did something right and they did have some savvy commanders to press things.

Certainly not to speak for him, but I think that Ducimus treads a fine line and realism shares the stage with game play and enjoyment... and that means the threat of detection and the consequences of same. Although I do agree that being detected at ranges and speed / depths that defy logic makes it more difficult to plan and execute an attack at times.

Ducimus, your eminence, I have been playing SH since the original and your TMO mod is just wonderful. You are indeed a talented guy.
I was just going to leave it at that because I did not want to alloy my praise with suggestions, but the detail of the mod and the enormous number of things that are rendered correctly indicated to me that you are most interested in accuracy and so would not mind the following. Some is just background with a couple of suggestions and maybe a question or two.
Just a little about my background so you don’t think that I’m pulling this stuff out of whole cloth. I’ve been a lifelong student of naval history and that was before I ever entered the navy. I am a retired Captain USN with 31years on active duty. Eighteen of those years were spent in ships, mostly destroyers. I was privileged to command a frigate, BRONSTEIN, and a destroyer, BRISCOE. So my actual experience of submarine warfare is on the ASW side. Or as it is jokingly called in the USN, Awfully Slow Warfare.
I was CIC and then ASW officer in BROWNSON and attended both of the associated schools in the early ‘70s. At that time, most of the US fleet was still not equipped with the Navy Tactical Data System (NTDS) which put many of our sailors at computer consoles and automated a lot of the detection and tracking functions. Ours was what was then called a “grease pencil CIC”. Even air tracks were plotted on large Plexiglas status boards called vertical plots (VPs). VPs came in two flavors, informational and tactical. The info VPs were for displaying all manner of data so the watch standers didn’t have to keep it in their heads. This was stuff like radio freqs and handset stations, call signs, threat emitter signatures, formation guide, speed and spacing, etc. These VPs were unattended and only updated as reqd. The air plot VP was only manned in exercise or real world situations when we cared about the air picture. It was manned by two radarmen (RDs), now called operations specialists (OSs). They would stand behind the plot to be out of the way and write backwards in white grease pencil. When we were training kids to do this, we would always tell them, “Don’t scrub off the whole tail.” That meant to leave enough track history on the plot’s tracks so anyone could glance up and see quickly what was going on. The marks were normally an arrow in the direction of movement and a connecting line to the last mark, like so: <-<.
ASW was never done on a VP, and to my knowledge was never done so in submarines either. We were equipped with two plotting tables. The older one was the Dead Reckoning Tracer (DRT); the newer was the NC2 which was stood for Navy Canadian plotter #2 after the inventing navy. The DRT was more reliable; the NC2 had more capability when it was working. Both used a moving “bug”, essentially a compass rose shining up from inside the table with a cross in its center representing own ship. The tops of both tables were glass and the RDs covered them with large sheets of tracing paper. In an ASW situation, the plot was manned by a minimum of four watch standers, the ASW evaluator (an officer) who was calling the shots. There was a TACOM, tactical communicator (junior officer or a petty officer). There were two plotters, north and south, junior petty officers or strikers. The south plotter was connected by sound powered phones to sonar and his job was to plot own ship (in black pencil) and own ship’s sonar contacts (in red pencil) at no more than one minute intervals. The north plotter was connected to the surface radar operator and the Anti-Submarine Air Controller (ASAC) if we were controlling an ASW aircraft. The north plotter’s job was to plot friendly ships (in blue) and their sub contacts (in red). Aircraft were not put on the plot except for helos when dipping their sonars, but any sonobouys dropped by a/c were plotted and all a/c symbols were plotted in green pencil.
A long explanation, for what is a relatively minor quibble. TMO replaced the unrealistic shp.dds red hull silhouettes with a black grease pencil mark. My experience in talking to submariners was that they also kept the tactical plot on the plotting table in the control room, not on a VP. So my vote for a shp.dds replacement symbol would be something like the “don’t scrub all the tails” VP symbology, two arrowheads connected by a line <-<. And since it’s the enemy, in red.
Next, I’d like to go into sub detection by escorts with sonar, visually and later with radar. Here I have a lot of experience, and it is very difficult. This is why between us and the Brits, we built 1600+ destroyers/escort vessels in WWII. There is strength in numbers, because the individual capability just sucks. In ASW School, we were taught the capabilities of all the sonars then in the US surface fleet. There were still some WWII ships active, mostly old FLETCHERs and SUMNERs, that hadn’t been through the FRAM (Fleet Rehabilitation and Modernization) refit that installed newer systems. As I recall, these old girls had the SQS-46V sonar. We did a day or two in the attack trainer using this system. In absolutely beautiful water, isothermal (no layer) to 400ft, it had a reliable detection range of 2000-2500yds. Now remember this was the best sonar we had toward the end of WWII. In worse water, it was less. And a good rule of thumb about subs below the layer is that range across the layer is no better than 33-25% of range above the layer. The IJN had nothing better than this, and in my research in Morison’s 15 volumes History of USN Ops in WWII and Roscoe’s histories of US Sub & DD ops, I never found a sub detection at greater than 2,500 yds on active sonar, and most IJN detections were at 2,000 or less. On passive sonar, those sonars could detect thermal (steam) powered torpedoes pretty well but close. The only condition when a sub on her battery would be vulnerable to passive detection though was if she were cavitating her screws, normally at 7kts or more and only above 150ft, or at 15kts or more above 300ft. Deeper than 300ft, water pressure keeps the cavitation bubbles from forming.
Max sonar speed for WWII ships was 12 knots and it was not graceful degradation above that. Go faster, and you were deaf as a post in both active and passive.
OK, so that’s sonar detections. How about visual? Very hard and you get lots of false contacts. For most of my time as a junior officer, seniors kept telling me that periscope detections by lookouts were a training problem. Then I got a look at about 30 years of exercise results and the opportunities vs. detection numbers were just dismal. Obviously, I can’t put classified numbers out here, but suffice it to say that the US Navy has finally decided that this is a job for a machine.
A warship has about seven folks looking out full and part time. Three are full time lookouts, port, stbd and aft. Then you have the OOD and JOOD who look out when they can. Last you have the two signalmen who are supposed to be looking out when not signaling; although, in fact, they hardly do. The lookouts have 120 degree sectors that do not overlap. The officers, when they are looking, normally search the forward 180 degrees. The aft lookout has no one else looking where he searches and his primary responsibility is to be the last line of defense for a man who falls overboard, so often he is searching in the near field which the others are not.
In eighteen years of sea duty, I saw three visual periscope detections that actually turned out to be submarines. Now admittedly, we weren’t worried about being torpedoed, and so our attention was less focused than that of our WWII brethren, but still, not great. That doesn't mean I only saw three periscopes in 18 years; I saw a lot more than that, but only three or so were initial detections. Whenever you get a sonar contact, sonar calls CIC and the bridge. The bridge watchstanders immediately look down the bearing of the contact. Sometimes, there's a periscope there, but these are cued not initial detections. If I had to attach an unclassified number to uncued detections, I’d say a ship had no better than a 10% chance, maybe less, of detecting a periscope that wasn’t way high out of the water and then only in daylight within 4000 yds. At night, or in low visibility, or high seas, forget it; zero percent.
Surface search radar, until the relatively recent advent of one and two second scan rates in systems like SPQ-9, was only a little better than visual. This was mostly because with six to ten second scan rates, everything as small as a periscope looks to the operator like sea clutter. And we didn’t get good at sea clutter rejection features until after the war. Plus radar sea return clutter is worst right where you’re wanting to look, within 6kyds of own ship.
So there I was last night in my S-40, west of the Ryukus, in February ’42. I was at periscope depth closing on a firing position, ahead standard, for a lone SHIRATSUYU Class DD who was off my port bow at 5000yds. He was doing 12kts on a course of about 340. The sun was setting behind his port quarter; time was like 1700. The thermal layer was at 150ft. He had been tracking right down his DRM (Direction of Relative Movement vector) and then at 5000 yds, he suddenly altered course right at me. At that range, I have no idea what he could have detected.
I'm running the U-boat missions add-on and TMO v1.5.
Along this line, do we know what the sonar/visual detection ranges are for the various settings in data/sim/cfg that you refer to in your FAQ?
Once again, I want to say, you’ve done a spectacular job with TMO. These are admittedly little things, and I thought you might enjoy the background. Bravo Zulu is the navy signal flag combination that means Well Done; in your case exceptionally so.

Ducimus
06-11-08, 10:49 AM
I just wanted to pop in and say thank you all for your input. Any questions im not fielding right now, as i insist that i take a break. If i could hang a sign on "the door", it would read, "On vacation", or "On leave", hell, im *almost* to the point of "FIGMO".

At any rate, i just wanted to say that im not ignoring anyone, its just that i need to take a break. Ive been working on this mod for sometime, and have spent untold amounts of midnight oil on it. Right now is a good stopping point to kick my feet up on the desk and take breather. And that's what i intend to do! (right now i got myself engrossed in another game that is most defiantly taking my mind off of modding)
I'll be around later on. Probably in a week or three.


edit: Updated orginal post to reflect publish of the latest version while subsim was down.

kwbgjh2
06-11-08, 11:09 AM
Ducimus, i really love the TMO, so take a break and enjoy it. You brought the Narwhal to the game which i know since "Silent Service" (for the young folks: my first subsim on the famous Amiga 500 :D ). :sunny: :sunny: