View Full Version : [REL] Trigger Maru Overhauled
Pages :
1
2
[
3]
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
Quagmire
06-11-08, 11:23 AM
Enjoy your shore leave, Ducimus. And thanks again for all your efforts.
.
My experience in talking to submariners was that they also kept the tactical plot on the plotting table in the control room
A great source for historical information about the Submarine Fire Control Plots (and there was more than one) used by Fleet boats is in chapter five of the Submarine Torpedo Fire Control Manual here: http://hnsa.org/doc/attack/index.htm#platevii
It has several examples including the one seen by clicking the link.
neilbyrne
06-11-08, 01:17 PM
Joe,
I agree with your post. My intent was to heap praise on Ducimus while offering a few suggestions with supporting background and trying to find out what the sim/cfg values actually meant in the way of detection ranges. I hope he enjoys his time off; he has more than earned it.
The IJN’s ASW record was, to me, no better than mediocre. We lost 52 subs in the Pacific war, a couple of those not to IJN ASW efforts, but to bad torpedoes, grounding, etc. The IJN sank about 20% of the USN’s engaged force of submarines and killed one in seven US submariners. This was bad enough to make being a submariner the most dangerous thing an American could do in WWII. Second was being air crew in an 8th AF heavy bomber, one in ten died. In the infantry, the fatality rate was around 1%.
Contrast this to the Atlantic theater where the allies sank 785 German U-boats and killed five in six German submariners making that, so far as I know, the most dangerous thing anyone could do in WWII. Of the 785, US forces sank only 129. The British RN and what was the world’s third largest navy on VJ-day, the Royal Canadian Navy sank the rest. Clearly there were many reasons for the allied victory in the Atlantic. My two favorites are Ultra and the enormous allied ship building capability. Just two examples, in March ’42, the navy let a contract to Kaiser Steel to build fifty CASABLANCA Class CVEs and took possession of #50 a year later. We once built a Liberty ship as a war bond stunt in 96 hours from the keel to the whistle.
You are absolutely correct about the escort mission. The mission is to get your charges safely across the finish line. If submarines are coincidently sunk, that’s terrific, but the overriding mission is to be a good shepherd, get the sheep home. Once the allies had the escorts to accomplish this reliably, they went on the offensive and formed hunter killer groups (HUK) centered on CVEs. The HUK mission was to come to the aid of beleaguered convoys and when free of that, to hunt down and kill U-boats based on datums received from HF/DF and Ultra. The IJN never had the surplus CVEs or escorts to engage in this tactic.
The reason I classed the IJN’s ASW as mediocre was not that they didn’t have effective and well trained folks. They did. The problem was that their inter-war ship building program encumbered them with a force structure that was unsuited to what developed into a massive convoy escort ASW mission. This, by the way, was the exact same mistake that the USN and RN inter-war construction programs made, but the allies’ wartime shipbuilding programs were robust enough to bail them out of their errors.
The IJN’s escort shortage became so acute that it was noticeable in USN patrol reports toward the second half of ’44. SUBPAC jumped on this and changed the target priority list for, as I remember, one patrol cycle. Escorts were moved way up the food chain, only subordinate to capital ships (CV/BBs) and tankers. One result, USS HARDER torpedoed and sank three IJN escorts and crippled two others in less than a week in October ’44.
geosub1978
06-11-08, 01:18 PM
Not correct. With perhaps a few exceptions, only the FRAM recipient ships got the SQS-23.
Excuse me for mixing up things, I also refer to the FRAMs for the SQS-23. I also know them very well...
HS TOMPAZIS (D-215) (Gearing-FRAM I) - rest in peace in 1997 in a very good condition, sailing in 9 beaufort seas until the last moment, carrying plus eight HARPOON missiles!
neilbyrne
06-11-08, 01:27 PM
I remember the Hellenic Navy and Athens fondly. I was Ops officer in USS SAMPSON (DDG_10) when she was flagship of Destroyer Squadron 12 home ported in Athens, Greece; in Elefsis actually('73-'75). A bunch of us had "snake ranches" (bachelor apts) in Paleon Faleron.
neilbyrne
06-11-08, 01:38 PM
Am I correct that I just put 1.5.2 into JSGME and install over top of 1.5?
Defiance
06-11-08, 02:39 PM
Hiya,
Your best off disabling the TM that's in JSGME don't overwrite the old one
Then add new TMO in then enable it
Start new campaign ;)
Ciao
Def
Ducimus
06-11-08, 03:57 PM
and trying to find out what the sim/cfg values actually meant in the way of detection ranges.
....
The IJN’s ASW record was, to me, no better than mediocre.
I'll field this one since it appears im dealing with a career officer. First you should know that i was never in the Navy. I was a civil/combat engineeer in the Air Force. So you have an ex Airforce E-5, playing navy. :rotfl: Point is, most Navy acronyms go right over my head. Now if you want to talk about laying AM2 matting while doing 'Triple R', well, thats another story! :88)
Anyway, i do however have a basic understanding of active and passive sonar. Learned by neccessity from tinkering with and playing submarine sim's for a number of years. First i must laydown my intent when i make changes. I do, as some else stated, walk the tightrope between "game" and "simulation". It sum, its just my personal beleif that attacking convoys with near impunity makes very dull after awhile. To me, part of the submarine sim experience is getting depth charged. Without upping the AI detections from stock, more often then not, this is an experience that is very rarely seen, or at the least, very brief. Which in the end, makes things dissappointing to me.
When i increased the AI, i had one thing in mind. "Better then stock, but less effective the allies ASW effort in the atlantic". I beleive that passive and active sonar in TM, is *JUST* below "atlantic level difficulty". At the most, its probably equal to allied early war ASW (circa 42, aka 'uboat happy time')
Now the thing about the AI in general, is you can only get it to do something, by increasing the stimulius it gets from its sensors. Otherwise it doesnt do much. How detection works, is rather mechanical in nature. For instance, silent running, is a boolean flag. Its either on, or off, no in between. If your within 2000 to 3000 yards (maybe even farther) to a unit equiped with hydrophones, without silent running on, chances are he will detect you.
Active sonar detection is also sort of mechanic. Typically the AI won't ping unless your
a.) giviing him a large surface area to ping off of (ie broadside to him)
b.) In his active sonar cone (ranges vary from 1200 meters for early war and i think 1900 or 2000 meters for late war, all active sonar have a downward angle of 112 degrees modded, stock is 100, by way of comprision allies has a 140 to 150ish downward angle on their active sonar beams)
c.) Doing A and B for X amount of time.
At any rate the point here is that to get the AI to behave at a desired intelligence level, all a modder can do is increase its sensors, in order to illiciet a response. Its a very hard thing to balance and takes alot of time to get it just right. The biggest problem here is that once you understand how AI detection routiines work, it often doesn't matter how sensitive you make the active or passive sonars for the simple reason that one learns how to work around or exploit their shortcomings. To the new player, the AI seems incredibly hard. To the "experienced" player, not hard enough.
cgjimeneza
06-11-08, 04:07 PM
Ducimus, go see the sun, have a beer, watch a game... even just play a game.
we will be here... and waiting for whatever you invent or change....
so now everyone, download 152 and keep still while the man charges his batteries
you are welcome in Costa Rica if you feel the need to run south of the border.
neilbyrne
06-11-08, 04:13 PM
Ducimus, thanks; I did not mean to get you off R&R or detract in any way from the great work that you've done on TMO. I'm surprised you were never in the navy given how accurate and immersive an atmosphere you created. A friend of mine, also retired USN, and I have been playing together and we just have a great time going to sea without all the BS. Thanks again. NB
Ducimus
06-11-08, 04:32 PM
Ducimus, thanks; I did not mean to get you off R&R or detract in any way from the great work that you've done on TMO. I'm surprised you were never in the navy given how accurate and immersive an atmosphere you created. A friend of mine, also retired USN, and I have been playing together and we just have a great time going to sea without all the BS. Thanks again. NB
No distraction really. As for surprise i wasn't Navy.... I dunno. Fleet boats were passion of mine ever since i was a little kid and read my first submarine novel by Edward Beach. I devoured his books from cover to cover and reread them when i was done. I was quite proud of myself to be able to indentify what was what when i first stepped foot on a museum boat. I must have spent 4 hours on the USS Drum and it only felt like 5 minutes.
At any rate, i understand some of the design decisions i made in TM, won't be like how it was in real life. Its all a juggeling act. I weigh the text book answer, vs the "real word" answer, over limitations presented by the game.
THe nav map for instance, was designed to force the player to plot, and to reduce the amount of information presented to the player. By default, the nav map has instant and FULL situational awareness when i don't think it should. The "grease dots" many dislike is VERY intentional. As by default you could tell by the ship map silloute
- class (merchant, tin can, or major warship)
- hostile or non hostile
- EXACT Direction of travel
All at a glance without ever going to the bridge, or looking through a periscope. Just Too much info. Nevermind exact sensor information was also visible. :roll: I dont think a skipper could tell the exact geometric measurements of a sonar beam at a glance at a map.
I know people don't like that part of the mod, but i did have my reasons for it. ;) I just wanted very general position plotting, with minimal or sufficent situational awareness in order to keep a "fog of war" in play.
Ducimus
06-11-08, 04:39 PM
Oh and btw, disable and remove version 1.5 and s**tcan it. Just run 1.5.2 by itself. (or with RSRD, which im positive you'll enjoy)
edit:
Anyway, i yap too much. I now return myself to the grimey deep whence i came.
(my new diversion , its very addictive:
http://en.wikipedia.org/wiki/S.T.A.L.K.E.R.:_Shadow_of_Chernobyl )
sqk7744
06-11-08, 04:55 PM
Wonderful job on 1.5b
Calm seas, and red skies my friend! :|\\
neilbyrne
06-11-08, 10:22 PM
Ducimus, I played stalker for about two months, but couldn't survive the end game.
Ned Beach was by all accounts a really good guy. A lot of his contemporaries thought he should have made admiral. He was aide de camp to the President and commanded TRITON on her round the world submerged cruise.
I've also read all his books and agree; they're great.
If you want a good look at the ASW side, my rec is "The Cruel Sea" by Nicholas Monsarrat. He served in the N. Atlantic w/ the RN.
Is 1.5.2 save game compatible w/ 1.5?
Cordially, NB
Zero Niner
06-11-08, 10:26 PM
Is 1.5.2 save game compatible w/ 1.5?
It's best to finish up your current patrol & return to port before you install a new version (or new mod).
There shouldn't be any problems if the mod installation is done when your boat is docked, but if you do this in mid-patrol you may encounter problems.
neilbyrne
06-11-08, 11:25 PM
09r, Thanks; wilco.
Rockin Robbins
06-12-08, 05:57 AM
I'll toss my two cents in there in the five minutes I have here. The frustrating thing about modeling Japanese ASW is that it was so blasted inconsistent. And then there seem to be two wars: the one according to the bean counters' research after the war ("Japanese ASW was normally mediocre at best and much of the time incompetent") and the experiences of the submariners themselves as expressed, for example at http://www.ussubvetsofworldwarii.org/RememberIndex.html and in fact all over the ussubvetsofworldwarii.org site, as difficult to navigate as it is.
In there you'll see "cavalier" Dick O'Kane deciding he was the hunted rather than the hunter when he encountered radar equipped planes coordinating with radar equipped escorts. Getting to the convoy wasn't the issue. Getting the hell out of Dodge was, and accomplishing it was not a given.
You have to remember that the American sub war was top secret, and that throttled the voices of the men who actually participated and left us with the defective (in my view) voices of the historians, who never fired a torpedo, never nearly ran out of oxygen in a 30 hour depth charging, never lost a buddy in a sister submarine. But they know it all, just ask them!:yep:
Spend some time on the site. Listen to the voices of the ones who really knew and understood what they were up against. See if that doesn't change your opinion of Japanese ASW somewhat.:up:
WARNING: the voice of the American hero is addictive and will consume many hours or days. What a shame that we're losing hundreds of them every day now. The day when their voice is entirely silent is not far off.
And my five minutes to post is gone. I'll rejoin later.
DrBeast
06-12-08, 06:56 AM
@Ducimus: Enjoy your time off, mate. Happy hunting!
@kwbgjh2: My first subsim as well, but not on the mighty Amiga...had to settle with the puny Atari 130XE! Blergh!
Rockin Robbins
06-12-08, 08:49 AM
@neil: question? On the grease pencil plotting board ">-->" target notation, is there any attempt for the line between the carats to represent target length? And do the carats denote direction of travel or bow and stern of the target?
capt_frank
06-12-08, 09:08 AM
I haven't played TMO in a very long time due to my own inability to get it installed on my rig properly. Yes, I know, it's rather straight forward, but I must have been doing something wrong as I was getting blue screens and CTD's.
Not anymore...
The other day, I was surrounded by three DDs after a puny convoy attack. I went silent and deep, kept changing directions. They kept pounding me but after what seemed an eternity, I finally escaped off to the east.
I also learned NOT to time accelerate while surrounded by DDs...that as I understand it accellerates their already superior AI skills...and that's hard not to do as I'm a TC kind of guy.
Anyway, Bravo Zulu, as it was said, and thanks for such a great experience!
capt_frank
kwbgjh2
06-12-08, 09:41 AM
One question about the TMO and my favourite sub "Narwhal" :D . I found several sources in the WWW (ex FleetSubmarine.com) that describe this sub with 2 impressive 6"/53-calibre deckguns. Any Chance to get this gun in the Mod ?
:hmm: :hmm:
Rockin Robbins
06-12-08, 09:59 AM
One question about the TMO and my favourite sub "Narwhal" :D . I found several sources in the WWW (ex FleetSubmarine.com) that describe this sub with 2 impressive 6"/53-calibre deckguns. Any Chance to get this gun in the Mod ?
:hmm: :hmm:Be careful what you wish for. TMO has historical deck gun effectiveness. It takes over a hundred hits to sink a 3000 ton freighter. Empty tankers? Forget it. You might as well fart in their general direction.
You will not be building the submarine version of the battleship Yamato there. Your deck guns will be little more than pretty decorations. They're for shooting sampans and other targets not worthy of a torpedo. And that's why this "impressive" configuration vanished from later submarines. It was not useful.
neilbyrne
06-12-08, 11:39 AM
RR, there was no attempt to denote target length just direction of movement. About every three minutes or so they'd put a time stamp on the mark.
neilbyrne
06-12-08, 01:17 PM
When I came on active duty in '65, there were still a fair number of WWII vets active as well. My second skipper was a direct commission out of the Merchant Marine and had had two merchies shot out from under him in the North Atlantic. There were two specifically with whom I became good friends. One was a chief boatswains mate who had been in BOISE with the Asiatic Fleet at war's start and later fought at Cape Esperance and then in a DE in the North Atlantic. The other was a Rear Admiral who was weapons officer of one of Arleigh Burke's FLETCHERs in DesRon 23, THATCHER as I recall, and fought through the Solomons and at Empress Augusta Bay. He later was XO of a SUMNER in the Okinawa Kamakaze campaign. I was not privleged to know any WWII submariners first hand.
I never heard anyone say that the IJN were not good, tough naval operators. And that was not the intent of my post either. It was more along the lines of Bill Parcells axiom that "You are your record." If you went 5 & 9, then you're a 5 & 9 team.
If the RN, the RCN and USN had only killed 20% of the engaged U-boat force...... Well, you get the idea. Neil
Rockin Robbins
06-12-08, 07:41 PM
True Neil, but you are attributing that result only due to ASW. I believe the superior quality of the American boats was also responsible. They were faster, both on the surface and submerged, had a faster silent speed, were better armed, better security practices, crews were fed better and so in better shape to fight.
Plus you never heard of an American boat essentially undamaged having enough and coming to the surface. It happened dozens of times in the German fleet, to the extent that Admiral Gallery used their propensity to just give up as a strategy to successfully capture U-505. Then factor in the fact that U-Boats chatted on the radio like 13 year-old schoolgirls on cell phones.
In the end it was the hunter-killer groups that spelled the end of the U-Boat. Type XXI, Type XXVIII, whatever, it was over. Your statistic on the construction of the jeep carriers is devastating. Spot a submarine, draw a circle and cover it with aircraft. That's a dead U-Boat.
cgjimeneza
06-12-08, 08:26 PM
I installed 152 with RSRD and dont know about this grease dots.. I still see the bearing lines on sonar...
my current list:
REL_TriggerMaru_Overhaul_152
RSRDC_TMOv15_V371
RSRDC_V371_Patch8
RSRDC_eyecandy_fix
any takers?:hmm:
cgjimeneza
06-13-08, 06:56 AM
Did you make stormier seas in January?
I went to the Yellow Seas and chased some 4 ships in hvy storms, fog and waves.
I almost collided with one while firing with the deck gun in order to make it burn so my FC team will see it and plot a torpedo solution... I ended shooting open sighted, but the fish that hit was a dud...
extremely frustrating but genially realistic...LOVE 152:know:
You put some new gramaphone music in there cool :D. I like the new switches in the conning tower for GQ and diving very cool.
I only wish i had more time to play, with a full time job and studying for exams i don't get much free time. Hmm could you mod me a few more hours into a day 36 would be cool :up:
W4chund
06-16-08, 08:17 AM
I like the Modifikation, it´s my Favorite. :)
But i think there is a little Mistake with the S-18 Class. I finish my first Patrol in a new started Career, sunk 41000 Tons on Merchant and Warships, got a light Damage in Combat and return to Base.
In Base i become a complete Mark 14 Torpedo Loadout, i don´t think this is correct. ;)
My Crew was very effective and repair all the Damage, but they unable to fix the broken Valves in the Commandroom, so i hear all the Time the Noise of Floating Water and exhausting Air till i reach the Base.
I like the DD AI, i was hunted by 2 Subchasers and 1 DD, got heavy Damage at the Engineroom with floating. While the Repairing, i managed it to sunk the DD, 1 Subchaser and damaging the other Subchaser, so he left the "Battlearea" and tryed to escape. At 5000 Yards between me and and the escaping Subchaser i´ve gone to Surface and started to attack him with my Cannon. He won´t escaping any longer, and he didn´t Shoot back.
I think the AI was more aggressive in earlier Versions of TM.
But the Planes always found me and attack me. :)
P.S. Sorry if ur Eyes burning from my English. I´m old and i speak German 95% of my Life. :D
P.P.S. my current list:
REL_TriggerMaru_Overhaul_152
RSRDC_TMOv15_V371
RSRDC_V371_Patch8
RSRDC_eyecandy_fix
Rockin Robbins
06-16-08, 02:07 PM
Welcome W4chund! You did well with your english. I agree with you that some aspects of enemy AI have ratcheted down slightly. But there are more sources of danger now, like Ducimus' evil airplanes that will bomb you at periscope depth.
And I'd rather attack a convoy guarded by DDs that those darn subchasers!!! They're nasty.:rock:
One question about the TMO and my favourite sub "Narwhal" :D . I found several sources in the WWW (ex FleetSubmarine.com) that describe this sub with 2 impressive 6"/53-calibre deckguns. Any Chance to get this gun in the Mod ?
:hmm: :hmm:Be careful what you wish for. TMO has historical deck gun effectiveness. It takes over a hundred hits to sink a 3000 ton freighter. Empty tankers? Forget it. You might as well fart in their general direction.
You will not be building the submarine version of the battleship Yamato there. Your deck guns will be little more than pretty decorations. They're for shooting sampans and other targets not worthy of a torpedo. And that's why this "impressive" configuration vanished from later submarines. It was not useful.
It's an impressive configuration when you use my experimental Deckguns! 15 shot/clip, 55 RPM, same reload rate. It's a theoretical design based on the Bofors 40mm AA gun - except that the Experimental Deck Gun loads from the bottom and ejects the shell on each shot.
SUPER EFFECTIVE with AP rounds at the waterline of any merchant ship. =p
Ducimus
06-18-08, 09:25 PM
>>I agree with you that some aspects of enemy AI have ratcheted down slightly
I havent ratcheted it down. Infact, a version or two ago, i acutally increased the AI's active sonar effictiveness a wee bit. So It could be that your just getting better at avoiding them. :lol:
W4chund
06-18-08, 11:59 PM
>>I agree with you that some aspects of enemy AI have ratcheted down slightly
I havent ratcheted it down. Infact, a version or two ago, i acutally increased the AI's active sonar effictiveness a wee bit. So It could be that your just getting better at avoiding them. :lol:
Yap, the active Sonar detection by Enemy is very good, never saw so precise Waterbombing Runs before. But it´s possible to Evade. ;)
What´s about the Mark 14 Torpedoloadout for the S-18 Class. As Captain i never allowed a door-to-door salesman to upgrade my Torpedotubes for the longer Mark 14 and decreasing the Repository and Restrooms for my Crew. :)
JoeCorrado
06-22-08, 11:10 PM
>>I agree with you that some aspects of enemy AI have ratcheted down slightly
I havent ratcheted it down. Infact, a version or two ago, i acutally increased the AI's active sonar effictiveness a wee bit. So It could be that your just getting better at avoiding them. :lol:
Just curious Ducimus, I believe that the Japanese originally had depth charge settings only down to 200 feet but improved that in 1943 to be adjustible in 100 ft increments down to 500 feet. Are these depths consistant w/ your own research and do you reflect them in TMO for the time periods mentioned?
Just curious because the new fleet boats of the time were capable of diving in excess of 600 feet and that was a great advantage in escaping the wrath of the escorts. Early in the war the Japanes ASW efforts were mostly ineffective because the U.S. boats would simply submerge to a depth below the max fuze settings used by the Japanese.
By the way- I love the way the Japanes ships will tag team you with one making a depth charge run while the other reduces speed and listens for your evasive manuevers.
They are pretty darned good at it and quite persistnat to boot. They also seem to have specialists available on some of their ships too, because even early in the war they seem to find you and punish you regardless of your depth. Very challenging at times to simply make your escape!
When you attack a convoy- it is sometimes wise to leave something left for the escorts to escort- it will encourage them to move along and guard whatever remains... and allow you a better chance at survival. Nothing worse than pissed off escorts with nothing else to do but spank you for sinking his charges.
:up:
Ducimus
06-24-08, 10:02 PM
I believe that the Japanese originally had depth charge settings only down to 200 feet but improved that in 1943 to be adjustible in 100 ft increments down to 500 feet. Are these depths consistant w/ your own research and do you reflect them in TMO for the time periods mentioned?
Unfortunately do to the way the AI works internally, its not possible to put a hard limit on how deep Depth charges go. Ive tried a number of workarounds, but non of them worked. Depth charges go to 300 meters. Period. It's just how the game is, and imposing a hard limit on depth charge depth has been a desire of many for years now.
-----------
As an aside, ive been muling over this for a couple weeks now, and i think its time to pull this picture out again:
http://www.ducimus.net/sh4/retirement.jpg
I have no long winded speech except to say:
- I think ive done my fair share for this game by now. TM is looking like its at a good stopping point anyway. If anyone wants to picks up the torch and try to further it, go ahead and knock yourself out.
- Various things in RL are weighing heavily on my mind these days.
- I have zero desire to do anything anymore.
Maybe ill change my mind like ive done before, but this time, i kinda doubt it.
I now resign myself to the peanut gallery.
Defiance
06-25-08, 04:30 AM
Ducimus,
You can only do what's right for yourself
For all the time and effort you've put into All the TM/TMO variants i say a Hearty Thankyou Sir :up:
Real life should always take precident :yep:
No one knows what the future holds really, But maybe you will get an urge to comeback (you never know)
Have Fun :D
Take Care
Ciao
Def
JoeCorrado
06-25-08, 01:05 PM
I now resign myself to the peanut gallery.
You know you won't be able to resist for long Ducimus. It's in your blood and after a vacation you will find yourself asking the "what if's" and the "where fors" and before you know it you will find yourself once again doing what you enjoy- tinkering, improving and best of all; releasing the next improvements to the Trigger Maru.
Until then, enjoy your family, enjoy your rest, enjoy playing your own creation and of course- enjoy knowing that all of your efforts are truly appreciated and admired by people from around the world every single day.
Your efforts reach further than you may know.
Thank you Duci-
Suicide Charlie
06-25-08, 03:12 PM
I second that Ducimus! Enjoy the fruits of your labor and most of all the finer things not found on a computer screen. I've become much of the same way, there's only so much time that I can spend playing a game or sitting in a chair these before I have to grab my keys and get the hell out of dodge. When I was a kid I could sit here all day and veg out, I'll be 22 next month and can't stand to sit here for very long anymore.
Thank you for all of your hardwork. I hope you have a sense of pride and acomplishment and recognize that you are an important chunk of one of the best modding communities through out gaming. I've played a lot of games and it always seems like Ubisoft's simulation games are always at the top for community improvment and tinkering. I've seen a lot of modding teams and communities and the Silent Hunter crews (both III and IV) have to be the most driven and creative. Thank you for your time and your efforts. They are more than appreciated, I think for some of us your work is necessary.
With that being said I noticed that DE's and PB's that weren't outfitted with DC equipment have a work around! I don't know how I never saw this before. I came upon three Wakatake DE's. Of course COMSUBPAC deems it a "task force" and wants me to waste fish on them. I decided to play a little less realistic for a second and see how close I could get riding the surface and gunning. I didn't really land any hits, but once I did crash dive they went into the usual search pattern and used there guns as make shift DC's!
MONOLITH
06-25-08, 04:20 PM
*SALUTES*
Dank je wel. TMO is super. Tot ziens
(thank you, TMO is super, see you)
I consider TMO a all time classic game!
Thanks that you've shared your passion for free.
With admiration :up: :rock:
Aniuk
cgjimeneza
06-25-08, 08:07 PM
Sir, thanks.
If you feel the duty is done, its ok with us... and maybe some of us will tinker with the files to see what happens, who knows, maybe we will do something worthwhile.
Your devotion to duty is par to none, and we owe you an enormous debt of gratitude.
my best wishes
somehow I feel the need to smell the grass and see the sun too... yet as Pasternak put it:
" A seaman has one country, but two wives. You never understand that. Now I go to my other wife, the cold, heartless one, the one that owns my soul. "
and if anyone has the full text of the poem, called On a cold and distant shore" please send it LOL
Zero Niner
06-25-08, 10:58 PM
Thanks for the work and the wonderful mod.
DrBeast
06-26-08, 05:11 AM
No rest for the wicked, my man. We'll see you here soon :rotfl:
BUT until then, have a great time! :up:
ICApproval
06-26-08, 09:47 AM
I would like to weigh in here - TMO, in its evolving development, is my preferred mod for running the game. I am fully immeresed and thoroughly enjoy the experience. My sincere thanks. Hope to see more of your work in the future in this game or others that you choose to mod. Cheers!!
cgjimeneza
06-27-08, 05:48 PM
anyone knows if fleet boats carried heavy machine guns?
it would be nice to have on the conning tower...
just a question/request/
have a good weekend, and :arrgh!: may your torps run hot, straight and normal.
Just my luck. I've just recently dicovered the greatness of TMO and its creator and now he retires.
Ah well, its a great mod. Credit for the time and dedication spent in bettering an half finished game. Thanks for the effort mate.
Perhaps someone can help me here: On TMO 1.5b the sonar and radio stations rocked with the boat on the surface. With TMO 1.5.2 it seems to be fixed like the stock version. Is there a way to put it back as in version 1.5b? As it gives a greater sense of situational awareness.
Roger Dodger
06-28-08, 02:36 PM
anyone knows if fleet boats carried heavy machine guns?
it would be nice to have on the conning tower...
just a question/request/
have a good weekend, and :arrgh!: may your torps run hot, straight and normal.
Subs carried 20mm AA guns on the conning tower. Depending on the time there may be only one forward or aft, or 2X20mm forward and/or aft. BTW, 20mm = .787" or 79 cal. I'd call that a 'heavy' machine gun, at least its too heavy to tote around and fire 'Johnny Wayne' style.
They can be a help when using the deck cannon to destroy fishing boats too.
cgjimeneza
06-28-08, 08:16 PM
anyone knows if fleet boats carried heavy machine guns?
it would be nice to have on the conning tower...
just a question/request/
have a good weekend, and :arrgh!: may your torps run hot, straight and normal.
Subs carried 20mm AA guns on the conning tower. Depending on the time there may be only one forward or aft, or 2X20mm forward and/or aft. BTW, 20mm = .787" or 79 cal. I'd call that a 'heavy' machine gun, at least its too heavy to tote around and fire 'Johnny Wayne' style.
They can be a help when using the deck cannon to destroy fishing boats too.
yeah, but I mean like 0.50" or even 0.30" MGs..
schurem
06-29-08, 07:16 AM
salute ducimus, its my favourite mod.
W4chund
06-29-08, 08:01 AM
Is there a Chance to see the activated Grammophon on a Resulotion above 1280x1024?
I play with 1600x1200 and its not possible to see it. ;)
Lynx2069
06-29-08, 03:07 PM
Just a quick question....MK 10 torpedos have been made to only work on the S boats I thought, but for some reason they are now available for my balao in early 44???
W4chund
06-29-08, 03:41 PM
The MK10 can also be used by Fleet Boats. The MK14 can´t be used at S-18 and S-42 Class cause of shorter Torpedo Tubes.
CaptainHunter
06-29-08, 04:19 PM
Salute Ducimus
Vacquero
06-29-08, 11:42 PM
For some reason the download isn't working. After 3 hours waiting, it got done and said "Unable to save. Source file cannot be read." I'm using SH 1.4
HI I really like the mod... and appreciate your efforts.
I have noticed that the conning tower tilts as the boat dives and suffaces. the problem is it appears to be in reverse.
when diving the rear of the conning tower dips as if the boat is going down backards. Has anybody else noticed this or is my install buggered?
thanks
Vacquero
06-30-08, 12:50 PM
Which version of TMO works with 1.4? I tried the link from page 1 and the download wouldn't work, and 15B dosen't work.
W4chund
06-30-08, 09:49 PM
Which version of TMO works with 1.4? I tried the link from page 1 and the download wouldn't work, and 15B dosen't work.
Try this Version:
http://hosted.filefront.com/Ducimus554/2193187
The Versions for SH4 1.5 have the ....152.... in the Name.
Ducimus
06-30-08, 10:01 PM
The Versions for SH4 1.5 have the ....152.... in the Name.
Correct. Once i had TM sitting at version 1.5, i decided to keep it at some form of 1.5 to help remove confusion between the two different versions, and their intended platform.
I had intended to go back and update the version for 1.4 and republish it as TMO version 1.4, but the wind kind of left my sails.
Suffice to say, if its TMO 1.5.x its for SH4 with the uboat add on. (aka SH4 version 1.5)
Roger Dodger
06-30-08, 11:22 PM
anyone knows if fleet boats carried heavy machine guns?
it would be nice to have on the conning tower...
just a question/request/
have a good weekend, and :arrgh!: may your torps run hot, straight and normal.
Subs carried 20mm AA guns on the conning tower. Depending on the time there may be only one forward or aft, or 2X20mm forward and/or aft. BTW, 20mm = .787" or 79 cal. I'd call that a 'heavy' machine gun, at least its too heavy to tote around and fire 'Johnny Wayne' style.
They can be a help when using the deck cannon to destroy fishing boats too.
yeah, but I mean like 0.50" or even 0.30" MGs..
Ah, 50 cal and 30 cal machineguns were on subs in RL during WWII, just not in the game. They also carried Tommy Guns (45 cal) and several other small arms. They weren't used much except during 'REPEL BOARDERS' drills. :rotfl:
As little damage the deck gun and 20mm MG do, shooting a 30 cal MG at anything in this game would just be making noise.
Vacquero
07-01-08, 08:41 AM
Allrighty, got her. Thanks guys. Lookin forward to see how she works.
W4chund
07-01-08, 11:09 AM
The Versions for SH4 1.5 have the ....152.... in the Name.
Correct. Once i had TM sitting at version 1.5, i decided to keep it at some form of 1.5 to help remove confusion between the two different versions, and their intended platform.
I had intended to go back and update the version for 1.4 and republish it as TMO version 1.4, but the wind kind of left my sails.
Suffice to say, if its TMO 1.5.x its for SH4 with the uboat add on. (aka SH4 version 1.5)
Maybe u change the description in your first Post. I think that someone who is new in this Forum or really "Hot" for the Modification will overlook the 1.4 Part in your First Post. ;)
By the Way, many thx for your Work. :)
schurem
07-01-08, 05:22 PM
How do conning tower upgrades work? Do we just get them at a certain date? do we need to buy them? How should they show up in the loadout screen?
mrearthpig
07-03-08, 06:41 PM
Thanks Ducimus and all the contributors.
Delux mod.
Ducimus
07-03-08, 09:26 PM
How do conning tower upgrades work? Do we just get them at a certain date? do we need to buy them? How should they show up in the loadout screen?
Each type of conning tower "upgrade" becomes available after a certain date.
Conning tower upgrades occur when your boat recieves a refit. To get a refit, you have to have at least one good patrol where you earned (i think) greater then 500 or 600 renown.
Refits have a chance to occur when you dock, at the conclusion of a war patrol.
Warsteiner
07-04-08, 11:23 AM
An awesome mod, the only thing that I don't like is the new position of the helmsman in the conning tower. I would like to know how to return it to its original position in the control room. I think I have to manipulate the file NSS_ (name of submarine) _CT.dat with s3d editor, but i don't know what must be changed :doh:
Thanks
runyan99
07-04-08, 01:34 PM
The ambient noise inside the boat and/or engine sounds create a distinct hiss on my speakers. Is there a fix for this?
I'm still only into my second mission, but so far these two mods (TMO/RSRDC) mark a definate improvement in the game. I did encounter a bug however equiping a deck gun after the first mission.
I'm using a Gato, and when I went to upgrade to the 4 50 cal Stern gun, the result was no deck gun crew in crew management. Add the 4 50 cal Bow mount and the deck crew returns. I've verified the sim, cam and dat files for 4 50 cal all match the original TMO files (windiff), and don't beleive any other mod has corrupted the files wihcih suggest a bug in the 4 50 cal stern mount deck gun data or whatever other files work to make this configuration. I'm running the following FYI:
REL_TriggerMaru_Overhaul_152
RSRDC_TMOv15_V371
RSRDC_V371_Patch9
Historical Prop Rotation -TM
Poul-Sound for SH4
Optics2 over TM
Has anyone else encountered this issue?
Defiance
07-05-08, 06:13 PM
runyan,
Using greative x-fi by any chance ??
ekempey
07-05-08, 08:41 PM
I'm still only into my second mission, but so far these two mods (TMO/RSRDC) mark a definate improvement in the game. I did encounter a bug however equiping a deck gun after the first mission.
I'm using a Gato, and when I went to upgrade to the 4 50 cal Stern gun, the result was no deck gun crew in crew management. Add the 4 50 cal Bow mount and the deck crew returns. I've verified the sim, cam and dat files for 4 50 cal all match the original TMO files (windiff), and don't beleive any other mod has corrupted the files wihcih suggest a bug in the 4 50 cal stern mount deck gun data or whatever other files work to make this configuration. I'm running the following FYI:
Has anyone else encountered this issue?
This is a stock bug as far as I can remember. When you originally outfit your boat (i.e. when you start your career) at that point you can choose bow or stern deck guns. If you change the position later on, the crew will disappear. I don't know if there are any fixes, but try the forum search as this has been brough up before.
runyan99
07-05-08, 10:45 PM
runyan,
Using greative x-fi by any chance ??
No. I was using an old soundcard (forget model), but now I've got a new rig with integrated sound on an Nvidia 680I motherboard. I get the same hiss on both systems.
I think the sound files used are low-fi. I tried once with 1.4 to replace the ambient file with a different one, but it made the saved games crash. I was hoping that TM1.5 would solve the issue, but no luck.
runyan99
07-06-08, 12:01 PM
I was depth charged today and I noticed that the splash sounds of the charges hitting the water were always the same volume. After a while, the splashes were louder than the explosions, which seems pretty silly.
W4chund
07-06-08, 12:17 PM
TMO 152
TMO S Boat Engine Fix
RSRDC 371 for TMO
RSRDC Patch 9
RSRDC Eyecandy Fix
#4 PE3 Ship_debris_SH4_with Bodies
#2 PE3 Special Effects for TMO
OM 301
I start a new Career in Manila with an Sargo Class ( 22 Torpedos). I finished first Patrolorder and got a new Patrol Zone SE of Formosa. I found a small Convoy with one Minesweeper, one DD, one Middle old Oiltanker, one Large Modern Composite and one Small old Oiltanker.
The Weathercondition shows Stormy Sea, light Fog. The Minesweeper detected me on 800 Yards ( Periskoplevel, Silent Running, Engine Stopped, no extended Periskope). He started a Waterbombing Run, without Bombs, passed me and got 2 Torpedohits from my Reartubes( 800 Yard Distance). After the first hit he´s spinned around like a Whirly, after the second Hit he sunk ( Magnetic Ignition).
The engaging DD got 2 Hits ( First on 1000 Yard, Second on 500 Yard), after the First he stopped and a few Minutes after the second Hit he sunk ( Magnetic Ignition).
The Middle Tanker got one Keelbreaker on 1200 Yard (Magnetic Ignition ).
I surfaced and attacked the small Tanker with Gun and Torpedo. The Torpedo detonates after 500 Yard, 400 Yards to early( Magnetic Ignition). The Small Tanker explodes in a large Fireball after 10 HE Rounds from my 3.50 Cal Cannon.
So, the Large Modern Composite, 230 AP/HE Rounds and 16 Torpedos left. Should be enough Ammo for one Vessel, i thought. :roll:
Coming to an hard End, 3 Torpedos Hit the Freighter 2 on his Left Side at 15 Ft ( Contact) and 1 beside his Rudder. Also 200 AP/HE Rounds from my Gun. 14 Torpedos were Duds or Detonate to Early.
And the Freighter escapes to Home. :shifty:
Don cossack
07-10-08, 03:22 AM
Hi,
I’m running SH4 (v1.4) modded with only the last dedicated Ducimus TMO. All run very fine as far as I can see.
Although, I experience a little problem with the fairwater of the Tench class submarines.
In details, it seems that the fairwater is skinned with the bow and superstructure skin (presence of limber holes)
Somebody has experienced similar thing ? How could I fix it ?
Regards
Don Cossack
groomsie
07-10-08, 10:13 AM
First, Thanks Ducimus and all contributors to this mod...I'm dragging today after last night because of you guys.
Before my recent vacation I downloaded TMO 1.4, but had not yet extracted it--I was mid-patrol. After troubleshooting a recent computer problem, my mod list on JSGME showed no active mods, despite them being clearly enabled. Last night I re-enabled the mods so they showed up and the game became unstable, so I disabled all mods. It was close to bedtime, so I decided maybe I'd extract TMO and enable that instead. All I can say is "Wow".
For any other relative newbies or others who haven't tried this mod (very few I'm sure), what are you waiting for? Much more variety in missions, looks good, plays nice (I like the range at current speed addition for one).
Anyway, it was 1:45 am when I finally tore myself away and went to bed and now I'm shot. But, can't wait to get home and resume my patrol.
Again, thanks to Ducimus and all who contributed to TMO. Awesome work, which seems about par for this group. Now I just need to get v1.5 purchased...
Vacquero
07-11-08, 06:20 PM
Are all the hotkeys the same in TMO? Some things seem to be missing or changed. Is there a key chart anywhere?
ReallyDedPoet
07-11-08, 08:26 PM
Are all the hotkeys the same in TMO? Some things seem to be missing or changed. Is there a key chart anywhere?
This should do the trick, it's an older version, but should be ok:http://www.subsim.com/radioroom/showthread.php?t=128742&highlight=trigger+keyboard
RDP
Lynx2069
07-11-08, 08:55 PM
Is there anyway to change the depth at which the boat dives whenever I order periscope depth. The reason I ask is that it seems the Ob. Scope on the salmon class boats don't make it completely out of the water, while the Attack Scope does. The ob. scope constantly has the blurred water effect on it after ordering Periscope depth. I can generally come up about a foot or 2 (52 feet) and it corrects the problem. If someone could tell me how to adjust the depth at which i go after i order periscope depth, I'll happily adjust it to my liking. Also if I did so, would the red P. depth indicator show the adjusted depth (I know, seems miniscule to care about 2 FEET!! :doh:) or would that require adjusting a texture.
Sorry for the wall of text, thanks in advance
Yeah its just not going to work for ya that way. One scope is shorter than the other, fact of life. So when your going down....hit the "D" key and stop at your chosen depth.
When coming up to take an observation I then extend whichever scope I am going to use to max extension and come up to where its just getting a good visual. I have just gotten used to not using that "P" key very much.
I hope that helps, happy hunting.:ping:
seaniam81
07-12-08, 01:03 AM
Is there anyway to change the depth at which the boat dives whenever I order periscope depth. The reason I ask is that it seems the Ob. Scope on the salmon class boats don't make it completely out of the water, while the Attack Scope does. The ob. scope constantly has the blurred water effect on it after ordering Periscope depth. I can generally come up about a foot or 2 (52 feet) and it corrects the problem. If someone could tell me how to adjust the depth at which i go after i order periscope depth, I'll happily adjust it to my liking. Also if I did so, would the red P. depth indicator show the adjusted depth (I know, seems miniscule to care about 2 FEET!! :doh:) or would that require adjusting a texture.
Sorry for the wall of text, thanks in advance
The reason for the ob. scope not sticking out of the water at Parascope depth is because the scope is shorter, and is used from the control room, unlike the attack scope used in the conning tower.
Now you could edit and make the subs parascope depth higher, so you can use the ob scope, but that would mean the attack scope would stick out higher too, not something you want to have, because that means more scope the japs might see too.
Lynx2069
07-12-08, 01:42 AM
Yeah its just not going to work for ya that way. One scope is shorter than the other, fact of life. So when your going down....hit the "D" key and stop at your chosen depth.
When coming up to take an observation I then extend whichever scope I am going to use to max extension and come up to where its just getting a good visual. I have just gotten used to not using that "P" key very much.
I hope that helps, happy hunting.:ping:
I got to looking around in Free Cam and Realised its about 2 feet shorter....lol.
I figure I'll just adjust my depth dependent on the needs, and which scope i need.
Vacquero
07-12-08, 06:05 AM
thanks reallyded, appreciated greatly.
Anyone can tell me please what is "Convertion Chart" button ? When I press it nothing happens.
Thx
C'mon guys, someone must know what this button is for ...
Vacquero
07-14-08, 02:26 PM
Egon01; If you look in the top left corner, you'll see what looks like the buttons on the gramophone. You can drag that down, and view the covertion chart.
I download 1.5 finally and decided to give TMO a go, but it won't go. I get about 100 miles from port and CTD. Plus the external camera goes wonky. Albeit, while it's running it runs better than stock. If I disable all mods and try to start SH4 up again I get the same thing. Barring redownloading TMO (I have slow internet, the hamster can only run so fast) what might be a solution of fix. I on version 1.5, have TMO, Sboat engine patch and that's about it.
Egon01; If you look in the top left corner, you'll see what looks like the buttons on the gramophone. You can drag that down, and view the covertion chart.
Problem is I can't see any buttons in the left top corner.
Vacquero
07-14-08, 05:29 PM
Not even after you press the covertion chart button? Is that on 1.4 or 1.5?
Vacquero
07-14-08, 06:11 PM
Well hell, I don't know what to tell you then. Sorry.
Anachronous
07-14-08, 08:55 PM
Ok trying this mod out now, but have a fairly major issue.
I'm using auto-targetting, but it seems since installing this mod, it now no-targetting :)
Every Torp I fire (no matter the type and with a Gato and experienced crew) goes directly aft of the ship im shooting at, no matter the speed, distance or type of ship.
Now I can lead the target by unlocking the target lock and aiming further towards the bow, but then almost every torp is either a dud, hits the ship, falls to the bottom then explodes, or still manages to fly right by the aft!
Through playing around with a semi-auto solution and different tactics i've managed to hit a few, but in general it takes about 4-5 loads of a save game before I manage to sink a single ship with firing a full salvo or torps.
These are my installed mods.
REL_TriggerMaru_Overhaul_152
RSRDC_TMOv15_V371
RSRDC_V371_Patch10
#1 PE3 Install
#2d PE3 Special Effects For TMO
#3b PE3 submarine bubbles and caustics and roll pitch for TM
#4 PE3 Ship_debris_SH4_with bodies
#5 PE3 real reflections for harbour and objects
#6 PE3 patch for TM
2RTR US Periscope v1.1
SI HUD Kit
TMO_SBoat_engine_Patch
Camera distance
Could one of these mods be screwing up the auto-target?
Lynx2069
07-14-08, 11:07 PM
Ok trying this mod out now, but have a fairly major issue.
I'm using auto-targetting, but it seems since installing this mod, it now no-targetting :)
Every Torp I fire (no matter the type and with a Gato and experienced crew) goes directly aft of the ship im shooting at, no matter the speed, distance or type of ship.
Now I can lead the target by unlocking the target lock and aiming further towards the bow, but then almost every torp is either a dud, hits the ship, falls to the bottom then explodes, or still manages to fly right by the aft!
Through playing around with a semi-auto solution and different tactics i've
managed to hit a few, but in general it takes about 4-5 loads of a save game before I manage to sink a single ship with firing a full salvo or torps.
These are my installed mods.
REL_TriggerMaru_Overhaul_152
RSRDC_TMOv15_V371
RSRDC_V371_Patch10
#1 PE3 Install
#2d PE3 Special Effects For TMO
#3b PE3 submarine bubbles and caustics and roll pitch for TM
#4 PE3 Ship_debris_SH4_with bodies
#5 PE3 real reflections for harbour and objects
#6 PE3 patch for TM
2RTR US Periscope v1.1
SI HUD Kit
TMO_SBoat_engine_Patch
Camera distance
Could one of these mods be screwing up the auto-target?
I don't think it's messing with the auto target as I use almost all the same mods and dont have a problem with the auto-target. Although to be fair I make it a personal rule to never lock with the "L" key. . The mods I don't use that you do are the 2RTR US periscope, SI HUD and the camera distance.
When your firing are you firing with the scope up, on a target or are you locking the PK then lowering scope before attacking. I personally at least launch 1-2 torpedos before engaging PK, and even then rarely fire from it. Since your torpedos are going aft is it possible your leaving the scope up to long and being detected??
Sorry I don't have a better answer for you.
Anachronous
07-15-08, 12:35 AM
As long as there is nothing obivoulsy conflicting, Im going to do another patrol before I start pulling mods out.
So far I have been only attacking at night, within 500m, both with and without lock "L" and with and without locking PK.
In general though, ive been aiming at the bow of the ship and heating the stern. Longer ship arent such a problem, but the short ones pretty much says im going to miss it by a bee's dingle.
Lynx2069
07-15-08, 09:47 AM
As long as there is nothing obivoulsy conflicting, Im going to do another patrol before I start pulling mods out.
So far I have been only attacking at night, within 500m, both with and without lock "L" and with and without locking PK.
In general though, ive been aiming at the bow of the ship and heating the stern. Longer ship arent such a problem, but the short ones pretty much says im going to miss it by a bee's dingle.
I sometimes to have problems with smaller ships. I've always believed it was simply that they were smaller, and could get out of the faster. But I'm generally shooting between 1000-1800m, but don't see how they could avoid it at 500m.
Munchausen
07-15-08, 03:28 PM
How many minutes before firing are you manually opening your torpedo tubes?
Lynx2069
07-15-08, 04:10 PM
How many minutes before firing are you manually opening your torpedo tubes?
Munchausen brings a good point, even though it says they are open, almost immediatly, it does take a few seconds even after the noise stops...I'm assuming a simulated flood time on the tubes.
Gorshkov
07-16-08, 02:14 PM
Does TMO introduce any new ship sinking model like NSM or leaves the stock one?
Tigrone
07-16-08, 04:26 PM
Ducimus,
Is there a ver4 now? It's mentioned in Operation Monsun Mod?
Fearless
07-16-08, 06:58 PM
How many minutes before firing are you manually opening your torpedo tubes?
Munchausen brings a good point, even though it says they are open, almost immediatly, it does take a few seconds even after the noise stops...I'm assuming a simulated flood time on the tubes.
It does take a fraction longer than when advised in the text. I usually open the doors up approx 4 minutes beforehand.
Lynx2069
07-16-08, 07:08 PM
Ducimus,
Is there a ver4 now? It's mentioned in Operation Monsun Mod? Yes, I have it. Let me see if I can find a link...
Edit: I couldn't find a link so I'ne uploaded it myself on filefront....
http://hosted.filefront.com/Lynx2069/
Please note: NONE OF THIS IS MY WORK, I TAKE ABSOLUTLY NO CREDIT AND HAVE JUST UPLOADED THE FILE TO BE OF ASSISTANCE TO FELLOW SUBSIM SKIPPERS. IF SOMEONE WOULD LIKE IT REMOVED, YOU WILL HAVE NO PROBLEM FROM ME ON DOING SO.
Tigrone
07-17-08, 01:55 AM
Is it a Beta perhaps and not officially out yet?
Flanker15
07-17-08, 02:22 AM
I was just wondering, since this mod isn't compatible with the realistic sinking physics mod does it have its own realistic sinking system? Or are there plans to make it compatible?
I see that NSM is credited on the OP but it says it is incompatible in the FAQ, I are confused :doh: (I'm guess it's a modified version so it's compatible).
Zero Niner
07-17-08, 02:27 AM
AFAIK the damage model is unchanged from the stock game.
Others have reported that they are able to use NSM mod (1.4) in 1.5 without any adverse effects, but only if playing the US side. U-boaters will be stuck with the standard damage model as NSM does not cover Allied ships.
Anachronous
07-17-08, 08:43 AM
Watching ever ship sink in under a minute is kinda disappointing. Definitely need a TMO compatible NSM for 1.5.
After that I think my SH4 desires will be fulfilled... well except for better textures for subs and ships :)
U56_Dragon
07-18-08, 01:49 PM
I love this work bro. You are the man with the greatest mod I use.
Thanks for your hard work.
S!
Barkhorn1x
07-19-08, 04:31 PM
Help please - getting a missing file message when trying to run TMO. Error message states missing file is "black80.tga"
Anyone get this and know how to fix?
Help please - getting a missing file message when trying to run TMO. Error message states missing file is "black80.tga"
Anyone get this and know how to fix?
Not sure about that one. Try downloading TMO again and reinstalling it if you have a missing file this should sort it out.
AbramsMBT
07-20-08, 07:30 AM
Good MOD,good Poem!:up:
Barkhorn1x
07-20-08, 02:21 PM
Help please - getting a missing file message when trying to run TMO. Error message states missing file is "black80.tga"
Anyone get this and know how to fix?
Found the issue - I was using the 1.5 TMO version on my 1.4 version of SHIV as I had no idea that the U-boat expansion was 1.5.
So tell me about this expansion - any fixes/upgrades outside of the U-boat stuff that does not really interest me?
Thanks.
cgjimeneza
07-20-08, 02:57 PM
get it.
its cheap ($10)
will get you the latest mods (as all develpers are working mainly based on 1.5)
you should try lurkers Op Monsun and see a minefield close... like boom close
it keeps the ubi development bureau paid untill they get to do sh5...
what would it do?
no idea!!!
Barkhorn1x
07-20-08, 03:46 PM
get it.
its cheap ($10)
will get you the latest mods (as all develpers are working mainly based on 1.5)
you should try lurkers Op Monsun and see a minefield close... like boom close
it keeps the ubi development bureau paid untill they get to do sh5...
what would it do?
no idea!!!
Only $10??? Downloading now!!
Zero Niner
07-20-08, 07:36 PM
So tell me about this expansion - any fixes/upgrades outside of the U-boat stuff that does not really interest me?
The expansion upgrades SH4 to v1.5. Besides introducing U-boats to the other side of the world, it also has many enhancements and fixes for the US side.
So it's worth it even if you don't intend to play U-boats in the Indian Ocean (like me).
clarkrc
07-21-08, 03:19 PM
help! having trouble try to get Trigger working, have 1.4 and jsgme, installed everything correctly but nothin?
Navarxos
07-22-08, 04:34 AM
Issue: I am having trouble reskinning a Tambor class sub with TM. To be more precise, whenever i install any skin with TM, the tower of the Tambor sub never changes. It remains the same. I saw a post in this forum describing the same problem but with a Gar type sub. Can you tell me which files exactly i need to alter in order to get this problem off my back? I have heard that i need to change some stuff with S3D on the objects folder but nothing happens :shifty: . Any help?
help! having trouble try to get Trigger working, have 1.4 and jsgme, installed everything correctly but nothin?
Make sure you have the correct version of TM. The TM that goes with your 1.4 install.
Second, when you say "nothing", does that mean that SH4 will not load? Or that it loads but you are not sure that TM is loaded properly?
If TM is loaded properly you will see a Splash Screen with Trigger Maru and a photo of a sub that takes up the whole screen. At the Main Menu at the bottom you will see Trigger Maru and version number and you can click on it to see more info and the credits.
Best of luck and happy hunting!:ping:
zero2005
07-22-08, 04:33 PM
Mmm seem to be having problem, game freezes while playing, usually 5-10 mins in. did not have this problem with stock. using Nvidia 7950gx2 @ 1920x1080, also tried 1280x1024 resolution with no improvement.
Barkhorn1x
07-22-08, 05:47 PM
OK - help me out here. How does one get the chronometer to appear on the Navagation and Attack maps like it does in the GWX SHIII mod?
Or is that not possible?
cgjimeneza
07-22-08, 06:19 PM
Mmm seem to be having problem, game freezes while playing, usually 5-10 mins in. did not have this problem with stock. using Nvidia 7950gx2 @ 1920x1080, also tried 1280x1024 resolution with no improvement.
I had something similar happen to me
I have a P4 2.6 ghz with 2 giga RAM and a GeForce 7300GS 512Mb AGP it turned out I was overheating.... try to remove the side panels of the PC to increase air passage, even if the card fan is moving the air inside gets warm and you get less cooling efect
give it a try.
Zero Niner
07-22-08, 07:40 PM
OK - help me out here. How does one get the chronometer to appear on the Navagation and Attack maps like it does in the GWX SHIII mod?
Or is that not possible?
Pressing 'x' does the trick I think, to toggle the chrono on and off from view
Barkhorn1x
07-22-08, 09:07 PM
OK - help me out here. How does one get the chronometer to appear on the Navagation and Attack maps like it does in the GWX SHIII mod?
Or is that not possible?
Pressing 'x' does the trick I think, to toggle the chrono on and off from view
Thanks - don't know how I missed that. :oops:
Zayphod
07-26-08, 09:42 AM
Which version of TMO works with 1.4? I tried the link from page 1 and the download wouldn't work, and 15B dosen't work.
Try this Version:
http://hosted.filefront.com/Ducimus554/2193187
The Versions for SH4 1.5 have the ....152.... in the Name.
Ha, thanks - I was having the same issue last night, trying to install the 1.5 version into a 1.4 patched game. Almost started a new thread on it, but just goes to show, if you search, you'll find the answer is already here.
BTW, that link for the 1.4 version should be posted on the first post, just in case some of us are still using v 1.4. :p
Downloading now...........
very nice :D
now, i got TMO152. That IS the latest, yeah? I saw some things about 172 or something but the filefront delivered 152 yesterday. so 172 is an entirely other version, I gather?
Asking because I noticed the interface is back to the one I recognize from 1.4 :)
also: will I wreck everything if I remove cameras.dat and commands.cfg from PE3.3 and then install it on top? I prefer ducimus' setup over 3.3. (I'd be even happier if I could get the roaming command room camera working properly but you can't win em all, lol)
tiger shark
07-29-08, 04:15 PM
Hi guys,im sure that this is a great mod and i've been trying to download it for days but every time i try there is a message like this :"
There was an error processing your request. Please wait while your request is retried in 10 seconds...
If this error persists, please contact FileFront support (http://support.filefront.com/)."So could you please give me some advice about this, I don't know what to do and I am a big sh4 fan,i want to instal new mods so badly but every file on filefront just wont download!Thanks
tiger shark
07-30-08, 06:38 PM
this is the greatest mod I've ever seen,thanks alot man,finally sh4 is the best game ever (i dont know about you but for me sure is)
Der_Balu
07-31-08, 04:00 AM
Hi,
I can't download it too.
How did you get it run ?
tiger shark
07-31-08, 10:54 AM
try use opera browser and if it still doesn't work,then try pressing download button,I've tryed many times and finally the miracle happen
Atlantis
07-31-08, 02:00 PM
So yeah, I've downloaded the 1.4 version and the 1.4 version, and they both crash during the loading page, I keep getting an error message, but it freezes (thus I'm unable to read the message) and crashes. My game is fully patched and updated, Also, I have the uboat TMO patch, so what is going on?
So yeah, I've downloaded the 1.4 version and the 1.4 version, and they both crash during the loading page, I keep getting an error message, but it freezes (thus I'm unable to read the message) and crashes. My game is fully patched and updated, Also, I have the uboat TMO patch, so what is going on?
Version 1.4 is not compatible with the u-boat missions expansion pack. You need v1.5
Atlantis
08-01-08, 06:45 AM
I ment to say I had downloaded V1.4 and v1.5, sorry my mistake.
I've been gone forever but now I'm back and TMO is still "Not Compatible" With NSM!? It can't be that difficult to include that. Having TMO without NSM is like having a great game that crashes on start up.
Anyone know if NSM is RFB compatible? I may have to convert. I do want to play with TMO but if it isn't NSM compatible then whats the point? The mods I wanted installed are as follows. RSRDC PE3.3 TMO and NSM.
Unfortunately I don't know how to freaking install all of them togather to get the desired effects. The PE3.3 adobe reader suggest
TMO 1.52
(Fails to Mention SBoat Engine Fix)
RSRDC_TMO1.5v_371
(Fails to Mention Patch 10)
(Fails to Mention AuxGB fix)
#1PE Install
#2d PE3 Special Effects For TMO
#3b PE3 submarine bubbles and caustics and roll pitch for TM
#4 PE3 Ship_debris_SH4_with bodies
#5 PE3 real reflections for harbour and objects
#6 PE3 patch for TM
In light of the info here how would I install NSM4 to get it to work with all of this. I guess I'll look into RFB since its obvious an attempt to make TMO NSM compatible in the future (which is why I took a break) is out of the question. Such a shame.
...you may want to try the NSM thread as I do believe some folks have it running with TMO. I have the older version of NSM I believe its NSM 3.3 and I can get that to work with TMO. Like I said if you do the research you should be well on your way. I always liked NSM 3.3, my favorite of all the versions.
Happy hunting!
Orion2012
08-01-08, 09:01 PM
I've been gone forever but now I'm back and TMO is still "Not Compatible" With NSM!? It can't be that difficult to include that. Having TMO without NSM is like having a great game that crashes on start up.
Anyone know if NSM is RFB compatible? I may have to convert. I do want to play with TMO but if it isn't NSM compatible then whats the point? The mods I wanted installed are as follows. RSRDC PE3.3 TMO and NSM.
Unfortunately I don't know how to freaking install all of them togather to get the desired effects. The PE3.3 adobe reader suggest
TMO 1.52
(Fails to Mention SBoat Engine Fix)
RSRDC_TMO1.5v_371
(Fails to Mention Patch 10)
(Fails to Mention AuxGB fix)
#1PE Install
#2d PE3 Special Effects For TMO
#3b PE3 submarine bubbles and caustics and roll pitch for TM
#4 PE3 Ship_debris_SH4_with bodies
#5 PE3 real reflections for harbour and objects
#6 PE3 patch for TM
In light of the info here how would I install NSM4 to get it to work with all of this. I guess I'll look into RFB since its obvious an attempt to make TMO NSM compatible in the future (which is why I took a break) is out of the question. Such a shame.
Here's how I have my mods...
REL_TriggerMaru_Overhaul_152
TMO_SBoat_engine_Patch
RSRDC_TMOv15_V371
RSRDC_V371_Patch10
RSRDC_AuxGB_Fix
#1 PE3 Install
#2d PE3 Special Effects For TMO
#3b PE3 submarine bubbles and caustics and roll pitch for TM
#4 PE3 Ship_debris_SH4_with bodies
#5 PE3 real reflections for harbour and objects
#6 PE3 patch for TM
PE3 Install less floater
ROW PE3 Install sun flair for camera
ROW Sound Effect v_9
As far as NSM goes, I THOUGHT they had been incorporated with TMO as they are listed in the credits. I have played both RFB with NSM and TMO, and they all sink very similar. The TMO ships go faster, but that could be the NSM light version. Not saying they are in there fully, but the ships in TMo differently sink in a more realistic way then the stock game.
Edit: the first page of this thread list NSM 3.1 in the credits.
I'll take a look-see but I don't want to run the risk of one mod or another not working correctly with each other, again that would just waste a perfectly good mod.
I've got RFB working right now, figured I'd give it a go and see what all the hype is about, but I'm sure I'll be back to TMO sooner or later.
Does anyone know if TMO is even attempting to become compatible with NSM?
EDIT: Ok so TMO has NSM 3.1 not 4. From what I understand though quite alot has been implimented in 4. Again is there any hints as to if TMO and NSM will become compatible in the future?
What is the command to extend the SD radar antenna? I could not see a button nor find a key that worked. I assume the antenna should be able to rise above the surface at periscope depth.
cgjimeneza
08-03-08, 06:55 AM
What is the command to extend the SD radar antenna? I could not see a button nor find a key that worked. I assume the antenna should be able to rise above the surface at periscope depth.
Try "T".... it works on my install
TMO + RSRD
plus some other eye candy fixes
What is the command to extend the SD radar antenna? I could not see a button nor find a key that worked. I assume the antenna should be able to rise above the surface at periscope depth.
Try "T".... it works on my install
TMO + RSRD
plus some other eye candy fixes
When I press T it brings me to the torpedo load panel??
ReallyDedPoet
08-03-08, 09:41 AM
What is the command to extend the SD radar antenna? I could not see a button nor find a key that worked. I assume the antenna should be able to rise above the surface at periscope depth.
Try "T".... it works on my install
TMO + RSRD
plus some other eye candy fixes
Same here ^^^, strange it is not working for you Slim.
RDP
I have my SH4 at the 1.4 version and got the appropriate TMO file that is linked on top. I am using JSGME to install the mods. Currently the only mod installed is TMO and I tried another key I saw in other posts which is Shift X and it does not work for me either. Weird. I can see the radar looks different and it looks extendable but I can't find a command to do it. I am on Vista but the game is running fine otherwise. Oh well.
What is the command to extend the SD radar antenna? I could not see a button nor find a key that worked. I assume the antenna should be able to rise above the surface at periscope depth.
If I remember correctly, looking through the station buttons it might be under the Radar Station but hold the mouse over the button and it will tell you what it does. One of the buttons there is a raises it, unfortunately I don't remeber what the hotkey is.
Fearless
08-03-08, 06:39 PM
What is the command to extend the SD radar antenna? I could not see a button nor find a key that worked. I assume the antenna should be able to rise above the surface at periscope depth.
If I remember correctly, looking through the station buttons it might be under the Radar Station but hold the mouse over the button and it will tell you what it does. One of the buttons there is a raises it, unfortunately I don't remeber what the hotkey is.
It's in the Radar station however, I use RFB 5.1 and RSRDC. The hotkey for me is the semicolon ";" key
Orion2012
08-04-08, 02:30 AM
I'll take a look-see but I don't want to run the risk of one mod or another not working correctly with each other, again that would just waste a perfectly good mod.
I've got RFB working right now, figured I'd give it a go and see what all the hype is about, but I'm sure I'll be back to TMO sooner or later.
Does anyone know if TMO is even attempting to become compatible with NSM?
EDIT: Ok so TMO has NSM 3.1 not 4. From what I understand though quite alot has been implimented in 4. Again is there any hints as to if TMO and NSM will become compatible in the future?
I too installled RFb to see what the hype was about and try the NSM and couldn't see much difference.
Atlantis
08-05-08, 08:48 AM
Well I finally got the darn Mod to work the other day but now there are more problems. First when I try to move the sub, my crew replys 'cannot comply' Second If I try to go to the museum the Game crashes, at first only when the mod was on, now even when the mod is off, and it also crashes if I try to play a war mission. What the heck is going on?
ReallyDedPoet
08-05-08, 09:02 AM
Well I finally got the darn Mod to work the other day but now there are more problems. First when I try to move the sub, my crew replys 'cannot comply' Second If I try to go to the museum the Game crashes, at first only when the mod was on, now even when the mod is off, and it also crashes if I try to play a war mission. What the heck is going on?
The cannot comply may be the S-Boat Bug, sounds like it, you can get that patch on Ducimus's FF Page. Not sure on your other problem.
RDP
Atlantis
08-05-08, 09:10 AM
Huh, well I'll download the patch and see what happens. Thanks.
ReallyDedPoet
08-05-08, 09:15 AM
Huh, well I'll download the patch and see what happens. Thanks.
As mentioned, should fix your first problem, not sure about the second. Make sure you are in port when installing the patch.
RDP
Well I finally got the darn Mod to work the other day but now there are more problems. First when I try to move the sub, my crew replys 'cannot comply' Second If I try to go to the museum the Game crashes, at first only when the mod was on, now even when the mod is off, and it also crashes if I try to play a war mission. What the heck is going on?
I got the "cannot comply" response from my crew after I had run the sub for a long time without relieving them from battle stations. Apparently they were exhausted. It happens when travelling in compressed time.
Atlantis
08-05-08, 12:58 PM
Well I finally got the darn Mod to work the other day but now there are more problems. First when I try to move the sub, my crew replys 'cannot comply' Second If I try to go to the museum the Game crashes, at first only when the mod was on, now even when the mod is off, and it also crashes if I try to play a war mission. What the heck is going on?
I got the "cannot comply" response from my crew after I had run the sub for a long time without relieving them from battle stations. Apparently they were exhausted. It happens when travelling in compressed time. This was out of harbor, at the start of a new game, the patch fixed it. But the other problem stands.
Hello all!
It's my first post here, so forgive me this silly question - where can I find RSRDC_AuxGB_Fix file? I can not find it here (http://www.subsim.com/radioroom/showthread.php?t=108964)...
hi,
Here : http://www.subsim.com/radioroom/showthread.php?t=123467
About 1/2 down first page
Kaleun
Zero Niner
08-05-08, 07:31 PM
I have a problem with missing textures on the float plane version of the Zero, please look at this post: http://www.subsim.com/radioroom/showthread.php?t=140245
I have no idea whether the fault lies with the stock game, TMO or RSRDC, so if someone could help I'd be grateful.
Edit: Problem is solved. :)
Orion2012
08-05-08, 08:34 PM
Well I finally got the darn Mod to work the other day but now there are more problems. First when I try to move the sub, my crew replys 'cannot comply' Second If I try to go to the museum the Game crashes, at first only when the mod was on, now even when the mod is off, and it also crashes if I try to play a war mission. What the heck is going on?
I got the "cannot comply" response from my crew after I had run the sub for a long time without relieving them from battle stations. Apparently they were exhausted. It happens when travelling in compressed time. This was out of harbor, at the start of a new game, the patch fixed it. But the other problem stands.
What mods do you use all together??? If you use JSGME it will create a list of all active mods. It sounds like a mod compatibility problem with the game crashing.
Atlantis
08-06-08, 09:59 AM
Oh god, I have alot of mods downloaded, But I don't use them all at the same time. I do use JSGME to turn them on and off. Do you want a list of the mods I use?
Fearless
08-06-08, 07:23 PM
Oh god, I have alot of mods downloaded, But I don't use them all at the same time. I do use JSGME to turn them on and off. Do you want a list of the mods I use?
Be worth looking at your mods list but most importantly the ones you have activated. There could well be a conflict.
Atlantis
08-07-08, 02:41 PM
With none activated those things still dont work. And it all started when I downloaded TMO
I have a problem with missing textures on the float plane version of the Zero, please look at this post: http://www.subsim.com/radioroom/showthread.php?t=140245
I have no idea whether the fault lies with the stock game, TMO or RSRDC, so if someone could help I'd be grateful.
Edit: Problem is solved. :)
Link to solution in case others might like to know:
http://www.subsim.com/radioroom/showpost.php?p=916842&postcount=8
rubisco
08-11-08, 01:52 PM
Hi!
Apologies for asking a stupid question, but I want to install TMO. I've downloaded the mod and extracted to my desktop and I can't figure out what I need to do next. There doesn't seem to be a batch or an exe to run and I can't find a readme anywhere. I've also read the FAQ that comes with the mod and it has nothing to say about installation.
Any help would be appreciated.
AVGWarhawk
08-11-08, 02:35 PM
Hi!
Apologies for asking a stupid question, but I want to install TMO. I've downloaded the mod and extracted to my desktop and I can't figure out what I need to do next. There doesn't seem to be a batch or an exe to run and I can't find a readme anywhere. I've also read the FAQ that comes with the mod and it has nothing to say about installation.
Any help would be appreciated.
You need the JSGME mod that enables TMO as well as a host of other mods. Do you have JSGME? Look here:
http://www.subsim.com/radioroom/showpost.php?p=476585&postcount=48
pccitgo99
08-11-08, 08:46 PM
Update: Problem fixed by reformatting drive and reinstalling Vista. SH4 plus Mod works great.
Is there a way to change the display settings in this MOD. The reason I ask is that I am running a triple screen display with a Matrox Triplehead 2Go Digital device. The original SH4 (version 1) ran OK as SH4 did when patched to version 1.4. I dont have the Uboat version.
However once I installed the Mod using JGSME program the screen goes blank and I no longer receive a signal from my computer. I can hear the sounds OK.
All I need to do is set the game display back to what it was using before applying the Mod. I assume the Mod must make a change somewhere.
Many thanks.
I am looking forward to playing a more realistic Pacific Sub game.
Peter
rubisco
08-12-08, 03:33 AM
[quote=AVGWarhawkYou need the JSGME mod that enables TMO as well as a host of other mods. Do you have JSGME? Look here:
http://www.subsim.com/radioroom/showpost.php?p=476585&postcount=48[/quote]
Thanks!
rubisco
08-12-08, 04:32 PM
EDIT
I have one issue and a question.
1) Using the TMO152: Played my first patrol starting in '41 from Pearl. During the the patrol I sunk 17K (three ships), I received contact reports about convoys/TFs on what looks about where Jap shipping lanes could/should be operating, and the occasional aircraft. After finishing about 5 missions, not satisfied with my tonnage, I return to Midway to refit. When I reached Jap waters again, it seems like the shipping has disappeard. I no longer receive convoy/TF reports, and am plagued by aircraft. I am pretty sure I am CD'ing before the aircraft spot me, so I don't think I am scaring off shipping through thier reporting (if that is even built into the game). I have, at this point, done three refits (for fuel), but I have not picked up any contacts. Ports areas seem to be active, but no shipping leaves the ports (I would just move up to confirm, back away from the ports to ensure shipping would spawn). I have wondered the sea at this point, but my boat alone seems to have scared jap shipping to never again leave thier ports. I am missing something, or is it a bug?
2) Service packs: I do not have the service pack for the mod. I tried to access the links to filefront, but they are not atcive or no longer exist. Are they required?
Thanks for any help.
Danny252
08-14-08, 12:49 PM
Having installed TMO earlier (and it's niiiice), I've discovered the ship recognition book causes a CTD for me now (not nice :()
I open it up to the Japanese ships fine, and can scroll past the first 4 (up until the Kongo Battleship), after which clicking on the "next ship" button chucks me out. I know I could scroll thru the list before, and the only mod I can think of that I've put in that would change this is TMO. Going backwards through the list, I get to the Hiryu Fleet Carrier, and then going back any further CTDs me.
Anyone any ideas? I'm on v1.4 (i.e. no Uboat Missions) and my mod list is:
REL_TriggerMaru_Overhaul
RSRDC_TMOv15_v371
RSRDC_AuxGBFix
different smoke (TMO)
Environmental 4.7 Mod
Smaller Sea Plants Small
Having installed TMO earlier (and it's niiiice), I've discovered the ship recognition book causes a CTD for me now (not nice :()
I open it up to the Japanese ships fine, and can scroll past the first 4 (up until the Kongo Battleship), after which clicking on the "next ship" button chucks me out. I know I could scroll thru the list before, and the only mod I can think of that I've put in that would change this is TMO. Going backwards through the list, I get to the Hiryu Fleet Carrier, and then going back any further CTDs me.
Anyone any ideas? I'm on v1.4 (i.e. no Uboat Missions) and my mod list is:
REL_TriggerMaru_Overhaul
RSRDC_TMOv15_v371
RSRDC_AuxGBFix
different smoke (TMO)
Environmental 4.7 Mod
Smaller Sea Plants Small
I think this may be easy to solve. You are running SH4 1.4 and so please verify that you are running TMO1.4. Also if you are running TMO 1.4 the version of RSRDC is for version 1.5, that is SH4 v1.5 with the Uboat addon.
Happy Hunting!:ping:
chopped50ford
08-17-08, 01:36 AM
wow, alot has changed. I dont want to sound like a newbie but I have been out for the past 6 months.
I currently run REL_TRIGGER MARU_1.6.5, do I load ver 1.4 over the top of it? Does this include NSM_4?
I dont have 1.5... still trying to read up and catch up before I download.
I am updated to patch 1.4.
Thanks for any help.
Snakeeyes
08-17-08, 11:10 AM
Ducimus,
It's very unusual for TM to give me ANY trouble. The latest version is fully compatible with Uboat missions right? I get a crew without bodies!
http://www.youtube.com/watch?v=Etke4P9xqWU
Jimbuna
08-17-08, 02:42 PM
Ducimus,
It's very unusual for TM to give me ANY trouble. The latest version is fully compatible with Uboat missions right? I get a crew without bodies!
http://www.youtube.com/watch?v=Etke4P9xqWU
That movie was kinda spooky :o
Snakeeyes
08-17-08, 03:12 PM
Ducimus,
It's very unusual for TM to give me ANY trouble. The latest version is fully compatible with Uboat missions right? I get a crew without bodies!
http://www.youtube.com/watch?v=Etke4P9xqWU
That movie was kinda spooky :o
yeah... what happens when I try TM with Uboat missions installed!
Orion2012
08-17-08, 05:32 PM
Ducimus,
It's very unusual for TM to give me ANY trouble. The latest version is fully compatible with Uboat missions right? I get a crew without bodies!
http://www.youtube.com/watch?v=Etke4P9xqWU
That movie was kinda spooky :o
yeah... what happens when I try TM with Uboat missions installed!
If you play with Volumetric fog, try turning it off.
chopped50ford
08-17-08, 05:53 PM
wow, alot has changed. I dont want to sound like a newbie but I have been out for the past 6 months.
I currently run REL_TRIGGER MARU_1.6.5, do I load ver 1.4 over the top of it? Does this include NSM_4?
I dont have 1.5... still trying to read up and catch up before I download.
I am updated to patch 1.4.
Thanks for any help.
Anyone?
Snakeeyes
08-17-08, 06:20 PM
Ducimus,
It's very unusual for TM to give me ANY trouble. The latest version is fully compatible with Uboat missions right? I get a crew without bodies!
http://www.youtube.com/watch?v=Etke4P9xqWU
That movie was kinda spooky :o
yeah... what happens when I try TM with Uboat missions installed!
If you play with Volumetric fog, try turning it off.
Ah ha!!!!
BLESS YOU!!!
Orion2012
08-17-08, 11:00 PM
Ducimus,
It's very unusual for TM to give me ANY trouble. The latest version is fully compatible with Uboat missions right? I get a crew without bodies!
http://www.youtube.com/watch?v=Etke4P9xqWU
That movie was kinda spooky :o
yeah... what happens when I try TM with Uboat missions installed!
If you play with Volumetric fog, try turning it off.
Ah ha!!!!
BLESS YOU!!!
No Problem, it's a stock game glitch with no known solution.
Orion2012
08-17-08, 11:03 PM
wow, alot has changed. I dont want to sound like a newbie but I have been out for the past 6 months.
I currently run REL_TRIGGER MARU_1.6.5, do I load ver 1.4 over the top of it? Does this include NSM_4?
I dont have 1.5... still trying to read up and catch up before I download.
I am updated to patch 1.4.
Thanks for any help.
Anyone?
I may be wrong, but I believe you need to remove all current version of TMO to install the newer versions.
The newest version of TMO includes NSM3.3.
chopped50ford
08-17-08, 11:18 PM
thanks, when does NSM 4.0 get added?
spike12
08-18-08, 09:58 AM
How do I adjust it ,I find it WAY too thick when it's raining.
Orion2012
08-18-08, 07:14 PM
thanks, when does NSM 4.0 get added?
To be honest I'm not sure, what I can tell you is that I'm fine with 3.3. The boats sink plenty realistic enough for me, and are a lot better then stock.
Someone in the RFb forum could be of some help or the NSM forum. As of now only 3.3 works with TMO (its integrated). I have never looked but been told people do have TMO working with NSM4.4 although neither are officially supported.
Orion2012
08-18-08, 07:16 PM
How do I adjust it ,I find it WAY too thick when it's raining.
Again, not sure, although I do believe it can be done.
If I might make a suggestion the PE3.3 makes it far more realistic (the fog) as well as adjusts some of the pitch and roll problems in SHIV and adds some nice bubble effects,ship debris and bodies, and burning oil fires.
Brenjen
08-20-08, 10:15 PM
First off thanks for the mod; this is my first look at the TM series...I was running the 1.4 with the gauges,buttons,ID manual & scope identical to the TM ones as stand alones & when I added 1.5 they all fubared & went to that cartoon looking colorful brass & green & yellow crap. I wouldn't play SH4 if I had to look at that the whole time & I tried TM & discovered my beloved sub interior mods already incorporated - so again THANK YOU, Thank You, thank you!
My question is this; (yes I read the FAQ here & in the game folder), will the "fewer air contacts" mod work with TM or is there a way to tweak the number of contacts downward a bit to a more realistic level? My first mission I was running into search planes & Betty's criss crossing the Pacific from literally outside Midway harbor all the way to Japan like I had a Japanese airstrip following me.
Take into consideration that I copied the SH4 folder with my saved games into a fresh install of vanilla SH4 / 1.5 add-on / JSGME / TMO for 1.5 / TMO u-boat patch & it was installed in that order....I don't know if that will negatively affect the mod or not; I'm no modder or programmer I just muddle through by reading directions & I thought I'd mention it as it's the only unique program oddity.
EDIT: I think some of the problems were due to me having the U-Boat patch installed & playing the Pacific side, I un-installed the patch & a few glitches cleared up. My CO2 will now vent @ the surface & there are 1 - 3 less air contacts per 1/2 hour lol. I didn't realize the patch had to be enabled to play U-Boat add on & then DIS-abled to go back to the Pacific side...eh; first day.
Orion2012
08-21-08, 01:23 PM
First off thanks for the mod; this is my first look at the TM series...I was running the 1.4 with the gauges,buttons,ID manual & scope identical to the TM ones as stand alones & when I added 1.5 they all fubared & went to that cartoon looking colorful brass & green & yellow crap. I wouldn't play SH4 if I had to look at that the whole time & I tried TM & discovered my beloved sub interior mods already incorporated - so again THANK YOU, Thank You, thank you!
My question is this; (yes I read the FAQ here & in the game folder), will the "fewer air contacts" mod work with TM or is there a way to tweak the number of contacts downward a bit to a more realistic level? My first mission I was running into search planes & Betty's criss crossing the Pacific from literally outside Midway harbor all the way to Japan like I had a Japanese airstrip following me.
Take into consideration that I copied the SH4 folder with my saved games into a fresh install of vanilla SH4 / 1.5 add-on / JSGME / TMO for 1.5 / TMO u-boat patch & it was installed in that order....I don't know if that will negatively affect the mod or not; I'm no modder or programmer I just muddle through by reading directions & I thought I'd mention it as it's the only unique program oddity.
EDIT: I think some of the problems were due to me having the U-Boat patch installed & playing the Pacific side, I un-installed the patch & a few glitches cleared up. My CO2 will now vent @ the surface & there are 1 - 3 less air contacts per 1/2 hour lol. I didn't realize the patch had to be enabled to play U-Boat add on & then DIS-abled to go back to the Pacific side...eh; first day.
If TMO is the only campaign relatyed mod you run, the it's foreseable that it would still work, just enable it with JSGME, if it dosen't work, roll it back off.
If I might make a suggestion, RSRDC fixes the over abundance of air contacts, as well as reworks the major battles,and uses historical JANAC shipping lanes, but the best part is, it does have a version just for TMO so no worries about compatibility.
(Just had my career ended by a damn Zero that came out on nowhere and was diving towards the drop when he was spotted., after my radar man apperently feel asleep. :damn: Had to vent!!)
Enjoy TMO and Good Hunting, just avoid the bungo straights...
Brenjen
08-21-08, 05:37 PM
If TMO is the only campaign relatyed mod you run, the it's foreseable that it would still work, just enable it with JSGME, if it dosen't work, roll it back off.
If I might make a suggestion, RSRDC fixes the over abundance of air contacts, as well as reworks the major battles,and uses historical JANAC shipping lanes, but the best part is, it does have a version just for TMO so no worries about compatibility.
(Just had my career ended by a damn Zero that came out on nowhere and was diving towards the drop when he was spotted., after my radar man apperently feel asleep. :damn: Had to vent!!)
Enjoy TMO and Good Hunting, just avoid the bungo straights...
Well I put in the RSRD mod w/TMO interface & now I'm getting the occaisonal CTD & graphics anomolies but the worst part is - I can't hit anything even from 1000 yards out. I don't manually target; me & math have never gotten along, so I rely on the "easy mode" automatic AOB plot & I just fired six torps at a merchant a little over 1,000 yards broadside with a 3 deg. spread & all missed. I think I'm going back to V1.4; at least I could have fun playing that; this is too much like work & my life is too tedious already.:nope:
cgjimeneza
08-21-08, 06:13 PM
If TMO is the only campaign relatyed mod you run, the it's foreseable that it would still work, just enable it with JSGME, if it dosen't work, roll it back off.
If I might make a suggestion, RSRDC fixes the over abundance of air contacts, as well as reworks the major battles,and uses historical JANAC shipping lanes, but the best part is, it does have a version just for TMO so no worries about compatibility.
(Just had my career ended by a damn Zero that came out on nowhere and was diving towards the drop when he was spotted., after my radar man apperently feel asleep. :damn: Had to vent!!)
Enjoy TMO and Good Hunting, just avoid the bungo straights...
Well I put in the RSRD mod w/TMO interface & now I'm getting the occaisonal CTD & graphics anomolies but the worst part is - I can't hit anything even from 1000 yards out. I don't manually target; me & math have never gotten along, so I rely on the "easy mode" automatic AOB plot & I just fired six torps at a merchant a little over 1,000 yards broadside with a 3 deg. spread & all missed. I think I'm going back to V1.4; at least I could have fun playing that; this is too much like work & my life is too tedious already.:nope:
I suggest you remove the game, delete the sh4 folder in your C:my documents and start anew, the game deservers the mods done for v1.5, dont give up yet
Orion2012
08-21-08, 07:02 PM
If TMO is the only campaign relatyed mod you run, the it's foreseable that it would still work, just enable it with JSGME, if it dosen't work, roll it back off.
If I might make a suggestion, RSRDC fixes the over abundance of air contacts, as well as reworks the major battles,and uses historical JANAC shipping lanes, but the best part is, it does have a version just for TMO so no worries about compatibility.
(Just had my career ended by a damn Zero that came out on nowhere and was diving towards the drop when he was spotted., after my radar man apperently feel asleep. :damn: Had to vent!!)
Enjoy TMO and Good Hunting, just avoid the bungo straights...
Well I put in the RSRD mod w/TMO interface & now I'm getting the occaisonal CTD & graphics anomolies but the worst part is - I can't hit anything even from 1000 yards out. I don't manually target; me & math have never gotten along, so I rely on the "easy mode" automatic AOB plot & I just fired six torps at a merchant a little over 1,000 yards broadside with a 3 deg. spread & all missed. I think I'm going back to V1.4; at least I could have fun playing that; this is too much like work & my life is too tedious already.:nope:
I honestly haven't had any problems. Try from a fresh install patched to 1.5 and defenatly delete your save games, you'll have to start from fresh...here is my mods list, if you use JSGME and enable them in this order I would all but guarantee it too work flawlessly.
REL_TriggerMaru_Overhaul_152
TMO_SBoat_engine_Patch
RSRDC_TMOv15_V371
RSRDC_V371_Patch10
RSRDC_AuxGB_Fix
TMO_FloatPlane_fix
OpsMonsun_V400
#1 PE3 Install
#2d PE3 Special Effects For TMO
#3b PE3 submarine bubbles and caustics and roll pitch for TM
#4 PE3 Ship_debris_SH4_with bodies
#5 PE3 real reflections for harbour and objects
#6 PE3 patch for TM
PE3 Install less floater
ROW PE3 Install sun flair for camera
ROW Sound Effect v_9
Bow-Wave-Splash
Animated Fans TMO (v1.0)
(1) RUIM v1.0 for SH4v1.5
(2) RUIM v1.0 for SH4v1.5 Enlisted Ranks add-on
(3) RUIM v1.0 for SH4v1.5 Awards add-on
Sure you don't have all of those, so just move to the next one you do have.
Edit: If you wanna play with the U-boat campaign the patch would go after OpsMonsonV400 (Great mod for the uboat campaign, in the same vein as RSRDC)
Brenjen
08-21-08, 07:40 PM
Mine is a clean install to V1.5 with JSGME enabled: REL_TriggerMaru_Overhaul_152 / TMO_SBoat_engine_Patch / RSRDC_TMOv15_V371 / RSRDC_V371_Patch10 / RSRDC_AuxGB_Fix / TMO_FloatPlane_fix
I have now JSGME un-installed all that (which is what is giving me the above described problems) & I'm now going to try the RFB w/ RSRD & ROW PE
I like the RSRD arrangement & the fact that it really cut down on the ubsurd air traffic; that's why I'm going to give it a shot in the RFB configuration. I'd really like TMO for V1.5 if it didn't pork the easy torpedo targeting...I simply do not know how to manually target & I don't have the patience/time to learn it right now.
EDIT:
I suggest you remove the game, delete the sh4 folder in your C:my documents and start anew, the game deservers the mods done for v1.5, dont give up yet
Oh sorry I missed your response earlier, not snubbing you at all. The answer to that is, the original SH4 V1.5 C:My Documents SH4 folder was just moved to the desktop & a copy of the V1.4 folder put in it's place. When I had problems I did indeed put the original V1.5 folder back - it's a fresh install, patched directly to V1.5 already. TM is a great mod I'm sure, but I moved on to a NSM4 / ROW PE / RFB / RSRD combo that is nearly 100% right outta the gate so I think I'm going to take that ball & run with it.
Orion2012
08-22-08, 03:04 AM
Mine is a clean install to V1.5 with JSGME enabled: REL_TriggerMaru_Overhaul_152 / TMO_SBoat_engine_Patch / RSRDC_TMOv15_V371 / RSRDC_V371_Patch10 / RSRDC_AuxGB_Fix / TMO_FloatPlane_fix
I have now JSGME un-installed all that (which is what is giving me the above described problems) & I'm now going to try the RFB w/ RSRD & ROW PE
I like the RSRD arrangement & the fact that it really cut down on the ubsurd air traffic; that's why I'm going to give it a shot in the RFB configuration. I'd really like TMO for V1.5 if it didn't pork the easy torpedo targeting...I simply do not know how to manually target & I don't have the patience/time to learn it right now.
EDIT:
I suggest you remove the game, delete the sh4 folder in your C:my documents and start anew, the game deservers the mods done for v1.5, dont give up yet
Oh sorry I missed your response earlier, not snubbing you at all. The answer to that is, the original SH4 V1.5 C:My Documents SH4 folder was just moved to the desktop & a copy of the V1.4 folder put in it's place. When I had problems I did indeed put the original V1.5 folder back - it's a fresh install, patched directly to V1.5 already. TM is a great mod I'm sure, but I moved on to a NSM4 / ROW PE / RFB / RSRD combo that is nearly 100% right outta the gate so I think I'm going to take that ball & run with it.
You won't be disappointed with RFB, as I frequently have a career active in both. The map has been changed up quite a bit, but all of that can be tweaked to your liking, or at least I did.
It sounds like you had TMO installed correctly, although why it messed up the auto targetting baffles me. I too find manual targetting too much like high school geometry class and use the good ol point and shoot method, and have had no problems with TMO.
Either way you go, you'll have a good time.
Good Hunting.
Roger Dodger
08-22-08, 04:56 PM
I got into an 'interesting' situation last night with a couple of 'new' Marus. This is my first patrol on the USS Stingray (USS-186) (Salmon Class).
The first was the KMSS Ryunn. I only had a sound contact throughout the fight, due to being in a three-week-long MONSOON. LOTS of rain - visibility about 300 yards. My lookouts never were able to spot it, but I could get a visual (shadow) through the TBT on the bridge (did I mention that this was a SURFACE/NIGHT attack?). I tried a four torpedo snap shot spread at bearing 0, range 5-600 yards, AOB 80-90, and 15 second intervals, and missed with all four (one went off premeturely). Not wanting to waste anymore torpedoes on him since I couldn't get a good lock (solution), I finished him off with the deck gun, personally aiming it since the gunners couldn't see him through the fog. 4400 tons, and quite exciting. I had to get real close to fire off a couple of rounds, then All Back Emergency to keep from running into it. The Gun Crew deserves medals for this one. I just had to share this one with you.
The second attack brings up my question. This was a 'normal' submerged attack, just before dawn in the East China Sea, north of Okinawa. Got a good solution on the KMSS HogIslandJPN, fired three torpedoes at around 1200 yards, and scored three hits. When I consulted the attack (plot) map, all I could see of the target was: "TGA shape not found" at the point the target should have shown up.
After I exited the game, I checked through the . . \data\sea folders. Neither the Ryuun or the HogIslandJPN ships had a _shp.dds file in their folders. I haven't seen either of these ships before, so I suppose they are some of the new ships that Ducimus added in with the Overhauled TM Mod.
According to the TM FAQ, I do the following (since I like these parts of the game):
4.) How do i get back "tails" and sensor information on the navigation map?
Disable TMO, and delete the following two files:
\Data\Menu\gui\ContLine.dds
\Data\Menu\gui\DashLine.dds
5.) How do i get back the ship sillouttes on the contact map?
Go to the /data/sea directory in TMO. There you will find about 98 subdirectories, one for each ship in the game. Located in each one of these subdirectories is a DDS file. This file will be named whatever the ships name is _shp.dds (*_ship.dds). Delete each of these files from all subdiretories. Warning, not all ships are from the stock game, so deleting these particuar ships means they wont show up on the map at all. I recommend you play with the ship sillouttes as is. The idea is to cut down the amount of unrealistic information the stock Navagation map gives you, and to simulate markings that a tracking party member might have put down with a grease pencil.
All ship sillouttes (original) show up on the attack map when I adjust the mod as advised. Most of the new ships, added by TMO don't. The question is: Can I just copy/paste a _shp.dds from an appropriate ship into the folder of the new ship, and change the filename to get it to show up? Can I do this without disabling the Mods now enabled (including RSRDC)?
Thanks in advance.
neilbyrne
08-22-08, 05:32 PM
Dodger,
Yes you can replace with another shp.dds just by copy and paste and nothing bad will happen; I do it all the time. In fact, I don't like the black marks and put all the ship silhouettes back into TMO. I wrote a long post on this several months ago about what the plotting symbols should really look like. Nothing against Ducimus; TMO is a fabulous mod and I have been playing it with RSRDC for the last two months.
After you have the ship dds files to your liking, I recommend you save the sea part of the database to a spares folder outside SH4 so if you ever have to reinstall, you don't have to do it all again.
Roger Dodger
08-23-08, 06:33 PM
Dodger,
Yes you can replace with another shp.dds just by copy and paste and nothing bad will happen; I do it all the time. In fact, I don't like the black marks and put all the ship silhouettes back into TMO. I wrote a long post on this several months ago about what the plotting symbols should really look like. Nothing against Ducimus; TMO is a fabulous mod and I have been playing it with RSRDC for the last two months.
After you have the ship dds files to your liking, I recommend you save the sea part of the database to a spares folder outside SH4 so if you ever have to reinstall, you don't have to do it all again.
Thanx Neilbyrne.
For the rest of you that want the missing silhouettes, I found the following to have no _shp.dds file in its folder (after doing Item 5 above):
NBC_Repulse
NDD_ZClass
NDE_Kisaragi
NDE_Momi
NKMSS_HogIslandJPN
NKMSS_Ryuun
NPB_Wakatake
NPT_Schnelboat
Most of these ships have a similiar class of ship in the next or previous folder. Just copy the _shp.dds file from there, and paste it into the folder you want to add, change the name, and voila'.
chopped50ford
08-24-08, 12:07 AM
Okay, im a little bent right now, just spent the last few hours unloading my mods to update this with the latest TM and im bouncing errors right on the title screen.
Any suggestion anyone:
Some error messages im getting:
- File not found: data/menu/data/black80.tga
- File not found: data/menu/skin/american/gui/intelligenceunits/paper.dds
- File not found: data/menu/skin/american/gui/layout/radio.messages.dds
- There is not a new (non implemented) page: <page chooseloadsave>!
By the way, I cant shut the game off, I have to re-boot.
Also, I cleared all my mods in JSME and reloaded 1.4...still same problem. (issue was wrong TM loaded, installed correct version, fixed errors on load up)
Update, I had the wrong download to TM. Game loaded, but now I cant get the free camera to come up. Any ideas?
Update (2): Started mission and while on the way to my first waypoint, I CTD'd. No error came up. Any Ideas?
Update (3): Tried to use the "E" key to Emergency Blow to surface, key is not operating this function. Any Ideas?
Claudius
08-24-08, 10:07 AM
Am I playing a campaign in the Base of Submarines in England, did I attack a small German convoy close to the noruega, are the German Hunters very inefficient, will it be that in the war that was real???
For the logic the allies had to turn and to develop an efficient tactics ant-submarine.
Now if somebody can help would like to know there were really American submarines acting in the theater of the Atlantic in war patrols based in England, it would like to cure that doubts.
Orion2012
08-24-08, 01:23 PM
Am I playing a campaign in the Base of Submarines in England, did I attack a small German convoy close to the noruega, are the German Hunters very inefficient, will it be that in the war that was real???
For the logic the allies had to turn and to develop an efficient tactics ant-submarine.
Now if somebody can help would like to know there were really American submarines acting in the theater of the Atlantic in war patrols based in England, it would like to cure that doubts.
http://en.wikipedia.org/wiki/Holy_Loch
Holy Loch was a US navy base, although I don't believe during WW2.
I'm not sure abut German ASW tactics, perhaps someone else can field that one??
Update, I had the wrong download to TM. Game loaded, but now I cant get the free camera to come up. Any ideas?
Update (2): Started mission and while on the way to my first waypoint, I CTD'd. No error came up. Any Ideas?
Update (3): Tried to use the "E" key to Emergency Blow to surface, key is not operating this function. Any Ideas?
1. Are you trying to use the </> key to open the free cam or the button on the HUD?? the </> buttons have been disabled but can be enabled by folling instructions in the FAQ.
2. What mods do you have installed?? You can generate a list with JSGME.
3. Open the data/cfg folder and open the commands file with notepad and look for this:
[Cmd202]
Name=Emergency_surface
Ctxt=1
MnID=0x3F230003
Str=1034
;Key0=0x45,C,"E"
If there is a semi-colon before the final line, remove it and all should work fine, if that intry can't be found, you can copy and replace the command that is listed for Emergency Surface, with this one, although I'm not sure if it has to be CMD202 or not.
Edit: I believe the "E" key was re-assigned to switch to the rear tubes, so you may need to find and edit that line as well, I'm not sure how the game responds with mulitple functions for a single key stroke, may CTD. If you have problems, post back here.
Good Hunting
Roger Dodger
08-24-08, 01:33 PM
Update (3): Tried to use the "E" key to Emergency Blow to surface, key is not operating this function. Any Ideas?
Ducimus changed alot of the keyboard map some time ago. One of the keys he changed was the 'E' key. Pressing on the 'E' key now cycles the after torpedo tubes. Makes sense since the 'W' key (right next to the 'E') cycles the forward torpedo tubes. Since the keys are right together, this could avoid some confusion when you're setting up for a shot. Not a good idea to 'Emergency Blow' when you're right in the middle of a task force. :damn:
If you need to Emergency Blow, you'll have to go to the Control Room screen and use the 'Button'. There is no longer a key that operates this feature.
chopped50ford
08-24-08, 05:23 PM
Update, I had the wrong download to TM. Game loaded, but now I cant get the free camera to come up. Any ideas?
Update (2): Started mission and while on the way to my first waypoint, I CTD'd. No error came up. Any Ideas?
Update (3): Tried to use the "E" key to Emergency Blow to surface, key is not operating this function. Any Ideas?
1. Are you trying to use the </> key to open the free cam or the button on the HUD?? the </> buttons have been disabled but can be enabled by folling instructions in the FAQ.
2. What mods do you have installed?? You can generate a list with JSGME.
3. Open the data/cfg folder and open the commands file with notepad and look for this:
[Cmd202]
Name=Emergency_surface
Ctxt=1
MnID=0x3F230003
Str=1034
;Key0=0x45,C,"E"
If there is a semi-colon before the final line, remove it and all should work fine, if that intry can't be found, you can copy and replace the command that is listed for Emergency Surface, with this one, although I'm not sure if it has to be CMD202 or not.
Edit: I believe the "E" key was re-assigned to switch to the rear tubes, so you may need to find and edit that line as well, I'm not sure how the game responds with mulitple functions for a single key stroke, may CTD. If you have problems, post back here.
Good Hunting
Thank for the EB help, but Ill keep where it is for now for tube cycling.
http://i26.photobucket.com/albums/c144/chopped50ford/SH4%20Patrol%20Picts/JSME-1.jpg
Here are my JSME setup, I add a few ROW programs to spice it up.
I still dont have the "Free Camera" has that been taken out of TM?
Any other ideas on CTD issue?
Orion2012
08-24-08, 05:40 PM
Update, I had the wrong download to TM. Game loaded, but now I cant get the free camera to come up. Any ideas?
Update (2): Started mission and while on the way to my first waypoint, I CTD'd. No error came up. Any Ideas?
Update (3): Tried to use the "E" key to Emergency Blow to surface, key is not operating this function. Any Ideas?
1. Are you trying to use the </> key to open the free cam or the button on the HUD?? the </> buttons have been disabled but can be enabled by folling instructions in the FAQ.
2. What mods do you have installed?? You can generate a list with JSGME.
3. Open the data/cfg folder and open the commands file with notepad and look for this:
[Cmd202]
Name=Emergency_surface
Ctxt=1
MnID=0x3F230003
Str=1034
;Key0=0x45,C,"E"
If there is a semi-colon before the final line, remove it and all should work fine, if that intry can't be found, you can copy and replace the command that is listed for Emergency Surface, with this one, although I'm not sure if it has to be CMD202 or not.
Edit: I believe the "E" key was re-assigned to switch to the rear tubes, so you may need to find and edit that line as well, I'm not sure how the game responds with mulitple functions for a single key stroke, may CTD. If you have problems, post back here.
Good Hunting
Thank for the EB help, but Ill keep where it is for now for tube cycling.
http://i26.photobucket.com/albums/c144/chopped50ford/SH4%20Patrol%20Picts/JSME-1.jpg
Here are my JSME setup, I add a few ROW programs to spice it up.
I still dont have the "Free Camera" has that been taken out of TM?
Any other ideas on CTD issue?
Try this for me: Open the ROW PE3.3, and see if there isnt more folders inside. If you have already done that then I appologize, but what I believe it should say something like #1 PE Install, #2 Special Effect Zones for TM, and so on.
If that is the case and you do have those folders inside ROWPE3.3, pick the ones you need for your install and then move those folders into the mods folder instead of keeping them in the ROW PE3.3 file. I'd also say thats the cause for the random CTD.
chopped50ford
08-24-08, 11:19 PM
Thank you again.
I tried to clear out all of the 'unused' mods I show in my JSME and for some reason it un-installed everything I had. Is this typical?
I am going to unpack the folder and re-install per your direction using JSME.
Thanks!
Orion2012
08-25-08, 12:15 AM
Thank you again.
I tried to clear out all of the 'unused' mods I show in my JSME and for some reason it un-installed everything I had. Is this typical?
I am going to unpack the folder and re-install per your direction using JSME.
Thanks!
It's not typical, but not unheard of either.
It probably had something to do with mods overwriting mods, just as a rule of thumb, I always remove all mods before I delete any of them, because when I don't it seems to delete them anyway.
Also as a a side note, whenever removing mods like TMO, its always best to do so while saved in port. Some files, if changed while at sea, will cause CTD or corrupt save files.
Good Hunting :ping:
Roger Dodger
08-25-08, 03:23 PM
I noticed on my first patrol with my present command that my deck gun (3"/50 bow mount) that I have no Armor Piercing ammo, and only 180 rounds of HE rounds. All early commands in the past (including S-Boats) included both types of ammo of 180 rounds EACH.
I'm not sure which MOD changed my loadout, or maybe the Sargo-class only carried HE rounds. What gives? I'll leave this same message on the RSRDC board.
SH 1.5
MODS:
TriggerMaru_Overhaul_152
TMO_Enable_Uboat_ver3
TMO_SBoat_engine_Patch
RSRDC_TMOv15_V371
RSRDC_V371_Patch10
Command: USS Sealion (SS-195) (Sargo-class)
Assignment: Dec 7, 1941, Asiatic Fleet
Present Patrol: Makasaar Straits, May 1942
Zero Niner
08-25-08, 08:14 PM
Historically US subs carried only HE ammo for the deck gun.
chopped50ford
08-25-08, 09:07 PM
does the 1.4 version of TM include NSM?
Orion2012
08-26-08, 12:09 PM
does the 1.4 version of TM include NSM?
I was hoping someone else would reply with an answer, because I honestly don't know. If anyone has the "change log" for TMO1.5.2, it should say, if NSM (I believe its 3.3 with TMO, not 4) was added with 1.5.2 or not.
Has my interest, so I will find out :up:
Edit: :rotfl: I had the change log and this came from Changelog_15to_16 (Duc's name not mine...)
"// added Natural SInking Mechanics version 3.1 by WernerSobe."
So anything over 1.6.XX has them included and 1.7.XX is Sh4v1.4 compatible so yest it's there!!
Fincuan
08-26-08, 12:48 PM
"added Natural Sinking Mechanics version 3.1 by WernerSobe."
IIRC he removed NSM later due to some problems with that version and used either the stock sinking mechanics or his own version. Nothing prevents you from installing NSM4 on top of TM though.
"added Natural Sinking Mechanics version 3.1 by WernerSobe."
IIRC he removed NSM later due to some problems with that version and used either the stock sinking mechanics or his own version. Nothing prevents you from installing NSM4 on top of TM though.
Yes, it was pulled but at what version I have forgotten, I believe the change log may not have been updated. My favorite version is NSM3.3 sans the keel shot zones that Werner developed which was then NSM4.0. I have run TMO for 1.4 with NSM 3.3 without any issues.
Happy Hunting!
dean_acheson
08-30-08, 12:28 PM
Has something changed on the interior free move camera?
I can't move around in the control room.
neilbyrne
08-31-08, 01:02 PM
Is there a way to fire torpedo spreads? In the commands cfg file, the following appear:
Select_salvo_tube_index
Ctxt=1
Name-Set_salvo_mode
Ctxt=1
In the Gato sub cfg file there are seven different tube combos specified for salvos.
However, I can't find a way to do this in game.
chopped50ford
08-31-08, 06:40 PM
Not sure if this is an ongoing or old issue, but I was attacking a light merchant and out of nowhere...It dissappeared and I didnt get the tonage for the ship.
I did attack the ship with several torpedo's and it was sinking....did not get the 'ship sunk' message but it was close.
What a dissappointment.
Anyone?
Zero Niner
08-31-08, 08:16 PM
Is there a way to fire torpedo spreads? In the commands cfg file, the following appear:
Select_salvo_tube_index
Ctxt=1
Name-Set_salvo_mode
Ctxt=1
In the Gato sub cfg file there are seven different tube combos specified for salvos.
However, I can't find a way to do this in game.
Historically, US boats did not have this ability.
Orion2012
08-31-08, 08:24 PM
Has something changed on the interior free move camera?
I can't move around in the control room.
Try pressing Shift+F2 for the free camera.
Not sure if this is an ongoing or old issue, but I was attacking a light merchant and out of nowhere...It dissappeared and I didnt get the tonage for the ship.
I did attack the ship with several torpedo's and it was sinking....did not get the 'ship sunk' message but it was close.
What a dissappointment.
Anyone?
I myself have had that before as well. Did this occur in shallow water??
The reason I ask is because the game recoginizing sinking in one of two ways:
A) You cause more then maximum HP in torpedo damage
B) The ship passes a certain point in the water while sinking and is registered as "sunk".
Occasionally while in shallow water the boat will reach bottom before passing the point of being sunk. I have even seen them standing with the stern at a close to 90 degree angle with the water.
When not in shallow water it will occur as well, but for that I have no explanation.
Orion2012
08-31-08, 08:26 PM
"added Natural Sinking Mechanics version 3.1 by WernerSobe."
IIRC he removed NSM later due to some problems with that version and used either the stock sinking mechanics or his own version. Nothing prevents you from installing NSM4 on top of TM though.
Yes, it was pulled but at what version I have forgotten, I believe the change log may not have been updated. My favorite version is NSM3.3 sans the keel shot zones that Werner developed which was then NSM4.0. I have run TMO for 1.4 with NSM 3.3 without any issues.
Happy Hunting!
Did not know that, thanks for the info.
neilbyrne
09-01-08, 11:54 AM
Zero Niner thanks for the response on salvos.
New subj: Will NSM run trouble free with both TMO 152 & RSRDC 371 patch 10?
Zero Niner
09-01-08, 10:02 PM
I've read posts from people that NSM will not cause SH4 to crash. But it is not advised by the TMO mod maker (Ducimus), so if you want to use NSM make sure you can roll back if things go FUBAR.
You should also be aware that not all ships in RSRDC & TMO have been modified by NSM, so some of the newer types added by these mods will display stock behaviour.
neilbyrne
09-02-08, 11:03 AM
09r
Thanks again for the response; I may try it. If I do, I'll post something about how it went.
Orion2012
09-02-08, 01:09 PM
09r
Thanks again for the response; I may try it. If I do, I'll post something about how it went.
Just a helpful hint, if you install NSM4 before TMO you shouldn't have any problems, but you will overwrite some of the NSM4 files, which may negate the desired changes with NSM. If you install it afterward, all of its features should remain, but you may cause portions of TMO to stop functioning.
neilbyrne
09-03-08, 11:42 AM
Orion,
Thanks.
Orion2012
09-03-08, 01:00 PM
Orion,
Thanks.
No Problem.
I actually am gonna start my Top Secret Project for TMO soon, which I think MOST of you will enjoy, and hopefullt eliminate a need for NSM4.
widowmaker488
09-10-08, 09:11 AM
I'm new here, and to molding sh4. My ? is when I load in my mods even if they are in the order others say works it gray's out TMO 1.52 even if its a patch is this the norm?
Any help please. Thanks all.
Hi. I have a quiestion about the FAQ section of the mod.
"4.) How do i get back "tails" and sensor information on the navigation map?
Disable TMO, and delete the following two files:
\Data\Menu\gui\ContLine.dds
\Data\Menu\gui\DashLine.dds"
So, I should disable TMO (from JSGME) then delete these two files (from where exactly, the MODS directory ?) and then re enable the TMO back ? Will everything work ok ? It is the only thing that even though reduces the overall realism, I would like to get back.
Many thanks
Nisgeis
09-11-08, 04:07 AM
So, I should disable TMO (from JSGME) then delete these two files (from where exactly, the MODS directory ?) and then re enable the TMO back ? Will everything work ok ?
Hi Kruger,
Yes, disable TMaru, delete those files from the MODS\TMaru(or whatever it is called)\data... subdirectories and then put TMaru back on with JSGME and you should have the stock tails back.
Thank you very much for your answer. I like this mod very much, but I look forward to testing the others too.
claybirdd
09-12-08, 10:30 PM
I have had an idea about some of us devoted TMO players, joining forces with the RFB team (mainly Luke FF) and coming up with a whole new NSM aka. Damage Control mod. As i know that Luke is currently working on such a mod mabye we could muster up our own TMO version of it. I simply think TMO needs to be continued and "kept up to speed". I purpose a TMO team since Ducimus has taken a sabatical. There are always things left to be tweeked and enhanced. I think there are still a lot of talented people who are partial to TMO and would be up for this.
Any Thoughts, btw I have not spoken to Luke yet.
Orion2012
09-14-08, 10:25 PM
I have had an idea about some of us devoted TMO players, joining forces with the RFB team (mainly Luke FF) and coming up with a whole new NSM aka. Damage Control mod. As i know that Luke is currently working on such a mod mabye we could muster up our own TMO version of it. I simply think TMO needs to be continued and "kept up to speed". I purpose a TMO team since Ducimus has taken a sabatical. There are always things left to be tweeked and enhanced. I think there are still a lot of talented people who are partial to TMO and would be up for this.
Any Thoughts, btw I have not spoken to Luke yet.
PM sent.
Roger Dodger
09-15-08, 11:46 AM
When I read my In-Port Patrol Log, I've noticed that all of my sinkings are reported as of the first day of patrol. Some of my patrols have streatched to nearly three months, but all sinkings are listed as above.
Once upon a time, sinkings were reported on the day of the sinking. TM seems to lump them all together. Is there any way to change this?
SH4 v1.5
TriggerMaru_Overhaul_152
TMO_Enable_Uboat_ver3
TMO_SBoat_engine_Patch
RSRDC_TMOv15_V371
RSRDC_V371_Patch10
Orion2012
09-15-08, 12:30 PM
When I read my In-Port Patrol Log, I've noticed that all of my sinkings are reported as of the first day of patrol. Some of my patrols have streatched to nearly three months, but all sinkings are listed as above.
Once upon a time, sinkings were reported on the day of the sinking. TM seems to lump them all together. Is there any way to change this?
SH4 v1.5
TriggerMaru_Overhaul_152
TMO_Enable_Uboat_ver3
TMO_SBoat_engine_Patch
RSRDC_TMOv15_V371
RSRDC_V371_Patch10
It's not just TMO, RFB does it as well, I think it was a glitch introduced with the UBM 1.5 "patch".
Not sure if there is a work around.
Roger Dodger
09-16-08, 06:24 PM
It's not just TMO, RFB does it as well, I think it was a glitch introduced with the UBM 1.5 "patch".
Not sure if there is a work around.
I'm sure this has been happening long before I got the 1.5 patch. This is just the first time I've remembered it long enough to comment on it. I'm also sure it was first introduced with one of the TM mods, but so long ago that I don't remember when I first noticed it.
So far, I haven't been able to find the location in the menu_1024_768.ini file. I'm sure that's where the problem is. I'll keep looking, and report back if I find it.
Is TMO compatible with RFB ? (or is it like GWX and NYGM in SH3, when you had to choose which one you use ?)
Can soneone very briefly explain to me please what are the main differences between these mods ? I currently use TMO, and from what I have read here RFB does not pack so many eye-candy features like TMO. Please correct me if I am wrong.
Is TMO compatible with RFB ? (or is it like GWX and NYGM in SH3, when you had to choose which one you use ?)
Can soneone very briefly explain to me please what are the main differences between these mods ? I currently use TMO, and from what I have read here RFB does not pack so many eye-candy features like TMO. Please correct me if I am wrong.
You sir are correct, its either one or the other that is why I run two installs with the help of MultiSH4. As to the differences there are many technical and philosophical ones. I encourage you to read up on Ducimus thread about his work on TMO and its genesis. As far as RFB goes you can come to the linked forum (see below) and follow along in the development.
Eye candy is in the eye of the beholder, something for everyone. I believe with Kriller2's PE4 you have the best of both worlds as you can add them to TMO and RFB. Either way you will not be dissappointed with game play or eye candy.
Happy Hunting!
This is probably a little late now but as I have only just installed this mod, I'd like to say thanks for all the hard work that must have gone into it. Great work!
The only problem I have which is about my level of skill and not that on the mod, is the difficulty level. In single missions I can select easy skill levels ok but in the missions no matter what changes I make in the skill difficulty page they do not change anything in the mission.
Is there a way I could use this mod on easy/easier settings?
Many thanks
Leigh
cgjimeneza
09-19-08, 04:29 PM
I dont know if you can change the skill of the boats, the difficulty modifiers are more related to oxygen, fuel, compressed air and damage fixiing....
you have TMO for 1.5 have you also installed Run Silent Run Deep?, if not, DO IT :) you will love the challenge!
have fun and remember, SH4 is addictive, and the more real it gets, the better the experience.
salud!:up:
ReallyDedPoet
09-19-08, 06:12 PM
The only problem I have which is about my level of skill and not that on the mod, is the difficulty level. In single missions I can select easy skill levels ok but in the missions no matter what changes I make in the skill difficulty page they do not change anything in the mission.
Is there a way I could use this mod on easy/easier settings?
Many thanks
Leigh
De-activate Trigger and do the following to water down the AI a bit :yep:
Go to this file ( from read-me ):
/data/cfg/sim.cfg
and change the Hydrophone Thermal Layer Signal Attenuation from 2 to 3. Then change the sonar Thermal Layer Signal Attenuation from 3 to 5. Easy mode and dumber AI should be yours again.
RDP
I dont know if you can change the skill of the boats, the difficulty modifiers are more related to oxygen, fuel, compressed air and damage fixiing....
you have TMO for 1.5 have you also installed Run Silent Run Deep?, if not, DO IT :) you will love the challenge!
have fun and remember, SH4 is addictive, and the more real it gets, the better the experience.
salud!:up:
Thank, yes I have TMO for 1.5.
I have had Run Silent Run Deep before and enjoyed it. Does this work with TMO?
The oxygen, fuel and compressed air are ok, my main difficulty is losing the automatic targetting. I agree it is very addictive and like it to be as real as possible but I would like a few hits which I can't get with manual targetting.
The only problem I have which is about my level of skill and not that on the mod, is the difficulty level. In single missions I can select easy skill levels ok but in the missions no matter what changes I make in the skill difficulty page they do not change anything in the mission.
Is there a way I could use this mod on easy/easier settings?
Many thanks
Leigh
De-activate Trigger and do the following to water down the AI a bit :yep:
Go to this file ( from read-me ):
/data/cfg/sim.cfg
and change the Hydrophone Thermal Layer Signal Attenuation from 2 to 3. Then change the sonar Thermal Layer Signal Attenuation from 3 to 5. Easy mode and dumber AI should be yours again.
RDP
Thanks, I'll try this when I get home from work this evening.
After making these changes would I then re-activate Trigger? If not then wouldn't de-activating Trigger revert to original settings anyway? Sorry this may seem a stupid question. I can get my head round some flight sim config files but this is new ground for me.
cgjimeneza
09-20-08, 06:12 PM
I dont know if you can change the skill of the boats, the difficulty modifiers are more related to oxygen, fuel, compressed air and damage fixiing....
you have TMO for 1.5 have you also installed Run Silent Run Deep?, if not, DO IT :) you will love the challenge!
have fun and remember, SH4 is addictive, and the more real it gets, the better the experience.
salud!:up:
Thank, yes I have TMO for 1.5.
I have had Run Silent Run Deep before and enjoyed it. Does this work with TMO?
The oxygen, fuel and compressed air are ok, my main difficulty is losing the automatic targetting. I agree it is very addictive and like it to be as real as possible but I would like a few hits which I can't get with manual targetting.
yes run silent run deep has a version specially designed for Trigger Maru Overhauled, see post no.1 of it
http://www.subsim.com/radioroom/showthread.php?t=123467
Elphaba
09-21-08, 10:39 AM
What does the red line on the depth meter mean? I thought it was crush depth, but I just went down to 400ft and all was fine!!???!!
Syxx_Killer
09-21-08, 01:09 PM
What does the red line on the depth meter mean? I thought it was crush depth, but I just went down to 400ft and all was fine!!???!!
It is the sub's test depth. When you press the D key it will submerge to its test depth. Test depth is the guaranteed maximum safe depth of each sub. Any deeper and it becomes a crap shoot if you live to see the sky again. :dead:
Orion2012
09-22-08, 04:37 PM
It's not just TMO, RFB does it as well, I think it was a glitch introduced with the UBM 1.5 "patch".
Not sure if there is a work around.
I'm sure this has been happening long before I got the 1.5 patch. This is just the first time I've remembered it long enough to comment on it. I'm also sure it was first introduced with one of the TM mods, but so long ago that I don't remember when I first noticed it.
So far, I haven't been able to find the location in the menu_1024_768.ini file. I'm sure that's where the problem is. I'll keep looking, and report back if I find it.
I don't visit this thread often, but If you don't save and reload the game, the dates are not wrong, they are listed correctly. I truthfully don't think the issue is in the menu.ini file. I think it would be kept in the save data.
It bothers me as well so maybe someone has a solution. Will post back.
ReallyDedPoet
09-23-08, 07:26 AM
The only problem I have which is about my level of skill and not that on the mod, is the difficulty level. In single missions I can select easy skill levels ok but in the missions no matter what changes I make in the skill difficulty page they do not change anything in the mission.
Is there a way I could use this mod on easy/easier settings?
Many thanks
Leigh
De-activate Trigger and do the following to water down the AI a bit :yep:
Go to this file ( from read-me ):
/data/cfg/sim.cfg
and change the Hydrophone Thermal Layer Signal Attenuation from 2 to 3. Then change the sonar Thermal Layer Signal Attenuation from 3 to 5. Easy mode and dumber AI should be yours again.
RDP
Thanks, I'll try this when I get home from work this evening.
After making these changes would I then re-activate Trigger? If not then wouldn't de-activating Trigger revert to original settings anyway? Sorry this may seem a stupid question. I can get my head round some flight sim config files but this is new ground for me.
Do the changes in Trigger that I posted ( when de-activated ), I should have mentioned that, sorry :oops:, then re-activate Trigger and you are good to go with the toned down AI :up:
RDP
Dolemite-
09-30-08, 06:14 PM
So how exactly are tower refits supposed to happen? Its Feb. '43 and I still have the bathtub tower for the Gato, and have been getting 20,000+ tons for every patrol and earning the required renown for the refit, but it never comes.
I've looked into the "NSS_Gato" UPC file in the "Submarine" folder and the dates* match up with the "unitparts1Gato" file in the UPCUnitsData folder. But in that same folder the "UnitParts" file doesnt quite match up, it matches all the Gato's lines but other subs, like the Porpoise dont have the MS32 LateWar (Elite) tower lines. Should I try to add these? Would these files conflict if they didnt match up properly?
Or could someone who is running TMO 152 and getting refits please upload their UnitParts.upc file so I can how mine is different? Because this is frustrating :damn:
*Dates being these
NULL, 1942-06-31, EarlyWar
-1942-07-01, 1943-01-31, MedWar
-1943-02-01, 1944-01-31, LateWar
-1944-02-01, NULL, LateWarMS32
thumper
10-04-08, 05:57 PM
I have tmo 1.4 and it works just fine..I want to use TMO 1.5.2 but i like the moveable interior camera and the torpedo colors of TMO 1.4. Any hints on how to make this work??
I have tmo 1.4 and it works just fine..I want to use TMO 1.5.2 but i like the moveable interior camera and the torpedo colors of TMO 1.4. Any hints on how to make this work??
I'm running TMO 1.5.2. and although I must answer "from memory": Look at he FAQ from Ducimus. It works fine for me and if I remember it correctly self explaining.
If you can work TMO 1.4, I'm sure TMO 1.5.2 is no problem. SHIFT F2 was the one I used for the Interior camera (before I installed other mods).
It is really worth wile to give it a try. Maybe other subsimmers can give you a more eleborate answer.
happy hunting.
edit: and if you don't succeed, you can roll back with a clean install of TMO 1.4
Nisgeis
10-08-08, 05:34 PM
As people very nicely requested a version of the range readout mod for TM, I've made a version for TMO 1.52. You'll be able to get accurate radar ranges and bearings now if you want:
http://www.subsim.com/radioroom/showthread.php?t=142884
Did I understand right, or Ducimus is no longer with us, and no longer willing to develop this mod any further ?
Did I understand right, or Ducimus is no longer with us, and no longer willing to develop this mod any further ?
Correct and for many reasons. There are some folks currently working on changes and updates using TMO as a base. My addled mind now draws a blank as to whom the group maybe.
Truly as it stands and with the additional radar changes produced by Nisgeis, this mod has very long legs and playability. It never ceases to entertain me.
Happy Hunting!
Captain Wreckless
10-14-08, 02:00 AM
Hi,
For some reason during the sub school arty mission, there is no deck gun ammo. Has anyone run across this? I searched the board, but can't find anything.
I like to go to the sub school periodically to practice my skills, so I would like to get this fixed.
Here are the mods I'm using.
TMO 152
TMO Sboat engine patch
PE4
RSRD TMO V371
RSRD patch10
RSRD AuxGB fix
TMO Floatplane fix
US Medals fix TMO152
ROW Sound effect v9
Thanks,
CW :arrgh!:
Captain Wreckless
10-14-08, 10:41 PM
Figured out what I need to do for the missing ammo. :roll:
CW :arrgh!:
Fattysbox
10-16-08, 10:43 AM
Hi all,
Just got SH4 and installed TMO and props to Ducimus for a great mod... I installed because the DD in stock were kinda easy in my opinion. Last night got some radio traffic that invasion of Borneo was underway and steamed over the coast to reconnoiter... Ran into an invasion convoy making a beeline for the coast - 4 Takao heavy cruisers and 8-10 Marus escorted by :o EIGHT DDs!! Approached at night and they started pinging me at 2000-3000 yard distance and kept me under the whole time while the convoy passed. A challenge indeed!!
Now some questions:
1) Are some realism settings fixed? I really need to have a stabilized view. I have a condition that causes vertigo and trying to lock (UZO) onto a cruiser in heavy seas is almost making me puke, although I'm sure this was pretty realistic :hmm: . Every time I select the stabilize view in realism settings, it turns back. Wondering if I can change this. If not I might have to unistall it....:cry:
2) Although the free camera is a crutch, I kinda like it sometimes. The same thing, try to activate it in the realism settings and no go...
Sorry if this has been touched on before, but can't seem to find it (read the FAQ)
Cheers!
Hi all,
Just got SH4 and installed TMO and props to Ducimus for a great mod... I installed because the DD in stock were kinda easy in my opinion. Last night got some radio traffic that invasion of Borneo was underway and steamed over the coast to reconnoiter... Ran into an invasion convoy making a beeline for the coast - 4 Takao heavy cruisers and 8-10 Marus escorted by :o EIGHT DDs!! Approached at night and they started pinging me at 2000-3000 yard distance and kept me under the whole time while the convoy passed. A challenge indeed!!
Now some questions:
1) Are some realism settings fixed? I really need to have a stabilized view. I have a condition that causes vertigo and trying to lock (UZO) onto a cruiser in heavy seas is almost making me puke, although I'm sure this was pretty realistic :hmm: . Every time I select the stabilize view in realism settings, it turns back. Wondering if I can change this. If not I might have to unistall it....:cry:
2) Although the free camera is a crutch, I kinda like it sometimes. The same thing, try to activate it in the realism settings and no go...
Sorry if this has been touched on before, but can't seem to find it (read the FAQ)
Cheers!
In Ducimus Readme there are instructions for the cam.
When you go to the career screen click on the radio up on the left side and select your difficulty settings.
Happy Hunting!
Rolf Eschke
10-25-08, 10:38 AM
Hi !
Will there be a new Version of TMO ?
Regards
Rolf
claybirdd
10-26-08, 11:41 PM
nope.:down:
Too bad. It's the only supermod that I play, and I like it very much for it's usability (especially the SH3'ish like keyboard layout).
I can only hope that someone will take Ducimus's work further.
Rolf Eschke
10-27-08, 03:20 AM
Bad News !
:arrgh!: :arrgh!:
salac_78
11-11-08, 11:02 PM
I cant start my s boat.When i give the order ahead 1/3,i got the answer can not comply,although compartment is maned and ready? :(
ah,im useing 1.5 ver
cgjimeneza
11-12-08, 06:20 AM
I cant start my s boat.When i give the order ahead 1/3,i got the answer can not comply,although compartment is maned and ready? :(
ah,im useing 1.5 ver
Get the S boat engine patch... and the floatplane patch... finding in the file front link for TMO
good luck
salac_78
11-12-08, 09:25 AM
I have found s boat engine patch(havent test it though),but culdnt find floatplane patch;btw what is floatplane patch anyway:oops:
Woody34
11-18-08, 01:32 AM
I play TMO with RSRD and i have 3 questions which might have already been adressed and maybe somebody knows a work around. b.t.w. i havw a gar submarine
1. My deckgun and AA gun are missing since i run TMO?
2. Got 2 direct hits by clusters of bombs by zero's. Flames coming out of the sub, no damage what so ever??
3. How can i make the ships sink more realistic?
I also stayed at midway to see the firework at june 4 1942. There was none :cry: .
Well, you might want to try RFB and the new damage model, see if it suits you.
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.