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cgjimeneza
11-18-08, 07:03 AM
I have found s boat engine patch(havent test it though),but culdnt find floatplane patch;btw what is floatplane patch anyway:oops:
If Im not mistaken, it should be a bit below in post no. 1 (close to the S-boat engine patch)
go look for it
Warhawk1130
11-24-08, 03:49 PM
I am attempting to install the last TMO to a fresh install patched to 1.4.
I can find no detailed instructions on how to install the mod itself. I have used the GME for it, but still get the old screens and game.
Help greatly appreciated!
I am attempting to install the last TMO to a fresh install patched to 1.4.
I can find no detailed instructions on how to install the mod itself. I have used the GME for it, but still get the old screens and game.
Help greatly appreciated!
If you are running SH4 1.4 you will need TMO for 1.4. The latest version of TMO 1.5.2 I is optimized for SH4 1.5 UBM, and will just not work well with 1.4. This might be the link to TMO for SH4 1.4, give it a try.
http://files.filefront.com/REL+TriggerMaru+Overhaul7z/;9699299;/fileinfo.html
As for installing the mod with JSGME its like this open the RAR file start JSGME and pickup the TMO file with the mousie and drop it onto the left pane of JSGME and let it transfer will take a while. Once transfered into JSGME select TMO and push the activate button and wait for the progress bar to finish. Close JSGME and start up SH4, and enjoy!
Happy Hunting!
SteveW1
11-26-08, 01:49 AM
Is anybody doing any work on this at the moment? I vaguely remember someone posting that they might do something further on TMO now that Ducimus is no longer with us.
Steve
Is anybody doing any work on this at the moment? I vaguely remember someone posting that they might do something further on TMO now that Ducimus is no longer with us.
Steve
They did, I have forgotten who they were or what thread. You can always get S3D and start tinkering its very addictive and pretty soon you will have your own custom TMO!
Happy Hunting!
Orion2012
12-02-08, 05:43 PM
I know I talked about tweaking the RFb damage model to work with TMO, but don't want to take on the project for a few reasons. Mainly lack of knowledge and the fact that the damage model isn't complete. When it is and I have more time I might start tinkering with it to see what I can do, but I'll need lots of help.
claybirdd
12-02-08, 07:14 PM
I am right there with you Orion. TMO should not fall by the way side. Once the damage modelis complete I will be happy to share the workload on this project. I figure by the time the damage mod is complete there will be several things which could also be incorporated in a new release. On a side note I am against changing anything with the enviroment as this has several negative side effects.
Orion2012
12-02-08, 10:25 PM
I am right there with you Orion. TMO should not fall by the way side. Once the damage modelis complete I will be happy to share the workload on this project. I figure by the time the damage mod is complete there will be several things which could also be incorporated in a new release. On a side note I am against changing anything with the enviroment as this has several negative side effects.
Good to know I won't have to do it alone. The biggest fear I have would be making it too realistic and too much like RFB. I think part of TMO's appeal is the fact that it is different from RFB.
SteveW1
12-03-08, 03:42 AM
I'd be interested in learning how to do some modding If you would like some help as well Orion2012, TMO is to good a mod to let go by the wayside.
Steve
Orion2012
12-03-08, 10:32 AM
I'd be interested in learning how to do some modding If you would like some help as well Orion2012, TMO is to good a mod to let go by the wayside.
Steve
Absolutly. The best thing I can suggest is downloading S3d and tinkering with some files. I still don't know half of what I probably should know about modding, but with a little help from the community anything is possible. S3d does a great job of telling you what your modding and what that change effects.
My biggest problem is with the UPC files. Even though they are text they have to be very precise to work. Whenever I decide I finally have the free time to begin such a big project, I'll be sure to let you know, but first I need to finish TMO plot before Rockin Robbins assigns me to bad weather watch.
claybirdd
12-04-08, 11:19 PM
hey orion can you find me the existing damage mod and pm it to me? Im itchin to get started.
I've always used auto targeting and RFB prevents me from detecting contacts and the TDC gives me a false speed on damaged ships.:down: I could go on. Anyways I will be reverting back to TMO and would like to begin improving it for the time beieng. Hey the RFB team released it without warships. Why not us?
Rockin Robbins
12-05-08, 06:43 AM
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.
My goal is to get the soul of TMO into RFB in three ways:
TMOkeys (http://files.filefront.com/TMOkeys7z/;12062058;/fileinfo.html) - a plug-in that gives you the magnificent TMO keyboard layout in any game configuration without nerfing any other item. This means that I use the TMO keyboard layout in RFB already!
TMO Plot V1.0 (http://files.filefront.com/TMOPlotV10rar/;11854151;/fileinfo.html) - another plug-in that imports the complete TMO plotting system into RFB, or any other game configuration without conflicting with any other features. V1.0 isn't perfect. V2.0, in testing, should be there.
TMOai - a future plug-in to establish TMO enemy AI into RFB or any other game configuration. This will be the final piece that allows you to import the incredible TMO experience into RFB or stock games.
Much of TMO already lives in RFB, the sub interior, clickable alarms, fore and aft cycling of tubes... Ducimus spent untold hours helping the RFB crew get up to speed on whatever he had to offer and actually installing into the RFB submarine.
If there are other TMO features that you think need to be ported, PM me and let me know. Our next project, TMOai will be a bear, but I think it's necessary to recreate TMO elsewhere.
Orion2012
12-05-08, 02:57 PM
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. My goal is to get the soul of TMO into RFB in three ways:
TMOkeys (http://files.filefront.com/TMOkeys7z/;12062058;/fileinfo.html) - a plug-in that gives you the magnificent TMO keyboard layout in any game configuration without nerfing any other item. This means that I use the TMO keyboard layout in RFB already!
TMO Plot V1.0 (http://files.filefront.com/TMOPlotV10rar/;11854151;/fileinfo.html) - another plug-in that imports the complete TMO plotting system into RFB, or any other game configuration without conflicting with any other features. V1.0 isn't perfect. V2.0, in testing, should be there.
TMOai - a future plug-in to establish TMO enemy AI into RFB or any other game configuration. This will be the final piece that allows you to import the incredible TMO experience into RFB or stock games.
Much of TMO already lives in RFB, the sub interior, clickable alarms, fore and aft cycling of tubes... Ducimus spent untold hours helping the RFB crew get up to speed on whatever he had to offer and actually installing into the RFB submarine.
If there are other TMO features that you think need to be ported, PM me and let me know. Our next project, TMOai will be a bear, but I think it's necessary to recreate TMO elsewhere.
Don't forget Duci graciously granting RFB permission to basically pilage and plunder TMO. I think that doing the TMOai will be a bear, but well worth the effort.
RR, do you think plucking the visual sensor from TMO would be worth while? I have the utmost respect for those who have done the current RFB visual sensors, but don't like some of the side-effects.
Then again doing so may cause irregualirites with other parts of RFB.
Rockin Robbins
12-05-08, 05:04 PM
I have an open mind on the visual sensors. The RFB visual sensors aren't that different, and they are working on them to eliminate the undesirable side effects. I'm sure when they're finished, if Duci were still working on TMO they would be virtually identical.
I think the enemy AI should be priority number one. Then when we plug TMOkeys, TMOplot and TMOai into RFB we'll see by trial and terror whether it will be necessary to make any other adjustments. I'm thinking that we would just be blindly guessing if we decided to make adjustments now. Like you said, the AI will be enough of a bear all by itself!
In the meantime, it looks to me like TMO itself needs a daddy. claybirdd, if you and others were to take on TMO, my goal would be to keep TMOkeys, TMOplot and TMOai current with future versions of TMO, not just a time capsule of what TMO was.
I'm off to test TMOplot 2.0!:rock:
Rockin Robbins
12-05-08, 08:11 PM
Checked out TMOplot v2.0 using the Shinano mission in RFB. Right away I found a couple of problems. If I hadn't picked Shinano I might have never seen it...
http://i196.photobucket.com/albums/aa293/RockinRobbins13/Silent%20Hunter%204/TMOplot%20Development/SH4Img2008-12-05_175204_820.jpg
Oops.....Shinano is kind of easy to pick out there, isn't she? Now you have to figure out what she is, find the directory and switch out the .dds file. Then I clicked on the Shinano to test out the vectors...
http://i196.photobucket.com/albums/aa293/RockinRobbins13/Silent%20Hunter%204/TMOplot%20Development/SH4Img2008-12-05_175339_211.jpg
The vectors show up on all the boats. At least it says type: unknown.:up: Everything else looked great. Sonar lines were uncolored. You can see that the course direction is gone. Getting really close there!
So for revenge I put her on the bottom with three Mark 18s. Serves it right.
claybirdd
12-05-08, 08:27 PM
while doing a clean reinstall of the game my activation key from d2d for 1.5 is no longer working. I will not be able to access anything related to 1.5 till this gets resolved. hopefully monday.
I see the highest priority being the damage mod. It would add the most immersion. workable fans should be implemented. If it ever gets going a repairable seafloor mod, and implementing R.U.I.M.
I would be against the changing the ship AI sensors just because I think they are fine the way they are. Please tell me why it should be used (I really do want to know your viewpoints).
Rockin Robbins
12-05-08, 09:31 PM
I would wait until the NYGM damage mod is finished. I'd estimate they're only a third of the way there, with no warships touched yet. It's a very delicate balancing act and will take some time. It would take you even more time, so I'd find other things.
I also like the ship AI sensors the way they are. TMO is supposed to have rabies. A rabid dog never apologizes.:rotfl:
Orion2012
12-05-08, 09:42 PM
I'll correct the improper .dds file tonight and upload tommorow. If its like that in 2.0 its the same in 1.0.
The velocity vector is tricky, and to be honest everytime I think I have it, I don't. I'm thinking maybe removing the ability to click on them might do it. If it's in a .dds file (more likely) I don't know which one
Anyone have an idea??
I WILL have this thing done by the 20th of December.
Rockin Robbins
12-07-08, 07:17 AM
I WISH it were only that one silhouette because you'd have TMOplot Final done last night. I have an idea....
EDIT: my spies tell me that Orion2012 will have TMOplot Final out before the end of the day. I'll be crash test dummying the thing tonight or tomorrow. Plundering dying mods is fun!
-SWCowboy.
12-07-08, 04:24 PM
With Ducimus' permission I got TMO 1.5.2 uploaded to BtS-Mods.com; it's in our SH4 Supermods (http://www.bts-mods.com/?page=sh4-supermods-page1) section for yalls reference. :cool:
Happy hunting fellas :up:
With Ducimus' permission I got TMO 1.5.2 uploaded to BtS-Mods.com; it's in our SH4 Supermods (http://www.bts-mods.com/?page=sh4-supermods-page1) section for yalls reference. :cool:
Happy hunting fellas :up:
Well done!
Radtgaeb
12-08-08, 08:54 PM
For some reason, none of my officers in my S-class seem to be able to comply with my officers. I ring the telegraph to desired speed, and they just gripe at me about not being able to comply.
Edit: Whoops. My stupid...found the fix on filefront. Whoo!
cgjimeneza
12-08-08, 10:01 PM
Dont worry, I assigned one of my most seasoned officers to an S-boat in our asiatic squadron and forgot to tell him of the S-boat patch
he had an exiting time in Cavite!
For some reason, none of my officers in my S-class seem to be able to comply with my officers. I ring the telegraph to desired speed, and they just gripe at me about not being able to comply.
Edit: Whoops. My stupid...found the fix on filefront. Whoo!
deralky
12-09-08, 12:45 PM
Hello
my first post should be a better one but
Why must this mod hosted by Filefront it´s the worst hoster that gives
10 KB/s for 300 MB
Give it other link i want play the MOD
ReallyDedPoet
12-09-08, 01:17 PM
Hello
my first post should be a better one but
Why must this mod hosted by Filefront it´s the worst hoster that gives
10 KB/s for 300 MB
Give it other link i want play the MOD
FF seems to be hit and miss for folks. Personally I have had half-decent
luck with it :yep:
Anyway, here is an alternative link, it's from Beyond the Shadows:
http://www.bts-mods.com/?page=sh4-supermods-page1
Scroll down and you will see Trigger.
By the way, welcome to SUBSIM.
RDP
deralky
12-09-08, 01:56 PM
Thank you it´s better now i load with 1400 KB/s
2 min and the Royal Navy can go back to harbor :D
ReallyDedPoet
12-09-08, 01:57 PM
Thank you it´s better now i load with 1400 KB/s
Good luck with it :up:
RDP
deralky
12-10-08, 03:16 AM
OK i have an problem i play this MOD with RSRD and Operation Monsun and the Landscape is only a green water and the harbour piers also water with other textures
kwbgjh2
12-10-08, 03:55 AM
OK i have an problem i play this MOD with RSRD and Operation Monsun and the Landscape is only a green water and the harbour piers also water with other textures
Let me guess: You have a Nvidia graphic ??
deralky
12-10-08, 04:38 AM
Yes a Geforce 9800 GX2 why is it a nvidia problem?
Red Heat
12-10-08, 07:16 PM
Hello
I have the two games SH3 and SH4 but honestly i all aways love the Battle of the Atlantic and the "Grey Wolves" the famous U-boats.
After, when SH4 cames out...it was a disapointed, lots of bugs, and lack of EVERYTHING!
Now after some years playing SH3 gwx 2.1 and some German careers before, i start to have some fun playing SH4...after all patchs i discover in the forum the mod: Trigger Maru - Overhauled and i must say i was very surprised with all, the sunsets, the storms, Historical...at this time, this mod give a new life to the original game. And at this moment, im in my first war patrol and the surprises never ends!
Congratulations, great mod! And thank you! :up:
Hello
I have the two games SH3 and SH4 but honestly i all aways love the Battle of the Atlantic and the "Grey Wolves" the famous U-boats.
After, when SH4 cames out...it was a disapointed, lots of bugs, and lack of EVERYTHING!
Now after some years playing SH3 gwx 2.1 and some German careers before, i start to have some fun playing SH4...after all patchs i discover in the forum the mod: Trigger Maru - Overhauled and i must say i was very surprised with all, the sunsets, the storms, Historical...at this time, this mod give a new life to the original game. And at this moment, im in my first war patrol and the surprises never ends!
Congratulations, great mod! And thank you! :up:
It is a very capable simulator at this point, a big thanks to those folks that worked so hard on TMO, RFM, RSRDC and OM. I hope you enjoy your time in the PTO! Oh, and just for kicks try out Lurkers fabulous Operation Monsun V600 a massive work of the U-Boat campaigns based in SH4.
Happy Hunting!
Not sure if I should post this in RSRD or here...
Playing TMO with RSRD its Feb 1942, I spent 3 hours at minmum TC x1024 last night and only saw two ships, one of which was japanese. I was in the celebes sea, souther chine sea the whole time. Im stationed out of Freemantle.
This is the exact opposite of my first patrol... Is this normal.
The entire area seemed deviod of traffic despite supposed invasions taking place.
Red Heat
12-11-08, 07:18 PM
Hello
I have the two games SH3 and SH4 but honestly i all aways love the Battle of the Atlantic and the "Grey Wolves" the famous U-boats.
After, when SH4 cames out...it was a disapointed, lots of bugs, and lack of EVERYTHING!
Now after some years playing SH3 gwx 2.1 and some German careers before, i start to have some fun playing SH4...after all patchs i discover in the forum the mod: Trigger Maru - Overhauled and i must say i was very surprised with all, the sunsets, the storms, Historical...at this time, this mod give a new life to the original game. And at this moment, im in my first war patrol and the surprises never ends!
Congratulations, great mod! And thank you! :up:
It is a very capable simulator at this point, a big thanks to those folks that worked so hard on TMO, RFM, RSRDC and OM. I hope you enjoy your time in the PTO! Oh, and just for kicks try out Lurkers fabulous Operation Monsun V600 a massive work of the U-Boat campaigns based in SH4.
Happy Hunting!
Hello
Untill now the game (SH4-Trigger Maru) looks wonderfull to me.
Waiting to January 09, to assemble my new machine, (new pc) and then i will be ready to total war (SH3 & SH4). :D
silent killer
12-11-08, 08:18 PM
Thanks ducimus for the update you are simpy amazing:up: :up: :up: :up:
Sorry, but what update are you talking about ?
SteveW1
12-12-08, 08:57 PM
More info on TMO 1.55 here.
http://forums.ubi.com/eve/forums?a=tpc&s=400102&f=6421019045&m=1191029895&r=9131076317#9131076317
Being as Ducimus doesn't frequent SubSim anymore he posted it up on UBI's Forum
Steve
ok, thank you very much for the link, it;s amazing.
CinC Battleforce
12-14-08, 11:34 PM
Question time.
First question to ask, is how can i get the bath tub conning tower back? I ask this because even though it is ugly I enjoy the historical aspect of it. Don't get me wrong this mod kicks butt, but is there a way to get the bath tub conning tower back on the boats?
Second I tried to use the Torpedo loadout Editor tool to change some loads out in the boats for use in single missions and the only things that show up is what is in the rear tubes and the aft reserve. Is there anyway to get the TLE to work with TMO 1.55?
thanks in advance
CinC
What version of RSRDC should I install over this update of TMO ?
RSRDC_TMOv15_v371
RSRDC_v371_Patch 10
RSRDC_AuxGB_Fix
TMO_Floatplane_fix
These ones? I have them all except for the floatplane fix, can someone please give me a link to download it ?
Taken from the RSRDC Thread
TMO 152 of SH4 v15
Current Version
RSRDC_TMOv15_v371
Link:
http://files.filefront.com/RSRDC+TMO.../fileinfo.html (http://files.filefront.com/RSRDC+TMOv15+V3717z/;9773443;/fileinfo.html)
Current Patch
RSRDC_v371_Patch 11 (the fixes for the float plane and AUXGB are included in this now)
http://files.filefront.com/RSRDC+V371+Patch117z/;12151488;/fileinfo.html
I'm sure i read somewhere (can't find it right know!) that Lurker said that the 1.55 update was compatible with the 1.52 and latest patch version of RSRDC due to the update just being a "bringing together" of various fixes.
Kaleun
I understand. Thank you. I should have looked in the RSRDC topic, but I assumed that since TMO was (at least on Subsim) not supported anymore, that RSRDC would not be too.
hi, edited patch link - my bad!!
I figured it :)
Should I install TMO, RSRDC, PE in this order ? I haven;t been playing for some months, and even though I keep thorough instructions for every folder with mods, this information seems to elude me.
Dogzero1
12-15-08, 03:59 PM
I figured it :)
Should I install TMO, RSRDC, PE in this order ? I haven;t been playing for some months, and even though I keep thorough instructions for every folder with mods, this information seems to elude me.
I dont think you need PE. Try TMO without. I did and it is superb.:smug: :yep:
Dogzero is correct. However, I tried EE 5.0 with TMO just to see what it looked like (I believe TMO incorporates and earlier version of EE) and it is just beautiful. And I have an old low power system. I recommend that, but it surely isn't necessary.
Ok, I will try it like this.
kwbgjh2
12-16-08, 04:52 AM
Yes a Geforce 9800 GX2 why is it a nvidia problem?
Sorry that i didn't answer earlier.
Read this posting, mate
http://www.subsim.com/radioroom/showpost.php?p=1001932&postcount=2291
The real surprise to me is that the issues of 88xx series seems to carry on in the 98xx. :down:
I think next time i purchase an ATI. :|\\
starbird
12-16-08, 03:26 PM
The real surprise to me is that the issues of 88xx series seems to carry on in the 98xx. :down:
I think next time i purchase an ATI. :|\\
Strange. I havn't had any problems with my 9800 gtx+ and sh4.
Orion2012
12-16-08, 07:47 PM
The real surprise to me is that the issues of 88xx series seems to carry on in the 98xx. :down:
I think next time i purchase an ATI. :|\\
Strange. I havn't had any problems with my 9800 gtx+ and sh4.
My 8800GTX works fine, no issues at all.
The sticky title for TMO says (now for sh4 1.5 and 1.4)
I then followed bottom link of the 2 links below and then downloaded RSRD for TMO 1.5
Is that all wrong?
Thanks for the quick reply btw
DOWNLOAD LINKS:
You can always find the latest version of TMO for SH4 version 1.5 here:
http://hosted.filefront.com/Ducimus554/
(Expanded support for Uboats. Please note that the uboat campaign is not the focus of TMO)
Filefront (http://files.filefront.com/TMO+Enable+Uboat+ver37z/;9971526;/fileinfo.html)
----------------------------
If your still using SH4 version 1.4 (IE, you havent bought the Uboat addon),
(notice: The version for sh4 ver1.4 is considered finished, and will no longer be updated)
Also on filefront (http://hosted.filefront.com/Ducimus554/2193187)
---------------------------
sorry post went mad, not meant to be here!
CaptianT
12-17-08, 12:28 PM
Sorry - I think I posted my question to the wrong thread and thought it might be more appropriate to move it to a separate thread.
I've got question about torpedoes.
It is very interesting that every supermod must decrease torpedo power or increase ships durability. Is it possible to fix that?????? Vanilla version was fine, maybe needed some tweax.
As I understand, now torpedoes do holes in a hull, water get through and ship sinks(in some period of time).
With one torpedo it is fine, but after 2 hits it should sink rapidly, after 3 blows to pieces!! Flooding is one thing, but what about explosions which damage the ships frame??
On my last patrol I hit 7000 merchant 3 times, 3 torpedoes on various depths ( it was very good attack :)), it stopped and went down. My crew didn't report that. Why?? Because the water depth there was about 30m, and the top of 2 masts and a funnel were over the water, even smoke went up. It means that ship was fine, wasn't destroyed, just started floating on the ground of the sea. Beautiful, isn't it??
P.S Sorry for my english.
cgjimeneza
12-27-08, 11:58 AM
This happened to one of our participants, I have not seen it before, any help would be welcome
I found that I did not have deck gun ammo upon leaving Pearl.
I completely removed and reinstalled SH4
Before adding any mods, I again had deck gun ammo.
I loaded Trigger Maru and lost the ammo.
Thinking my mod might have become corrupt, I removed and deleted it.
I downloaded another Trigger Maru file and installed.
Same issue - no deck gun ammo.
any ideas?
This sounds like a well known bug--if when in port you either on purpose or accidentally try to change the position of the deck gun from bow to stern or vice versa you will have no crew slots for the gun when you get in the game, i.e. you can shoot it manually but your crew won't man it.
cgjimeneza
12-27-08, 04:46 PM
Negats, its not the crew missing, is zero ammo
This sounds like a well known bug--if when in port you either on purpose or accidentally try to change the position of the deck gun from bow to stern or vice versa you will have no crew slots for the gun when you get in the game, i.e. you can shoot it manually but your crew won't man it.
SteveW1
12-27-08, 07:35 PM
I believe TM was done the same way as RFB click on the ammo and see if it loads a round.
Also which version of TM are you using?
Steve
cgjimeneza
12-28-08, 07:40 AM
edit: hes using tmo 152, with sboat engine patch while reporting this, he`s unistalled all mods, erased them, re-downloaded them and installed, problem remains, he even removed his sh4 install.... its strange
I saw a screen shot, his gun ammo for HE shells was at zero
I believe TM was done the same way as RFB click on the ammo and see if it loads a round.
Also which version of TM are you using?
Steve
Rockin Robbins
12-28-08, 08:48 AM
I've got question about torpedoes.
It is very interesting that every supermod must decrease torpedo power or increase ships durability. Is it possible to fix that?????? Vanilla version was fine, maybe needed some tweax.
As I understand, now torpedoes do holes in a hull, water get through and ship sinks(in some period of time).
With one torpedo it is fine, but after 2 hits it should sink rapidly, after 3 blows to pieces!! Flooding is one thing, but what about explosions which damage the ships frame??
On my last patrol I hit 7000 merchant 3 times, 3 torpedoes on various depths ( it was very good attack :)), it stopped and went down. My crew didn't report that. Why?? Because the water depth there was about 30m, and the top of 2 masts and a funnel were over the water, even smoke went up. It means that ship was fine, wasn't destroyed, just started floating on the ground of the sea. Beautiful, isn't it??
P.S Sorry for my english.
Although TM did use WernerSobe's NSM for awhile, Ducimus removed it because of some unfortunate side effects neither he nor Werner were able to remove. Ship sinking in TMO is stock. In the stock game there will be some variability in sinking also. If you are seeking perfect uniformity, load up NSM and do keel shots. One shot one sunk every time. It's boring as what comes out of the business end of a cow. That's another reason TMO does not have NSM incorporated.
roycleghorn
12-28-08, 09:35 AM
Just re-installed TMO 1.52 & 1.55 (2nd time)
No deck ammo shown.
Click on AP shell - nothing
Click on HE shell (4X) and get HE ammo.
Still no AP ammo
Roy
----------------------------------------
I have added patch for TMO to 1.5.5
Makes no difference - no deck gun ammo. Have AA ammo.
Go to refuel/refit - still not deck gun ammo
Issue starts with TMO, before loading other mods. Makes no difference if other mods are loaded - no deck gun ammo.
Roy
edit: hes using tmo 152, with sboat engine patch while reporting this, he`s unistalled all mods, erased them, re-downloaded them and installed, problem remains, he even removed his sh4 install.... its strange
I saw a screen shot, his gun ammo for HE shells was at zero
I believe TM was done the same way as RFB click on the ammo and see if it loads a round.
Also which version of TM are you using?
Steve
Rockin Robbins
12-28-08, 01:54 PM
Just re-installed TMO 1.52 & 1.55 (2nd time)
No deck ammo shown.
Click on AP shell - nothing
Click on HE shell (4X) and get HE ammo.
Still no AP ammo
Roy
----------------------------------------
I have added patch for TMO to 1.5.5
Makes no difference - no deck gun ammo. Have AA ammo.
Go to refuel/refit - still not deck gun ammo
Issue starts with TMO, before loading other mods. Makes no difference if other mods are loaded - no deck gun ammo.
Roy
edit: hes using tmo 152, with sboat engine patch while reporting this, he`s unistalled all mods, erased them, re-downloaded them and installed, problem remains, he even removed his sh4 install.... its strange
I saw a screen shot, his gun ammo for HE shells was at zero
I believe TM was done the same way as RFB click on the ammo and see if it loads a round.
Also which version of TM are you using?
Steve
No version of Trigger Maru contains no armor piercing deck gun ammo. That means that there is some mod contamination going on here. To be safe, I recommend that you go to the How to Reinstall SH4! (http://www.subsim.com/radioroom/showthread.php?t=133290) thread and follow the instructions in the first post by Doolittle to the letter. It will solve your problem.
Also throw out TMO completely and redownload the mod from scratch.
http://koti.welho.com/msalama/RFB_27-12-2008.JPG
She's still happily chugging along with her propeller merrily turning, bravely resisting the inevitable :o
This is what happened:
I abruptly bumped into her on my way to Fremantle, Australia, for a fresh set of underwear and a keg of brewski. There was no time for an accurate speed measurement, so I just played it by the ear and hastily fired 4 eels. This resulted in 2 misses, one dud and one impact in her forward cargo hold.
As it turned out this hardly upset her, but rather encouraged her to zig-zag at full tilt. Her bow sinking pretty rapidly didn't matter much either, apart from maybe slightly reducing her speed which was clocked at 8.5 knots some 30 minutes afterwards. I then let her dash about in her badly wounded state for another half an hour or so, because I needed time for another attack.
This then commenced, and resulted in 2 more hits as seen in the picture. But even _that_ wasn't enough for her, for she still continued at a good clip for another 10 minutes or so before finally giving up!
Clever buggers those Nipponese with their submersible freighters, aren't they :lol:
PS. Oh yeah, please inform me immediately if you know about these anomalies already, because frankly speaking I'm not sure if posting amusing pictures and stories of submersible freighters actually conforms to anyone's idea of real fun now :lol:
This is a msalama's post from RFB forum. He pointed the same annoying thing as I did, but with better english;). I've read RFB folks works on fixing that.
Are there any plans to improve ship damage model in TMO???? It looks like both supermods suffer for this.
The Fishlord
12-29-08, 07:03 PM
Maybe this is obvious to everyone else, but...Is the Type XVIII/XXI in TMO (I want to modify it into a type XXI and make it a career start option, etc).
Also, any estimates on when you can bundle all this together into one file (1.5.2-1.60)?
McHub532
12-30-08, 04:19 PM
To quote a line from "The Princess Bride", "Boo! Boo!"
Just kidding, I love this megga-mod.
I just had to get on and vent.
Fire tube 1: Dud
Fire tube 2: runs 10 feet deeper than I set it.
Fire tube 7: runs 10 feet deeper than I set it.
Fire tube 3: Dud
repeat
repeat
repeat
Okay.. reloading back at Port and trying this again.. shall I turn off Dud realism just so I can do something other than get sunk? Heh
SteveW1
12-30-08, 09:10 PM
Thats roughly what happened in the begining of the war McHub532, don't worry it will get better, I'm currently doing a career and am in the start of 43' and rarely get a dud anymore on 100% realism.
Steve
In RL, the mk14s pretty much all ran ~11 feet deep until corrected. It was not a sometimes flaw, it was consistently wrong—but the skippers did not know this, and their doctrine was to set the depth BELOW the keel.
When they calibrated them for depth, they used a dummy warhead—which weighed something like 200lbs LESS than the real one—as a result, it had to be set to over-correct for the lighter warhead, and when the real one was on, it simply always ran deep.
McHub532
12-30-08, 09:59 PM
In RL, the mk14s pretty much all ran ~11 feet deep until corrected. It was not a sometimes flaw, it was consistently wrong—but the skippers did not know this, and their doctrine was to set the depth BELOW the keel.
When they calibrated them for depth, they used a dummy warhead—which weighed something like 200lbs LESS than the real one—as a result, it had to be set to over-correct for the lighter warhead, and when the real one was on, it simply always ran deep.
I'm using all Mark 23's in March of 1944.
Soundman
12-31-08, 12:25 PM
To quote a line from "The Princess Bride", "Boo! Boo!"
Just kidding, I love this megga-mod.
I just had to get on and vent.
Fire tube 1: Dud
Fire tube 2: runs 10 feet deeper than I set it.
Fire tube 7: runs 10 feet deeper than I set it.
Fire tube 3: Dud
repeat
repeat
repeat
Okay.. reloading back at Port and trying this again.. shall I turn off Dud realism just so I can do something other than get sunk? Heh
Hey McHub !
Glad your having fun (and a little frustration) with your new mods. They will tend to run deep. Try setting them about seven feet shallower than keel depth. I have good success with that and they almost never run under without exploding. They will usually hit the keel, a little higher, or if your lucky, just below the keel. Better to be too shallow than too deep.
The duds make the game more interesting and forces you to make tougher decisions. Like, with a smaller merchant you would normally put under with one fish, do you risk firing one only to end up with a dud, or fire two just in case? If I invest a long time setting up the perfect solutuion and the boat is traveling so fast that another set up is difficult or even impossible, I'll fire two.
McHub532
12-31-08, 03:14 PM
Howdy all.
Kylesplanet hooked me up by burning some copies of:
REL_TriggerMaru_Overhaul_152
REL_TriggerMaruf_155_Update
I love them !!
I heard someone going on about how spectacular it was to load these on and THEN load on:
RSRDC_TMOv15_v371
RSRDC_V371_Patch 11
I downloaded these last two and tried installing them and at the point where it is loading the mission to leave port the game crashes.
I removed the patch and it still crashes.
I have to remove both RSRDC files and it works fine again.
Do I need more updatd files or is there a work around to get them to work together?
Anyone know?
lurker_hlb3
12-31-08, 04:09 PM
Howdy all.
Kylesplanet hooked me up by burning some copies of:
REL_TriggerMaru_Overhaul_152
REL_TriggerMaruf_155_Update
I love them !!
I heard someone going on about how spectacular it was to load these on and THEN load on:
RSRDC_TMOv15_v371
RSRDC_V371_Patch 11
I downloaded these last two and tried installing them and at the point where it is loading the mission to leave port the game crashes.
I removed the patch and it still crashes.
I have to remove both RSRDC files and it works fine again.
Do I need more updatd files or is there a work around to get them to work together?
Anyone know?
You want to provide some more details like:
Start date
Task Group
Sub Type
McHub532
12-31-08, 04:37 PM
You want to provide some more details like:
Start date
Task Group
Sub Type
Start date? The day after Pearl Harbor at Pearl Harbor and now it's March of 1944. I'm scooting around in a Balao now.
Do I have to start a fresh new campaign if I use this?
lurker_hlb3
12-31-08, 04:48 PM
You want to provide some more details like:
Start date
Task Group
Sub Type
Start date? The day after Pearl Harbor at Pearl Harbor and now it's March of 1944. I'm scooting around in a Balao now.
Do I have to start a fresh new campaign if I use this?
You stated that with TMO + RSRDC your getting a CTD. I'm ask for details of the CTD. If you would like help, I require the information I ask for to trouble shoot the problem
McHub532
12-31-08, 04:50 PM
You stated that with TMO + RSRDC your getting a CTD. I'm ask for details of the CTD. If you would like help, I require the information I ask for to trouble shoot the problem
Awesome, thank you.
Um.. I don't know what a CTD is.
lurker_hlb3
12-31-08, 05:10 PM
You stated that with TMO + RSRDC your getting a CTD. I'm ask for details of the CTD. If you would like help, I require the information I ask for to trouble shoot the problem
Awesome, thank you.
Um.. I don't know what a CTD is.
Crash To Desktop
I've conducted a spot check based on the limited info you provided any I am not able to recreate your problem.
McHub532
12-31-08, 05:23 PM
You stated that with TMO + RSRDC your getting a CTD. I'm ask for details of the CTD. If you would like help, I require the information I ask for to trouble shoot the problem
Awesome, thank you.
Um.. I don't know what a CTD is.
Crash To Desktop
I've conducted a spot check based on the limited info you provided any I am not able to recreate your problem.
Maybe one or both of the new files I downloaded was corupted and I should re-download and try again?
lurker_hlb3
12-31-08, 06:22 PM
Maybe one or both of the new files I downloaded was corupted and I should re-download and try again?
That would be a good idea
McHub532,
Are you in the middle of a campaign? If so, you will get a CTD when you install TMO & RSRDC.
You will have to start a NEW Campaign after installing TMO & RSRDC.
The readme files that come with the mods will tell you that.
McHub532
01-01-09, 11:34 AM
McHub532,
Are you in the middle of a campaign? If so, you will get a CTD when you install TMO & RSRDC.
You will have to start a NEW Campaign after installing TMO & RSRDC.
The readme files that come with the mods will tell you that.
Awesome, thank you very much.
E.B. Fluckey
01-01-09, 09:43 PM
Hello all,
I'm wondering if there is something wrong with my SH4/TMO installation. I've started a career and noticed the following anomalies:
In the main menu one option shows up as "---"
I started a career and have observed the following:
I don't receive any messages after the Pearl Harbor casualty report. No ultras, etc (I'm at Jan 8 1942 now).
I have encountered zero shipping after paroling my zone for a week or two. I've been all over the map without success.
My mission objectives show up twice and say the same thing. One says "complete" the other says "incomplete"Does any of this mean something is majorly hosed up? Here are my mods:
http://farm4.static.flickr.com/3098/3158585076_205b867111_o.jpg
McHub532
01-02-09, 01:55 PM
I've restared a new campaign and it's working great.. except for one small thing....
I pick up an aircraft many many many miles off and immediately go to all stop and submerge to 200 ft.
200 ft deep enough you'd think.. right?
Nope.. along comes the plane to EXACTLY my position and drops bombs.
1/2 the sub is blown up and nearly everything destroyed.
What the heck?!?!
:rotfl:
lurker_hlb3
01-02-09, 04:19 PM
Hello all,
I'm wondering if there is something wrong with my SH4/TMO installation. I've started a career and noticed the following anomalies:
In the main menu one option shows up as "---"
I started a career and have observed the following:
I don't receive any messages after the Pearl Harbor casualty report. No ultras, etc (I'm at Jan 8 1942 now).
I have encountered zero shipping after paroling my zone for a week or two. I've been all over the map without success.
My mission objectives show up twice and say the same thing. One says "complete" the other says "incomplete"
In the main menu one option shows up as "---"
That is the "german campagin"
I started a career and have observed the following:
I don't receive any messages after the Pearl Harbor casualty report. No ultras, etc (I'm at Jan 8 1942 now).
I have encountered zero shipping after paroling my zone for a week or two. I've been all over the map without success.
My mission objectives show up twice and say the same thing. One says "complete" the other says "incomplete"
What Task Force are you assign to ?
Where were was your patrol area
Some mission require you to complete time in a patrol area & sink a certain amount of tonage
FYI
RSRDC is not an arcade game like "stock" SH4, RSRDC recreates a more historically accurate shipping picture in the Pacfic.
You may want to download this
http://files.filefront.com/IJN+convoyjpg/;11558948;/fileinfo.html
You may find it helpful
lurker_hlb3
01-02-09, 04:20 PM
Hello all,
I'm wondering if there is something wrong with my SH4/TMO installation. I've started a career and noticed the following anomalies:
In the main menu one option shows up as "---"
I started a career and have observed the following:
I don't receive any messages after the Pearl Harbor casualty report. No ultras, etc (I'm at Jan 8 1942 now).
I have encountered zero shipping after paroling my zone for a week or two. I've been all over the map without success.
My mission objectives show up twice and say the same thing. One says "complete" the other says "incomplete"
In the main menu one option shows up as "---"
That is the "german campagin"
I started a career and have observed the following:
I don't receive any messages after the Pearl Harbor casualty report. No ultras, etc (I'm at Jan 8 1942 now).
I have encountered zero shipping after paroling my zone for a week or two. I've been all over the map without success.
My mission objectives show up twice and say the same thing. One says "complete" the other says "incomplete" [/quote]
What Task Force are you assign to ?
Where were was your patrol area
Some mission require you to complete time in a patrol area & sink a certain amount of tonnage
FYI
RSRDC is not an arcade game like "stock" SH4, RSRDC recreates a more historically accurate shipping picture in the Pacfic.
You may want to download this
http://files.filefront.com/IJN+convoyjpg/;11558948;/fileinfo.html
You may find it helpful
I've restared a new campaign and it's working great.. except for one small thing....
I pick up an aircraft many many many miles off and immediately go to all stop and submerge to 200 ft.
200 ft deep enough you'd think.. right?
Nope.. along comes the plane to EXACTLY my position and drops bombs.
1/2 the sub is blown up and nearly everything destroyed.
What the heck?!?!
:rotfl:
They are evil!
Happy Hunting!
Vs aircraft, stoppping would be about the least smart thing you could do. They IDed you,. and dropped. Had you been moving at 200ft the plane would have needed to lead you. I'd be moving, and have the rudder over.
McHub532
01-02-09, 07:52 PM
Okay Okay Okay...
I think these Flash Messages I'm getting are designed to just annoy me and make me feel like I'm everywhere (BUT) where the action is happening.
If anyone is in XXX location or near it.. a major battle is about to happen.. please travel at top speed to assist.
Hmm.. where is that?
Spend 10 min searching every little sink hole on the planet to find out it's 624 hours away.
What.. another flash message.. oh, much closer. It'd only take me 12 days to get there and the deadline is 1 day away.
Is there a way to turn off these annoying messages that are just here to frustrate me?
:D
lurker_hlb3
01-02-09, 08:56 PM
Okay Okay Okay...
I think these Flash Messages I'm getting are designed to just annoy me and make me feel like I'm everywhere (BUT) where the action is happening.
If anyone is in XXX location or near it.. a major battle is about to happen.. please travel at top speed to assist.
Hmm.. where is that?
Spend 10 min searching every little sink hole on the planet to find out it's 624 hours away.
What.. another flash message.. oh, much closer. It'd only take me 12 days to get there and the deadline is 1 day away.
Is there a way to turn off these annoying messages that are just here to frustrate me?
:D
Yes, just deinstall RSRDC since my Ultra intel messages that are are based on "Real World" events annoys so much
McHub532
01-02-09, 10:10 PM
Yes, just deinstall RSRDC since my Ultra intel messages that are are based on "Real World" events annoys so much
I was afraid what I said might sound too harsh.
I absolutely love them actually... once.. twice.. but I keep getting the same message like 8+ times per mission.
Then again.. they might be real hot spots in history and it's very accurate.
I'm sorry if I sounded pissy about it.
lurker_hlb3
01-02-09, 10:31 PM
but I keep getting the same message like 8+ times per mission.
.
You need to acknowledge the message
McHub532
01-02-09, 10:35 PM
but I keep getting the same message like 8+ times per mission.
.
You need to acknowledge the message
Oh, totally cool !
I didn't notice an acknowledgment button to push. Is it the same button you push to make a report?
cgjimeneza
01-03-09, 09:20 AM
when you open the message, lower left coner, there is a box labeled CO, "x" there to initialize, thats how it`s done
McHub532
01-03-09, 09:24 AM
when you open the message, lower left coner, there is a box labeled CO, "x" there to initialize, thats how it`s done
Fantastic !!
Thank you!
McHub532
01-03-09, 01:27 PM
I went out on my next mission and up pops the opportunity as we've talked about...
I don't see any place to acknowledge it yes/no.. I went to the radio reports tab and clicked a report because it was the only thing I could see at all to respond back and it just gave me the normal "Yeah yeah, do your job and don't call us again," message.
What am I missing?
http://farm1.static.flickr.com/245/3164048870_9bc38efac6_o.jpg
lurker_hlb3
01-03-09, 04:09 PM
I went out on my next mission and up pops the opportunity as we've talked about...
I don't see any place to acknowledge it yes/no.. I went to the radio reports tab and clicked a report because it was the only thing I could see at all to respond back and it just gave me the normal "Yeah yeah, do your job and don't call us again," message.
What am I missing?
I though you were getting critical messages not standard messages
McHub532
01-03-09, 04:29 PM
I though you were getting critical messages not standard messages
Nope.. just these...
over and over and over and over. They're the exact same messages just updated with new dates/deadlines.
Always like 8-18 days away from where I'm at with a 1-2 day travel time to get to them; so I can never get there to help anyway.
lurker_hlb3
01-03-09, 05:13 PM
I though you were getting critical messages not standard messages
Nope.. just these...
over and over and over and over. They're the exact same messages just updated with new dates/deadlines.
Always like 8-18 days away from where I'm at with a 1-2 day travel time to get to them; so I can never get there to help anyway.
I have never heard of this repeat message over & over again, messages are broadcast out to all boats because that the way the game engine works.
Syxx_Killer
01-03-09, 10:32 PM
Ducimus just uploaded version 1.62. Get it while it's hot!
lurker_hlb3
01-03-09, 10:45 PM
Ducimus just uploaded version 1.62. Get it while it's hot!
The new RSRDC version that supports this will be up in about an hour
McHub532
01-03-09, 10:50 PM
The new RSRDC version that supports this will be up in about an hour
WooHoo!
:D
cgjimeneza
01-04-09, 07:53 AM
Ducimus just uploaded version 1.62. Get it while it's hot!
The new RSRDC version that supports this will be up in about an hour
You are the man!
muchas gracias, lookouts below, clear the bridge, dive dive dive!
ElAurens
01-04-09, 08:31 PM
Thanks for the quick update on RSRD.
TMO 1.6.2 really works well as a stand alone as it has W_clear's fine Environmental 5.0 included.
RSRD will be the icing on the cake.:lurk:
What El said. This thing has incredible legs. Forget about the sales just get TMO 1.6.2 and RSRDC.
Thanks Ducimus! You are the man!
E.B. Fluckey
01-05-09, 08:45 AM
Ducimus just uploaded version 1.62. Get it while it's hot! Is there any documentation on what changed in 1.62? Also, are there instructions on how to install 1.62 if I already have the previous version installed and working?
Thanks!
Syxx_Killer
01-05-09, 08:53 AM
Ducimus just uploaded version 1.62. Get it while it's hot! Is there any documentation on what changed in 1.62? Also, are there instructions on how to install 1.62 if I already have the previous version installed and working?
Thanks!
//changelog 1.6.0
- OOD now only says, "yes sir" only once. Say for example when plotting a course and resuming course. Now only says returning to course while not in any hostile contact. If hostile contact is around, he will only respond with "yes sir" when plotting a course.
- Crewman serving as firing key operator in the conning tower during general quarters is no longer a mime pretending to be at a table. IE, no longer holds his hands out in front of him holding onto a non existant object.
- Steersman in conning tower is no longer reaching up to grab a non existant telegraph.
- Crewman at Xmas tree now goes through the animated motions of opening valves during diving operations. (unfortunatly the valve levers themselves dont actually move)
- Crewman at xmas tree will now occasionally let out a "yeah!!!" when a torpedo hits its target.
- Diving officer now says, "dive planes set to steep dive" when using the deep dive command to go below 450 feet.
- Diving officer now says, "rudder, 0 degrees" when setting rudder to amidships instead of "rudder, rudder"
- Watch officer now says "yes sir" only once when going to battle stations instead of 5 or 6 times.
- Improved/revamped/ deck gun crew.
- reduced submarine proppeller TGA file in size from 1024 * 1024, to 512*512.... (talk about unneccessary bloating)
- Improved splash effects on conning towers while diving.
- lowered AC value on player subs a bit more. Previous value 15, new value 12. (i thought i had already done this. *shrug*)
-re evaluate torpedo textures. Used a modified stock graphics to make torpedo types more distinct and easily recognizeable. What you see in inventory, is what comes out of the tubes. Also Improved torpedo descriptions in localization file.
-re evaluate salmon/sargo torpedo loadouts. I decided to leave them as/is. Reason is there's so many conflicting sources, im not sure what to model the loadout after, and the existing loadout could very easily serve as an abstraction of a historical one. I did however, change what torpedo's come with each boat by default based on increasing usage of MK18 torpedos from 1944 to wars end.
-Completely revamped US and GE torpedo sim files. Requires testing.
- adjusted torpedo renown values.
- increased exposure ratings for Deck and AA gun crew members. AA and deck guns being hit by enemy fire should now be fatal to the crewman at those stations.
- added death animation to deckgun crewman on the main deck.
- In order to prevent user error, I've limited deck gun options to either bow (default) OR stern (optional mod) only. It is no longer possible to be able to select both at the same time.
- campaign -> task forces -> increase spacing by another 100 meters in an effort to reduce or remove formation fishtailing.
- Campaign->merchant/convoys-> increase random waypoint radius. Traffic should no longer be as predictable as it once was. (This represents nearly 1 full day of work. This, combined with all the honing ive done on the default campaign, i have to say, I hope i never touch another campaign file again for as long as i live. )
- increased clipsize of jap 25MM AA gun from 15 to 50 in order so that it may lay down sustained fire.
- Bow splash wave sound can now be heard in rough seas.
// 1.6.1 changelog
- revamped torpedo errors.
- added selected parts of W_clears EE 5.0
//1.6.2 changelog
- greatly reduced respawn chances on ASW patrols (they were reproducing like rabbits)
- altered torpedo dud rates on 20 to 45 degree angle
- changed availablity date for Tench conning tower incase the game stupidly decides to give the boat out early. (this way it has a conning tower if you get it early, otherwise it wont)
- adapted EE5 enviormental dats and sky colors. After much experimentation, all these files seem to be the best combination.
- adapted EE5 shaders for lightshafts and seafoam.
- added splinter explosion sound from EE5
- fixed repeated message on rudder amidships command. Now is only said once, not twice.
- Phillpines patrols should no longer be issued until the asiatic fleet has left the P.I. and moved to Surabaya
- fixed sonarman vocalization feedback for player issued commands.
- reduced player watchcrew's ability to spot targets in fog to less radarlike levels.
- First three sea man ranks are again rewarded automatically while on patrol if experience requirements are met. Petty Officer and above remain in port promotions only.
- fixed erronous entry in minkaze eqp file.
- updated 1st sea trial to better reflect current gameplay.
- lowered premature detonation changes on torpedos.
- altered musuem camera to allow free movment
- added updated files for NDE_MOMI by Lurker for RSRD compatiblity.
TMO 1.62 is a standalone mod. Disable the previous TMO with JSGME and delete it if you wish. Simply enable TMO 1.62 with JSGME.
E.B. Fluckey
01-05-09, 09:13 AM
Thanks, where (what post) is this change log you quote?
ReallyDedPoet
01-05-09, 09:15 AM
I believe it is from Ducimus's FF site, a PDF available for download.
RDP
cgjimeneza
01-05-09, 09:55 AM
Concur, there is a PDF on the history and development of TMO, interesting reading, and we owe it to Ducimus to take the time to read it.
Carlos
I believe it is from Ducimus's FF site, a PDF available for download.
RDP
and a PDF enclosed in the Support folder of TMO162 for your reading pleasure. Its nice to have an install with just two activated MODs in place.
McHub532
01-05-09, 11:50 AM
I have:
3 Engine Experts
2 Expert Sonarmen
and a smatering of other specialists
My question is:
Does having more than 1 expert improve the mechanics of your sub?
Is it a waste "game engine wise" to have more than 1 engine expert? More than 1 expert sonarman, etc?
I could fill my ship with a wider variety of specialists if the game doesn't care/stack skills and improve with each additional specialist.
Anyone Know?
I have:
3 Engine Experts
2 Expert Sonarmen
and a smatering of other specialists
My question is:
Does having more than 1 expert improve the mechanics of your sub?
Is it a waste "game engine wise" to have more than 1 engine expert? More than 1 expert sonarman, etc?
I could fill my ship with a wider variety of specialists if the game doesn't care/stack skills and improve with each additional specialist.
Anyone Know?
TMO has tuned the specialists to be more realistic and not the end all to your shipboard technical problems and damages. As for filling the ship, I believe the roster is complete and the open space are there for different duties and assignments each crew member held. The folks had to work at different duty stations whilst on the boat.
Happy Hunting!
salac_78
01-05-09, 06:02 PM
Howdy all.
Kylesplanet hooked me up by burning some copies of:
REL_TriggerMaru_Overhaul_152
REL_TriggerMaruf_155_Update
I love them !!
I heard someone going on about how spectacular it was to load these on and THEN load on:
RSRDC_TMOv15_v371
RSRDC_V371_Patch 11
I downloaded these last two and tried installing them and at the point where it is loading the mission to leave port the game crashes.
I removed the patch and it still crashes.
I have to remove both RSRDC files and it works fine again.
Do I need more updatd files or is there a work around to get them to work together?
Anyone know?
You want to provide some more details like:
Start date
Task Group
Sub Type
I have the same prob,but with this mod setup:
TriggerMaru Overhaul 162 full
TMO_Stock_Gramaphone
RSRDC_TMOv162_V372
I have used 152,155 update and rsrdc v371 and patch,and havent had any probs(truth be toled i have never started my carrier in 41)
So as soon i have experianced these probs i have decided to reinstall my sh4 v 1.5 since i was sure it was some conflict(cuz i have tried a lots of mods latley and regardles of the fact that after disableing all of the mods my generic mod enablers snaphot was showing me no change compared to vanilla i decided that i cant realy lose with reinstalment)So instalation of the sh4 was going like this:Uninstall,clear regs,install1.0,restart,install ubm(namly 1,5),restart,install generic mod enabler,extract mods to temp folder,enable mods(first import via gen mod enabler and than enable),restart,play,ctd again,play again ctd,grrr,decided to ask for help:lol:
I have started my carrier on 7 dec 41,and patrol started on 8-th,and ctd happens on 8.dec 41 at exactly 21:30.Sub type is Salamon belonging to the task force 3/51/71.
I hope u guys will be able to help:up:
McHub532
01-05-09, 06:16 PM
]I have the same prob,but with this mod setup:
TriggerMaru Overhaul 162 full
TMO_Stock_Gramaphone
RSRDC_TMOv162_V372
I have used 152,155 update and rsrdc v371 and patch,and havent had any probs(truth be toled i have never started my carrier in 41)
So as soon i have experianced these probs i have decided to reinstall my sh4 v 1.5 since i was sure it was some conflict(cuz i have tried a lots of mods latley and regardles of the fact that after disableing all of the mods my generic mod enablers snaphot was showing me no change compared to vanilla i decided that i cant realy lose with reinstalment)So instalation of the sh4 was going like this:Uninstall,clear regs,install1.0,restart,install ubm(namly 1,5),restart,install generic mod enabler,extract mods to temp folder,enable mods(first import via gen mod enabler and than enable),restart,play,ctd again,play again ctd,grrr,decided to ask for help:lol:
I have started my carrier on 7 dec 41,and patrol started on 8-th,and ctd happens on 8.dec 41 at exactly 21:30.Sub type is Salamon belonging to the task force 3/51/71.
I hope u guys will be able to help:up:
I resolved the problem (at least on my system) by removing all mods listed above, reinstalling the mods after a reinstall of the game and then starting a new campaign. I've not had the problem since. Oh... and I installed the game under C:.. not under the default Ubisoft/Silent Hunter.... format. I was told installing under the default Programs Files (X86) directory caused problems. I've not had any problems since installing in the root directory of the harddrive.
salac_78
01-05-09, 06:36 PM
Well im glad u have figure out how to fix problem on your rig,still no joy for me.
As i said i have uninstalled sh4 and reinstall it again so campaign that i play is new:D.
I have started new camp this time as a tambor class at perl again in 41 and again ctd at 21:30 on 8.dec 41.Oh,almost forgot, best games i install on D always:up: ,and previlage to be on D have had only 3 games il2 and sh 3 and 4.
So i have started again new campaign this time in 42,and so far,like with tmo 155 and rsrdc no probs.
salac_78
01-05-09, 06:56 PM
I have just tryed Tmo without rsrdc and problem has dissipated so it seams it isnt Tmo issue at all,and since no one else has reported this problem it looks like it isnt an rsrdc problem as well-its my damn Pc.Looks like i have to do without rsrdc whitch is a shame cuz i just love that mod:cry:
But on the bright side mods are working without a hitch for the most:up:
P.S:Ignore the spelling if u can:lol:
cgjimeneza
01-05-09, 09:14 PM
I have just tryed Tmo without rsrdc and problem has dissipated so it seams it isnt Tmo issue at all,and since no one else has reported this problem it looks like it isnt an rsrdc problem as well-its my damn Pc.Looks like i have to do without rsrdc whitch is a shame cuz i just love that mod:cry:
But on the bright side mods are working without a hitch for the most:up:
P.S:Ignore the spelling if u can:lol:
try to document clearly your problems with RSRD, and use only TMO162 and RSRD, that way you can HELP locate the problems, report this faults in the RSRD forum thread.
dont loose hope, and dont worry about your spelling, I tried to read phonetic and got it (and Im a spanish speaker, so you are OK ) :know:
cgjimeneza
01-05-09, 09:17 PM
do a full uninstall, delete the save folders in C:/my documents, defrag the HD, empty the recicle bin, cross your finger, help an old lady cross the street and try again.
good luck, that helps most of the time.
salac_78
01-05-09, 09:38 PM
@cgjimeneza
unfortunatly i have done all that(read few posts up),still no joy:damn:(i just love this head banging smiley).I have good deal of experiance with mods(implementation,not creation:cry:),and other ,lets call them software changeing programs;),and i have prity good picture of how they are working.I think that at 21:30 at dec 8 there is a huge spawn of ships or something like that and that that is causing ,first lock up,and than chrash(my processor is just 2 ghz)-think thats the prob.I will give it a go as soon as i get a new pc,but i suspect that all of us will be more interesanted in newest mod for sh6 than that ancient mods for old sh4:rotfl:.
silent killer
01-06-09, 12:30 PM
Thanks Ducimus Excellent Work
cgjimeneza
01-06-09, 01:22 PM
SH4 is special, first: it runs on my PC, second I have the luck to command a great bunch of guys in subron 14, and I enjoy the exchanges with you guys on subsim.
SH5 and 6 will come sometime, but for me, day by day, give me 4 with TMO, RSRD or RFB or Monsun and Im a happy man.
Carlos
@cgjimeneza
unfortunatly i have done all that(read few posts up),still no joy:damn:(i just love this head banging smiley).I have good deal of experiance with mods(impementation,not creation:cry:),and other ,lets call them software changeing programs;),and i have prity good picture of how they are working.I think that at 21:30 at dec 8 there is a huge spawn of ships or something like that and that that is causing ,first lock up,and than chrash(my processor is just 2 ghz)-think thats the prob.I will give it a go as soon as i get a new pc,but i suspect that all of us will be more interesanted in newest mod for sh6 than that ancient mods for old sh4:rotfl:.
TMO 1.62 + RSRDC is a great update - there are actually ships at the sea and actually torpedoes can destroy them.
Thanks!!:up:
The Renegade
01-06-09, 04:43 PM
Hey everyone! First of all I want to pile on the gratitude and admiration for everyone involved in the TMO mod, and especially for Ducimus for putting it all together!
I just had a quick question, as I don't know all of the changes that have been made, both out of just not knowing or seeing a manual (is there a thorough Readme or manual? I have read the FAQ) and also because there are SO MANY!
Anyway, with the TMO mod, is ship traffic decreased? And are the radio messages/contacts decreased as well? I was trying to compare a stock patrol to a TMO patrol, and while the TMO patrol is superior in almost every way, there seemed to be a lot more merchant, warship, and air traffic near Japan and the China Sea with the stock game. I'm not a huge history buff, so I don't know if it's accurate, but it was very immersive to be receiving regular contact reports and it just made the game feel more alive to see all the convoys and task forces and pesky planes moving around the globe.
I've read that there are fewer planes in TMO, which I can say is quite true, and makes for a better and more realistic game, for the planes are a bit more scarce but definitely more deadly, which is worth it. I did like shooting down almost 10 planes per patrol though......very satisfying. ;)
Also, is there an environment mod included? Like the ROW or whatever? It looks so BEAUTIFUL! I kinda missed the stock look at first, but now I can't even consider going back to it!!
Thanks for the new update on TMO it works like a charm as far as i can tell atm except for 1 thing. If i leave the port for a new mission it struck me that i have in the Technical department set-up (where crew management also is) nothing being mentioned about a flak gun but it is there with a crew. But for a deckgun there are only bow guns availeble now i can have only a deckgun crew for a stern gun (i have/had a stern gun) but wenn i undouck i have a crtew but no gun?? Wenn i choose in the menu for a bow gun and i undock i gave a gun on the dck but i've lost the deckgun crew :cry:. What can i do to have a deckgun and a deckgun crew as i always had??
oh and i just noticed 2 more things more i almost forgot:
1. i can't wonder around in the Command station of the ship. I can wonder around in the Cunningtower and on the deck though.
2. i have no outside camera which was activited with the . button i do have the camera outside with the camera button.
The Graphics on ships, harbor etc look awsome betetr then before:up:
Regards Rowddy.
PoweredBySoy
01-06-09, 06:08 PM
Hi, friends.
After a year I finally picked up SH IV yesterday. With this series I typically like to wait awhile for all the patches and mods to mature. :D
So I installed TMO and I'm having an annoying issue with it. It doesn't seem to be saving my realism settings when I go into a campaign. Namely it's not saving Manual Targeting or External Camera. I'll set my Realism settings from the main menu, and if I do a single mission or patrol it will save them. It even lists my realism percentage when the mission starts. But when I create a new campaign it resets to some unwanted default.
Is this a known issue or am I doing something wrong? Other than that I love what the TMO mod does.
Oh! And here's a random noob question: the SD radar antenna? Up or down - does it matter? Sometimes I forget to raise it when I surface, and sometimes I forget to lower it when I dive.
Thanks.
change and save your settings in the clock on the left then then stay in the game as you wanted.
PoweredBySoy
01-06-09, 07:57 PM
change and save your settings in the clock on the left then then stay in the game as you wanted.
I have no idea what that means. What clock? Do I do this while actually in the campaign, or while I'm still in the main menu?
For now I'm content with the War Patrols, which are pretty fun.
PoweredBySoy
01-06-09, 09:49 PM
Ah! I found it. That clock..... It's like I'm playing an old point-and-click adventure game from 1994.
salac_78
01-06-09, 11:03 PM
SH4 is special, first: it runs on my PC, second I have the luck to command a great bunch of guys in subron 14, and I enjoy the exchanges with you guys on subsim.
SH5 and 6 will come sometime, but for me, day by day, give me 4 with TMO, RSRD or RFB or Monsun and Im a happy man.
Carlos
@cgjimeneza
unfortunatly i have done all that(read few posts up),still no joy:damn:(i just love this head banging smiley).I have good deal of experiance with mods(impementation,not creation:cry:),and other ,lets call them software changeing programs;),and i have prity good picture of how they are working.I think that at 21:30 at dec 8 there is a huge spawn of ships or something like that and that that is causing ,first lock up,and than chrash(my processor is just 2 ghz)-think thats the prob.I will give it a go as soon as i get a new pc,but i suspect that all of us will be more interesanted in newest mod for sh6 than that ancient mods for old sh4:rotfl:.
No arguments here;all sh series are just great,and mods make them perfect:up:
dont send SH4 to pasture yet
Never:D
Thanks for the new update on TMO it works like a charm as far as i can tell atm except for 1 thing. If i leave the port for a new mission it struck me that i have in the Technical department set-up (where crew management also is) nothing being mentioned about a flak gun but it is there with a crew. But for a deckgun there are only bow guns availeble now i can have only a deckgun crew for a stern gun (i have/had a stern gun) but wenn i undouck i have a crtew but no gun?? Wenn i choose in the menu for a bow gun and i undock i gave a gun on the dck but i've lost the deckgun crew :cry:. What can i do to have a deckgun and a deckgun crew as i always had??
oh and i just noticed 2 more things more i almost forgot:
1. i can't wonder around in the Command station of the ship. I can wonder around in the Cunningtower and on the deck though.
2. i have no outside camera which was activited with the . button i do have the camera outside with the camera button.
The Graphics on ships, harbor etc look awsome betetr then before:up:
Regards Rowddy.
Hi Decimus,
I solved the Deckgun problem by replacing the 4 series for a 3 series stern mounted and all works again. The "Wondring Eye" thing is something i can't solve myself. as i said before i cannot move around in the Centrale where the diving officers but i can move around in the tower where the radar is and i can move around on the deck freely. However the Centrale is most interesting to make awsome screnies. so how can i solve this.
the last point with camera outside that goes to next target i solved by editting the Cfg files as stated in the PDF which was included.
So a little help would be highly appriciated.:oops:
i also found out today that the latest version will not close properly i always get the mesage that "windows could close this programm properly" and then a balck screen which requiers a reboot the game plays and saves normally as i can tell for now.
Rowddy.
Senor_Droolcup
01-10-09, 11:27 AM
Love TMO! One nag: Mare Island is misplaced. In TMO, it appears just east of San Francisco: this is Yerba Buena Island (aka Treasure Island NS), not Mare Island. The Mare Island shipyard is well to the northeast, in San Pablo Bay opposite Vallejo. The TMO map has space for it and it would be nice to sail down through San Pablo Bay and then out the Golden Gate as did the real submariners. Any chance of a correction in future updates?
kylesplanet
01-10-09, 09:55 PM
Thanks for the new update on TMO it works like a charm as far as i can tell atm except for 1 thing. If i leave the port for a new mission it struck me that i have in the Technical department set-up (where crew management also is) nothing being mentioned about a flak gun but it is there with a crew. But for a deckgun there are only bow guns availeble now i can have only a deckgun crew for a stern gun (i have/had a stern gun) but wenn i undouck i have a crtew but no gun?? Wenn i choose in the menu for a bow gun and i undock i gave a gun on the dck but i've lost the deckgun crew :cry:. What can i do to have a deckgun and a deckgun crew as i always had??
oh and i just noticed 2 more things more i almost forgot:
1. i can't wonder around in the Command station of the ship. I can wonder around in the Cunningtower and on the deck though.
2. i have no outside camera which was activited with the . button i do have the camera outside with the camera button.
The Graphics on ships, harbor etc look awsome betetr then before:up:
Regards Rowddy.
Hi Decimus,
I solved the Deckgun problem by replacing the 4 series for a 3 series stern mounted and all works again. The "Wondring Eye" thing is something i can't solve myself. as i said before i cannot move around in the Centrale where the diving officers but i can move around in the tower where the radar is and i can move around on the deck freely. However the Centrale is most interesting to make awsome screnies. so how can i solve this.
the last point with camera outside that goes to next target i solved by editting the Cfg files as stated in the PDF which was included.
So a little help would be highly appriciated.:oops:
i also found out today that the latest version will not close properly i always get the mesage that "windows could close this programm properly" and then a balck screen which requiers a reboot the game plays and saves normally as i can tell for now.
Rowddy.
I can't help with the closing problem but "shift F2" will give you the free cam.
cgjimeneza
01-11-09, 06:52 AM
one of our new subschool graduates reports game not running after TMO162
he`s running SH4 Gold.
anyone has had a problem?
will try to talk to him by skype to find out if it just freezes, or if its a CTD like we have with TMO+RSRD around the Truk lagoon (anyone else has had this problem, I know of mine and another case, already reported to RSRD thread)
thanks
Thanks for the reply Kyle, all the errors happened due to a wrong order of install of certain Mods.
Now it all works but the only thing i cannot seem to get working is the AA Gun. I have the gunner but not the gun and i have no clue how to fix this. It's on all boats wenn you start a new carreer at Pearl.
anyone having this problem also? i have search but cannot find a post about it so i'm not sure it is normal in the latest TMO or is it a bug.
E.B. Fluckey
01-11-09, 08:40 PM
I have a couple of potential bugs to report. I'm new to SH4 so I'm not sure if these are TMO bugs or what. Here's what I'm seeing:
Mods:
TriggerMaru_Overhaul_162_Full
RSRD_TMOv162_V372
SCAF1.5 for RSRDCv371
Bugs:
Completed a war patrol starting December 8 and ending February 18 (was running TMO 1.5.2 at the time). Sank 6 (solo) merchants throughout the patrol. Upon entering port 4/6 sinkings were reported to happen on the same day. I think this error contributed to receiving the Medal of Honor :huh:
I added SD radar to my sub, handed out promotions and medals and then saved my game and quit for the night. I then upgraded TMO to 1.62 and upgraded RSRDC as well. SCAF is the same as before.
When I loaded my saved game I double checked the SD radar was installed before leaving port and at this point I'm offered an amazing array of upgrades for 1942 including:
SJ Radar
Mark 27 Cutie, Mark 26, Mark 18, etc (essentially every torpedo model used throughout the war)
DecoysNow, perhaps this isn't a bug and all of this should be available in 1942. However, from what I've read this stuff came much later. Maybe these aren't bugs but the upgrades weren't offered before saving / loading my game. Only the SD radar was offered.
Thoughts?
I use the newest TMO with RSRDC.
I noticed that my ship no longer starts at Midway if setting out from Pearl "out of dock".
Is this becasue of RSRDC?
DaveyJ576
01-12-09, 05:23 PM
How do you unzip a .7Z file?
Dave
lurker_hlb3
01-12-09, 06:14 PM
How do you unzip a .7Z file?
Dave
http://www.7-zip.org/
lurker_hlb3
01-12-09, 06:31 PM
I use the newest TMO with RSRDC.
I noticed that my ship no longer starts at Midway if setting out from Pearl "out of dock".
Is this becasue of RSRDC?
Yes
E.B. Fluckey
01-13-09, 02:41 PM
I have a couple of potential bugs to report. I'm new to SH4 so I'm not sure if these are TMO bugs or what. Here's what I'm seeing:
Mods:
TriggerMaru_Overhaul_162_Full
RSRD_TMOv162_V372
SCAF1.5 for RSRDCv371
Bugs:
Completed a war patrol starting December 8 and ending February 18 (was running TMO 1.5.2 at the time). Sank 6 (solo) merchants throughout the patrol. Upon entering port 4/6 sinkings were reported to happen on the same day. I think this error contributed to receiving the Medal of Honor :huh:
I added SD radar to my sub, handed out promotions and medals and then saved my game and quit for the night. I then upgraded TMO to 1.62 and upgraded RSRDC as well. SCAF is the same as before.
When I loaded my saved game I double checked the SD radar was installed before leaving port and at this point I'm offered an amazing array of upgrades for 1942 including:
SJ Radar
Mark 27 Cutie, Mark 26, Mark 18, etc (essentially every torpedo model used throughout the war)
DecoysNow, perhaps this isn't a bug and all of this should be available in 1942. However, from what I've read this stuff came much later. Maybe these aren't bugs but the upgrades weren't offered before saving / loading my game. Only the SD radar was offered.
Thoughts?
Just crickets? Oh well, I can research when the equipment became available and only add it to my sub then. Great mod overall, thank so much for the hard work :up:
I use the newest TMO with RSRDC.
I noticed that my ship no longer starts at Midway if setting out from Pearl "out of dock".
Is this becasue of RSRDC?
YesThanks.
lurker_hlb3
01-16-09, 07:51 AM
TMO 163
http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/1191029895
Syxx_Killer
01-16-09, 10:07 AM
Thanks for the heads up. :)
Ramboxxx88
01-17-09, 03:23 AM
Why Playable ships dont work on Trigger Maru 1.6.2. I mean that the Playable ships work on 1.5.5, can you please help me.
tomoose
01-20-09, 07:20 PM
Do I patch using JGSME (i.e. just add this as another mod)?
e.g.
Mod order in JGSME should be?...
TMO 1.6.2
TMO 1.6.3 Patch then
RSRD etc
???:-?
EDIT: Disregard this post. I found the info I was looking for in the DL instructions for RSRD. i.e. use JGSME
I have a question again i installed the latast TMO 1.6.3 version over the 1.6.2 version and almost all is OK:oops: the only thing that is not working anymore is the next/previous cam buton "." now i did edit the MOD/Data/Cfg/Commands/and then the Cmd 50+51
I did this in V1.6.2 and it worked great it restored the function of the "." button. Now i did the same in V1.6.3 and the "." button no longer functions so i no have the next/prevous cam function atm.
Does anyone have the same problem and did anyone found a solution??
So in short the solution as discribed in the FAQ of the V.1.6.2 no works for the V1.6.3 at least not with me.
Regards Rowddy.
Paul Roberts
01-25-09, 04:18 PM
Here's a potential can of worms, but we're all adults, right?
What does Trigger Maru do better than RFB? I've been playing the latter for a long time and have never set foot in TMO. I see that it is very popular, however, and now I'm wondering what it offers.
Could someone give me a brief outline of what Trigger Maru offers that RFB does not? I'm interested in how the flavor of SH4 changes with TMO installed.
Here's a potential can of worms, but we're all adults, right?
What does Trigger Maru do better than RFB? I've been playing the latter for a long time and have never set foot in TMO. I see that it is very popular, however, and now I'm wondering what it offers.
Could someone give me a brief outline of what Trigger Maru offers that RFB does not? I'm interested in how the flavor of SH4 changes with TMO installed.
I quote Ducimus;
"Trigger Maru Overhauled is a "supermod" that touches on just about every aspect of the game you can think of, and focuses exclusively on the Pacific Submarine war, and the US Silent Service. It's stated goals are to make the pacific theater immersive and engaging to the player. Historical accuracy and realism (sometimes achieved by abstract means) is adhered to as much as possible, but some elements are taken with creative license in order to achieve its stated goals. Trigger Maru is also targeted for the "seasoned" submarine sim fan, and some elements have been made harder in order to present a higher level of challenge then that provided the stock game, while at the same time, reducing some elements of the game that one may find annoying.
Trigger Maru also recognizes that "harder" is not neccessarily "realistic", and stands in solidarity with the Real Fleet Boat "supermod" in this regard. If your looking for 100% historical accuracy without creative license, the author of Trigger Maru heartily recommends Real Fleet Boat."
Give a try and let us know what you think!
Paul Roberts
01-25-09, 06:47 PM
Thanks for the answer. May I ask someone to give some details about what kind of "creative license" is involved? Also, what are some of the things that you feel make TMO better (than stock, or RFB)? Just a few bullet points would suffice.
I know I could fire it up and see, but I'm so dim that I'll probably miss even the obvious things. Anyway, I'm mainly interested in hearing about what's going on under the hood.
Powerthighs
01-26-09, 11:38 PM
Thanks for the answer. May I ask someone to give some details about what kind of "creative license" is involved? Also, what are some of the things that you feel make TMO better (than stock, or RFB)? Just a few bullet points would suffice.
I've never played RFB but I have played quite a bit of TMO. TMO includes lots of great graphics and sound mods. Also, the game in general is more difficult - enemy capabilities are set to get the best gameplay possible, even if not always matching historical fact. Planes can see and bomb you underwater sometimes if you are shallow.
A good example of the creative license in TMO is the torpedo failure rate. The failure rate is high, to provide a challenge, but not quite as insanely high as it was in real life the first couple of years of the war, because at a certain point it's not fun. RFB, on the other hand, would strive to maximum historical accuracy.
skookum
01-27-09, 01:52 AM
Can anyone think of a reason I'm not getting all the crazy good orange explosions after torpedo hits? I get the initial splash and some fire. But I never seem to get the giant fireball from hell. Can't figue it out.
Operation Monsun
RSRD
TMO 1.62
Patched to 1.63
vanjast
01-27-09, 09:00 AM
Any chance of putting 1.62/3 on BTS (http://www.bts-mods.com/)?
It'll be easier to use a Download manager.
:up:
Captain Hill
01-27-09, 09:03 PM
Just finished successfully installing TMO 163 for SHIV:Gold v 1.5. It's like a whole new game. Many thanks for the extra enjoyment this puts into the game.
skookum
01-28-09, 03:29 PM
Hi,
Is there an Imperial Nomograph for TMO? The stock nomograph appears to indicate it's in meters.
Thanks
What is the latest combination for 1.4?
Captain Hill
01-29-09, 09:15 PM
I am heartbroken. Everytime I catch a ship in my sights, my framerates drop to 1/sec. I'm running a 2.4 GHz quad core with a very good graphics card. Never had this happen in the stock version, smooth as glass with huge convoys in the scope. I am depressed at the possibility of having to go back to vanilla.
ReallyDedPoet
01-30-09, 08:04 AM
What is the latest combination for 1.4?
If you go to Duci's File Front Page, you will see a 1.4 folder clay. The version
is in there.
RDP
Captain Hill, try unchecking some of your graphic options (the left column). I have an old 2.8 gig Dell with a 7600GS card and my game runs smoothly.
What is the latest combination for 1.4?
If you go to Duci's File Front Page, you will see a 1.4 folder clay. The version
is in there.
RDP
Thanks RDP......:up:
Captain Hill
01-30-09, 11:37 AM
Captain Hill, try unchecking some of your graphic options (the left column). I have an old 2.8 gig Dell with a 7600GS card and my game runs smoothly.
I'll try it. I also updated my graphic card (nVidia 7350 LE) drivers before I went to beddy-bye last night. Hopefully the combination will work.
jazzabilly
01-31-09, 08:20 PM
By the by - when does TMO get tired of you sinking ships and assigns you to a desk job? Currently on my 10th patrol in my 3rd boat. I sort of want to keep going....
scott613
02-01-09, 11:50 AM
Well - I'm into my first campaign on the Narwhal and I am still pretty new at this... I am running the latest TMO and RSRD... Assigned to the Gilberts... All I can say is I am pretty impressed with this boat... From what I understand it's a TMO exclusive... The merchants hate me... I have 4 kills already and all from surface action... The two 4" deck guns make quick work of dispatching these ships... With 5.1 Surround Sound a 20" flat panel - a really decent machine to drive all this - it's almost like being there...
Does anyone else use the speech recognition software ??? It works really well with TMO... It just looks like a few of the voice items are mapped incorrectly - when I ask for "Depth Below Keel" it orders "Periscope Depth"... I'm thinking a button may have been moved on the control bar or something... Anyone know how to fix this ???
Thanks for all the hardwork on TMO - I love it...
Captain Hill
02-01-09, 12:10 PM
Captain Hill, try unchecking some of your graphic options (the left column). I have an old 2.8 gig Dell with a 7600GS card and my game runs smoothly.
I'll try it. I also updated my graphic card (nVidia 7350 LE) drivers before I went to beddy-bye last night. Hopefully the combination will work.
No joy. But what DID do the trick was trading out my Nvidia GForce 7350 LE for a $99 (Best Buy) NVidia 9600 GSO. Now my scope moves so fast I have to use the CTRL key to slow it down. Smooth as glass and I am a happy skipper again!
Captain Hill, try unchecking some of your graphic options (the left column). I have an old 2.8 gig Dell with a 7600GS card and my game runs smoothly.
I'll try it. I also updated my graphic card (nVidia 7350 LE) drivers before I went to beddy-bye last night. Hopefully the combination will work.
No joy. But what DID do the trick was trading out my Nvidia GForce 7350 LE for a $99 (Best Buy) NVidia 9600 GSO. Now my scope moves so fast I have to use the CTRL key to slow it down. Smooth as glass and I am a happy skipper again!
Oh, please never buy anything PC related at the BB! Please, please, please. Tiger Direct was blowing out 9800GT's for under $100. I just bought another 9800GT from NewEgg for $100 with a Free copy of COD: World at War.
Research, research google is your friend.
Captain Hill
02-02-09, 03:35 PM
Captain Hill, try unchecking some of your graphic options (the left column). I have an old 2.8 gig Dell with a 7600GS card and my game runs smoothly.
I'll try it. I also updated my graphic card (nVidia 7350 LE) drivers before I went to beddy-bye last night. Hopefully the combination will work.
No joy. But what DID do the trick was trading out my Nvidia GForce 7350 LE for a $99 (Best Buy) NVidia 9600 GSO. Now my scope moves so fast I have to use the CTRL key to slow it down. Smooth as glass and I am a happy skipper again!
Oh, please never buy anything PC related at the BB! Please, please, please. Tiger Direct was blowing out 9800GT's for under $100. I just bought another 9800GT from NewEgg for $100 with a Free copy of COD: World at War.
Research, research google is your friend.
I'll never give Tiger Direct a dollar of my money again as long as I live. As for New Egg, none in my area and shipping/handling make the $99 BB just as reasonable.
Captain Hill, try unchecking some of your graphic options (the left column). I have an old 2.8 gig Dell with a 7600GS card and my game runs smoothly.
I'll try it. I also updated my graphic card (nVidia 7350 LE) drivers before I went to beddy-bye last night. Hopefully the combination will work.
No joy. But what DID do the trick was trading out my Nvidia GForce 7350 LE for a $99 (Best Buy) NVidia 9600 GSO. Now my scope moves so fast I have to use the CTRL key to slow it down. Smooth as glass and I am a happy skipper again!
Oh, please never buy anything PC related at the BB! Please, please, please. Tiger Direct was blowing out 9800GT's for under $100. I just bought another 9800GT from NewEgg for $100 with a Free copy of COD: World at War.
Research, research google is your friend.
I'll never give Tiger Direct a dollar of my money again as long as I live. As for New Egg, none in my area and shipping/handling make the $99 BB just as reasonable.
Hey no problem enjoy the new card! Sorry for sticking my nose where it doesn't belong.
The Old Ferenczy
02-03-09, 06:43 PM
I have a question again i installed the latast TMO 1.6.3 version over the 1.6.2 version and almost all is OK:oops: the only thing that is not working anymore is the next/previous cam buton "." now i did edit the MOD/Data/Cfg/Commands/and then the Cmd 50+51
I did this in V1.6.2 and it worked great it restored the function of the "." button. Now i did the same in V1.6.3 and the "." button no longer functions so i no have the next/prevous cam function atm.
Does anyone have the same problem and did anyone found a solution??
So in short the solution as discribed in the FAQ of the V.1.6.2 no works for the V1.6.3 at least not with me.
Regards Rowddy.
Same problem...any solutions?
Some people may prefer to continue using the command layout they are used to, be it the stock or a self-tweaked commands set, after installing a big mod pack like TM, which alters the commands layout.
As an easy fix you can make a little commands mini-mod like this:
Before installing the big mod pack that changes the commands layout, make a copy of Data\Cfg\Commands.cfg and place it in a new folder named, say, My Commands, with the aforementioned folder structure. This My Commands folder is your mini-mod for restoring your familiar commands layout. Put it into the Mods folder and activate with JSGME after having installed TM mod. My Commands will overwrite the changed commands from TM and thus restore your familiar commands set. Of course your restored commands are not in sync now with the commands help function in TM, but you probably know your old commands by heart anyway. (If you want the help function to correctly reflect the restored commands layout you would need to make the relevant changes within Data\Menu\Help.)
I have tested this without any problems.:yep:
This is not to offend Ducimus in any way, it's just a suggestion for an easy alternative.
If Duci thinks this commands restoring mini-mod might cause operational problems/conflicts with TM, I'd like to know.:salute:
To get the next/previous camera back take care of the Command 50/51 thing in both the 1.6.2 MOD folder itself, plus in the SH4 folder. Then enter the game. See if it works. It probably won't. Then exit the game and re-enter--it will probably work now. And make sure you are completely out of the game when you edit.
ReallyDedPoet
02-04-09, 11:19 AM
Some people may prefer to continue using the command layout they are used to, be it the stock or a self-tweaked commands set, after installing a big mod pack like TM, which alters the commands layout.
As an easy fix you can make a little commands mini-mod like this:
Before installing the big mod pack that changes the commands layout, make a copy of Data\Cfg\Commands.cfg and place it in a new folder named, say, My Commands, with the aforementioned folder structure. This My Commands folder is your mini-mod for restoring your familiar commands layout. Put it into the Mods folder and activate with JSGME after having installed TM mod. My Commands will overwrite the changed commands from TM and thus restore your familiar commands set. Of course your restored commands are not in sync now with the commands help function in TM, but you probably know your old commands by heart anyway. (If you want the help function to correctly reflect the restored commands layout you would need to make the relevant changes within Data\Menu\Help.)
I have tested this without any problems.:yep:
This is not to offend Ducimus in any way, it's just a suggestion for an easy alternative.
If Duci thinks this commands restoring mini-mod might cause operational problems/conflicts with TM, I'd like to know.:salute:
I always do this manually before activating Trigger, but I am sure that in Duci's support folder, this comes as an " Optional Mod " :hmmm:
RDP
...I am sure that in Duci's support folder, this comes as an " Optional Mod " :hmmm:
Yes, your right, it's Duci's TMO_GobackToPreviousView_Obs_in_CR optional mod. Didn't check that out before, as I too always automatically install my own Commands.cfg.:up:
Capt. Shark Bait
02-05-09, 01:31 AM
in getting back contact/sub tails, removing the relevant .DDS files didn't seem to work cuz they showed up again:-?
...I am sure that in Duci's support folder, this comes as an " Optional Mod " :hmmm:
Yes, your right, it's Duci's TMO_GobackToPreviousView_Obs_in_CR optional mod. Didn't check that out before, as I too always automatically install my own Commands.cfg.:up:
You got it, well done. There are lots of goodies in those folders! Sometimes we get in a big hurry to just load up and go!
Happy Hunting!
Capt. Shark Bait
02-06-09, 02:11 PM
found a mod that doesn't overwrite anything in TMO. Oakgrooves submarine instruments torpedo tube indicator HUD, changes it from a green light to text. dunno about other parts of his mod, tho. looks mucho bettero too than just a green light. it can be seen in the recognition pic
SI Periscope&TBT Interface Kit ( Replaces Periscope&TBT screen instruments
http://www.subsim.com/radioroom/showthread.php?t=118902&highlight=submarine+instruments
Please could someone fix the auto-target (torp deep) unless it was done on purpose...
But all torps pass under all ships unless is corrected manually everytime the lock is aquired - it is a bit annoying. Thanks
The only mods I use is the latest TMO for 1.5 plus its patch. Cheers
I have just clean installed SH4 just for OM, and I have ran into the same problem that prevented me from playing it in the 1st place! I hit F12 for the external cam, and nothing happens!
My mods:
TMO 1.6.2
TMO 1.6.3
GERMAN VOICES
OM V600
OM PATCH 2
OM PATCH 2 HOTFIX
wildcards
02-07-09, 06:11 PM
First of all, thx alot for this awsome colletion of mods in a single installation.
TMO, for me...Its the best mod out there.
I'm having a problem tho, my hydrophone is having a mind of its own.
When I take manual control of it, it doesn't always work.
When I ask for a sound contact report, the will tell me there is a ship. I can confirm it through my scope. But when I listen for my self, there is nothing besides my own engine noise. No indicators light up, no nothing.
Full stop, and dive to 100feet or more, doesn't change a thing.
This a bug of some kind caused by TMO? for its the only mod i'm running after a fresh install/patch. If so, there a fix or a work around?
Please could someone fix the auto-target (torp deep) unless it was done on purpose...
But all torps pass under all ships unless is corrected manually everytime the lock is aquired - it is a bit annoying. Thanks
The only mods I use is the latest TMO for 1.5 plus its patch. Cheers
Found another game feature (probably not TMO issue) but might need some attention if possible.
crew assigned to deck gun + machine gun and inside the sub (so not on duty) die when a plane drop a bomb right on top of the deck gun.
The only survivors are all others that are assigned to bridge watch, all other sub sections and damage control.
I would understand if all died if they were "outside" on the guns... but see all of them dying when they are inside the sub it is a bit odd...
More odd is to issue man into deck guns and machine gun and some of them are sit down and others are on the guns... when all are supposed to be dead. Cheers
Krishna
02-08-09, 07:22 PM
thyro, that's a bug with the stock game, not a TMO issue, try the Crew Quarters Mod, this will let you put crew safely inside the sub and stop them from taking damage as if they were outside the sub, even when submerged.
thumper
02-09-09, 05:23 PM
Thank you for this work..:D I finally have it installed correctly..First mission posted me 85 NM S.E of tokyo remain on station for 72hrs..During that time i have sunk 2 ocean liners and 4 freighters using MK10 torpedoes, only 3 duds so far..My realism settings are at 75% i have outside camera view dud torpedoes and no manual targeting..I never could figure out the targeting process.The explosions and the secondaries are imho perfect..The modders have definately exceeded my expections in this mod, this is a beautiful piece of work..Again "THANK YOU":salute: :yeah:
thumper
02-09-09, 09:53 PM
I have seen this mod in the forums but i cannot find it now. I believe it is called TMO key padmod for RFB. Can someone help me with this??:hmmm:
runningdeer
02-10-09, 08:34 PM
Hello. I recently returned to SH4 ver1.5. I am currently running these MODs, in this order:
TMO 162
TMO patch 163
HUD MOD for TMO 163
I am trying to get the tails back, like I did with the previous version of TMO.
I followed the instructions in the TMO FAQ to get the tails back. But even though those 2 things are deleted from the MOD, there is still no tail. This did work with my previous TMO version & MODs.
I wonder if there is something else I should do because of the latest TMO, or maybe the 1.6.3 patch, or the HUD MOD (from captain america).
I double checked in the TMO folder that is in the JSGME mods folder...that the cont/dash lines were deleted and they are. So I need help please.
Thanx for your time... :D.
Capt. Shark Bait
02-10-09, 09:22 PM
iinm, you need to remove them from the main DATA folder, not the one in jsgme
runningdeer
02-10-09, 09:31 PM
Ok...I have a folder that I created for all MODs, then from there I place them in JSGME MODs folder if I want to use them. So...I went there and made sure both cont/dash lines were deleted there too, and they are.
So I'm still stuck. Could it be something else that I'm doing or not doing?
Thank you.
Capt. Shark Bait
02-11-09, 03:18 AM
Ok...I have a folder that I created for all MODs, then from there I place them in JSGME MODs folder if I want to use them. So...I went there and made sure both cont/dash lines were deleted there too, and they are.
So I'm still stuck. Could it be something else that I'm doing or not doing?
Thank you.
no, no, not the mods folder related to jsgme, but the main one where all the other game crap lives and is now laffing at you:D
runningdeer
02-11-09, 07:26 AM
Ahhhh ha!
Thanx for your help guys.
Stupid stupid stupid! :damn:
That fixed it.
cgjimeneza
02-11-09, 08:53 AM
Ahhhh ha!
Thanx for your help guys.
Stupid stupid stupid! :damn:
That fixed it.
the point is, for your way to work the mod must be inactive... then you can delete the relevant data and re-enable the mod.
runningdeer
02-11-09, 02:14 PM
I'm using the latest TMO, 1.6.3, with Captain America's HUD mod. Both mods are incredible and have made my recent SH4 experience terrific. However, I am a casual gamer and there are just a couple of things that are making it a bit difficult for me.
Unlike the previous TMO that I had, I cannot seem to adjust the games realism settings so that I have unlimited fuel, compressed air, battery, etc.
When I adjust these settings from options, and save...it seems to revert back, because when in-game, I am using fuel and so on. Is it me or is this something new in this latest TMO v1.6.3?
Forgive my ignorance if I missed something in the FAQ's for TMO.
Thank you for your time.
I'm using the latest TMO, 1.6.3, with Captain America's HUD mod. Both mods are incredible and have made my recent SH4 experience terrific. However, I am a casual gamer and there are just a couple of things that are making it a bit difficult for me.
Unlike the previous TMO that I had, I cannot seem to adjust the games realism settings so that I have unlimited fuel, compressed air, battery, etc.
When I adjust these settings from options, and save...it seems to revert back, because when in-game, I am using fuel and so on. Is it me or is this something new in this latest TMO v1.6.3?
Forgive my ignorance if I missed something in the FAQ's for TMO.
Thank you for your time.
When at the "office" just prior to launching your career, the sub will be sitting on the desk, OK. Mouse to the left ... see the bookcase....click on the radio and your there.
Happy Hunting!
runningdeer
02-11-09, 06:44 PM
I had not tried that :88).
This is great because I really wanted to run TMO 1.6.3 with the HUD mod from Captain America. I don't like to run a whole mess of MODs. TMO has everything I need. This should be my best career yet.
You guys have been a lot of help and I appreciate it...thank you.
~:ping:~
First of all, thx alot for this awesome collation of mods in a single installation.
TMO, for me...Its the best mod out there.
I'm having a problem tho, my hydrophone is having a mind of its own.
When I take manual control of it, it doesn't always work.
When I ask for a sound contact report, the will tell me there is a ship. I can confirm it through my scope. But when I listen for my self, there is nothing besides my own engine noise. No indicators light up, no nothing.
Full stop, and dive to 100feet or more, doesn't change a thing.
This a bug of some kind caused by TMO? for its the only mod I'm running after a fresh install/patch. If so, there a fix or a work around?:timeout:
Please could someone fix the auto-target (torp deep) unless it was done on purpose...
But all torps pass under all ships unless is corrected manually everytime the lock is aquired - it is a bit annoying. Thanks
The only mods I use is the latest TMO for 1.5 plus its patch. Cheers
Set Torp.Magnetic/Contact,for auto-target (torp deep) this is ment to aid deep setting for max distructive impact in rough seas.IMHO
Deep Six
02-11-09, 08:27 PM
Well It's certainly nice to be back from an extended shore leave..Hmmm about a year I'm thinking, well I'm utterly amazed at what a year can do for a game..Talk about maturity within the modding community. Awesomeness doesn't even start to explain how I feel.......
Anyways I'm here just to ask a simple question as I'm returning to SH4 after such a lone time away from the game (Real Life ans such kinda does kick the ass out of gaming)..I'm currently running latest TM with patch and RSRD with It's patch.
First patrol from Subpac, and I'm heading out towards Japan (Bungo Suido) to be exact, when I get a RA message telling me to now use Surabaya as my Base..I'm kinda flummoked as to why this might be as I'm assigned to Subpac and want to STAY there for awhile...Is this all part of the TM+RSRD and i have just been unlucky with a base change.
Anyway I'm totally into SH4 again like a big kid....Stoked and amazed at the incredible talent on the boards and much saddened at the loss of a real good guy and modder...Leo-Vampire...."Fair Winds and Calm sea's" :cry:
Deep Six
ReallyDedPoet
02-11-09, 09:00 PM
Well It's certainly nice to be back from an extended shore leave..Hmmm about a year I'm thinking, well I'm utterly amazed at what a year can do for a game..Talk about maturity within the modding community. Awesomeness doesn't even start to explain how I feel.......
Anyways I'm here just to ask a simple question as I'm returning to SH4 after such a lone time away from the game (Real Life ans such kinda does kick the ass out of gaming)..I'm currently running latest TM with patch and RSRD with It's patch.
First patrol from Subpac, and I'm heading out towards Japan (Bungo Suido) to be exact, when I get a RA message telling me to now use Surabaya as my Base..I'm kinda flummoked as to why this might be as I'm assigned to Subpac and want to STAY there for awhile...Is this all part of the TM+RSRD and i have just been unlucky with a base change.
Anyway I'm totally into SH4 again like a big kid....Stoked and amazed at the incredible talent on the boards and much saddened at the loss of a real good guy and modder...Leo-Vampire...."Fair Winds and Calm sea's" :cry:
Deep Six
Welcome back :yeah:
Yeah, hard to believe that Dave ( LV ) has been gone for over a year now. But as you have noticed, his influence can be felt right across the SUBSIM Forums.
RDP
SteveW1
02-12-09, 04:06 AM
First patrol from Subpac, and I'm heading out towards Japan (Bungo Suido) to be exact, when I get a RA message telling me to now use Surabaya as my Base..I'm kinda flummoked as to why this might be as I'm assigned to Subpac and want to STAY there for awhile...Is this all part of the TM+RSRD and i have just been unlucky with a base change.
Deep Six
Your home Base will always be marked by an Archor on a 45 deg angle, the message you receive is part of RSRDC to tell all the SubSoWesPac Subs that thier home base has changed, there are numerous messages like this to add more emersion to the game and some that will be hints as to where to find taskforces and such.
Steve
Can any one tell me if there is a SCAF mod for TMO 163 + Patch, or do I need it with TMO. I am running RSRD mod and OPM 600. :DL
wildcards
02-12-09, 03:16 PM
http://www.subsim.com/radioroom/images/icons/icon12.gif If contact has Eng.stoped you won't get passive return
:timeout:
Thanks for pointing that out, but its isn't the case when I've seen the glitch happen.
I'm aware that sail boats and ships that are not moving or are at drift will produce no sound to be picked up on the hydrophone.
I've had a warship searching for me for hours and dropping depth charges all over the place. I could hear him pass over and move about without making use of the hydrophone, but when I pushed aside my crew member to check for my self I could hear nothing. I've checked many times. Later on I could hear a merchant, but the warship that was still very active and busy to hunt me down I could not hear.
When I asked for a contract report both the warship and the merchant would be reported and could be followed, but I could only hear one of them...
This hydrophone glitch doesn't happen often, but it does happen never the less.
I have just clean installed SH4 for OM, and I have ran into the same problem that prevented me from playing it in the 1st place! I hit F12 for the external cam, and nothing happens! any ideas?
My mods:
TMO 1.6.2
TMO 1.6.3
GERMAN VOICES
OM V600
OM PATCH 2
OM PATCH 2 HOTFIX
Deep Six
02-12-09, 05:20 PM
First patrol from Subpac, and I'm heading out towards Japan (Bungo Suido) to be exact, when I get a RA message telling me to now use Surabaya as my Base..I'm kinda flummoked as to why this might be as I'm assigned to Subpac and want to STAY there for awhile...Is this all part of the TM+RSRD and i have just been unlucky with a base change.
Deep Six
Your home Base will always be marked by an Archor on a 45 deg angle, the message you receive is part of RSRDC to tell all the SubSoWesPac Subs that thier home base has changed, there are numerous messages like this to add more emersion to the game and some that will be hints as to where to find taskforces and such.
Steve
Ah now I understand, I didn't realise that "Home Base" was 45 deg angle...Glad I found that one out quickly cos I was gonna be heading to surabaya!!..I quess RSRD cannot differentiate between patrol groups so the message is more generic...
Cheers for the heads up....I really do need to read the manual again, plus my nice shiney recognition manual and notepad and start using the pen I got too...
Deep Six
sneekyzeke
02-12-09, 05:30 PM
I have just clean installed SH4 for OM, and I have ran into the same problem that prevented me from playing it in the 1st place! I hit F12 for the external cam, and nothing happens! any ideas?
My mods:
TMO 1.6.2
TMO 1.6.3
GERMAN VOICES
OM V600
OM PATCH 2
OM PATCH 2 HOTFIX
ivank, verify that the F12 command in your data\cfg\commands.cfg (open with notepad) shows the "user_free_camera" command; if so, when you start a campaign and you are in the office before your first mission, click on the radio on the bookshelf on the left, which is "options". Untick (or tick, i forget) the "external camera" check box, and you should be good to go. Hope this helps.
I have just clean installed SH4 for OM, and I have ran into the same problem that prevented me from playing it in the 1st place! I hit F12 for the external cam, and nothing happens! any ideas?
My mods:
TMO 1.6.2
TMO 1.6.3
GERMAN VOICES
OM V600
OM PATCH 2
OM PATCH 2 HOTFIX
ivank, verify that the F12 command in your data\cfg\commands.cfg (open with notepad) shows the "user_free_camera" command; if so, when you start a campaign and you are in the office before your first mission, click on the radio on the bookshelf on the left, which is "options". Untick (or tick, i forget) the "external camera" check box, and you should be good to go. Hope this helps.
Okay thanks I will try now!
JoeCorrado
02-13-09, 02:37 AM
Duci, you continue to amaze!
Every facet of TMO from documentation to the smallest of details- nothing seems to escape your careful and masterful attention.
The work that you put into TMO goes so far above and beyond that simple thanks is not nearly enough although it is offered anyway. Thank you, sir! My hat is off to you. :salute:
I have just clean installed SH4 for OM, and I have ran into the same problem that prevented me from playing it in the 1st place! I hit F12 for the external cam, and nothing happens! any ideas?
My mods:
TMO 1.6.2
TMO 1.6.3
GERMAN VOICES
OM V600
OM PATCH 2
OM PATCH 2 HOTFIX
ivank, verify that the F12 command in your data\cfg\commands.cfg (open with notepad) shows the "user_free_camera" command; if so, when you start a campaign and you are in the office before your first mission, click on the radio on the bookshelf on the left, which is "options". Untick (or tick, i forget) the "external camera" check box, and you should be good to go. Hope this helps.
Thanks man! that worked
Deep Six
02-13-09, 07:47 PM
Okay It's official I'm a Noob again, can't even READ the bloody messages proper..
New message
TO TF3 <<<<<< Missed this bit didn't I........:haha:
Sheesh wot a plonker!!
Deep Six
Syxx_Killer
02-14-09, 08:06 PM
Ducimus posted on the Ubi forums that 1.7 is in the works. Here is the change log so far...
http://forum.kickinbak.com/viewtopic.php?f=36&t=1427
Lafferty
02-15-09, 02:28 PM
Could someone give me the link to the TMO 1.4 download? I have searched and can only find 1.5 and 1.6
Captain Dave
02-15-09, 07:41 PM
Here you go...http://hosted.filefront.com/Ducimus554/2193187
It's TMO .7z
Lafferty
02-15-09, 09:45 PM
oh duh thanks I was overlooking it.
Grizzybear
02-16-09, 01:05 AM
Please bear with me for Iam new at this. I have just attempted to dowload tmo and iam not sure I have done so successfully. I noted that the deck crew should have more men..but I havent seen that when I manned it..also you should have more career options and there was none. So my thoughts is I did something wrong..so here i go.
I have the following
SH 1.5
tmo 162 overhaul II
tmo patch 163
rsrdc tmo 163 v410
rsrdc v4xx patch1
3000 meter bearing tool
I am not sure if I got this right so if anyone could aid me with anything Iam doing wrong. Or if I got it all right then what should I look for!:salute:
I'm not sure what you are asking about the gun crew and careers, but your download looks good to me.
You should have a half dozen or so crew slots for the deck gun in your crew screen, and when you start a career one of the options offered is difficulty--Easy, Normal, Hard (or something like that) and Realistic. Also, when you start a new career don't forget to reset your game options in the 'office' prior to starting your first patrol.
antares81
02-16-09, 01:09 PM
I thought "Sonar Contacts on Surface" was removed in TMO. Has this been changed with the newer versions?
I was able to pick up Sonar using TMo 1.6.3 and RSRD latest.
Not complaining, just need clarification.
Thanks,
Kevin
markdenny
02-16-09, 03:35 PM
Ive just downloaded tmowtw all is fine except i cannot now operate my radio and listen to music the icon is there on the hud and says something about campaign map aswell but no radio appears on the screen so that i can tune in and listen any ideas,pleae help.:hmmm:
antares81
02-16-09, 04:27 PM
Ive just downloaded tmowtw all is fine except i cannot now operate my radio and listen to music the icon is there on the hud and says something about campaign map aswell but no radio appears on the screen so that i can tune in and listen any ideas,pleae help.:hmmm:
Look up in the top left of the screen. You will see a little window open up there.
There radio buttons are the red ones at the bottom.
markdenny
02-16-09, 05:09 PM
:cry: found it many thanks BUT its a jumbled mess can just make out the radio but the buttons are all over the place and when pressed nothing happens when you do pull down the radio it comes out the size of the screen whats wrong ?
Grizzybear
02-16-09, 05:44 PM
I'm not sure what you are asking about the gun crew and careers, but your download looks good to me.
You should have a half dozen or so crew slots for the deck gun in your crew screen, and when you start a career one of the options offered is difficulty--Easy, Normal, Hard (or something like that) and Realistic. Also, when you start a new career don't forget to reset your game options in the 'office' prior to starting your first patrol.
Thanks for the response Banjo But the gun crew is still at two men. I am gonna play around with a few things. Is there a possiblity of doing a fresh install and then adding tmo and rsrdc again. I just took off the old mods I had with the mod enabler and reinstalled the new ones..
Since I don't understand why you don't have the enlarged gun crew if you are using TMO 1.6.3, I would suggest you unload all your mods, reload TMO 1.6.2 and 1.6.3 and then the appropriate RSRD. Make sure it's the correct RSRD. If that doesn't work you probably should unload the entire game and re-install it. Good luck.
antares81
02-17-09, 08:28 PM
I am in an early war porpoise sub.
When I go into the hydrophone display, I can't hear anything in the hydrophone and the green light doesn't light up. Is this intended?
The sonarman still automatically picks out targets, but I can't hear them myself.
Edit after testing:
I think it's related to ship type.
The stock ships show up fine, its the ships like "KMSHogislandJPN" that seem to make no sound. This might be better geared in RSRDC forum.
thumper
02-18-09, 01:43 AM
I have been sent to the Sea Of OKHOTSK, any japanese covoy routes thru here??
AGOSTINO
02-18-09, 10:39 AM
This order of installation is corrected?? :hmmm:
http://img3.imageshack.us/img3/1421/abilitazionetriggermarusm2.jpg
Thanks in advance!! :salute:
Major SNAFU
02-22-09, 08:34 AM
Hi all,
I installed TMO 1.6.3 and then the RSRD for TMOV163 and then the patch for RSRD. I installed according to the suggestion in the readmes for the two patches.
All is working fine except that I I have tried 3 campaign starts two December 1941 and 1 spring 1942, each boat clearly (Narwhal, Gar and Tambor) shows and SD radar, but I cannot activate the radar at sea....
I've tried all of the buttons. I can raise and lower the radar mast, but I cannot activate the set itself.
A second question I have is how do you use the 2nd deckgun on a Narwhal? I can't figure out how to jump between the guns. I looked in the TMO pdf, but I must have missed this information.
Thanks
kilarius
02-22-09, 11:15 AM
First off I loaded and ran the mod with extreme hapiness and pleasure albeit a short lived run of hapiness for only one item.
While this mod is running, whenever I am submerged and go into free camera mode, I no longer see the icon that represents where my sub is within the water. I know that the free look camera was never really an option in the real sub, but it sometimes helps when I am trying to get out from under a few destroyers. I would really love to continue to run this mod because I love the way it is set up, I just really need help figuring out how to re-enable the icon on the water surface. Please help if possible, and thanks again for the most excellent of mods.
Captain Dave
02-22-09, 12:30 PM
Kilarius, check this out......http://www.subsim.com/radioroom/showthread.php?t=139383&highlight=kosh
wildcards
02-22-09, 12:42 PM
I am in an early war porpoise sub.
When I go into the hydrophone display, I can't hear anything in the hydrophone and the green light doesn't light up. Is this intended?
The sonarman still automatically picks out targets, but I can't hear them myself.
Edit after testing:
I think it's related to ship type.
The stock ships show up fine, its the ships like "KMSHogislandJPN" that seem to make no sound. This might be better geared in RSRDC forum.
Thank god I'm not alone with this problem.
Never took notice of it, but now you point it out I'm 100% sure its the same issue I'm having. No sonar sound or light indicator, even tho the crew can detect them.
I hope this little bug can be fixed any time soon. Its a real pain in the ass for me, I've to learn now to thrust my crew again. :(
kilarius
02-22-09, 04:51 PM
Kilarius, check this out......http://www.subsim.com/radioroom/showthread.php?t=139383&highlight=kosh
Thank you so very much, gonna try this as soon as I can load the game.:salute:
kylesplanet
02-22-09, 08:37 PM
I am in an early war porpoise sub.
When I go into the hydrophone display, I can't hear anything in the hydrophone and the green light doesn't light up. Is this intended?
The sonarman still automatically picks out targets, but I can't hear them myself.
Edit after testing:
I think it's related to ship type.
The stock ships show up fine, its the ships like "KMSHogislandJPN" that seem to make no sound. This might be better geared in RSRDC forum.
If you will click the button on the interface that has the soundman "report the nearest contact", the hydrophone sound and light will start working. All you have to do is click it on and off and your problem will be solved.
PL_Andrev
02-27-09, 11:35 AM
BUGs report for TM176
These bugs are found on multiplayer game, after destroying player's sub (KIA status).
Game parameters:
UBM+TM176,
no others mod,
100% real,
multplayer (3 subs)
original SH4 mission (Tokyo-Saipan convoy)Introduction - what happend before:
1. Player (80m depth) was highly damaged - almost all rooms were flodded by depth charges.
2. Decide: emergency surface - blow ballast!
3. Player was killed during surfacing on 30m depth (KIA) - at this moment external camera was available.
4. Sub was without control, player was still active in observation mode.
BUG #1
After KIA status, player's sub was unfloodable:
1) Player's surfacing sub (after KIA = sub was totally flodded) still moved to surface...
2) And surfaced.
BUG #2
After surfacing player's sub was unfloodable & indestructible:
1) Player was KIA (sub with no control)
2) Sub was totally flodded
3) Sub was permanently heavy attacked by DDs
4) Sub was rammed by DD
http://img142.imageshack.us/img142/867/bug2.jpg
BUG #3
After surfacing player's sub was clashed or bonded (no rammed!) with small merchant:
1) Player was KIA (sub with no control)
2) Sub was rammed by DD few seconds before
3) Sub was migrated inside merchant (!)
http://img171.imageshack.us/img171/6969/bug3.jpg
BUG #4
Clashed merchant was indestructible:
1) Composition of player's sub and merchant was highly attacked by DD's guns.
2) Few minutes observation: no results on merchant although direct hits from DDs (like speed, smoke, fire etc)
3) For example: DD was highly smoked and fired after ONE friendly hit from other DD.
Something that needs fixing:
1) hitting a Jap midget-submarine with a torp will make the mini-sub jump into planet's orbit :har:
2) Not only that but once it decides to come down from space and without parachute it starts losing oil once under water :haha: and never sinks to the bottom. It remains exactly at same depth that it was when it was striked by the torp (5m).
3) Worst! Not 2 without 3! It also gives the interesting ZERO tons on the Capitains LOG :(
4) With such destruction the midget doesn't even show a small scratch (but this cosmetic thing is not that important than previous points)
Jap midgets seem to have 3 bugs that need fixing... :hmmm:
wildcards
03-02-09, 10:43 AM
If you will click the button on the interface that has the soundman "report the nearest contact", the hydrophone sound and light will start working. All you have to do is click it on and off and your problem will be solved.
I've tried it, but besides the sound man telling me where the damn thing is, I still don't hear it nor do I see the sound indicator light up.
cgjimeneza
03-02-09, 11:39 AM
If you will click the button on the interface that has the soundman "report the nearest contact", the hydrophone sound and light will start working. All you have to do is click it on and off and your problem will be solved.
I've tried it, but besides the sound man telling me where the damn thing is, I still don't hear it nor do I see the sound indicator light up.
have you tried rotating yoursefl the sound heads to follow the noise source, they are rotated manually.
mine work just fine (INS-DEL or Start-End) cant recall exactly what keys, but is one of the pairs
wildcards
03-03-09, 12:41 PM
If you will click the button on the interface that has the soundman "report the nearest contact", the hydrophone sound and light will start working. All you have to do is click it on and off and your problem will be solved.
I've tried it, but besides the sound man telling me where the damn thing is, I still don't hear it nor do I see the sound indicator light up.
have you tried rotating yoursefl the sound heads to follow the noise source, they are rotated manually.
mine work just fine (INS-DEL or Start-End) cant recall exactly what keys, but is one of the pairs
I appreciate the help, really I do, but thats not the solution either. I'm aware how to operate the hydrophone station :lost:
These forum "Nub" name/rank are really bugging me :damn:, (nearly) every time I post about a problem on a forum where I'm new to and have a low post count, people assume its user error, because I'm new and most likely unable to operate the game properly.
I've bin playing the silent hunter series ever since SHII hit the market. Playing SHIV at about 90% realism and able to handle my self just fine. The hydrophone works correctly in the stock game, but as the games has its flaws I added some flavor with TMO to it, now I'm having problems with my hydrophone.
This no manual hydrophone sound contacts problem I'm having occurs only with non stock ships, added by the TMO mod, yet the problem doesn't happen every time and is some what intermittently.
Sgian Dubh
03-03-09, 01:48 PM
HI all,
I just did a complete re-install of everything up to TMO and RSRDC (the correct on).
All seems fine, but I have a couple of questions:
1) I started a new career in a Gato out of Freemantle in 1943. My only problem is that I am having to ignore contacts of smaller ships (I close and eyeball them with the scope) because if I didn't, I would never make it to my assigned area with any torps or deck gun ammo. I guess I just struck the right place at the right time, but a) does the game with these mods produce H-K groups and/or increased Air patrols in and around areas where you sink ships? If so, I haven't noticed anything. b) do the mods alter the shipping routes in response to numerous sinkings and/or delay sending ships out when multiple sinkings are performed in an area?
Bungo Pete:
I must be missing something. I play on hard, except with no manual torpedos, and I have played this twice and won without a scratch. Both times I detected a ship heading towards me, plotted its course and extrapolated an intercept. Allowed target to close to visual range (mine) then submerged.
Was caught by surprise first time but the zig-zag of the target, but fortunately had plotted an intercept the placed my in the middle of his pattern.
Both times waited at all-stop to the beginning of a new sig. Three fish, high-speed at less that 600 yards. Spread to account for any last minute maneuvers. Both times had two hits.
The mini-surprise after the fact was a bonus, but I was never fired upon.
TMO 170 BETA update is up!
http://hosted.filefront.com/Ducimus554/2375451
v163 to v170 changelog
1.)UI changes
*added Hud Mod for TMO by Cpt. America
- adjusted orders bar to reduce button truncation at lower resolutions.
* removed medal tool tips from medal case in career room. (the way the game appears to handle medal display, no matter what it will be incorrect unless you have all the medals awarded)
2.) Player sub changes
*added historical prop rotation mod by Cpt. America
*added radar warning reciever for fleetboats. This will first appear in 8/43.
* MS/9 and MS/32 Paint schemes are now selectable upgrade for all US boats except Tench and Narwhal.
* Damage model adjustments.
( The goal of these adjustments was to reduce or eliminate the player's boat being stranded by having all engines/motors destroyed. An occurance that was far too common)
- removed Parent/child relationship between some damage zones in the player subs.
- reduced engine and motor damage zones in width and placed them farther apart from each other.
*Changed max torpedo launch depth for Tambor, Gar, Gato, Balao, and Tench to 150 Feet.
*fixed missing creak sounds from S boat interior. (thank you vickers03 and Captain America for pointing it out to me)
3.) AI changes
* AI machine guns will now fire at the player from a range of 3000 meters (where as it used to be 1500 meters)
* reduced AP value of shells used by 25MM machine guns from 10, to 9.7. Player subs have AP value of 10. This gives the shells just enough penetration to do a reasonable amount of damage, but not overly excessive.
4.) Ship & model changes
* JP and GE, AI sub's had a damage zone adjusted so they sink quicker then before, and fixed map icon.
* created an auxillary gunboat that will appear as a corvette in the subhunter layers. This unit also doubles as a "q ship", is unmarked, and is equiped with four 25MM guns, 3 deck guns, and 4 Y guns.
*The following ships have had modified to equip 3 to 4 machine guns, 1 to 2 search lights, and 0 to 4 additional deck guns:
- Nagara
- Hakusika
- Akita
- Heito
- Zinbu
- Biyo
- Kinposan
- Tahihosan
- Kasagisan
- Nippon
- Buzyun
- Haruna
- Conte Verde liner
- Horai
- Kiturin
- Tyohei
* fixed sound issues with HogIsland cargo ship (it was totally lacking a DSD file)
* JP aircraft carriers. (to again, address aircraft spawning after carrier exited game bug)
- Further reduced Aircraft numbers. (2 to 3 planes each)
- changed aircraft type to Val and Kate only. (If you see either of these planes you know they came from a carrier which might or might not still exist.)
5.) Campaign changes
* JP Subhunter layers
- will now only spawn units designated as "corvettes".
- had all ship specific entries removed (there were a couple left). All entries should now be "generic".
- upped spawn probablity from 19 and 21% to 45%
* removed misleading radio messages that would encourage the player drop whatever he was doing and go on a wild goose chase.
* Deactivated Subron50 / Holy Loch, UK flotilla. It was confusing to players, and not enough campaign work done on it to make it an enjoyable option.
- deactivated by changing the availablty dates so it closes down before the war even begins.
- commented out appropriate entries in careerstart.upc
* Added JP Minelayers travelling around some large minefields. (Partially done, not complete)
* Added Flipper and his friends.
* Added A few huts featuring bikini's and grass skirts in pearl harbor.
6.) Graphical changes
* changed underwater rendering in the scene.dat to stats used by the previous EE mod by W_clear. The reason was so that the sub was visible in the event camera during a depth charge attack.
* Torpedo textrues by Cpt America
7.) crew changes
* CPO is back to wearing all dunguree's, but retains service cover.
* Removed "Yeaaahhh!" crew cheer every time a torpedo hits. Good idea at the time, but it got annoying.
Installation:
1. Disable TMO patch 1.63
2. Enable Beta TMO 1.70 update
Kaleun
Thanks for posting the update link Kaleun :salute: Downloading now
Sgian Dubh
03-03-09, 03:42 PM
Thanks.
Should I wait for an update to RSRDC, or will the 163 version of RSRDC work with the beta?
Hi
don't know!!!! it's not my work - it's Ducimus' and he doesn't visit here anymore! (i'm just the unofficial messenager!!) Although i did ask the question in the RSRDC (as i use RSRDC) post on this forum and hoping Lurker_hlb3 will answer definately or post an update.
Kaleun
Thanks.
Should I wait for an update to RSRDC, or will the 163 version of RSRDC work with the beta?
As far as I can tell RSRDC doesn't overwrite any of the TMO 170 Beta files so imo it should be ok. I will be giving it a try shortly, will post if any crashes or other problems occur.
cgjimeneza
03-03-09, 04:43 PM
As far as I know, Lurker has released a new RSRD version in time with the official release, he might be working on it waiting for Ducimus to release the final
meanwhile, PLAY the beta and report any anomalies, they will both appreciate any feedback you can provide on it.
:salute: Salud Ducimus
lurker_hlb3
03-03-09, 06:11 PM
Thanks.
Should I wait for an update to RSRDC, or will the 163 version of RSRDC work with the beta?
As far as I can tell RSRDC doesn't overwrite any of the TMO 170 Beta files so imo it should be ok. I will be giving it a try shortly, will post if any crashes or other problems occur.
You may continue to use the current version of RDRDC + Patch2 without a problem
silent killer
03-03-09, 07:53 PM
thanks ducimus for all your hard work, iam sure that all the captains really apreciate your mod skills:up: :up: :up:
Sgian Dubh
03-03-09, 10:14 PM
Thanks to Ducimus and Lurker!
The Fishlord
03-04-09, 07:50 PM
I checked, the answer is yes, RSRDC does overwrite some campaign layers for 1.70. But that should be fixed with official releases and I haven't seen any difference anyway.
Maybe I've never noticed it but is there a new early war sub texture? I don't like this one as much as the stock game, this is too gray...and SHINY. I liked it when it was rusty and weather beaten :hmmm: Guess I can always get skinpacks.
Other than that, beta is running fine with me.
lurker_hlb3
03-07-09, 09:54 AM
I checked, the answer is yes, RSRDC does overwrite some campaign layers for 1.70. But that should be fixed with official releases and I haven't seen any difference anyway.
That is "as designed"
Ivan Putski
03-08-09, 12:42 PM
Thanks, going to d/l it now.:up:
Deep Source
03-10-09, 08:04 AM
air bases support please.
air bases support please.
What do you mean? :hmmm:
Something that needs fixing:
1) hitting a Jap midget-submarine with a torp will make the mini-sub jump into planet's orbit :har:
2) Not only that but once it decides to come down from space and without parachute it starts losing oil once under water :haha: and never sinks to the bottom. It remains exactly at same depth that it was when it was striked by the torp (5m).
3) Worst! Not 2 without 3! It also gives the interesting ZERO tons on the Capitains LOG :(
4) With such destruction the midget doesn't even show a small scratch (but this cosmetic thing is not that important than previous points)
Jap midgets seem to have 3 bugs that need fixing... :hmmm:
here are the pictures...
just see how high the mini-sub flies when gets hit by a torp... "She's going down!" wrong "She's going up and rotating fast!" :)
http://www.ribeiros.co.uk/img/fly_fly_away_minisub1.jpg
Anyway once "she" finally goes down... well it never gets down... engines keep working and "floating" at same depth 5m regardless :x
http://www.ribeiros.co.uk/img/fly_fly_away_minisub2.jpg
probably something to look into. Cheers
gdc3man
03-13-09, 07:22 AM
Hello, Guys
I am new to your Site,:) and I have some questions for ducimus and Kaleun...I have been playing SH4 Uboat Missions for some time with all the the great mods, you guys and other modders spend thousands of hours making,I have spent hours collecting different mods trying to make the perfect sub simulator, with a little reprogramming my self:D My hat comes off, for you guys and other modders alike for making a good simulator better than anyone could have ever imagined, and hours, 100s of hours of ship sinking fun.......:salute: now to my questions, when I updated Trigger Maru from 162 to 170 beta, I noticed you changed the hud configuration with captain america's hud mod for TMO_163 in doing so, I found that this wiped out the engine telegraph bell ping sound, which I am so fondly attatched too:hmmm: I have gotten so use to it, now that its not there, it seems incomplete......it is the last thing I want to complete my perfect sub sim experience:sunny: now the fun part, I reprogrammed the menu 1024_768 INI file for scaf 1.5 v410, high res hud dials and hud mod for TMO_163 to all work togethor without breaking anything, took about 8 hours of trial and error to get everything perfectly working:doh: the only thing missing is the engine telegraph bell sound when moving the throttle......Can you tell me exactly what files I need to make it work again and from what mods I>E sound files, confige files and any menu programming if required, trigger maru 162 had this option, but I cant figure out what files it uses to make it work:damn: .........seems like alot for a bell sound.........but sound on a sub is EVERYTHING:D
Thanks alot for all your mods and your help !!!!
gdc3man
03-13-09, 07:44 AM
Here is a copy of my Mods.....some of these mods have been renamed/merged and reprogrammed/also placed in very specific order to work,you have to know exactly what your over writing and what effect it will have, if you understand that, THE POSSIBILITIES OUR LIMITLESS in order make everything work in harmony....alot of work has gone into this.....but this is one of the greatest sub simulations ever.....:yeah: and has been a real hoot to play:arrgh!:
TriggerMaru_Overhaul_163_Full_Beta_TMO_170_Update
RSRDC_TMOv163_V410_Patched Version 2.0
OpsMonsun_V700_Patched Version_3.0
SCAF1.5_RSRDCv410_TMO_163_Special
DRB JAP US GB Airbases VS4 desaturated
TMO_Deckguns_M32_paint
UBM Mission Pack
UBM Mission Pack No Type 18 Update
(1) RUIM v1.0 for SH4v1.5 (Hi-res)
(2) RUIM v1.0 for SH4v1.5 Enlisted Ranks add-on (Hi-res)
(3) RUIM v1.0 for SH4v1.5 Awards add-on (Hi-res)
Poul-Sound for Trigger Maru Overhaul_163
AHEAD 2-3 by Payoff
Silent Hunter Speech 2.54
SUB INTERIOR Kit for TMO_163
Sea_Worn_Boat_Mod - Rusty
Girl_In_Every_Port_for TMO_163
AI_Sen_Toku_Jap Subs
MadMaxs_New_Auxsubchaser
REL_Bungo_pete
Different_Smoke for TMO_163
Warships_Retextured_v1_3
Webster's Ship Draft & Manuvering Fix v3
WEBSTER's Better Waterline Colors
WEBSTER's Improved US Torpedo Power v1
WEBSTER's Improved GE Torpedo Power v2
WEBSTER's Smaller Rain Drops for v1.5
DD_SHIV_Debris_V1.2.01
DD_SHIV_Debris_V1.2.01_Update
#1 E5.0 Install main
#2 Other Clouds
#3 Submarines Splash Sound
#4 Ships Reflect
#5 Depthcharge Sound
EE5.0_Patch_2.0
Better Sub Marker
TMO 1.63 Install Less Floater
ROW PE3 Install sun flair for camera
WEBSTER's Better_ Exterior_ Camera_ View for v1.5
Reflections_On_the_Water Camera vs_1A
Natural_Sinking_Mechanics v4.0 Classic
NSM v4.0 Realistic_Torpedo_ Malfunctions
Historical_Prop_Rotation for TMO_163
CHEERS:up:
ryanwigginton
03-14-09, 11:24 AM
Is there anywhere I can download TMO for v1.4 other tha FileFront?
The power keeps going off here every few hours (I'm in Iraq), and my laptop battery is not working at all. I think I made about five or six failed attempts now... :damn:
Then I thought I was being smart when I installed Internet Download Manager, only to discover FileFront won't let me resume. Now I'm frustrated beyond belief. :wah:
gdc3man
03-15-09, 02:29 AM
Hello,
Filefront is the only stable location that I know of to dowload trigger maru,works well if your equipment is working......:shifty:
PL_Andrev
03-15-09, 04:42 AM
The power keeps going off here every few hours (I'm in Iraq), and my laptop battery is not working at all. I think I made about five or six failed attempts now... :damn:
@Ryanwigginton
Use FlashGet application (free for non-commercial use) - this program allows you to download only a part of the file, and when you turn off the computer you can continue downloading after restart...
ryanwigginton
03-15-09, 07:59 AM
The power keeps going off here every few hours (I'm in Iraq), and my laptop battery is not working at all. I think I made about five or six failed attempts now... :damn:
@Ryanwigginton
Use FlashGet application (free for non-commercial use) - this program allows you to download only a part of the file, and when you turn off the computer you can continue downloading after restart...
Thanks. I just installed FlashGet, but it won't grab the Filefront download. I also tried searching for a TM torrent but no luck.
PL_Andrev
03-15-09, 08:10 AM
Thanks. I just installed FlashGet, but it won't grab the Filefront download. I also tried searching for a TM torrent but no luck.
@Ryanwigginton
Click right-mouse on the 'link to file' at main Filefront screen and choose download by FlashGet.
This option will be available if you install Flashget correctly.
------------------------------------
Some proposals for TM update:
Narwhal
-> 1) On the Narwhal class, the Aft Gun Deck is double...
-> 2) Is too many crew's positions at this station than places...
General
-> 3) The great idea is change automatic position of game comments form top-right to taskbar - near Cpt. America icons
-> 4) CO2 - at real game (limited oxygen) taskbar of CO2 should be 0/10 not 0/100. 10% of CO2 should kill the sub's crew. Now the crew tolerate only 1% of oxygen... (and game comments if CO2 is more than 8%)
[Wikipedia]: CO2 is toxic in higher concentrations: 1% (10,000 ppm) will make some people feel drowsy. Concentrations of 7% to 10% cause dizziness, headache, visual and hearing dysfunction, and unconsciousness within a few minutes to an hour.
http://img106.imageshack.us/img106/7003/sh4img20090315130753234.jpg
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