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ryanwigginton
03-15-09, 08:43 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.

------------------------------------


I tried that...

"An error has occured on the script in this page"

Error: Object doesn't support this property or method 'srcEvent.clientX'

auricom
03-15-09, 10:40 AM
the second aft gun/too many crew is a hack of sorts I believe to get the second gun onto the narwhal and the right amount of crew on deck (crews per gun were usually 5-7 not two as in stock, spotters, aimers reloaders etc.)


There is a note about all that as it pertains to the Narwhal in the documentation somewhere, but I can't remember where exactly..

PL_Andrev
03-18-09, 12:42 AM
I found something else: bug on the mines:

Mines are on the zero depth.
below the surface is OK, but on the surface you can see:

* no texture (one color shape)
* cut off the item (no mines part under the sea surface)

If my English is not-readable, please look on the screenshot:

http://img25.imageshack.us/img25/6604/minesm.jpg

keith_uk
03-18-09, 03:32 PM
Is there any way to remove the speed conversion info which is on the right hand side of the map screen?

I don't know if its the amount of time i spend on the map screen, but when i go to the external view, i can see faint lines running down the screen from where the speed conversion info was.

Thanks,

Keith.

Florida Sailor
03-21-09, 11:10 AM
Is there any way to remove the speed conversion info which is on the right hand side of the map screen?

I don't know if its the amount of time i spend on the map screen, but when i go to the external view, i can see faint lines running down the screen from where the speed conversion info was.

Thanks,

Keith.

If you are referring to the Nomograph, the lines on the right side of the Navigation map, disable TMO. Open the MODS\REL_TriggerMaru_Overhaul_162\Data\Menu\menu_1 024_768.ini

Go to this section:.
[G31 I60]
Name=Nomograph
Type=1030;Static bmp
ItemID=0x3100000f
ParentID=0x31000000
Pos=0,0,200,720
Zone=0 768 200 720 2 1 0x31000000 0.76 -0.02 0x3100000f 0 0 0 0
Color=0xFFFFFFFF
Materials=1
Display=2;Linear
Mat 0=data/menu/gui/layout/nomograph.tga
MatFlags=0x9
TexFmt=0x0

Put a semicolon in front of each line so it looks like this;
;[G31 I60]
;Name=Nomograph
;Type=1030;Static bmp
;ItemID=0x3100000f
;ParentID=0x31000000
;Pos=0,0,200,720
;Zone=0 768 200 720 2 1 0x31000000 0.76 -0.02 0x3100000f 0 0 0 0
;Color=0xFFFFFFFF
;Materials=1
;Display=2;Linear
;Mat 0=data/menu/gui/layout/nomograph.tga
;MatFlags=0x9
;TexFmt=0x0

Save the file and enable the MOD. The nomograph will vanish.

keith_uk
03-21-09, 07:35 PM
If you are referring to the Nomograph, the lines on the right side of the Navigation map, disable TMO. Open the MODS\REL_TriggerMaru_Overhaul_162\Data\Menu\menu_1 024_768.ini

Go to this section:.
[G31 I60]
Name=Nomograph
Type=1030;Static bmp
ItemID=0x3100000f
ParentID=0x31000000
Pos=0,0,200,720
Zone=0 768 200 720 2 1 0x31000000 0.76 -0.02 0x3100000f 0 0 0 0
Color=0xFFFFFFFF
Materials=1
Display=2;Linear
Mat 0=data/menu/gui/layout/nomograph.tga
MatFlags=0x9
TexFmt=0x0

Put a semicolon in front of each line so it looks like this;
;[G31 I60]
;Name=Nomograph
;Type=1030;Static bmp
;ItemID=0x3100000f
;ParentID=0x31000000
;Pos=0,0,200,720
;Zone=0 768 200 720 2 1 0x31000000 0.76 -0.02 0x3100000f 0 0 0 0
;Color=0xFFFFFFFF
;Materials=1
;Display=2;Linear
;Mat 0=data/menu/gui/layout/nomograph.tga
;MatFlags=0x9
;TexFmt=0x0

Save the file and enable the MOD. The nomograph will vanish.

Thanks, that worked:up:

clayton
03-25-09, 08:25 PM
I've been out of the loop for awhile. Constantly coming and going to Iraq and other 'undesirable' places. I see that Ducimus got banned... Just wanted to say, what a damn shame!

BTW, check this out...

http://forum.kickinbak.com/viewtopic.php?f=36&t=1635

Brilliant.

denis_469
03-26-09, 02:17 PM
Thank autor with mod, but during career I have CTD with not enought video memory:cry: My com 2 Gb RAM, 1 Gb video, C2Q and Vista. But graphic is excellent! CTD during 3rd patrol near Tokyo gulf. Another CTD during heavy storms and fog with rain. Also not enought video memory.

PL_Andrev
03-26-09, 04:09 PM
The most important change which should be made is automatically ship autosubmersion of player who is killed or disconnected.
In multiplayer games it means that now the game is unbalanced - escort ships unsuccessfully attacked all time disconnected or KIA players subs.


Next issue of TMO - mines: part 2
If the ship touches the mine, explosion will be procedeed.
Column of the water is existing, of course
but explosion looks.... funny...

http://img168.imageshack.us/img168/2592/explo.jpg (http://img168.imageshack.us/img168/2592/explo.jpg)

Second issue:
Blinding ray of escorts light is the same for different zoom - for example the burning wreck is clearly visible at normal view of periscope, but with magnification is hidden by the blinding ray. Strange...
It can to be changed?
In my opinion the scope of blinding radius should be enlarged in accordance with device whch is used (eye, periscope views, binocular, uzo)...
Only I don't know is that possible...


http://img90.imageshack.us/img90/4629/magnif.jpg
(http://img168.imageshack.us/img168/2592/explo.jpg)

lurker_hlb3
03-31-09, 12:19 AM
Trigger Maru - Overhauled 1.7 has been uploaded

Replaces all previous version of TMO


Download link

http://www.subsim.com/radioroom/downloads.php?do=file&id=868


TMO 163 to TMO 17 Changes


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.


* added SCAF by CaptainScurvey
* added max optics by CaptainScurvey

* restored parent child relationship on various damage zones excepting engines, motors, fuel tanks, and rudder.

* added manual range adjustment tweak by Otto's

* Misc sound tweaks
- lowered engine volume from 100 to 93
- increased ambient wind volume from 90 or 91 to 97
- increased sub bow slash sound from 90 to 100

* Fixed CT steersman animation in updated CT files provided by vickers.

* added another 3d damage control crewman in CR

* OOD now faces the captain at the attack periscope when at battlesations.

* altered a couple JP airbase exit dates.

* reduced large JP airbase from 5 squadrons to 4 squadrons after 8/44

* improved traffic in SOJ tell end of war.

el cheguevara
03-31-09, 12:28 AM
WOOT! Excellent, been waiting for this puppy for a bit. Gotta put FOTRS away for a while, since the beta was good, i bet the new features will be great. Pass along a very big thank you to Ducimus, tell him he deserves the break he is gonna take.

Hmuda
03-31-09, 03:29 AM
So this is the final 1.7 and not the beta, right?

I reinstalled yesterday, downloaded all the mods I like and a day later, this pops up. Oh well, let's get DLing. :)

Kudos Ducimus!

Jimbuna
03-31-09, 03:51 AM
Nice...thanks http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

rubenandthejets
03-31-09, 05:29 AM
I kinda liked the "Yeah!" from the crew, especially early in th war. After a bunch of Mk. 14 duds an impact is really worth celebrating.

Hitting a DD thats been hammering me after a dud or two and I'm yelling "BOOYAH! Take that you %&^&ing sack of $&*!!!" so a couple of "Yeahs!" is pretty bearable.......or is it just me?

Wilcke
03-31-09, 09:23 AM
Ducimus,

Great work as always! We appreciate your abilities and hard work. To put together something as large as this is just awesome. Also, thanks to all the contributors to this mod there are many from this community. TMO never loses its appeal and I always keep a dedicated install on my HD so I can just jump in and go on patrol.

Well done! Thank you!

banjo
03-31-09, 10:15 AM
Are we supposed to load this over 1.62 or remove 1.62 and then load 1.7?

Gato76
03-31-09, 10:38 AM
Thank you Ducimus

Karbo
03-31-09, 10:41 AM
It is TMO 1.7 Full so all you need is it.:up:

Carotio
03-31-09, 11:22 AM
TMO 1.7 has also been released in SHMF:
http://www.silenthuntermods.com/forum/index.php?topic=107.0

:yeah:

Kapitan Soniboy
03-31-09, 11:26 AM
Hey. How do I disable the free camera? You know when in the command room and at the bridge. I don't want to move the camera around the ship. How do I disable it? Please help.

cgjimeneza
03-31-09, 11:32 AM
disable previous versions and enable v170
or better yet
clean install


and a big
THANKS!!!! Ducimus :salute:

Kapitan Soniboy
03-31-09, 11:41 AM
What do you mean? I installed TMO v170 today and I hate the camera inside the sub and at the bridge. I just want it to "stay there" as it used to in the stock version.

Webster
03-31-09, 01:37 PM
What do you mean? I installed TMO v170 today and I hate the camera inside the sub and at the bridge. I just want it to "stay there" as it used to in the stock version.

first let me say i claim to know nothing about tmo workings so take my advice as uneducated guessing only:

i looked and dont see the camera mentioned as being changed in 1.7 but if you dont like tmo camera then simply remove the cameras.dat file from the library folder in tmo and that should return all your camera looks as stock. but dont get rid of the tmo cameras.dat because it may have unintended side effects so you may want to put it back in again.

Gato76
03-31-09, 05:34 PM
what are the new red marks on the recognition manual for?

Meridian
03-31-09, 05:47 PM
That would be the reference point for the Stadimeter.

Wilcke
03-31-09, 11:38 PM
what are the new red marks on the recognition manual for?

Courtesy of CapnScurvy, its his SCAF and MaxOptics!

from the credits.

Capnscurvy
- SCAF
- max optics
- US medals fix

Wilcke
03-31-09, 11:39 PM
What do you mean? I installed TMO v170 today and I hate the camera inside the sub and at the bridge. I just want it to "stay there" as it used to in the stock version.

and what exactly is your camera doing? Mine just sits there as its told.

banjo
04-01-09, 05:34 PM
The binoculars in 1.7 are now too strong--way more powerful than the TBT glasses. Makes it hard to use them. Does anyone know a value that can be changed to lower their strength?

Thanks.

AVGWarhawk
04-01-09, 06:59 PM
Link on page one for TM 1.7. Come and get it fellas:rock:

virtualpender
04-01-09, 07:40 PM
Banjo - CapnScurvy has posted a fix for the binocular issue. Get it here:
http://www.subsim.com/radioroom/downloads.php?do=file&id=919

silent killer
04-01-09, 08:49 PM
thanks ducimus,as always your mods are super,

banjo
04-01-09, 09:36 PM
Thanks VP

Captain von Keldunk
04-02-09, 03:54 AM
Originally Posted by peabody http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1076209#post1076209)


If you go to Weapons.upc (in the UPCData/UPCUnitData folder) and find the 5in25calUS, that is the gun that is used when you get two.
The gun has 0 for Leader slot, if you make it one you should have both deck guns manned by AI when you get the guns. If you look in the Balao's upc file, you will see the gun is manned by a Leader and a Crewman. But there are no leaders assigned to that gun. Why it even works with only one gun is beyond me. But that's how I fixed it. If the game ends up crashing you can blame me. :yeah:. But it seems to work on the J1M.

[Weapon 7]
ID= 5in25calUS
NameDisplayable= 5"/25 Caliber Cannon
FunctionalType= WpCannon
WeaponInterval= 1944-01-15, 1945-12-01
WeaponSlotType= NULL
AmmoTypesAccepted= 5inHEUS, 5inAAUS
AmmoTypeLoaded= NULL
AmmoMagazineRemaining= 0 ;Not used
AmmoMagazineSize= 1
LeadersSlots=0 <----------- Change this to 1
WeaponCrewMembersSlots= 2

Edit: As stated above you can only man one of them, the other is AI only.

Peabody

Hello ducimus this works:D
This way I got both fore and aft gun crews for my narwhal deck guns :salute: BTW Filefront is open again by original founders :yep:

Wolfling04
04-02-09, 04:11 AM
Great mod thanks to the entire team

one question though: TMO did remove the sound contacts while surfaced correct?

ivanDurak
04-02-09, 08:54 AM
Great mod! But there is one problem - at a sight downwards through the binocular I see through a boat a sea-bottom! How it can be fixed?

CapnScurvy
04-02-09, 10:24 AM
Great mod! But there is one problem - at a sight downwards through the binocular I see through a boat a sea-bottom! How it can be fixed?

I have a new download that will correct the problems many of you are experiencing with TMO 1.7 and it's binoculars. The "MaxOptics for TMO 1.7_Binoculars" with a date of April 2, 2009 can be found "here (http://www.subsim.com/radioroom/downloads.php?do=file&id=938)". I have removed yesterdays original fix from the SubSim site and replaced it with this one dated April 2, 2009.

This modification addresses 2 issues with the TMO 1.7 Binoculars. The first issue, the extreme zoom level made it hard to focus on an object when looking perpendicular of the sub on the rocking open sea. The second issue was the ability to "see through" the subs hull when at high power.

Both issues have been corrected. The Binoculars now have two zoom levels, the first is the same as stock at 7x power. The second level is only 150% greater in magnification at 18x (rather than the 250% of the original). This should help in the stabilization of the high magnification level when looking either port or starboard yet providing an increase in stock magnification.

The issue of "seeing" through the subs hull was corrected by changing the specific parameter to a more manageable figure.



Sorry for the inconvenience :oops:

AVGWarhawk
04-02-09, 12:29 PM
Capn,

I added your hot fix link to the first page as well. :up:

ivanDurak
04-02-09, 12:44 PM
Many thanks for so fast decision of the given problem.

Wolfling04
04-03-09, 01:18 AM
I dont know if i should post this here or in RSRDC.

I get a CTD when cruising through the Ship Manuel (ID manuel). Go into Japan's ships click the left arrow. When everything is fine until i get to the ship just before/after (however you wanna look at it by left clicking) the Momi Destroyer

Mods installed: TMO 1.7
Max Optics for TMO 1.7_Binocular
RSRDC_TMOv163_v410
RSRDC_v410_Patch 2A
Uss Growler HI-RES (Kills flags)

JREX53
04-03-09, 09:45 AM
Wolfling04,

Try running TMO without RSRD and then try to duplicate the CTD, this will tell you wether it is TMO or not.

Wolfling04
04-03-09, 11:31 AM
Shoulda thought about that earlier but was really tired. Turns out it was RSRDC, I'll post in appropriate forum

My apologies

Regio Sommergibile
04-03-09, 11:56 AM
I have a strange issue here... I just swapped to another command in Pearl Harbour from the former in Freemantle. I was commanding the USS-"Salmon". Now i'm in command of the USS-Drum GATO class. Strange thing is that the conning tower is the same... I got new equipment like the new deckgun or the improved SD radar but the tower looks the same.

I had a search on Wikipedia, and the USS-"Gato" effectively had that conning tower, while the "Drum" pictured elsewere had the new one, or at least what i was thinking to get...

Here's the pics:
GATO
http://upload.wikimedia.org/wikipedia/commons/7/76/USS_Gato%3B0821235.jpg
DRUM
http://upload.wikimedia.org/wikipedia/commons/c/c6/USS_Drum_SS-228_in_Mobile.jpg

Doi just have to wait for the new towers to be implemented ? ?

Nisgeis
04-03-09, 03:10 PM
The towers were progressively cut down during the war to reduce the silhouette. The Drum there is pictured in her final war configuration, but the Gato is in her early war configuration (the pic is dated Dec 30th 1941). I wouldn't be surprised if the Gato still had the glass in her portholes in that pic. Same subs, just the fairwater was cut down.

CapnScurvy
04-03-09, 03:38 PM
I dont know if i should post this here or in RSRDC.

I get a CTD when cruising through the Ship Manuel (ID manuel). Go into Japan's ships click the left arrow. When everything is fine until i get to the ship just before/after (however you wanna look at it by left clicking) the Momi Destroyer

Mods installed: TMO 1.7
Max Optics for TMO 1.7_Binocular
RSRDC_TMOv163_v410
RSRDC_v410_Patch 2A
Uss Growler HI-RES (Kills flags)

I've tried to find a problem but I have not been able to create a CTD looking through the Recognition Manual. I did not try the Uss Growler Hi-RES mod with the above listed group, but I doubt if it has anything to do with the Rec Manual.

exponent8246
04-03-09, 04:43 PM
Hi all.

Has anybody else had numerous "file is broken" error upon unzipping??
Have downloaded 3 times now and get the same result.:wah:

Any ideas???????

Nisgeis
04-03-09, 04:46 PM
Exponent, where did you download the file from? I have heard some people have had problems from certain download locations and I have also heard that not using 7zip was a problem.

lurker_hlb3
04-03-09, 04:50 PM
I dont know if i should post this here or in RSRDC.

I get a CTD when cruising through the Ship Manuel (ID manuel). Go into Japan's ships click the left arrow. When everything is fine until i get to the ship just before/after (however you wanna look at it by left clicking) the Momi Destroyer

Mods installed: TMO 1.7
Max Optics for TMO 1.7_Binocular
RSRDC_TMOv163_v410
RSRDC_v410_Patch 2A
Uss Growler HI-RES (Kills flags)


The reason for the CTD is because there is an "incorrect" unit type for the Minekaze DD. This problem is within the RSRDC V410 Patch2a. A new version RSRDC V4102B will be up shortly

Wolfling04
04-03-09, 05:09 PM
Thanks lurker

I was posting over in RSRDC and then my internet crapped out so i decided to go to bed.

Regio Sommergibile
04-03-09, 05:18 PM
The towers were progressively cut down during the war to reduce the silhouette. The Drum there is pictured in her final war configuration, but the Gato is in her early war configuration (the pic is dated Dec 30th 1941). I wouldn't be surprised if the Gato still had the glass in her portholes in that pic. Same subs, just the fairwater was cut down.

So i should suppose to see it "changed" in some missions ? like an upgrade...

exponent8246
04-03-09, 05:20 PM
Nisgeis:

Have downloaded from the subsim downloads page.

Thats the strange thing, I thought that would be safer than any other site but it appears not??

Gutted!!!:cry:

edit: My fifth attempt at unzipping results in the same "file broken" error.

Will create a brand new download location incase of a bad block on my HDD. (just an idea)

Goin bed now, try again in the morning.

Carotio
04-03-09, 05:30 PM
Well, in case any of you having problems downloading from SHMF:
http://www.silenthuntermods.com/forum/index.php?topic=107.0
Or unpacking the archieve from there.

That archieve was packed with 7zip, which is mentioned in the thread there. I have downloaded it a couple of times with different options like browsers and download manager. Only once did I get a 7kb file size problem. Next attempt succesfull.

Just in case, you are downloading from SHMF, please report your errors there, or at least tell, where you tried from, when reporting bad archieves.

regards,
"Santa's Little Helper" :03:

das numnutz
04-03-09, 06:14 PM
Does anyone know if there is a "Decks Awash" button in TMO?

I could have sworn Ducimus wrote in the manual that he included such button on the taskbar. As usual I can't find the statement in the manual :damn: and I can't find the button on the taskbar.

And I just wanted to congratulate the entire TMO team on the amazing job. The scope of the mod is beyond anything I imagined. Same goes for OM, which to me is even more amazing to me considering they added two subs :rock:. The amount of work that had to be put into this is befuddling.

Thanks.

Das Numnutz

lurker_hlb3
04-03-09, 08:20 PM
I've tried to find a problem but I have not been able to create a CTD looking through the Recognition Manual. I did not try the Uss Growler Hi-RES mod with the above listed group, but I doubt if it has anything to do with the Rec Manual.

One note though, I see the RSRDC v410 does not completely cover all ships with the SCAF mast heights or images. Many of the images do not have the red penciled reference point marked within the Recognition Manual. Some mast heights are incorrect. I have uploaded a fix for the Recognition Manual that RSRDC v410 changes. It has all the ships that RSRDC and TMO adds to the game, with corrected mast heights where needed. The "RecManual for RSRDCv410" mod can be found "here (http://www.subsim.com/radioroom/downloads.php?do=file&id=973)".


A new version of RSRDC v410 Patch2B is up that correct the CTD, also in the Readme for Patch2A you will note that "SCAF" is part of the patch

keith_uk
04-04-09, 12:35 AM
At the moment I'm using:

TMO 162 full
TMO 170 update
RSRDC
RSRDC patch 2

I'm 5 missions into the game. Can i replace my mods with the latest versions and continue with my current campaign?

Thanks,

Keith.

CapnScurvy
04-04-09, 01:06 AM
A new version of RSRDC v410 Patch2B is up that correct the CTD, also in the Readme for Patch2A you will note that "SCAF" is part of the patch

Thanks Lurker for including SCAF in the latest Patch2B. I just checked it out and the Recognition Manual is in good order!! I will remove the "RecManual for RSRDCv410" since its not needed with your comprehensive Patch. Great work!!

The order of activation should be:
TMO 1.7
Max Optics for TMO 1.7_Binocular
RSRDC_TMOv163_v410
RSRDC_v410_Patch 2B

===========================


At the moment I'm using:

TMO 162 full
TMO 170 update
RSRDC
RSRDC patch 2

I'm 5 missions into the game. Can i replace my mods with the latest versions and continue with my current campaign?


I'm fairly sure you can not. There are files that will overwrite each other making a problem like a CTD. The best thing to try is download the latest and see what happens. If a CTD occurs remove the latest mods and continue using the older set until you finish. That's the great thing about JSGME, you can move complete sets of mods in and out with ease.

NeonsStyle
04-04-09, 08:46 AM
Hi,

I am getting crashes after installing TM 1.7 for vers 1.5 sh4. It reports "file not found: data/menu/data/black80.tga".

After that, there's a warning that shows up:

"There is a new (not implemented) Page: <ChooseLoadSave> !

Then another Error Black80 again
data/menu/skins/american/gui/intelligenceunits/paper.dds not found
black80 again
then same folder as 2 above ../layout/radio_messages.dds
data/menu/gui/tdc/tdc/tdc_metric.tga
etc etc it just keeps going. It tries to run, but the error msgs keep tripping it over, and it just gets stuck in the error. In the end, the only solution is to end task.

I have these mods installed:

Dark Regognition Manual
Hi Res Redfin Balao
Oaks Hud Gauges
Trigger Maru Overhaul 1.7 (which I assume is the full mod complete).

I removed all mods except Trigger Maru, and the load went further, but the errors still
persist. It's now a standard game + trigger maru, and won't load. Only option so far is to bin TM, but I've read so much about it, I'd really not like to do that.

Could someone please let me know how to fix this, there is nothing in the FAQ on this problem.

I originally had a whole lot of mods installed n they all worked well, but I figured smart thing is to remove all of them n test out TM first.

banjo
04-04-09, 09:34 AM
Remove all mods. Install TMO 1.7. Start a new career. Try that first. If no luck post again for help from others.

mike_espo
04-04-09, 10:25 AM
Wow! Love this mod!:yeah:

Having a little trouble controlling the deck gun though. When you look through the eyepiece, it is very very difficult to center on target. Vertical is fine, but horizontal is very tough. I don't know if its due to the mouse I use or something else, but the target jumps a lot in the horizontal plane.

NeonsStyle
04-04-09, 11:13 AM
Remove all mods. Install TMO 1.7. Start a new career. Try that first. If no luck post again for help from others.


I did that... as I said in my post. Only thing in there, was TM, no other mods... no chance of starting another career, as I don't even reach the main menu. It falls over during load on entry screen.

CapnScurvy
04-04-09, 11:18 AM
Wow! Love this mod!:yeah:

Having a little trouble controlling the deck gun though. When you look through the eyepiece, it is very very difficult to center on target. Vertical is fine, but horizontal is very tough. I don't know if its due to the mouse I use or something else, but the target jumps a lot in the horizontal plane.

Mike, back off the max zoom level when moving left or right. There are three views for the deck gun. The first when you're at the gun station standing next to the gun. By moving the mouse wheel or pressing the Tab key you have 2 other magnified zoom levels. The highest level is increased by about 125% over the stock zoom level. The middle zoom level will increase magnification by only 50% over stock, it's much slower to move horizontally and easier to control.

CapnScurvy
04-04-09, 11:34 AM
I did that... as I said in my post. Only thing in there, was TM, no other mods... no chance of starting another career, as I don't even reach the main menu. It falls over during load on entry screen.


Venus, it sounds as if the game is looking for a file it shouldn't be looking for.


It reports "file not found: data/menu/data/black80.tga".

After that, there's a warning that shows up:

"There is a new (not implemented) Page: <ChooseLoadSave> !

Then another Error Black80 again
data/menu/skins/american/gui/intelligenceunits/paper.dds not found
black80 again
then same folder as 2 above ../layout/radio_messages.dds

With all mods removed, have JSGME check the original game snapshot files for corruption. You did take a "snapshot" of a clean SH4 installation didn't you when you first installed JSGME? It sounds like a file has been left in the game by possibly removing a mod out of order from their original activation. JSGME tries to keep things square, but it doesn't always work as intended. If you get frustrated and find you have no other course, a clean reinstall of SH4 may be in order.

NeonsStyle
04-04-09, 11:45 AM
Remove all mods. Install TMO 1.7. Start a new career. Try that first. If no luck post again for help from others.

I did that the first time as I said in my post. But, I did it again. I completely REMOVED ALL MODS including TMO. The game ran fine. I reinstalled TMO, added it into JSGME, activated it... game crashes with the same errors. :damn:

I do not have the Uboat version of the game. My current vers of SH4 is 1.4 and is now Stock, with only TMO installed, and it keeps crashing. Works perfectly without TMO. :damn:

Can someone help please?

JGoldrick
04-04-09, 12:14 PM
I did that the first time as I said in my post. But, I did it again. I completely REMOVED ALL MODS including TMO. The game ran fine. I reinstalled TMO, added it into JSGME, activated it... game crashes with the same errors. :damn:

I do not have the Uboat version of the game. My current vers of SH4 is 1.4 and is now Stock, with only TMO installed, and it keeps crashing. Works perfectly without TMO. :damn:

Can someone help please?

I have a thought, TMO version 1.7 is NOT compatable with stock 1.4, you will need to have the 1.5 version, which is the U-Boat add-on. I believe it is in Ducimus' readme file. Just a thought.

NeonsStyle
04-04-09, 12:41 PM
I have a thought, TMO version 1.7 is NOT compatable with stock 1.4, you will need to have the 1.5 version, which is the U-Boat add-on. I believe it is in Ducimus' readme file. Just a thought.

Well, a fat lot of good it is there... There is no mention of that on the first page to this thread. What use is it in the readme? Do I have to download a massive file only to find out it's of no use??? Sheesh!!!! :damn::damn::damn:

Come on, little thought. :(

Anyway, thanks Goldrick. I've just reinstalled the game twice, dumped everything and now I find out I've been wasting my time. Wish people would make things clear... know it's not your fault... just feel frustrated. :(

OK, so what version of TM is suitable to 1.4? Where is the link to it? Thanks, least you saved me wasting more time on it.

Ven

lurker_hlb3
04-04-09, 12:50 PM
Well, a fat lot of good it is there... There is no mention of that on the first page to this thread.


From the Readme on the first post of this thread


DOWNLOAD LINKS:
You can always find the latest version of TMO 1.7 for SH4 version 1.5 here:



OK, so what version of TM is suitable to 1.4? Where is the link to it?http://hosted.filefront.com/Ducimus554/2193187

das numnutz
04-04-09, 02:26 PM
Would anyone care to take a stab at my previous question regarding the existence of a "Decks Awash" button?

CapnScurvy
04-04-09, 08:03 PM
Would anyone care to take a stab at my previous question regarding the existence of a "Decks Awash" button?

No such button exists on the HUD, nor is it in the OrdersBar.cfg file which creates the game HUD buttons.

If you want a decks-awash height, just mouse click the depth guage on the bottom right of the game interface. About half way between periscope depth and surfaced should be a good start.

NeonsStyle
04-05-09, 02:34 AM
From the Readme on the first post of this thread






http://hosted.filefront.com/Ducimus554/2193187


Thankyou Lurker :)

exponent8246
04-05-09, 07:03 AM
Hi all.

What would the possibility be of somebody uploading this file (TMO 1.7) to filefront seen as though it appears to be up and running again?

I am having numerous problems with "corrupt data" upon unzipping wth 7-zip.

Have tried the download on SH4downloads and also dumicus's own site with the same errors.

Cannot figure out what the problem could be???

Everybody else seems to be able to download and unzip without any problems.

CapnScurvy
04-05-09, 08:44 AM
Hi all.

What would the possibility be of somebody uploading this file (TMO 1.7) to filefront seen as though it appears to be up and running again?

I am having numerous problems with "corrupt data" upon unzipping wth 7-zip.

Have tried the download on SH4downloads and also dumicus's own site with the same errors.

Cannot figure out what the problem could be???

Everybody else seems to be able to download and unzip without any problems.


When you tell the doctor your arm hurts when you do this (moving the arm up and down). The doctor responds:

"If your arm hurts when you do 'dat............ Don't do 'dat!!"


If 7-zip's a problem use another tool like WinRAR found here (http://www.rarlab.com/).

Vacquero
04-05-09, 09:42 AM
Hello, just installed TMO 1.7 and RSRDC, started a new career out of Pearl may 1942. First mission was to Midway, to block the IJN fleets. Well I found them on sonar, but I get no information on the map (and yes I deleted the the proper files in menu/gui). I spotted a DD, but still nothing shows up on the map. I have several mods running on top of SH4 1.5, which are;

TMO 1.7
TMO_RSRDCv163_410
TMO_RSRDCV410_patch 2B
Kosh_umark
Max Optics for TMO 1.7_binocular
3000 yard-meter bearing tools
SH4 tool tips mods R1 big
Free American Weapons and upgrades

With all of these, the game worked until I installed TMO 1.7 and RSRDC patch 2B. Any ideas?

banjo
04-05-09, 10:06 AM
A general question--when you start a new career you are offered difficulty options--easy, normal, hard, realistic, if I remember correctly. In TMO how does these choices affect the game? Anyone know?

Vacquero
04-05-09, 10:07 AM
Ok, I'm a dumbass. Just realized I had the map contact updates turned off!:damn: I'll just go...... place.... Geez that was dumb.

exponent8246
04-05-09, 11:31 AM
When you tell the doctor your arm hurts when you do this (moving the arm up and down). The doctor responds:

"If your arm hurts when you do 'dat............ Don't do 'dat!!"


If 7-zip's a problem use another tool like WinRAR found here (http://www.rarlab.com/).

Nice analogy:DL

Thats the problem, I realised that it just wasnt working with 7-zip (I even downloaded earlier versions of 7-zip just to be sure) so I then went on to try WinRAR with exactly the same results.
I get around 50% unzipped then :damn:
In a couple of cases I have even had an completely unopenable download which means delete and download again!:down:

Its incredibly dissapointing because I love TMO.

It has got to be a fault on my side because NOBODY else has reported a similar fault!!

Its funny because I have been downloading TMO and its variants for months now without any bad downloads so im a little frustrated with it.

Could it be a router problem??

Hmuda
04-05-09, 12:44 PM
Ok, I'm a dumbass. Just realized I had the map contact updates turned off!:damn: I'll just go...... place.... Geez that was dumb.
As far as I can tell, it's still only affecting the realism options. But it seems that TMO altered the presets quite a bit, so even easy will ahve most options turned on. So after you start a new campaign, remember to fine tune the realism with the radio in your office.

Regio Sommergibile
04-05-09, 04:39 PM
Mabe i'm an idiot, or a drunkard...dunno, but i can't find anymore instructions to change the dates of new conning tower /the famous one) for GATO class submarines...

I thought it was in first post days ago, then i haven't cheked again.
I'd like to have it in 1943 not another year without it...

exponent8246
04-06-09, 09:59 AM
AT LAST!!!!!!!!

Have managed to download without file corruption!!:woot::yeah:

Used a download manager which did the trick.

Havent solved my initial download problem though but who cares when I can start a new career sinking jap ships!!:rock:

CapnScurvy
04-06-09, 11:02 AM
AT LAST!!!!!!!!

Have managed to download without file corruption!!:woot::yeah:

Used a download manager which did the trick.

Havent solved my initial download problem though but who cares when I can start a new career sinking jap ships!!:rock:

Good for you!!! :03:

What download manager did you use?

It makes sense to use one if your broad band connection is not allowing for such a large file to be completely downloaded at one time (that's usually an issue from the various DSL/internet providers, every provider does it differently).

exponent8246
04-06-09, 11:59 AM
Hi CaptScurvy,

I used a program called Download Accelerator Plus (free version).

Im usually a bit wary of download accelerators and such but I decided to go for broke.

Its a reliable and easy to use program, I recommend it to anyone suffering download interruption etc. (sound like a salesman)!!:haha:

Im using Sky broadband at the moment but after this experience im considering a different provider??

Regio Sommergibile
04-06-09, 01:42 PM
:88)I think i made a mess trying to mod a little the UNITPARTS file to have the 2° conning tower for "GATO" class about at the second patrol with it. I'm now 30 January of 1943. And i should have still the "Tambor" class model.

This is my code for the first one to be introduced as it is in my TMO DATA folder...
[UnitPart 2]
ID= GatoConningMedWar
Type= GatoConningTower ;Can only placed on unit parts slot of this type
NameDisplayable= The aft bridge fairwater and periscope shear plating has been removed to reduce silhouette.
UnitPartInterval=1942-07-01, 1943-01-29
ExternalLinkName3D= data/objects/Conning_Gato_02
HullTextureNameOverride=data/Submarine/NSS_Gato/NSS_Gato_T01.tga
HullLightmapTextureNameOverride=data/Submarine/NSS_Gato/NSS_Gato_O01.tga
HullNormalmapTextureNameOverride= NULL
MenuSilhouetteTextureNameOverride= Gato_Class_02.tga

I set sail minuets ago, but i had no conning tower at all! :o I think that maybe some dates are crossed or something else... maybe just i wrote wrong, dunno. Seems strange and illogical though, as i checked the dates i was going back to base and when i received the Gato after the last patrol...
Anybody can help ??

ivank
04-06-09, 02:35 PM
does this version inculde the US Torpedo Overhaul mod?

CapnScurvy
04-06-09, 04:56 PM
:88)I think i made a mess trying to mod a little the UNITPARTS file to have the 2° conning tower for "GATO" class about at the second patrol with it. I'm now 30 January of 1943. And i should have still the "Tambor" class model.

This is my code for the first one to be introduced as it is in my TMO DATA folder...
[UnitPart 2]
ID= GatoConningMedWar
Type= GatoConningTower ;Can only placed on unit parts slot of this type
NameDisplayable= The aft bridge fairwater and periscope shear plating has been removed to reduce silhouette.
UnitPartInterval=1942-07-01, 1943-01-29
ExternalLinkName3D= data/objects/Conning_Gato_02
HullTextureNameOverride=data/Submarine/NSS_Gato/NSS_Gato_T01.tga
HullLightmapTextureNameOverride=data/Submarine/NSS_Gato/NSS_Gato_O01.tga
HullNormalmapTextureNameOverride= NULL
MenuSilhouetteTextureNameOverride= Gato_Class_02.tga

I set sail minuets ago, but i had no conning tower at all! :o I think that maybe some dates are crossed or something else... maybe just i wrote wrong, dunno. Seems strange and illogical though, as i checked the dates i was going back to base and when i received the Gato after the last patrol...
Anybody can help ??

I'm no expert on this file at all but, when I look at what you've posted I'm wondering if the line

UnitPartInterval=1942-07-01, 1943-01-29

doesn't need a space after the "=". Like this:

UnitPartInterval= 1942-07-01, 1943-01-29

I notice several of the other lines don't have a space after the "=" either. I just know from past experience the lack of a space or the addition of one makes a difference in how some written files get read.

Regio Sommergibile
04-06-09, 05:04 PM
Never thought about it thanks, i'll try it!

PL_Andrev
04-07-09, 11:25 AM
The problem of player's immortality ship still has not been resolved.

In the multiplayer game where a player is disconnected or killed when his ship was submerged or was on the surface, this sub is not destroyed in the escort's fire.

jmr
04-08-09, 11:24 PM
I don't know if this is intended or not but I am unable to manually adjust mast height in the stadimeter with TMO 1.7 with manual targeting enabled

Sonicfire1981
04-09-09, 02:47 AM
Great work. Missed the heading lines for contacts first, but i totally got into that. much more fun to figure out course by oneself and setting intercept course based on that data. (concerning the map symbols - aircrafts are too small to see on a reasonable scale once sighted. I always lose visual contact when my crew establishes it. lol. Can easily fixed by user himself, so no biggy. should there ever be a new version tho, you might want to overlook it.)

Some troubles with museum plus OM (game crashes when loading is done. something about nodes an'stuff). OM wont be fixed concerning that. but who likes museums anyways when you can encounter all these ships "for real"?

special thanks for the maxoptics. Is there a way to get them to work in RFB?

CapnScurvy
04-09-09, 01:17 PM
special thanks for the maxoptics. Is there a way to get them to work in RFB?

RFB has a magnified view in some of their stations; attack and observation periscopes, as well as the deck gun. It's not as strong a magnification as MaxOptics for TMO but it does help in stadimeter use when applying the waterline image over the reference point. I'm working on a release of SCAF for RFB and will include a MaxOptics version with it.

I should admit, I'm not entirely satisfied with the MaxOptics for TMO_Binoculars fix. The Bino part is fine, the binoculars have decreased their magnification which allowed for a bit steadier view when the option "No Stabilized View" is enabled. The deck gun however, should have the magnification reduced to allow for a slower movement (left and right) allowing greater control of the movement, yet still provide a magnified zoom view over stock. Unlike the Periscope views, the "Control" key does not slow down the movement left or right. I've looked but I can't figure it out how to make the Ctrl key command work in the deck gun station.

=========


I don't know if this is intended or not but I am unable to manually adjust mast height in the stadimeter with TMO 1.7 with manual targeting enabled


I know it wasn't done by me.

There is a problem in attempting to move the mast height adjustments manually though. The game developers never intended for this function to occur. If they did, we would have had a specific dial for both Metric and Imperial game play, we don't (OK, one dial does have a text which reads "Range in Feet" but look at the figures, their exactly the same compared to the other. The min reads 15, the max reads 130).

What are you going to do when an Ise BB shows up in front of you and your using the Imperial measurements? The stock game has the mast height at 164 ft. Where's the 164 ft found on the dial that only goes up to 130? Although the outer mast height ring is movable, the Attack Data tool wasn't designed to manually set mast height to send to the TDC. Really it's just for show.

Aniuk
04-09-09, 05:14 PM
I have a small problem with TMO 1.7. Never had this with any of the previous versions of TMO: The radio is not showing when I click the button in the MISC.

Anyone?

thanks in advance, Aniuk

jmr
04-09-09, 09:55 PM
Thanks for the explanation CapnScurvy.

Shado
04-10-09, 07:30 AM
About the radio,
I believe when I go to the Misc screen and then select the Map (the one that shows the Pacific Area of Operation, that the radio show up in the lower right hand corner. I use TMO 1.7 with patches. I don't know if this helps or not. Hope it does :DL

Vikinger
04-10-09, 04:21 PM
You are right Shado :)

Only problem i have when it show up is that the texture looks like a part of the recognition manual. But i can se the radio buttons ( barely) and start it.

Armistead
04-10-09, 04:36 PM
Anyone else having problems dialing in the deckgun with maxoptics in 1.7. I had this same problem before when I used it before TMO added it. Just can't tune in degrees. Try to move one degree left or right it sort of takes way off several degrees.

mike_espo
04-11-09, 09:08 AM
Anyone else having problems dialing in the deckgun with maxoptics in 1.7. I had this same problem before when I used it before TMO added it. Just can't tune in degrees. Try to move one degree left or right it sort of takes way off several degrees.

Yep. Have the same problem. But I guess it makes it tougher....:D

Florida Sailor
04-11-09, 09:49 AM
I have a small problem with TMO 1.7. Never had this with any of the previous versions of TMO: The radio is not showing when I click the button in the MISC.

Anyone?

thanks in advance, Aniuk

It's a pull down with a map attached now. It is located in the upper left corner. Grab it and pull it down and to the right.


Hover your mouse over the dials and you will see this:
Play
http://i195.photobucket.com/albums/z107/davegrayson/To%20Forum/Play.jpg
Next Station
http://i195.photobucket.com/albums/z107/davegrayson/To%20Forum/Next.jpg
Previous Station
http://i195.photobucket.com/albums/z107/davegrayson/To%20Forum/Previous.jpg
Stop
http://i195.photobucket.com/albums/z107/davegrayson/To%20Forum/Stop.jpg
Hide
http://i195.photobucket.com/albums/z107/davegrayson/To%20Forum/Hide.jpg
Click on them once you see the tool tip.

:03:
Dave

exponent8246
04-11-09, 11:41 AM
Installed TMO 1.7 with RSRDC and Monsun V700 + Patch 3 and other sub skin mods.

When I dive to periscope depth (or any depth), my crew stay on the tower, is there is fix for this???

Unless some of the crew are human/dolphin hybrids with advanced sonar then I would leave them there!!

Any ideas people?

Aniuk
04-11-09, 01:44 PM
It's a pull down with a map attached now. It is located in the upper left corner. Grab it and pull it down and to the right. Dave

Thank you, Sir.

banjo
04-11-09, 02:46 PM
Crew staying on the bridge when sub dives is usually caused by Alt Tabbing out of the game. Causes other glitches too.

exponent8246
04-11-09, 04:14 PM
ok banjo, it isnt happening now so you must be right!!

thanks bud!:yeah:

CapnScurvy
04-11-09, 04:17 PM
Anyone else having problems dialing in the deckgun with maxoptics in 1.7. I had this same problem before when I used it before TMO added it. Just can't tune in degrees. Try to move one degree left or right it sort of takes way off several degrees.

Yep. Have the same problem. But I guess it makes it tougher....:D

I have uploaded a fix which I hope will correct the Deck Gun issue of lacking precise horizontal control. I removed my past fix for the TMO Binoculars and incorporated the latest fix with it.

The Deck Gun has been corrected by slowing down the horizontal movement. This will still allow for the MaxOptics magnified views, but create a more precise control of the gun left/right.

Also,

A SCAF (Ship Centered, Accuracy Fix) "tool tip" was added to both American and German side of play. The "tool tips" will explaining what is marked on the Recognition Manual pictures, and what you should do to receive a correct manually found range.

Note: The latest fix has the date 4/11/09 in it's title. I put it on the same download thread site as the previous fix so it could be easily found at the TMO 1.7 main thread. A link to "MaxOptics & SCAF fix for TMO 1.7_41109" can be found "here (http://www.subsim.com/radioroom/downloads.php?do=file&id=938)". Just ignore the released date of 04-02-2009 of the older fix.

OneTinSoldier
04-11-09, 08:45 PM
Thank you so much CapnScurvy! :yeah:

JGoldrick
04-11-09, 09:03 PM
Does this replace the "Max Optics for TMO1.7 Binocs", or do we add it after the mod? Thanks.

OneTinSoldier
04-11-09, 09:26 PM
Well you would install TMO_1.7, and then download and install CapnScurvy's latest "MaxOptics & SCAF fix for TMO 1.7_41109" mod.

From a previous post in this thread by CapnScurvy...

The order of activation should be:
TMO 1.7
MaxOptics & SCAF fix TMO1.7_41109 <-- this is the latest version as of today
RSRDC_TMOv163_v410
RSRDC_v410_Patch 2B

Hope that helps

Wolfling04
04-12-09, 01:32 AM
One question, Im running TMO 1.7 and i'm still receiving hydrophone contacts while surfaced

any suggestions?

OneTinSoldier
04-12-09, 02:05 AM
I think that's consider normal Wolfling04. Apparently from what I've read here on the forums in response to other people that have asked about this, U.S. Fleet Boats had their hydrophones mounted on the bottom of the hull. Different from German U-Boats which had theirs mounted up on the deck.

Regards

Wolfling04
04-12-09, 06:09 AM
Thank you One, i thought i had read somewhere that TMO removed the hydrophone contacts while surfaced

AVGWarhawk
04-12-09, 07:03 AM
Thank you One, i thought i had read somewhere that TMO removed the hydrophone contacts while surfaced

TMO does keep hydrophone contacts while surfaced. It was up for debate though because the chin sonar could hear supersonic sounds but only if the sub was at very low revs on the engines or even stopped. The game allows it at all speeds.

OneTinSoldier
04-12-09, 12:18 PM
Thanks AVGWarhawk,

I always thought it was probably a little silly to pick up contacts while surfaced. My thought was that surface clutter noise would be too high to pick anything greater than visual range anyway. But yeah, I can see how engine noise from ownship while on the surface would be prevalent too.

Wolfling04
04-12-09, 04:35 PM
TMO does keep hydrophone contacts while surfaced. It was up for debate though because the chin sonar could hear supersonic sounds but only if the sub was at very low revs on the engines or even stopped. The game allows it at all speeds.


Is there any way to mod it so that at a certain speed you cant hear any hydrophone contacts?

kylesplanet
04-12-09, 10:35 PM
I'm having the same issue with the radio. I know how the pull down map works but it doesn't show up. The texture is missing. It shows up as part of the recognition manual and for some reason won't stop on scripted events. :hmmm:

AVGWarhawk
04-13-09, 12:52 PM
Is there any way to mod it so that at a certain speed you cant hear any hydrophone contacts?

What LukeFF did in RFB was not let the sonar work until you hit about 30 feet when submerging. This is was the only way to handle leaving it working as in TMO or just shutting it off all together. Also, by doing this you are slowed down when submerging.

ivanDurak
04-15-09, 12:52 AM
Greetings! One problem. In the end of the second patrol at the approach to Pearl Harbour i'm having CTD. In what there can be a reason?

Munchausen
04-15-09, 11:57 AM
In the end of the second patrol at the approach to Pearl Harbour i'm having CTD. In what there can be a reason?

Are you using any other mods besides TMO?

thumper
04-15-09, 07:12 PM
I think i have found the best combination of mods to use..TMO 1.7 and FOTRS sound file..You will see some beautiful fuel explosions..So far this has not slowed down the frame rates or caused a crash to desk top..:D

rcdem
04-16-09, 12:30 AM
Great mod.

Thanks.

ivanDurak
04-16-09, 12:55 AM
Are you using any other mods besides TMO?

TMO+RSRDC+Real Environtment+Light Fog

lurker_hlb3
04-16-09, 06:47 AM
Greetings! One problem. In the end of the second patrol at the approach to Pearl Harbour i'm having CTD. In what there can be a reason?

1. What date
2. What location ( position as close as possible )
3. What Sub
4. What mods in install order
5. Can you recreate CTD on demand

ivanDurak
04-16-09, 10:26 AM
1. What date
2. What location ( position as close as possible )
3. What Sub
4. What mods in install order
5. Can you recreate CTD on demand

Hi, there! Regarding your previous message:
1. February 1942
2. 20 nm on West from port Pearl Harbour
3. Gar submarine
4. FooBor's skins
- TMO 1.7
- Crew Quarters for TMO 163
- MaxOptics@SCAF fix TMO 1.7
- RSRDC 410+patch 2B
- BBAlabama_BBMontana
- IJNNagato_IJNMyoko
- Real Environment+Warships retextured
- Lite fog
- Webster's Real Lifeboats fix
- Webster's ship draft @ manuvering fix
- ShipDisplasementVariation_V1
- Longer ship Wake
- Row_sound effect 9
5. I can't recreate CTD now, because I was really angry and uninstalled the game

Roger Dodger
04-16-09, 01:41 PM
I think i have found the best combination of mods to use..TMO 1.7 and FOTRS sound file..You will see some beautiful fuel explosions..So far this has not slowed down the frame rates or caused a crash to desk top..:D

What is FOTRS? More importantly, WHERE is it? I really like the sound additions in TMO and RSRDC. The more, the better, as far as I'm concerned.

Thanx for the info.

EDIT: Never mind, I found it. FALL OF THE RISING SUN (FOTRS). Sorry, forgot to copy the link.

lurker_hlb3
04-16-09, 05:30 PM
Hi, there! Regarding your previous message:
1. February 1942
2. 20 nm on West from port Pearl Harbour
3. Gar submarine
4. FooBor's skins
- TMO 1.7
- Crew Quarters for TMO 163
- MaxOptics@SCAF fix TMO 1.7
- RSRDC 410+patch 2B
- BBAlabama_BBMontana
- IJNNagato_IJNMyoko
- Real Environment+Warships retextured
- Lite fog
- Webster's Real Lifeboats fix
- Webster's ship draft @ manuvering fix
- ShipDisplasementVariation_V1
- Longer ship Wake
- Row_sound effect 9
5. I can't recreate CTD now, because I was really angry and uninstalled the game

To be honest with you, any of the modes "after" RSRDC "may" have caused your problem. I would recommend that you reinstall the game and use only these mods in the following order

- TMO 1.7
- MaxOptics@SCAF fix TMO 1.7
- RSRDC 410+patch 2B

Also "before" you reinstall, remove the SH4 directory from your "My Documents" directory of your logged in user.

With the above three modes I think you will have an enjoyable game.

ivanDurak
04-17-09, 02:56 AM
With the above three modes I think you will have an enjoyable game.

Thank you very much for your advice! How about Real Environment & Lite Fog?

Vikinger
04-17-09, 05:28 AM
I can only talk about the Lite fog. Its just a small fog fix for the enviroment mod and that it self wont affect your CTD.

After you have installed the mod order lurker suggested you can then install the enviroment mod and if you want the fog fix you should install the lite fog as last.

Just install the 1 (First) main file from enviroment mod and and you can install the option water reflections. But the others that comes whit that mod like splash and roll mod is not fully compatible whit TMO+RSRDC.

The ship displacement variation mod. I dont think that mod cause CTD BUT it can have a downside if the ships tonnage value are +10% ( Max values for the tweak) more than standard, the ship can move real slow. Under some odd circumstances ive noticed this my self. But like i said, it wont cause any CTD.

Longer shipwake wont cause it either. Its just a graphical tweak.

ivanDurak
04-17-09, 07:09 AM
It is impossible to understand, why in the first patrol all these mods are worked, but in the second - CTD?

Vikinger
04-17-09, 07:23 AM
Sometimes the game behavie odd.

I have plenty of mods installed and during one mission i had a CTD when the game was loading when i was about to start a patrol. I had not done any changes.

it happends from time to time but thos times ive encounterd a CTD its often if i have installed a mod during a patrol. or even durin a campaign.
Some mods need a fresh campaign to work properly.

And if you have installed, de-installed and then re-installed mods severly times ,that could also cause corrupt files or most likely missing files.

I had once a missing sound file that caused a CTD.
Sometimes even the order of whitch you install the mods affect.

Best way is to do a re-install of the game. And then install the major mods first. Then test so it works, then install smaller mods one by one and test so it works.

If the game works fine but you have a crash at a certain time and you can replicate it every time at that point then its most likey that the campaign layer/mission that is borked somehow. But i have not encounterd that whit the TMO and RSRDC.


Try and use only one of this mods:

- Webster's ship draft @ manuvering fix
Or
- ShipDisplasementVariation_V1

Perhaps you can remove this file also.
- Row_sound effect 9

Iam not sure but every item that has a sound attatched and when they try to play that specific sound, and if the file is corrupt or missing it can cause a CTD. But its just a wild guess here.


Iam running nearly same mods as you except for the
- MaxOptics@SCAF fix TMO 1.7
Ive never tryed it so i cant say much about it

I can say that you can install

- TMO 1.7
- RSRDC 410+patch 2B
- BBAlabama_BBMontana
- IJNNagato_IJNMyoko
- Real Environment+Warships retextured
- Lite fog
- Webster's Real Lifeboats fix
- Webster's ship draft @ manuvering fix
- Longer ship Wake

Whit out any problem. At least i know thos mods are fully compatible.

lurker_hlb3
04-17-09, 07:28 PM
Sometimes the game behavie odd.

I have plenty of mods installed and during one mission i had a CTD when the game was loading when i was about to start a patrol. I had not done any changes.

it happends from time to time but thos times ive encounterd a CTD its often if i have installed a mod during a patrol. or even durin a campaign.
Some mods need a fresh campaign to work properly.

And if you have installed, de-installed and then re-installed mods severly times ,that could also cause corrupt files or most likely missing files.

I had once a missing sound file that caused a CTD.
Sometimes even the order of whitch you install the mods affect.

Best way is to do a re-install of the game. And then install the major mods first. Then test so it works, then install smaller mods one by one and test so it works.

If the game works fine but you have a crash at a certain time and you can replicate it every time at that point then its most likey that the campaign layer/mission that is borked somehow. But i have not encounterd that whit the TMO and RSRDC.


Try and use only one of this mods:

- Webster's ship draft @ manuvering fix
Or
- ShipDisplasementVariation_V1

Perhaps you can remove this file also.
- Row_sound effect 9

Iam not sure but every item that has a sound attatched and when they try to play that specific sound, and if the file is corrupt or missing it can cause a CTD. But its just a wild guess here.


Iam running nearly same mods as you except for the
- MaxOptics@SCAF fix TMO 1.7
Ive never tryed it so i cant say much about it

I can say that you can install

- TMO 1.7
- RSRDC 410+patch 2B
- BBAlabama_BBMontana
- IJNNagato_IJNMyoko
- Real Environment+Warships retextured
- Lite fog
- Webster's Real Lifeboats fix
- Webster's ship draft @ manuvering fix
- Longer ship Wake

Whit out any problem. At least i know thos mods are fully compatible.

FYI

Loading BBAlabama_BBMontana & IJNNagato_IJNMyoko mods on top of RSRDC is a waste of time. I don't use "Genric BB's" in any of my campagin layers. The only time you may ever see these units is in the museum.

JREX53
04-17-09, 07:55 PM
Hotfix patch 04/17/09
For Trigger Maru Overhauled version 1.7 for Silent Hunter 4 version 1.5

1. Fixed typo in equpiment upgrades that prevented JP sonar from being available throughout 1944. This was most noticeable after getting a refit and the sonar disappearing for no apparent reasons.

2. Update optional mod for stern deck gun as it was also effected by issue cited above.

3. Camera.dat file from TMO version 1.6.3 is included in this hotfix. This will bring all the binocular, periscope, deck gun views, etc back to their previous setting before version 1.7 of TMO. If you want to run Captain scurvey's max optics mod for TMO 1.7, enable it AFTER this hotfix.

Installation:
(Enable mods in this order:)

TriggerMaru_Overhaul_17
TMO_Hotfix_041709
Any TMO optional mod from the support directory
Max optics Binoc fix by CaptScurvy (Optional mod)
RSRD for TMO 1.7 by LurkerHib3 (Optional mod)



This patch should not negatively effect any game in progress, either in port or at sea. You will not have to restart a game, nor return to port to enable this hotfix.

If any more nasty bugs occur, an updated hotfix may appear. Any future hotfixes, should they become neccessary, will be cumulaitve and stamped with the date at which they were created. This one being 041709. This means that should i have to make any more hotfixes, delete the previous one, and use only the one with the latest date.



D/L link:
http://hosted.filefront.com/Ducimus554/

kylesplanet
04-18-09, 12:35 AM
Am I the only one with the radio texture missing or is anyone else having this problem? :hmmm:

letterboy1
04-21-09, 09:18 AM
Is air radar still automatic as usual? I just started my first mission in a long time and I'm using TMO 1.7 with the two hot-fixes. I went from Pearl all the way to Midway without detecting any planes. What am I doing wrong? I raised the antenna but still no contacts.:cry:

banjo
04-21-09, 09:57 AM
In TMO air radar is automatic and always on. Raising/lowering the antenna is for when you are submerged--so you can check for air contacts prior to surfacing. The amout of air traffic was reduced in TMO 1.7 over earlier versions where it was thought air traffic was unrealistically heavy.

You are doing nothing wrong.

sortofredhead
04-21-09, 02:59 PM
I've installed TMO 1.7 with the hotfixes and then RSRDC _TMOv163_v410 and then its patch 2B (as this is the latest version for TMO 1.7 from what was in sticky) and notice that I do NOT have the TMO keyborad commands but the stock ones. Is this because of adding RSRDC? thanks for any assistance.

Red

letterboy1
04-21-09, 03:02 PM
Thanks for the reply, Banjo. I've taken almost a year off from SH4 and feel like a noob again. :D

AVGWarhawk
04-21-09, 03:25 PM
I've installed TMO 1.7 with the hotfixes and then RSRDC _TMOv163_v410 and then its patch 2B (as this is the latest version for TMO 1.7 from what was in sticky) and notice that I do NOT have the TMO keyborad commands but the stock ones. Is this because of adding RSRDC? thanks for any assistance.

Red

RSRD did not cause this. Using JSGME I have noticed that some files are left behind and are mixed. In your other thread you were loading all the mods and I suspect files are mixed. This has happened to me before, the only way around it for me was a fresh install of SH up to 1.5, JSGME and then activating the mods. To be sure, deactivate RSRD and see if the TMO keyboard layout is working. If not, then I recommend a fresh install of the game.

CapZap1970
04-21-09, 05:43 PM
Sorry to keep bothering with this, but is there a way to restore the color contacts and tails with RFB?
Thanks again for any help I can get about this. :up:
CapZap

sortofredhead
04-21-09, 07:51 PM
Thanks AVG. OK, I uninstalled everything and reinstalled. Ihave SH4 1.5 and then installed TMO 1.7 overhaul withhotfixes. Also ut in crew quarters mod. I stopped and ran it:

Still no keyboard change - it has the stock keyboard commands
Crew Quarters stiil not on sub.

I used Jsgme to install the mods. Has TMO gone back to stck keyboard commands? Anyone have any advice on this issue? I am running Vista and have no issues getting game to run. In fact an older TMO I played with did take with the new keyboard commands (I remember this). Thanks to evryone for your help.

Red

kylesplanet
04-21-09, 08:03 PM
Thanks AVG. OK, I uninstalled everything and reinstalled. Ihave SH4 1.5 and then installed TMO 1.7 overhaul withhotfixes. Also ut in crew quarters mod. I stopped and ran it:

Still no keyboard change - it has the stock keyboard commands
Crew Quarters stiil not on sub.

I used Jsgme to install the mods. Has TMO gone back to stck keyboard commands? Anyone have any advice on this issue? I am running Vista and have no issues getting game to run. In fact an older TMO I played with did take with the new keyboard commands (I remember this). Thanks to evryone for your help.

Red

Are you in port? You have to be for the changes to take place. I think you have to start a new career after installing TMO 1.7.

sortofredhead
04-21-09, 09:13 PM
Yes i did start a new career and still no change, still the stock SH4 keyboard commands. Really odd. And again the small MOD to have a 'crew quarters' added to all subs is also "ignored" although I installed it.

Does anyone know a workaround to getting the TMO commands to be recognized vs the stock ones? thank you for your help.

keith_uk
04-21-09, 11:10 PM
I thought selecting to start outside of harbor from pearl would start the patrol at midway.

I'm starting just outside pearl again.

Thanks,

Keith.

Fragtzack
04-21-09, 11:19 PM
I have reinstalled SHIV 1.5. I then installed Trigger Maru 1.7 and the hotfix posted on 4/17/09.

I then installed RSRD and the RSRD patch for TMO 1.7.

Some ships are missing sound contacts. When the sonar man finds the target, the message is :

"No sound contact on bearing XXX"

Further, using the sonar station can not detect the ship manually..but the crew man is able to.

AVGWarhawk
04-22-09, 08:28 AM
I have reinstalled SHIV 1.5. I then installed Trigger Maru 1.7 and the hotfix posted on 4/17/09.

I then installed RSRD and the RSRD patch for TMO 1.7.

Some ships are missing sound contacts. When the sonar man finds the target, the message is :

"No sound contact on bearing XXX"

Further, using the sonar station can not detect the ship manually..but the crew man is able to.

Ok, first, if your scope is up, your soundman will not find contacts for you. Bring down your scope and the sonarman should find and call out contacts. Number two, if you click the track closest warship button and there is no warships...of course the sonarman will say, 'no sound contact'. You need to press the track closest sound contact and the sonarman will find the nearest merchant. There are two separate buttons for tracking either warships or merchants. I found this out the hard way myself. I kept clicking track closest warship when I had a merchant in my sights...the sonarman kept saying, 'no sound contact'. I was shaking my head wondering what is up with my sonarman. Then I clicked the track closest sound contact...my sonarman came alive:up:

AVGWarhawk
04-22-09, 08:55 AM
Thanks AVG. OK, I uninstalled everything and reinstalled. Ihave SH4 1.5 and then installed TMO 1.7 overhaul withhotfixes. Also ut in crew quarters mod. I stopped and ran it:

Still no keyboard change - it has the stock keyboard commands
Crew Quarters stiil not on sub.

I used Jsgme to install the mods. Has TMO gone back to stck keyboard commands? Anyone have any advice on this issue? I am running Vista and have no issues getting game to run. In fact an older TMO I played with did take with the new keyboard commands (I remember this). Thanks to evryone for your help.

Red

Really strange Red. My keys for TMO are what Ducimus has modded. I run Vista 64. Let me ask you something....did you load the game into the X86 program files? The first time I loaded SH4 in Vista the game installed into the X86 files. For some reason, it did not like me adding mods(file protection I would venture to guess). I kept getting an error message showing a load of files that Vista would not allow to install. What I did was make root folder and called it GAMES2. This is were I loaded SH4. I had no issues loading the mods when I did this. Perhaps this is your issue? Let me know.

Captain von Keldunk
04-22-09, 08:59 AM
Yes i did start a new career and still no change, still the stock SH4 keyboard commands. Really odd. And again the small MOD to have a 'crew quarters' added to all subs is also "ignored" although I installed it.

Does anyone know a workaround to getting the TMO commands to be recognized vs the stock ones? thank you for your help.
About installing something with jsgme nothing happening,
:hmmm:
You may have double folders problem like this
Mod A (Name of mod)
Mod A (Name of mod second time)
Data (start of modded files)
:-?
This is how it should be
Mod A (Name of mod)
Data (start of modded files)
:DL
Hope this helps

AVGWarhawk
04-22-09, 09:03 AM
About installing something with jsgme nothing happening,
:hmmm:
You may have double folders problem like this
Mod A (Name of mod)
Mod A (Name of mod second time)
Data (start of modded files)
:-?
This is how it should be
Mod A (Name of mod)
Data (start of modded files)
:DL
Hope this helps

I'm thinking the game was loaded to the X86 files which can cause conflicts with adding mods. Time for a root folder creation and loading the game there. Let see what Red reports back on installation location of SH4:up:

sortofredhead
04-22-09, 01:20 PM
Thanks for your responses. I did another reinstall of JSGME and in fcat now got it to work and it works just fine. Thank you all for your help!

Fragtzack
04-22-09, 02:00 PM
Ok, first, if your scope is up, your soundman will not find contacts for you. Bring down your scope and the sonarman should find and call out contacts. Number two, if you click the track closest warship button and there is no warships...of course the sonarman will say, 'no sound contact'. You need to press the track closest sound contact and the sonarman will find the nearest merchant. There are two separate buttons for tracking either warships or merchants. I found this out the hard way myself. I kept clicking track closest warship when I had a merchant in my sights...the sonarman kept saying, 'no sound contact'. I was shaking my head wondering what is up with my sonarman. Then I clicked the track closest sound contact...my sonarman came alive:up:


Thanks for the reply. Think your missing a key point about the "no contact" message I posted.

The message in game is saying "No contact on bearing XXX", which is not correct. The sonar man is actively tracking the target just fine, however the text message is saying "No contact on bearing XXX". If the sonarman was not tracking the target due to periscope or war/merchant tracking, the message should be "No contact found", however the mesage is "No contact found on bearing XXX". The sonar man keeps sending me contacts, but when I go to the sonar station to manually listen to the screws myself...there is nothing there. Yet, I can see the ship with in 5000 feet and the sonarman is tracking the ship with "no contact on bearing XXX" messages. The "no contact on bearing XXX" is just part of the message, the sonarman is also saying the estimated speed of the target. The bugged messages look more like this

"No contact on bearing XXX, slow speed, closing."


I know for sure this is a bug, tested this for many hours last night. Further proof that this is a bug:

When a vessel is encountered that is missing the sound data (I think the hydro and mix sounds of the props), if I save the game with that problem ship in sonar range, the game crashed to desktop every time I try and reload that save game. I went through the ship configs with Silent Editor, but am not seeing anything that looks wrong.

The problem seems to be limited to the ships from RSRD where there is 2 entries in the recognition manual for the same ship type. Ie, there is a normal HogTypeA ship, but RSRD also adds another ship that is identical to HogTypeA but is called MARU SOMETHING. Note, that in this campaign where I am testing, I sunk the MARU SOMETHING on my first patrol and the sound worked correctly. However, the MARU SOMETHING is now gone from the recognition manual and everytime I encounter a ship type like the MARU SOMETHING (THe Hog Island type) the sound is now broke. The Hog Island type is still in the recognition book.

I have encountered this bug on more then one occasion for the HogTypeA merchant ship in particular.

Fragtzack
04-22-09, 03:07 PM
Umm, I posted the incorrect message I am getting in game. My bad, apologies for the confusion.


The message I am getting in game is :

"No sound contact bearing XXX, speed slow, closing".

Normally, would see:

"Merchantship contact bearing XXX, speed slow, closing".


Guess should post this in RSRD, seems to be related to the extra ships added with unique names from RSRD.

AVGWarhawk
04-22-09, 03:37 PM
Thanks for your responses. I did another reinstall of JSGME and in fcat now got it to work and it works just fine. Thank you all for your help!

Cool:yeah:

AVGWarhawk
04-22-09, 03:38 PM
Thanks for the reply. Think your missing a key point about the "no contact" message I posted.

The message in game is saying "No contact on bearing XXX", which is not correct. The sonar man is actively tracking the target just fine, however the text message is saying "No contact on bearing XXX". If the sonarman was not tracking the target due to periscope or war/merchant tracking, the message should be "No contact found", however the mesage is "No contact found on bearing XXX". The sonar man keeps sending me contacts, but when I go to the sonar station to manually listen to the screws myself...there is nothing there. Yet, I can see the ship with in 5000 feet and the sonarman is tracking the ship with "no contact on bearing XXX" messages. The "no contact on bearing XXX" is just part of the message, the sonarman is also saying the estimated speed of the target. The bugged messages look more like this

"No contact on bearing XXX, slow speed, closing."


I know for sure this is a bug, tested this for many hours last night. Further proof that this is a bug:

When a vessel is encountered that is missing the sound data (I think the hydro and mix sounds of the props), if I save the game with that problem ship in sonar range, the game crashed to desktop every time I try and reload that save game. I went through the ship configs with Silent Editor, but am not seeing anything that looks wrong.

The problem seems to be limited to the ships from RSRD where there is 2 entries in the recognition manual for the same ship type. Ie, there is a normal HogTypeA ship, but RSRD also adds another ship that is identical to HogTypeA but is called MARU SOMETHING. Note, that in this campaign where I am testing, I sunk the MARU SOMETHING on my first patrol and the sound worked correctly. However, the MARU SOMETHING is now gone from the recognition manual and everytime I encounter a ship type like the MARU SOMETHING (THe Hog Island type) the sound is now broke. The Hog Island type is still in the recognition book.

I have encountered this bug on more then one occasion for the HogTypeA merchant ship in particular.

Not sure. One way to test is deactivate RSRD and see if this problem stops.

lurker_hlb3
04-22-09, 05:22 PM
Thanks for the reply. Think your missing a key point about the "no contact" message I posted.

The message in game is saying "No contact on bearing XXX", which is not correct. The sonar man is actively tracking the target just fine, however the text message is saying "No contact on bearing XXX". If the sonarman was not tracking the target due to periscope or war/merchant tracking, the message should be "No contact found", however the mesage is "No contact found on bearing XXX". The sonar man keeps sending me contacts, but when I go to the sonar station to manually listen to the screws myself...there is nothing there. Yet, I can see the ship with in 5000 feet and the sonarman is tracking the ship with "no contact on bearing XXX" messages. The "no contact on bearing XXX" is just part of the message, the sonarman is also saying the estimated speed of the target. The bugged messages look more like this

"No contact on bearing XXX, slow speed, closing."


I know for sure this is a bug, tested this for many hours last night. Further proof that this is a bug:

When a vessel is encountered that is missing the sound data (I think the hydro and mix sounds of the props), if I save the game with that problem ship in sonar range, the game crashed to desktop every time I try and reload that save game. I went through the ship configs with Silent Editor, but am not seeing anything that looks wrong.

The problem seems to be limited to the ships from RSRD where there is 2 entries in the recognition manual for the same ship type. Ie, there is a normal HogTypeA ship, but RSRD also adds another ship that is identical to HogTypeA but is called MARU SOMETHING. Note, that in this campaign where I am testing, I sunk the MARU SOMETHING on my first patrol and the sound worked correctly. However, the MARU SOMETHING is now gone from the recognition manual and everytime I encounter a ship type like the MARU SOMETHING (THe Hog Island type) the sound is now broke. The Hog Island type is still in the recognition book.

I have encountered this bug on more then one occasion for the HogTypeA merchant ship in particular.




RSRDC “does not” add any duplicable “HogTypeA ship” to SH4
You want to provide a “detailed” list of these “2 entries in the recognition manual “ that RSRDC is suppose to be adding to SH4
Before I proceed to even think about investigating this problem, you need to provide a “re-creatable on demand” example of this problem. The following info is required:
Which Task Force?
What type of sub?
What date?
What position?

Fragtzack
04-22-09, 11:12 PM
Maybe its something in Trigger Maru that added the additional entries to the recog manual. Unsure how to provide the details being asked such as task force. The problem was encountered with a gato sub and a gar sub.

Encountered another odd bug with TMO 1.7 today:

Did a campaign start from Dec10, 1942. Played from Pearl with a Gar. After midway, I got offered a new sub. So I took the new boat. The new boat is a gato(drum), but does not have the extra Crew Quarters slots which is provided by a sub-mod of TMO. Oddly enough, not only is the Crew Quarters gone for the campaign I was in, but starting any new campaign or missions and no boats have extra Crew Quarters any more. Bizarre.

Fragtzack
04-23-09, 12:31 PM
Getting a new boat during a campaign seems to be a definite bug with TMO1.7, the Crew Quarters sub-mod. This bug should be easily re-produced, all though it may take a while because you need to play a campaign and do well enough to get an early new boat.

I figured out how to fix the game after this bug occurs:

Install the Crew Quarters for TMO 1.7 mod.

All though TMO1.7 comes with Crew Quarters, something is over writing the data/submarine/<boat> configs when a new boat construction transfer happens. Installing Crew Quarters as a seperate mod from TMO1.7 after this bug occurs, replaces the files that was changed which fixes TMO to have crew quarters again for any new campaigns, missions, etc. But the saved games are still going to be missing crew quarters.

To fix your save game from the campaign if you wish to continue with your new boat, but want to have the crew compartment slots:

After installing Crew Quarters for TMO1.7:

--Create a new campaign, the boat choosen needs to be same boat as the campaign saved game you wish to fix. So, in my example my saved game campaign new boat is a gato in april 42, so I started a new campaign from April42, and choose the Gato. The purpose of starting a new game is simply to create a saved game file for the players boat that has the crew quarters configured. We then used that newly created saved game file(justthe boat saved game file, not all the saved game objects) as a template copy to fix the bugged campaign saved file.


--Exit the commander room and go to sea, the game will create an auto save file from this new campaign.

--Exit the game

--Find your SH4 save game folders under user/Documents/sh4/data/cfg/SaveGames/

--The saved games folders are not labeled by the name you gave. So, sort by time..the top saved game folder should be the new auto saved game.

--Go into that newly created saved game folder.

--Using ctrl-c, copy the whole ActiveUserPlayerUnits.cfg file.

--Now we need to find the saved game folder for the campaign you wish to fix and continue playing. To do so, we need to browse through CareerTrack.cfg file to determine the correct folder.

--Inside the CareerTrack.cfg file, scroll to the bottom to see our recent actions. You should be able to tell if this is the correct saved game or not you wish to fix.

--Once you locate the saved game folder you wish to fix, rename the ActivePlayerUnits.cfg in there to a backup name such as Copy_of_ActivePlayerUnits.cfg

--Now, copy in the ActivePlayerUnits.cfg from the new dummy campaign which we copied earlier with ctrl-c to this folder.

--Modify the following 3 lines in the new ActivePlayerUnits.cfg :

NameDisplayable=
StartUserPlayerUnitMissionDateTime=
CurrentUserPlayerUnitMissionDateTime=

--Look in your "copy_of_ActivePlayerUnits.cfg for the values to place above in the new ActivePlayerUnits.cfg


That is it. You can now continue your saved game campaign, and your new boat will have crew quarters.

Question, does the crew from your old boat transfer with you to a new boat? Or does taking a new boat mean a whole new crew?

sortofredhead
04-23-09, 10:07 PM
Just played my firts mission, sank 1 boat and then evaded escort after awhile. But then surfaced and the CO2 alert stayed up. Then as I continued to sail I kept getting alerts that my O2 was getting lower. Then it finally told me I had to surface (although I was already surfaced!) and fainally gave me the your dead ending! I also noticed that after I surfaced originally I put the crew back on "watch" that i had place in the crew qurters and yet at the bridge view there were no other sailor figures omn the bridge. I ahve TMO 1.7 and the fixes and the TMO1.7 crew quarters mod. in retrospect it's almost as if the program never thought I had "surfaced". Is this a known bug?

kylesplanet
04-23-09, 10:21 PM
Just played my firts mission, sank 1 boat and then evaded escort after awhile. But then surfaced and the CO2 alert stayed up. Then as I continued to sail I kept getting alerts that my O2 was getting lower. Then it finally told me I had to surface (although I was already surfaced!) and fainally gave me the your dead ending! I also noticed that after I surfaced originally I put the crew back on "watch" that i had place in the crew qurters and yet at the bridge view there were no other sailor figures omn the bridge. I ahve TMO 1.7 and the fixes and the TMO1.7 crew quarters mod. in retrospect it's almost as if the program never thought I had "surfaced". Is this a known bug?

Its a known bug with the stock game. It is usually triggered by shelling out of the game. (alt+ tab) Couple of things to do, sometimes you can click the CO2 icon while submerged and the boat will surface and vent or the sure fix, save and exit to main menu and load the game and the boat will vent.

sortofredhead
04-23-09, 10:27 PM
Thank you and great mod btw!

mike_espo
04-24-09, 09:25 AM
Strange thing happened while I played a test scenario yesterday with an S boat depth charged by Jap Minekaze DD Vet settings. I was able to re create this twice. :06:

It happens when the trim pump gets damaged. Using externals, the stern gets heavy then the boat levels out, then stern heavy again. While this is going on, the compressed air gauge shows a loss. Compressed air within an hour was down to 12%. When I reached the surface, the diesel engines did not work. No save, played the scenario for a little over an hour. Some time compression to 32x. Fuel level was at 25%. Diesels were not damaged at all.

Other bugs cropped up as well: When I tried damage control, the guy who fixes the valves in the back of the control room is just a head with a levitating wrench!!!:doh::o No body! :88). Also, the crew wont stop yelling even after the crisis is over....

Maybe this is just an S boat phenomena. I do play TMO 1.7. Maybe this has something to do with it?? I do love this mod tho! :yeah::rock:

Any ideas or suggestions...?

thanks

Lawndart
04-24-09, 12:57 PM
Ok, I installed this last night and was blown away at all the diffrences... it was amazing but it's really quiet, there dosn't appear to be much ambiant noise at all. I can turn it up and get some noise but once I use a deck gun (sounds fantastic!) I have to adjust my volume a lot...

I waisted 7 fish trying to sink a maru... before deck gunning him to death... that cost me a permanet 25% hull damage and a dead crewman... in fairness though she knew I was there so I was trying to lead shots...

If I went an installed RFB what would be some of the immediate diffrences?

Also, I've read about the crew compartment bug but in my new campaign... but my sub crew area looks like stock... I don't have any new compartments...

AVGWarhawk
04-24-09, 01:58 PM
Ok, I installed this last night and was blown away at all the diffrences... it was amazing but it's really quiet, there dosn't appear to be much ambiant noise at all. I can turn it up and get some noise but once I use a deck gun (sounds fantastic!) I have to adjust my volume a lot...


Mine is the same. I would prefer ambient noise to be quiet because in silent running you still hear the same ambient noise. Clanks and bangs during silent running would take away from the game IMO. I only turn down the volume for the cannon....if and when I use it.


I waisted 7 fish trying to sink a maru... before deck gunning him to death... that cost me a permanet 25% hull damage and a dead crewman... in fairness though she knew I was there so I was trying to lead shots...


That will learn ya! Cannon, defensive IMO. You lost a man and damaged the boat...that will cost ya in port.


If I went an installed RFB what would be some of the immediate diffrences?


Yes, a lot of differences. Too many to list.

Also, I've read about the crew compartment bug but in my new campaign... but my sub crew area looks like stock... I don't have any new compartments...

This mod was made after TMO. You should not see these compartments unless you install it and have it working. I have not tried it myself.

Lawndart
04-24-09, 03:14 PM
I can understand that listing the diffrences in TMO and RFB could be huge... I've read both manuals end to end but I'm getting conflicting reports from peoples experainces. Some say RFB is easier becouse of realism and that TMO is easier becasue it isn't bound by realism...

Funny how we have 2 versions that are so diffrent... and Grey Wolf on the horrizon... Sure is a testement to our moding comunity... Witch one would be more like GW mod from SH 3?

Unfortunatly I don't have the HD space for them all (I keep transfering my 80gig raptor through several upgrades...) Between Med Total war 2 SS, Empire Total war, and Silent hunter 4, it's all I can fit! lol

BTW, thanks for taking the time to answer!

banjo
04-25-09, 09:50 AM
The thing to remember is that TMO is way, way more authentic than stock. That it is not as "authentic" as RFB may be true in some ways, not so much in others. There are also big differences in enviromental items between the two mods, i.e., ocean, sound affects, optics, sinkings, etc., etc.

Coolhead2001
04-25-09, 09:44 PM
Hey All,

Alright so I will admit I am a noob when it comes to this generic mod installer program, but I've searched the forums and still can't find a reason why it isn't working.

I install the JSGME into the SHIV root directory, then load the mod into that using Winzip. When I activate the mod, it seems to run smoothly, but when I try to play the mod it starts with the loading splash screen and then beeps around the 90% loading mark.

I alt tab to see what's up and it says it can't find a number of files (countless actually).

Am I doing something wrong or am I missing something?

Thanks!

Florida Sailor
04-25-09, 10:01 PM
Hey All,

Alright so I will admit I am a noob when it comes to this generic mod installer program, but I've searched the forums and still can't find a reason why it isn't working.

I install the JSGME into the SHIV root directory, then load the mod into that using Winzip. When I activate the mod, it seems to run smoothly, but when I try to play the mod it starts with the loading splash screen and then beeps around the 90% loading mark.

I alt tab to see what's up and it says it can't find a number of files (countless actually).

Am I doing something wrong or am I missing something? Please email me at

Thanks!

First, it's a bad idea to post your email address. I deleted it from my post.. You can edit it out of yours.

As to your problem, you most likely have a corrupt download of TMO. Try re-downloading it. It should be 347 MB (364,826,648 bytes) zipped..

Dave

Coolhead2001
04-25-09, 10:22 PM
I thought that might be an issue but I tried a seperate mod (skipjack) without trigger maru and the same issue occurred.

This is where everything is based out of C:\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific\MODS

ReallyDedPoet
04-26-09, 07:10 AM
Are you running Vista?

keith_uk
04-27-09, 10:45 PM
Has anything been done to the graphics that could cause the deck textures on the sub to shimmer?

I never had this problem before, but since updating TMO, i now have really bad deck shimmer/moving textures on the deck when the camera is not really close to the sub.

Keith.

AVGWarhawk
04-28-09, 10:05 AM
Has anything been done to the graphics that could cause the deck textures on the sub to shimmer?

I never had this problem before, but since updating TMO, i now have really bad deck shimmer/moving textures on the deck when the camera is not really close to the sub.

Keith.

None that I'm aware of. I think the newer camera angles create some strange textures. No sure on that one.

AVGWarhawk
04-28-09, 10:08 AM
Hey All,

Alright so I will admit I am a noob when it comes to this generic mod installer program, but I've searched the forums and still can't find a reason why it isn't working.

I install the JSGME into the SHIV root directory, then load the mod into that using Winzip. When I activate the mod, it seems to run smoothly, but when I try to play the mod it starts with the loading splash screen and then beeps around the 90% loading mark.

I alt tab to see what's up and it says it can't find a number of files (countless actually).

Am I doing something wrong or am I missing something?

Thanks!

Deactivate the mod. Load the stock game. Does it run or stop during loading stating files are missing? If so, there is your culprit. If not, then we take a look at were you have the mods loaded, etc. using JSGME.

Quick question...you are running 1.5 uboat missions correct?

Armistead
05-01-09, 10:30 PM
Hey All,

Alright so I will admit I am a noob when it comes to this generic mod installer program, but I've searched the forums and still can't find a reason why it isn't working.

I install the JSGME into the SHIV root directory, then load the mod into that using Winzip. When I activate the mod, it seems to run smoothly, but when I try to play the mod it starts with the loading splash screen and then beeps around the 90% loading mark.

I alt tab to see what's up and it says it can't find a number of files (countless actually).

Am I doing something wrong or am I missing something?

Thanks!

Here is the step by step mod install by drayson in case you haven't seen it. I may misunderstand what you're saying, but jsgme creates a mod folder. You should have already created another folder that you unzip your mods in..then you drag them into the mod folder. You don't unzip the mod directly into the folder.
http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/5181035206

2DarkWolf2
05-03-09, 12:52 AM
Could someone tell me what the arming distance is for the torpedoes? I know it used to be about 300, but it seems to have changed with this mod?

DW

AVGWarhawk
05-03-09, 08:07 AM
500 yards I believe.

keith_uk
05-03-09, 09:42 PM
The daylight to time of day is all messed up.

End of may 1942. I spotted an enemy ship at 07:50. It was still dark. I saved the game.
When i loaded that saved game back, it was bright sunlight, the ship was gone and my waypoints were gone.

I did some testing after that, saving at around 5:30 am when it was still dark. Loaded that saved game and the sun is as high in the sky as it can go and its bright sunshine. Oh and my waypoints are gone again.

Then i started the patrol again and saved the game on the 18th of april 1942 close to pearl. I saved it at 01:20am (very dark). I then loaded that saved game and its still 01:20am, but its daylight with the sun high in the sky.

I then removed TMO and RSRDC and tested the stock game and everything was fine, still dark and my waypoints were still there.

Keith.

keith_uk
05-04-09, 01:33 AM
Ducimus, do you have any links to download TMO 162 full
and TMO 170 update ? I had no problems with these.

Thanks,

Keith.

banjo
05-04-09, 12:38 PM
Re torp arming distance--I seem to remember reading that in TMO and RFB the distance is just over 400 ft.

Re time messed up--that's not the latest TMO, or TMO at all. I think it is a game bug and has to do with the time zone changes when you are based out of Pearl or Midway. Nothing to be done about it. When you operate out of Australia, e.g., north to south the problem doesn't exist.

Munchausen
05-06-09, 03:27 PM
Re time messed up--that's not the latest TMO, or TMO at all. I think it is a game bug and has to do with the time zone changes when you are based out of Pearl or Midway. Nothing to be done about it. When you operate out of Australia, e.g., north to south the problem doesn't exist.

Very true ... leastwise, about the Pearl departure point. Next time, I start in Australia ... hopefully, to avoid jet lag.

Hmuda
05-07-09, 02:14 PM
I was jsut watching a few SH4 videos on youtube and it occured to me: why was the original game music removed from in-game? I kinda miss them now that I realized their absence.

I noticed that the good old ";" is used in the music.cfg. Is it nough if I remove those?

Also...if I happen to add music to the list, will those play as well? I'm thinking of adding SH3 music there.

keith_uk
05-07-09, 10:19 PM
I removed TMO and RSRDC and installed FOTRS and my messed up daylight at night time after reloading has gone.

Keith.

cgjimeneza
05-07-09, 10:56 PM
I removed TMO and RSRDC and installed FOTRS and my messed up daylight at night time after reloading has gone.

Keith.

get a new install (clean one) and re-download, must be something corrupt....

try multish4.exe

keith_uk
05-08-09, 03:36 PM
I've reinstalled SH4 three times now and that was done after full OS system reinstalls.
I've re-downloaded TMO and RSRDC three times also, to make sure i didn't have a corrupt download.

The only thing i've not re-downloaded is the hotfix and the SCAF fix.

Keith.

cgjimeneza
05-08-09, 05:03 PM
I've reinstalled SH4 three times now and that was done after full OS system reinstalls.
I've re-downloaded TMO and RSRDC three times also, to make sure i didn't have a corrupt download.

The only thing i've not re-downloaded is the hotfix and the SCAF fix.

Keith.

have you tested your memory/RAM?

keith_uk
05-09-09, 06:12 PM
No, i've not tested my ram.

Everytime i download TMO, the download gets to 99% and time left says one second, but it takes about 6-10 minutes to finish the remaining 1%.
Is this normal?

Keith.

Gato76
05-09-09, 06:58 PM
Download the mod from another server

keith_uk
05-09-09, 07:10 PM
OK, i have found that if i start a career in 1941 evrything is FINE (no problems with it being daylight at night time when i load the game back).

BUT, if i start on April 15th 1942, then it will mess up when saving.

Can as many people as possible just try a quick test and start a new career on 15th April 1942 (may be other dates ,but this is the date i had problems with) and when the game is loaded, just skip time until its dark, then save and load it back and see if its not sunny.

Keith.

Sub Sailor
05-11-09, 09:41 AM
I have SH4 patched, U Boat Missions add on,and 1.62 and 1.63 loaded, they are in my generic mod folder and work fine.
I would like to install 1.7. Do I remove everything and start over or can I just down load 1.7 and install it?

Thank you,

Ron Banks MMCM(SS), USN(Ret)

AVGWarhawk
05-11-09, 09:45 AM
I have SH4 patched, U Boat Missions add on,and 1.62 and 1.63 loaded, they are in my generic mod folder and work fine.
I would like to install 1.7. Do I remove everything and start over or can I just down load 1.7 and install it?

Thank you,

Ron Banks MMCM(SS), USN(Ret)

1.7 is the entire mod. Get the small patch for it as well. Deactivate the older versions.

keith_uk
05-16-09, 03:10 PM
Has anyone tested starting a career on 15th of April 1942 yet to see if the daylight at night time bug happens?Its a huge bug and i think it needs fixing.

Keith.

banjo
05-17-09, 08:13 AM
Not started on that particular date but I have started careers on many other dates and still had that bug.

Munchausen
05-17-09, 12:38 PM
Me too ... with or without mods. It seems to be a problem with the game code. Maybe it has something to do with crossing the International Date Line. But, since it has happened in 1941 and 1943, I doubt it has anything to do with the year you start your patrol.

mike_espo
05-17-09, 02:11 PM
I am using the excellent crew quarters mod for TMO 1.7.

I was wondering if it is possible to edit some file and allow anybody who is moved to the crew compartment to automatically sleep?

As it is now, the crew does not sleep until they reach 50% fatigue level

thanks

Torpedoloader
05-17-09, 07:41 PM
Hello all. Must say a great big thanks to all the people involved with this mod really is something to see and play. I wonder if someone could answer a question for me, this isn't any slight to the incredib;e work that has gone into this mod fron the start by you all.

Question is if it is possible to get the original bathtub type conning towers back on subs in the early years? Know most people prefer the newer version though.

Thanks in advance for the help.

NKVD-crazyivan
05-21-09, 03:03 AM
Hi all been awhile

I haven't played SH4 for at least......uhmmmmmm ok since Empire Total war was released ok ok ok kell haul me ..........

My feeble efforts to play this awesome game are getting the better of me, and since my new rig 6 weeks ago is up and running i feel the need for stealth and under sea danger......

My last game was TMO 1.62 with RSRDC

I want to remove 1.62 and load 1.7.........from what i understand its a complete version in of its self, and all i need to do is apply the small hot fix and stuff on the main page....also RSRDC

Do i need to apply the crew quaters mod and does this act like RFBs...meaning if i transfer the crew from the gun and watch stations they will not suffer depthcharge or external damge etc etc and do they rest in crew space.

my new rig or what an old fart with a wife house and a Haybusa moter bike and lots of tools can afford......:up:

penryn 3.g quad core
coolmaster case
1000 watt titan powersupply
1 tb samsung hd
8 gig G-skill ram
Gigabyte s series ga-ep45-ds3r/ds3 mb
7.1 surround sound
GTX 280 card
samsung 22inc 2ms flat srceen

i need happy gaming thanks for all help......:up::up:

Bosje
05-21-09, 07:33 AM
wow, I haven't been near TMO since the RFB team got 1.52 up and running

having been somewhat bored with the game lately, I figured I'd try my hand at this new release.

So far, I am finding it hugely impressive. My own skills have greatly improved since the last time I tried TMO and I'm sinking ships and staying alive (just) while having highly eventful and challenging patrols. Great stuff :up:

Having said that, I have some feedback on the damage model:
I engaged a Harai Maru (sp?), the two-stacked 9000ton troop transport, in zero visibility. To my delight, my radar-guided aim was highly accurate and the duds were on a break so I scored 3 out of 3 on a 1degree spread. I cheered but quickly went grumpy when I found her still going strong at 15.5 knots :stare:

5 hours later she was still doing fine at 15.5 knots, it was now day and clear weather. I attacked again (duds/prematures), again (misses) and again. the last attempt saw one torpedo clip her on the propellor. that did not affect her speed at all but an hour later she suddenly went down. None of the four hits resulted in visible 3d damage. is that maybe because the first strike was at 0 visibility and was not recognised by the game engine? or is this ship model flawed somehow? or is it perfectly normal for a 9000 ton vessel to be utterly unimpressed by 3 torpedo hits, sinking suddenly after a fourth hit?

one more question which just occured to me (probably not mod related): is there any way to stop the crew from shouting after taking some unrepairable damage? it's really getting annoying if you take some damage early on in the patrol and two weeks later it's still: YES SIR! AHEAD FULL! sheesh, relax dude :rotfl:

bosje out

Bosje
05-22-09, 02:17 AM
quoted from Wiki:
[USS] Whale conducted surface patrols on the Truk-Empire shipping lanes until 17 January when she sighted a passenger/freighter bringing in troop reinforcements. Through the periscope, Whale observed hundreds of uniformed soldiers crowding the decks. She fired nine torpedoes and scored eight direct hits. All hits were necessary to sink the 9,815 ton Heiyo Maru; the cargo must have been of such a nature as to prevent her from sinking more rapidly.
end quote

never mind my previous feedback :salute:

NefariousKoel
05-24-09, 01:26 AM
Can anyone point me to the TMO fix so I can run U-boat missions on occasion, too?

Syxx_Killer
05-24-09, 07:17 PM
Can anyone point me to the TMO fix so I can run U-boat missions on occasion, too?

With the latest TMO that is no longer necessary. :arrgh!:

NefariousKoel
05-25-09, 01:51 PM
With the latest TMO that is no longer necessary. :arrgh!:

Thanks Syxx!

jimudon5
05-27-09, 07:07 PM
I have been playing tm 1.7 and RSRD. I have noticed that there are no convoys or few big ones? Few escorts? SHould I just wait, time is late 43?

ALso noted, sunk for some unknown reason off of Japan home island, even after reloaded save. Just sailing along at 290 feet, no known damage and then, go deep and sink. I did save myself once. No other vessels around. Mines??

I am enjoying the game. Just wanted more action with escorts?

THank you.

MasterChief
05-27-09, 07:15 PM
Just loaded TMO without any problems and loving it but I've started three games now and all three started without main gun ammo. I have a full load of AA ammo though. Any ideas on what happened to my main gun ammo?

MasterChief
05-27-09, 07:20 PM
I'm assuming you extract it to the mod folder also and activate it with jgme. Is that correct?

Kpt. Weyprecht
05-28-09, 08:17 AM
Hello all,
I am almost new to SH4 since RL keeps me away of the game and I still tend to feel better in the old SH3. But the old game doesn't want to run on my computer so I decided to give a try to the Fleet Boats: I installed SH4, Uboat missions and upgraded the whole to TMO 1.7 which looks great... Yet I stumbled on a strange bug. I suppose I'm not the first one to have that, but a I found nothing about that through a rapid search of the forum.
I took my old brave S-boat and sailed out of Manila to deliver some goods on the east coast of Luzon. First I was surprised not to have any radio contacts - I suppose it's a historically accurate change, nothing wrong with my install? Still, it gets harder this way.
Later, after screwing up an attack on a japanese task force I surfaced and noticed that no watch was on the brigde but I thought it was barely a graphical problem. Well, it isn't - I got warned that CO2 concentration was more than 20 per cent. Actually I was steaming surfaced and on diesels, I even was able to man my deck gun, but I could by no means put a watch on the bridge or ventilate de boat. When I clicked on the CO2 icon, I would hear the "surface the boat" sound sequence, then nothing would change. Any clues?

sortofredhead
05-28-09, 11:00 AM
Just loaded TMO without any problems and loving it but I've started three games now and all three started without main gun ammo. I have a full load of AA ammo though. Any ideas on what happened to my main gun ammo?

Master:

You have to load the first HE shell to get started. Did you do that?

MasterChief
05-28-09, 06:53 PM
Master:

You have to load the first HE shell to get started. Did you do that?

Thanks. I tried that and I do have the HE ammo but I don't have AP ammo. Just looked in the status panel and see that only HE is listed for the 4" 50. Is this accurate?

cgjimeneza
05-29-09, 07:26 AM
Thanks. I tried that and I do have the HE ammo but I don't have AP ammo. Just looked in the status panel and see that only HE is listed for the 4" 50. Is this accurate?

AFAIK this is as designed, AP only makes small holes, nothing solid enough to detonate it, it`s intended to punch holes in armor, the plates of a merch are thinner.

and in real life, you are not gonna take your sub vs. something that HAS armor :=) quick way to find how far down the bottom is

same with starshell, it would just make you visible:salute:

MasterChief
05-29-09, 04:51 PM
Thanks for the responses! Good hunting...HOO-YAH! Oh yeah alomsot forgot... my first question was how to load the hot fix? Is it the same procedure as loading TMO?

MasterChief
05-30-09, 09:41 AM
Thanks for all the help shipmates ... I'm up and running with a fully patched TMO and RSRD combo! It's awesome so far!

MasterChief
06-01-09, 06:21 PM
First: how do you secure "Rig for Silent Running". Each time I hit "Z" I rig but can never unrig. I have looked for a button also with no luck. Silent runnining can be a crucial play but you sure don't want to get stuck in it!

Second question: My damage control team appears to be it's own department. I thought damage control teams were made from the different watch teams depending on the casualty. I guess I should just be thankful I have a full DC team seperate from my watch teams.

cgjimeneza
06-01-09, 07:26 PM
just hit Z again, the silent running logo should disappear and you can do repairs and reload

NOTE: while Z is enabled nothing noisy is done so keep in mind to unZ when you have damage.

good luck and good hunting

banjo
06-01-09, 09:23 PM
If you alt-tab out of the game is causes the silent running bug you are experienceing--plus other problems.

With damage control you have two options; load up all the slots before you leave port, or move you watch standers and gunners into those slots.

cgjimeneza
06-02-09, 07:08 AM
If you alt-tab out of the game is causes the silent running bug you are experienceing--plus other problems.

With damage control you have two options; load up all the slots before you leave port, or move you watch standers and gunners into those slots.

yes, its better to move into the submarine your main gun crew, AA gunners and the conning tower crew (OOD plus lookouts)

if you expect trouble is better firts to get all people in crew quarters and damage control central

if you leave them out, they are easily injured while remaining "exposed" to Depth Charge damage

karamazovnew
06-02-09, 09:59 AM
Ok, so I made a modification to Names file to see the ship lengths in the manual based on the Sea files. I'll put it on the forum after I test it some more :smug:(so far I have to use my Attack disk and it's not very precise for short durations of time). But during a veeery long patrol (110k tons so far, on unprotected convoys) I ran into a very big problem, not just once, but with almost every convoy (it even prompted me to delete my own modification, just to test the original TMO).

So, convoys. As there are no escorts, I plant myself in their path, just between 2 columns of ships (i love shooting 6 torpedoes in 15 seconds). The wather is perfect with zero waves. As they get within visual range, they spot me. Would be ok, but I'm at periscope depth with all periscopes down. I even lowered myself a bit to 15m and shut all engines, just in case one of the tankers was fitted with ASDIC :o. Same thing, they spot me and run away. I went to 20m. Same deal. Since TMO is the only addon I use (with the eye patch ofc) I blame Dulcimus for the laser vision of the brits :rotfl:.
To make it even more complicated I ran into more problems:
- Deck crew are :|\\ BLIND
- Hydrophone doesn't work at all.:dead: the poor guy yells at me about contacts (with perfect bearings and direction) but I can't hear them and the light bulb isn't working either. Come to think of it, this must be retribution for all the times I called him deaf.
- I have just conscripted a Radio Room Specialist (cost me 2500 rep) and now the Map looks like it has Uber-Super-Map-Updates on, the bloody german knows it ALL, showing all ships in a 1000km radius, updating them every minute.:ping: I wouldn't complain, but he also does this underwater.
- Crew refuses to attack aircraft. I'd man the gun myself, but there's 3 of them :wah:.
- Magnetic detonator on T2 torp doesn't even think to blow if there's more than 0.5 meter space under the keel.:damn:. Depth holding however is excelent.A perfect magnetic hit actually does less damage than an impact one. I only use magnetic when the keel is to shallow.
- Single merchants are even more blind than my deck crew. I actually ran parralel to a tanker at 1000m in perfect weather and he didn't even bother to wave.
- Destroyers run for their lives. The ONE destroyer that I saw simply dissapeared from the map after i nuked his precious tanker. I expected that from japanese escorts, not from the cool brits.
- This might sound silly, but, after loading up on expensive torpedoes, I find it weird to just refill them at any port without any cost.
This is actually my first time playing the Uboat campaign, since I previously found the targeting too frustrating. So any tips are welcome.
Having the ship Length in the Ship's Name sure makes a difference. Now if only I could build a TDC on the Periscope Views....

AVGWarhawk
06-02-09, 03:46 PM
Ok, so I made a modification to Names file to see the ship lengths in the manual based on the Sea files. I'll put it on the forum after I test it some more :smug:(so far I have to use my Attack disk and it's not very precise for short durations of time). But during a veeery long patrol (110k tons so far, on unprotected convoys) I ran into a very big problem, not just once, but with almost every convoy (it even prompted me to delete my own modification, just to test the original TMO).

So, convoys. As there are no escorts, I plant myself in their path, just between 2 columns of ships (i love shooting 6 torpedoes in 15 seconds). The wather is perfect with zero waves. As they get within visual range, they spot me. Would be ok, but I'm at periscope depth with all periscopes down. I even lowered myself a bit to 15m and shut all engines, just in case one of the tankers was fitted with ASDIC :o. Same thing, they spot me and run away. I went to 20m. Same deal. Since TMO is the only addon I use (with the eye patch ofc) I blame Dulcimus for the laser vision of the brits :rotfl:.
To make it even more complicated I ran into more problems:
- Deck crew are :|\\ BLIND
- Hydrophone doesn't work at all.:dead: the poor guy yells at me about contacts (with perfect bearings and direction) but I can't hear them and the light bulb isn't working either. Come to think of it, this must be retribution for all the times I called him deaf.
- I have just conscripted a Radio Room Specialist (cost me 2500 rep) and now the Map looks like it has Uber-Super-Map-Updates on, the bloody german knows it ALL, showing all ships in a 1000km radius, updating them every minute.:ping: I wouldn't complain, but he also does this underwater.
- Crew refuses to attack aircraft. I'd man the gun myself, but there's 3 of them :wah:.
- Magnetic detonator on T2 torp doesn't even think to blow if there's more than 0.5 meter space under the keel.:damn:. Depth holding however is excelent.A perfect magnetic hit actually does less damage than an impact one. I only use magnetic when the keel is to shallow.
- Single merchants are even more blind than my deck crew. I actually ran parralel to a tanker at 1000m in perfect weather and he didn't even bother to wave.
- Destroyers run for their lives. The ONE destroyer that I saw simply dissapeared from the map after i nuked his precious tanker. I expected that from japanese escorts, not from the cool brits.
- This might sound silly, but, after loading up on expensive torpedoes, I find it weird to just refill them at any port without any cost.
This is actually my first time playing the Uboat campaign, since I previously found the targeting too frustrating. So any tips are welcome.
Having the ship Length in the Ship's Name sure makes a difference. Now if only I could build a TDC on the Periscope Views....

Well, TMO is not really about uboats. :03:

NeonsStyle
06-02-09, 03:51 PM
Hi,

Long while since I made a post.. life lol...

I've started using Trigger Maru after getting bored with stock campaign. However in SH4, I'm not big on realism, some is great but.... Anyway, I want to stop the scope view moving with waves. I also would like my external camera back (don't want event). I also want to disable dud torpedoes. If I'm spending hours hunting down a target, I don't want to then find out my torps are shooting blanks. Could someone please provide fix to this issues, or at least link to where I might find them? I've searched forum, n just can't seem to find them.

Also, I tried to renable contact lines from sonar/radar by uninstalling TM, then deleting the following two files:
\Data\Menu\gui\ContLine.dds
\Data\Menu\gui\DashLine.dds

but it doesn't work, I still have no sonar/radar contact lines. Anyone know how to fix this? Without it, SH4 just isn't as enjoyable, so rather have it. I like TM, but if these things can't work, I guess I'll have to go back to stock with maybe a different campaign.

Also, noticed problem in TM. My TM heading indicator lost the lil line over the top of it and returned to default for some reason. Had just TM loaded.

Ven

Roger Dodger
06-02-09, 07:04 PM
Hi,

I also want to disable dud torpedoes. If I'm spending hours hunting down a target, I don't want to then find out my torps are shooting blanks. Could someone please provide fix to this issues, or at least link to where I might find them? I've searched forum, n just can't seem to find them.


I agree, but I do use the 'dud torpedo' feature enabled. I just shoot two torpedos at each target. I usually get 2 to 4 duds per loadout, but rarley do two fish in a row fail. After the second torpedo leaves the tube, I open a third door and re-track the target 'just in case'. The most annoying is the premature detonation. I haven't figured out how to stop this one, and it usually occures on a 'long' shoot, like 3000 yards. Get in close, and get hits, I guess.


Also, I tried to renable contact lines from sonar/radar by uninstalling TM, then deleting the following two files:
\Data\Menu\gui\ContLine.dds
\Data\Menu\gui\DashLine.dds

but it doesn't work, I still have no sonar/radar contact lines. Anyone know how to fix this? Without it, SH4 just isn't as enjoyable, so rather have it. I like TM, but if these things can't work, I guess I'll have to go back to stock with maybe a different campaign.
Ven

Deleting those two files really does work (at least on my computer). Be sure to delete the two files BEFORE you install TMO. Doing so after installation won't have any effect.

Good hunting!

Florida Sailor
06-02-09, 07:19 PM
Hi,

Long while since I made a post.. life lol...


Also, I tried to renable contact lines from sonar/radar by uninstalling TM, then deleting the following two files:
\Data\Menu\gui\ContLine.dds
\Data\Menu\gui\DashLine.dds

but it doesn't work, I still have no sonar/radar contact lines. Anyone know how to fix this? Without it, SH4 just isn't as enjoyable, so rather have it. I like TM, but if these things can't work, I guess I'll have to go back to stock with maybe a different campaign.

Also, noticed problem in TM. My TM heading indicator lost the lil line over the top of it and returned to default for some reason. Had just TM loaded.

Ven

Have you looked at this?
http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/4281098036

karamazovnew
06-02-09, 07:51 PM
Well, TMO is not really about uboats. :03:

I'm beginning to understand that statement :har:. I thought the ATO mods were just for the Atlantic part. Well, since I did make that Names.cfg file with ship lengths for TMO 1.7, anyone interested in it? I have both meters and feet versions. I can post it here, it's not that long.

Wilcke
06-02-09, 07:58 PM
From the Wizard himself...

"uboat game is stock. I did MINOR aesthetic stuff to the type 9 interior, but that's IT. I did not have the time, nor motivation to polish up the uboat game. The only thing i went out of my way to do, aside from minor interior asthetics, was to ensure that i didn't break the uboat game.


Yeah, sure, play uboats under TMO if you want to, it will run, its not supported, not the focus of TMOs efforts, and its stock, stock, and oh, did i mention it's stock?

edit: come to think of it, i did assign allied planes the AirS or AirB visual node, which means they can detect submerged subs if the conditions are right. Other then what i already mentioned.....

Stock game! If i had really worked on it, there would NOT be ANY unescorted convoys, at all."

Have a great day!

karamazovnew
06-02-09, 08:59 PM
Thanks Wilcke, didn't see that part.
And OMFGROFLMAO, that part was stock? :o It suuucks. My appologies Dulci, at least now I'm beginning to understand the importance of your mod for Fleet Boats. :up:

AVGWarhawk
06-03-09, 09:21 AM
Thanks Wilcke, didn't see that part.
And OMFGROFLMAO, that part was stock? :o It suuucks. My appologies Dulci, at least now I'm beginning to understand the importance of your mod for Fleet Boats. :up:

TMO is Trigger Maru...not Trigger My U :har: J/K karamazovnew! TMO is all about the fleets. :up:

NeonsStyle
06-03-09, 01:32 PM
Thanks for replys. Rodger, I did delete them pre install. Just did it n tested again n it still doesn't work. This is the main thing I want, and the stabilise scope view. I've found no way to do that.

I did notice one thing that probably is causing the problem. I'm using vers 1.4 as don't have 1.5, n seems TM was made for 1.5. It works, but seems some options can't be turned back on. Odd, since they were disabled. I did find a cfg file that stored the game option settings but changing them had no effect.

Florida Sailor, no, I hadn't seen that, but again that seems to be for 1.5. If I can't solve this some way, well I guess I'm doomed to stock game with few candy mods :( Was really looking forward to harder AI, was my one big complaint with the stock, as well as the (drive you up the wall) repeat missions.

If anyone can see any way around these 2 issues, it would make the game so much more enjoyable, n of course I'd deeply appreciate it.

It amazes me how deeply some of you get into the guts of this game. I've played many sub games over the years, but this is the first true decent sim I've seen n I love it. :)

Roger Dodger
06-03-09, 06:08 PM
I did notice one thing that probably is causing the problem. I'm using vers 1.4 as don't have 1.5, n seems TM was made for 1.5. It works, but seems some options can't be turned back on. Odd, since they were disabled. I did find a cfg file that stored the game option settings but changing them had no effect.

If anyone can see any way around these 2 issues, it would make the game so much more enjoyable, n of course I'd deeply appreciate it.

It amazes me how deeply some of you get into the guts of this game. I've played many sub games over the years, but this is the first true decent sim I've seen n I love it. :)

Ah, ha! Issue solved. You have two solutions:
1). Download and install TMO 163 (I think). That's the last one that supports SH1.4 .

2). GOTO http://www.direct2drive.com . Take out your credit card and download SH1.5 update (Silent Hunter: Wolves of the Pacific U-Boat Missions (http://www.direct2drive.com/5867/product/Buy-Silent-Hunter:-Wolves-of-the-Pacific-U-Boat-Missions-Download)). [I think this is a link - It shows up BLUE on my screen]. Anyways, its only ten bucks, and you don't have to keep the disk in your CD drive to play the game. NEATO!

Totally agree that "this is the first true decent sim I've seen n I love it." TMO and RDRDC just make it B-E-T-T-E-R!

[EDIT added] That is a direct link to the 1.5 download.

Florida Sailor
06-03-09, 07:27 PM
Florida Sailor, no, I hadn't seen that, but again that seems to be for 1.5. If I can't solve this some way, well I guess I'm doomed to stock game with few candy mods :( Was really looking forward to harder AI, was my one big complaint with the stock, as well as the (drive you up the wall) repeat missions.



There are two versions. One for 1.4 and one for 1.5. Both put the boxes and tails back.

NeonsStyle
06-04-09, 02:55 PM
Thankyou both... I'll look at getting 1.5, does seem a better solution :)

Avenger44
06-04-09, 09:35 PM
Need some help! I'm running TMO 1.7 + RSRDC v411. My boat (S-Class)was rebased to Dutch Harbor in late 42. When I start the next patrol I can't move.. it comes up with "Cannot Comply" Any Ideas? I have a full crew.

Armistead
06-04-09, 10:53 PM
Try posting in the RSRD thread. Don't think it's TMO. That usually sounds like the no engine bug. Also check and make sure you have all the latest patches for both mods.

Avenger44
06-05-09, 06:01 AM
Alrighty I'll try there. thanks for your help :) I do have the latest patches for both the mods. :)

Roger Dodger
06-07-09, 03:59 PM
Need some help! I'm running TMO 1.7 + RSRDC v411. My boat (S-Class)was rebased to Dutch Harbor in late 42. When I start the next patrol I can't move.. it comes up with "Cannot Comply" Any Ideas? I have a full crew.

I hadn't noticed that anyone else suggested this. Did you forget to take your crew off battle stations? Leaving them at stations too long will give you the same 'Cannot Comply' message - your speed drops to Zero, and you can't get a straight answer out of anybody. Happened to me a couple of times before I figured out what was happening.

Run Silent, Run Deep

reaper7
06-08-09, 03:17 AM
Hi I've just started Silent hunter 4 after being away from sub sims since the original Silent Hunter when I came across this Mod.
I've installed the following:
1.) REL_TriggerMaru_Overhaul_1.7
2.) Hotfix 4/17 Radar Fix
3.) Binoc fix (CaptScurvy)
4.) Optional mod - RSRD By Lurker_hlb3.
But I am having trouble with getting a correct range estimate. When i drag the ghost image down to the top of the mast so as its touching the waterline of the ghost image I can see the dial turning and showing what appears to be the correct value, but when I click the LMB to set the value it changes to a smaller value (eg. I set the range to 1300yards ang when I click the mouse button it jumps down to 400yards) is there a reason for this? I end up having to create all my firing solution manually guessing and adjusting ranges.

I have tried setting the measurments in options to Imperal and Authentic (What is the difference between these?) with no luck. :cry:

Edit:

Ok think I found the answer http://www.subsim.com/radioroom/showthread.php?t=126016
which has added Ship_Centered_Accuracy_Fix Revisions/Editions as of March 26, 2009.

Should i be playing in Authentic or Imperial measurment settings?

Mr.O'Bannon
06-09-09, 06:34 PM
I really wanted to thank you for this mod. It has really brought my interest back into the sim. If you read this; thanks!

MC-Maxim
06-11-09, 12:05 PM
Hello.

Is there chance to install Trigger M 1.7 without changes maded to sea textures and reflections ? I would like to leave sea like it`s in the stock game, but i would like to use all the improvements of TM.

Thanks,
Maxim.

SgtSabre
06-12-09, 12:22 AM
Hi I've just started Silent hunter 4 after being away from sub sims since the original Silent Hunter when I came across this Mod.
I've installed the following:
1.) REL_TriggerMaru_Overhaul_1.7
2.) Hotfix 4/17 Radar Fix
3.) Binoc fix (CaptScurvy)
4.) Optional mod - RSRD By Lurker_hlb3.
But I am having trouble with getting a correct range estimate. When i drag the ghost image down to the top of the mast so as its touching the waterline of the ghost image I can see the dial turning and showing what appears to be the correct value, but when I click the LMB to set the value it changes to a smaller value (eg. I set the range to 1300yards ang when I click the mouse button it jumps down to 400yards) is there a reason for this? I end up having to create all my firing solution manually guessing and adjusting ranges.

I have tried setting the measurments in options to Imperal and Authentic (What is the difference between these?) with no luck. :cry:

Edit:

Ok think I found the answer http://www.subsim.com/radioroom/showthread.php?t=126016
which has added Ship_Centered_Accuracy_Fix Revisions/Editions as of March 26, 2009.

Should i be playing in Authentic or Imperial measurment settings?


Make sure you are using the correct reference point on the ship. In the stock game, all of the reference points are at the top of the ship's tallest mast. In TMO, many of them are on the stack. There should be a red mark in the recognition manual that shows where the proper reference point is.

reaper7
06-12-09, 03:55 AM
Make sure you are using the correct reference point on the ship. In the stock game, all of the reference points are at the top of the ship's tallest mast. In TMO, many of them are on the stack. There should be a red mark in the recognition manual that shows where the proper reference point is.

Thanks Sabre, found that on another post alright.
Just wondering if I should be playing on Imperial measurment or Authentic Measurment, and what is the difference between the two.

reaper7
06-12-09, 04:45 AM
Hi I downloaded the SH4_Japan_Recog_Manual_v3.1_IMP.pdf which is excellent for the stock game, but does this cover all the ships included with Trigger Maru Final 1.7.
I would like to create a new printable recognation manual to show the new ship target heights as in this mod.
Where can I find the bitmaps for the ingame ship ID's.

cgjimeneza
06-12-09, 03:02 PM
Hi I downloaded the SH4_Japan_Recog_Manual_v3.1_IMP.pdf which is excellent for the stock game, but does this cover all the ships included with Trigger Maru Final 1.7.
I would like to create a new printable recognation manual to show the new ship target heights as in this mod.
Where can I find the bitmaps for the ingame ship ID's.

I agree its a beautyfull manual. but its quite old, not all ship types are included in it.

sawacs
06-13-09, 03:35 PM
I have been playing the Trigger mod and the appearance mods are wonderful. However, the torpedo mods are not so great. Out of 6 torpedoes that have been fired, two have been duds and the rest have gone under the ships even though I set the depth on them to their shallowest which is 6 feet.

Things do not get much more frustrating than this.

Btw, is there a way to remove the dud function without removing TM? My busy schedule does not allow me to spend 3 hours on this game to have two duds.

What is the deal here?

Thanks, Sawacs

sT(--)cK
06-13-09, 05:05 PM
hi there

if somebody is having the same problem with chronograph which just disappears at high resolutions as i do so this is supposed to help

make this change in menu_1024_768.ini

[G29 I2]
Name=Chrono
Type=1026;Menu group
ItemID=0x29020000
ParentID=0x29000000
Pos=-31,0,312,300
Zone= -31 768 312 300 0 1 0x29000000 0 0 0x29020000 -0.1 0 0 0
Color=0xFFFFFFFF


at least it works for me @1920x1200

Highbury
06-13-09, 05:43 PM
I have been playing the Trigger mod and the appearance mods are wonderful. However, the torpedo mods are not so great. Out of 6 torpedoes that have been fired, two have been duds and the rest have gone under the ships even though I set the depth on them to their shallowest which is 6 feet.

Things do not get much more frustrating than this.

Btw, is there a way to remove the dud function without removing TM? My busy schedule does not allow me to spend 3 hours on this game to have two duds.

What is the deal here?

Thanks, Sawacs

Only 2 duds? That's good! Mk. 14s will have alot of duds and run deeper then set until sometime in '43. That is historically accurate.

But if you want no duds at all just select "NO DUDS" in gameplay options. I have no idea if that will make Mk.14s run at the proper depth though. You can also just take Mk.10s until the 14s are fixed in '43, smaller bang, but a more assured bang.

CapnScurvy
06-17-09, 11:11 AM
Thanks Sabre, found that on another post alright.
Just wondering if I should be playing on Imperial measurement or Authentic Measurement, and what is the difference between the two.

The difference between the two simply is the Authentic mode will automatically apply the Imperial measurements when playing the American side; the Metric measurements when playing the German U-Boat side.

If you have a preference to one or the other type of measurements, the specific type you choose (Imperial/Metric) will be used for either side you play regardless whether it is authentic or not.

Earlier you asked, "I set the range to 1300yards and when I click the mouse button it jumps down to 400yards) is there a reason for this?"
For one thing don't use the Attack Data Tool (that's the round right hand dial where you set the targets Speed, AoB, and pull-up the Stadimeters second image to take a manual range to target) to submit a range to the Position Keeper (the left hand device that shows the target and subs orientation, speed, range, etc). The Attack Data Tool was not designed to allow for mouse dragging a range and sending it to the Position Keeper for computing a firing solution. For one thing (since we were talking about the difference's between Imperial and Metric side of play) take a look at the "Range" dial for the Attack Data Tool in both types of measurements. Their the same!! Hmmmmm, How, can a dial that needs to show a different measurement use the same dial. Also, the dial only goes up to 130. Where can you set the dial to 160 as the stock Imperial Recognition Manual requires for Japan's largest battleships? Can't be done.

The point is, the Attack Data Tool as it relates to range finding is just for show. The dial spins, and looks as if it has a purpose. You can even drag it around to the given (inadequate) points but, it's really just for show. The Position Keepers "Range" field is what gets figured into a firing solution. When "manual targeting" is used, this range is changed by either taking a sonar reading of the target and "sending" it to the PK, or using the Stadimeter and sending it's marked reference point to the PK. I know, your supposed to make a range estimate using the periscopes hash marks but in most cases these marks are again just for show. Many mods have changed the view size of either the scope themselves or the target "camera" image making the hash marks useless (if they were ever correct to begin with).

reaper7
06-18-09, 04:27 AM
The point is, the Attack Data Tool as it relates to range finding is just for show. The dial spins, and looks as if it has a purpose. You can even drag it around to the given (inadequate) points but, it's really just for show. The Position Keepers "Range" field is what gets figured into a firing solution. When "manual targeting" is used, this range is changed by either taking a sonar reading of the target and "sending" it to the PK, or using the Stadimeter and sending it's marked reference point to the PK. I know, your supposed to make a range estimate using the periscopes hash marks but in most cases these marks are again just for show. Many mods have changed the view size of either the scope themselves or the target "camera" image making the hash marks useless (if they were ever correct to begin with).

Ok Thanks for reply to that CapnScurvy. By the way have downloaded your AOB calculator and printed it out on card, what can i say excellent tool. Make things a lot easier - going to make one out of perspex for longterm use. Thanks :salute:

Kaleun_U96
06-20-09, 01:16 PM
hi all together...

I love that TMO, can't play without.

But now I started the german campaign from the U-boat missions addon. After a while you get the possibility to launch search planes from an aircraft carrier, to search the area of your choice for enemy ships.

Here comes my problem: Every time I want to launch a plane from a carrier and click to set it's search area, SH4 crashes to desktop... I've no idea why... (that doesn't happen if i go back to default SH4, I tried) :damn:

I've only installed
- TriggerMaru_Overhaul_1.7
- Hotfix 4/17 Radar Fix
- Binoc fix (CaptScurvy)

someone got the same problem, or a solution for it?
I don't wanna play without TMO :wah:
thanks in advance

Roger Dodger
06-20-09, 03:46 PM
I have been playing the Trigger mod and the appearance mods are wonderful. However, the torpedo mods are not so great. Out of 6 torpedoes that have been fired, two have been duds and the rest have gone under the ships even though I set the depth on them to their shallowest which is 6 feet.

Things do not get much more frustrating than this.

Btw, is there a way to remove the dud function without removing TM? My busy schedule does not allow me to spend 3 hours on this game to have two duds.

What is the deal here?

Thanks, Sawacs

I use auto-targeting myself, being not a math guru. I've noticed that when I hit the Target (L)ock switch, the selected torpedo sets itself for up to 15' deeper (goes from 10' to 25' depth), and under the target. I've been just resetting after (L)ocking the target, but have to do this everytime I raise the scope and re-(L)ock the target. A minor inconvenience, but annoying nonetheless. Any suggestions on how to fix this, or just live with it? Also, I normally set my torpedo depth to 10'. Any deeper, they all seem to go under the target.

LiquidSnake
06-21-09, 04:59 PM
I hope Iam rigth here.. ive got a Problem.. since ive installed Trigger Maru 1.7.. every Mission starts in Paused mode.. and if i enter the backspace.. to end paused mode.. it will shortly done but then its paused again (so 1 secound after touching backspace).. and it never chenge that.. so i cant play.. anything...!!!

ive installed.. SHIV+all Patches.. + U-Boat Missions and then Trigger Maru 1.7, the HotFix and MaxOptics... and then ive change some things with the silent3ditor.. but only the weapons.. nothing more.. please can me help somebody...?

My System:

Athlon 3200+, 128 Nvidia Card, 2048 Ram, Win XP.. nothing special installed...

PS: Sorry for my bad English, but its hard to write it.. my german is better (like Lothar Matthäus^^)

Edit: my post can be ignored. Ive got it.

banjo
06-22-09, 09:59 AM
Try removing all add ons/mods. Then try the stock game. Does it still do it? If not add UBM and try again. Keep doing that. Add a mod and try it.

If none of that works you might have to re-install the game.

Torpedoloader
06-25-09, 04:47 AM
Not sure if I should mention this but there is an update about TMO 1.8 over at the "other" forum site, a few interesting changes there.

AVGWarhawk
06-25-09, 08:42 AM
Not sure if I should mention this but there is an update about TMO 1.8 over at the "other" forum site, a few interesting changes there.


Yes there is :D:D:D

Mikeb213
06-27-09, 11:35 PM
Not quite sure what to do with my SH4. Alright so I got TMO installed but now when I go to play I will go through a patrol, cruise to a port to end my patrol and once I get there about the time the anchor should pop up so I could end my patrol the game locks up and says SH has stopped responding. I have not loaded any other mods because I cant seem to get this one up and running and am afraid to mess this one up. So here is all the info on my set up.

I am running,
Amd 6000 3.0 Ghzx2
4gb of ram
512mb nvidia 8800 GT
Windows Vista Home Basic

What other info can I provide so you guys can help me out?

Ah one other thing to add....so I may be doing this wrong but when I load the game I have to disable the mod first then reenable it once the game has loaded and I am in the office. Anytime I load the game and the TMO screen shows up it never loads.

karamazovnew
06-28-09, 01:18 AM
Welcome Mike.
Are you using SH1.4 or SH1.5 (comes with Uboat Addon)? Did you try doing an alt-tab when it locks at the loading screen? Sometimes you can see a dialog box stating the problem. Usually it's an id missing. As far as I know, even tho TMO is only for Fleet boats, It does depend on the 1.5 files.

Mikeb213
06-28-09, 01:27 AM
I am running 1.4

karamazovnew
06-28-09, 01:42 AM
Well, there's your problem :salute:. In that case try to see which version of TMO is still compatible with 1.4. I don't remember as I can't live without Uboats.

Mikeb213
06-28-09, 09:21 AM
Ah so the problem is that 1.7TMO doesn't work with SH4 1.4? Only 1.5?

AVGWarhawk
06-28-09, 06:05 PM
Ah so the problem is that 1.7TMO doesn't work with SH4 1.4? Only 1.5?
Correct.

raymond6751
06-30-09, 06:09 AM
Hi

It is Jan 42 and I am on mission Hawaii to Japan to drop spy off. Heading West, halfway there I get a radar contact, warship. In a couple of minutes I get a CTD, just about when the unit would be visible. This happened repeatedly, whether I was surfaced or dove, regular time or speeded up.

I turned North to avoid and crash didn't happen. I think the problem is the ship being contacted.:hmmm:

AVGWarhawk
06-30-09, 07:42 AM
Hi

It is Jan 42 and I am on mission Hawaii to Japan to drop spy off. Heading West, halfway there I get a radar contact, warship. In a couple of minutes I get a CTD, just about when the unit would be visible. This happened repeatedly, whether I was surfaced or dove, regular time or speeded up.

I turned North to avoid and crash didn't happen. I think the problem is the ship being contacted.:hmmm:


I asked Ducimus about this. Are you using RSRD by chance or just straight up TMO? Any other mods in the mix?

lurker_hlb3
06-30-09, 03:47 PM
I asked Ducimus about this. Are you using RSRD by chance or just straight up TMO? Any other mods in the mix?

RSRDC doesn't do "spy missions to Japan"

How ever you need to ask for better location info than "halfway there"

What mods do you have installed and in what order

AVGWarhawk
07-02-09, 08:02 PM
TRIGGER MARU IS IN THE PROCESS OF BEING IMPROVED AND UPGRADED! SOME VERY COOL THINGS ARE BEING CREATED BY DUCIMUS! STAY TUNED!


Partial list of changes:

Quick list of changes:

1.) Interior
- All dials clickable
- vickers dive angle fix
- panel lights
- captains cabin and yoemans office

2.) User Interface
- Crew management's go back to previous screen hotkey remapped to Interor aft camera, which is what im using in the captains cabin. I thought the watch, station and quarter bill in said office on clipboard was a nice touch.

- Snorkel depth is now radar depth. Dive planes set to deep dive to go around 450 ft barrier has been removed. All subs in TMO will now have a clickable 600 ft depth gauge in the conning tower for functional reasons. (Gato interior will to, but i didnt include it in this prototype to reduce file size, use the one in the CR instead)


3.) Crew changes
- officers randomly wear kahki shorts
- CPO now dons the stock humphry bogart hat. Someone bitched to me about CPO's wearing officer covers.. FINE, now maybe that guy will zip it I should put an enlisted hat device on it, but im too lazy.
- created a new graph for the yoeman
- Hogans alley has been added. You'd swear between TMO and RFB having this, that theres some masonic conspiracy thing going on between the two mods.

4.) Guns guns guns
- 3rd 20MM AA mount
- reworked 40MM guns to shoot AA flak rounds
- rebalanced shells on both.
- threw in a new AA flag gun sound i borrowed from some BF2 mod.
* Included modified Bungo pete mission ive been using to test crap on. Set your AA gun crew to fire at will and enjoy the show


I think thats the gist of it. Doesn't sound like much, but it was alot of work doing it for all boats.


40MM for AA flak is very cool:D