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cgjimeneza
07-02-09, 09:56 PM
ohhhh.... how I want it!!!!
:salute:
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
Weaverjd
07-02-09, 10:18 PM
Yeoman...
SteveW1
07-03-09, 01:58 AM
This sounds very cool indeed:up:
Cant wait until its released
Steve
kiwi_2005
07-03-09, 02:59 AM
Trigger Maru is my favorite mod. Looking forward to 1.8 :rock:
Well done and thanks for your continued support of this great mod!
Munchausen
07-03-09, 07:31 PM
:hmmm: I uninstalled SH4, hoping to make the AOB Fix work. Now I think I'll just wait until this version of TMO is released.
cgjimeneza
07-03-09, 08:53 PM
Yeoman...
have him fill my requisition too... I must surely get it.
I'm goin' down
07-04-09, 05:07 AM
when setting range do I line up the shadow target's keel with the funnel of the target if it is a merchant? What if it is a carrier? What if it is a warship other than a carieer? I could not find instructions in the readme.
PL_Andrev
07-04-09, 01:35 PM
TRIGGER MARU IS IN THE PROCESS OF BEING IMPROVED AND UPGRADED! SOME VERY COOL THINGS ARE BEING CREATED BY DUCIMUS! STAY TUNED!
Quick list of changes:
(...)
AVGWarhawk!!!
Help me, You're me last hope!!!
Could you ask Ducimus about possibility of next issue?
6. If player's submarine is very highly damaged or destroyed, the submarine will be automatically flooding and diving (and will be not attacked by the escort more).
This is very small (?) fix with help us to use this mod for multiplayer game.
Please, help us - this bug makes our games unbalanced (surfaced and destroyed submarine is still attacked by escort - other players can attack more easy...)
Please...:wah::wah::wah:
SgtSabre
07-04-09, 09:13 PM
when setting range do I line up the shadow target's keel with the funnel of the target if it is a merchant? What if it is a carrier? What if it is a warship other than a carieer? I could not find instructions in the readme.
Look in the recognition manual. There will be a red mark in the manual for the point that you line the waterline up with. Most are at the stack. Some are at the mast. Some others are at the rear deck.
Is there any plan to tweak TMO's ship damage model?
I'm goin' down
07-05-09, 02:42 AM
Yep, that solved it. Thanks.
AVGWarhawk
07-09-09, 07:19 AM
Current Change Log for the TMO update. The list is not complete per Ducimus but just a taste of what is coming:
1.) folded in hotfix 041709
2.) AA guns
- adjusted shell damage on 20MM and 40MMs
- changed sound
- increased shell storage capacity
- got AA shells working
- changed 40MM shell type from AP and HE to HE and AA
- changed 20MM shell type from AP to HE
- Added 3rd AA gun mount on main deck. Supports 20MM only. (See conning towers.)
3.) Conning towers
- Added 3rd AA mount on Conning 3 and 4 only. (1 and 2 did not have them)
- Added Rear mounted TBT on conning towers 3 and 4 only.
4.) Interiors
- added lights to the starboard side electrical panels that were previously lifeless.
- added control room dive angle fix by Vickers03
- all control dials and telegraphs in the control room are now clickable.
- add a pseudo captains cabin and ships Yeoman's office. Clipboard on Yoemans desk is clickable crew management page.
- all boats now have a clickable 600 ft depth gauge in the conning tower. (see control/UI changes)
5.) Control and UI changes
- Dive planes set to deep dive functionality has been removed. To dive below 450 feet, use the clickable depth gauge in the conning tower.
- Balao and tench class boats no longer level off at 160 feet when crash diving. Instead they level off at their saftey depth of 400 feet. Setting dive planes to normal dive (aka the D key), will put the boat in a dive condition and it will not stop until you order it to stop via the A key. This is to allow some of the deep diving jockey's the ability to get around the 600 ft depth gauge if they so choose.
- Radar depth has returned to TMO. use the semicolon key.
- To exit the captains cabin and Yeomans office, use the right mouse button, or the numberpad INS key.
- Changed text mesage of "raising SD radar antenna" to "raising air radar antenna".
6.) Submarine changes
- The time it takes to crash dive has been increased. All boats should be under in about 58 seconds or less. This is more historically accurate then previous settings.
- Maximum speeds have been adjusted to be more in historical parameters. Top speeds are now thus:
* Porpoise: 18 knots
* Salmon: 17 knots
* Sargo: 20 knots
* Tambor and Gar: 20 knots
* Gato, Balao, Tench: 20.25 knots
Note: a 5 kt wind or greater will slow your boat down.
- Surface endurance has been adjusted to a setting that does not account for fuel ballast tanks, which as i understand it, was a development sometime after the war started.
- All boats now have a berthing compartment, affectiontley (and historically as far as crew slang is concerned) known as "Hogans alley".
- Reduced size of the damage control team
- reduced size of Psuedo Narwhals deck gun teams, so they are managable in the UI now.
7.) Crew Apperance changes
- Officers will now occasionally wear a T shirt and Kahki shorts.
- CPO's now have their own cover. (I hear Humphy bogart wan't his hat back)
8.) Crew Special abilities
- All special abilities have been reworked, rebalanced, or dropped entirely to be more inline to represent the improvements brought about by an experienced crew.
- increased likelyhood of special abilities being aquired.
Descriptions are as follows:
MASTER ENGINEER
Required compartment: ENGINES ROOM, CONTROL ROOM
Description: When it comes to repairs, this barnacle encrusted Chief has rung more salt water from his socks then most sailors have sailed over. He can effect repairs faster, pump water out sooner, and make operational unserviceable equipment.
Effect: Repair and pump speed increased 38%, can repair destroyed items.
TIN CAN CROSSOVER
Required compartment: DECK GUN
Description: This man spent some time on destroyers as a Gunnery officer. His skill in naval gunnery will increase the accuracy of your deck gun.
Effect: Increases accuracy of deck gun by 50%
MASTER TORPEDOMAN
Required compartment: BOW TORPEDO ROOM, STERN TORPEDO ROOM
Description: This Chief knows how to run a torpedo room like a well oiled machine. His expertise makes for faster reloading of torpedos.
Effect: Time it takes to reload torpedos reduced by 40%.
TORPEDO EXPERT
Required compartment: BOW TORPEDO ROOM, STERN TORPEDO ROOM
Description: Defying orders from BuOrd not to touch anything, this Chief is constantly disassembeling and maintaining the torpedos. Torpedo malfunction's occur slightly less frequently as a result.
Effect: Torpedo malfunctions reduced by 25%.
PHARMACIST'S MATE
Required compartment: ANY|
Description: Submarines were not large enough to merit physicians, so they had corpsman instead. Often called quack, voo doo man, pill pusher, or witch doctor by the crew. From lancing butt boils, killing crabs, or the rare appendectomy with kitchen implements, he is able to reduce the resting time and remove all the wounds of the crew.
Effect: Heal speed increased by 50%, fatigue reduced by 50%.
ENGINES EXPERT
Required compartment: ENGINES ROOM
Description: This Chief knows his job well enough to take a few unorthodoxed shotcuts on diving proceedures, decreasing the time it takes to dive the boat.
Effect: Increases dive speed by 65.
Speical note: I have tuned this so that with 3 of them, your fastest dive will be 35 seconds, which was obtainable by experienced crews. This skill is subject to diminishing returns.
MASTER ELECTRICIAN
Required compartment: ENGINES ROOM
Description: This Chief knows how best to maintain the batteries and draw the most amps, reducing battery consumption as a result.
Effect: Reduces battery consumption by 25%.
COMMAND PRESENCE
Required compartment: CONTROL ROOM
Description: This Officer has great courage and charisma. He inspires all around him, and seems destined for great things. While on board, the entire crew will receive a strong boost to experience gained. You as captain will benefit from his work by getting a major bonus to renown.
Effect: 15% bonus in renown.
FUEL BALLAST
Required compartment: CONTROL ROOM
Description: This innovative officer has reworked No. 6 and 7 ballast tanks to carry fuel. As the fuel in the tanks is consumed, they are converted back to normal ballast tanks. The surface endurance of your boat is increased as a result.
Effect: Reduces fuel consumption by 20%.
Special note: Your navigator (aka OOD), will incorrectly report the same maximum range at current speed regardless if you have this ability or not.
AHEAD EMERGENCY
Required compartment: CONTROL ROOM
Description: Your officer orders the denizens of the engineering spaces to ignore saftey protocols and push all four main engines to the absolute maximum power. Increases your maximum surface speed by 1 and 1/2 knots.|Duration: 6 hour|Available: 1 day
Effect: Maximum speed increased by 35%, which comes out to be 1.5 kts.
9.) Upgrade packs
- MS/9 paint scheme upgrade pack that was available later in the war has been removed via post dating it after the war.
- Ms/32 Paint scheme upgrade pack will now come equpied at the apporpiate date. This is to make sure the deck guns get the proper skin
applied to them. (i hate having an Ms/32 boat, with black guns)
- fixed typo in Radar counter measures
Special note: If your using custom sub skins, select the "wartime default" paint upgrade.
11.) Damage model
- Re established parent/child relationship with the engines, motors, and the compartment they reside in on player subs. Which means your more liable to suffer damage Diesals and motors again.
12.) Optional mod
- Psuedo FM Sonar by Vickers03. It allows you to "hear" where the mine fields are. This is being made optional for compatiblity reasons. It works by having a mine emit a noise, which you can then hear on your sonar if you man the sonar station yourself. With dense mine fields, things get...... cluttered.
- Stern mounted deck gun and forward mounted 3rd AA gun.
13.) Items under review
- possibly adding a visible under water controller to torpedo's
- Various sounds
- Real Environment by W_Clear and Kriller2
- Reworking of various menu art.
- Having sea state effect the players radar more.
ReallyDedPoet
07-09-09, 08:08 AM
He just can't stop can he :D, very nice.
AVGWarhawk
07-09-09, 08:36 AM
And that is a good thing for those that like TMO:yeah:
ReallyDedPoet
07-09-09, 08:40 AM
And that is a good thing for those that like TMO:yeah:
Yeah, I have not played Trigger in quite some time, but usually download the latest stuff from it. I'll load it back up at some point :yep:
AVGWarhawk
07-09-09, 08:57 AM
I have been playing with a upgraded Gato and the changes are very nice. The boat is much more alive now with panel lights in control flickering. A nice 40mm with flak that actually looks, acts and sounds like flak. Clickable dials for deep depth and now radar depth is back for the user.
ReallyDedPoet
07-09-09, 08:59 AM
I have been playing with a upgraded Gato and the changes are very nice. The boat is much more alive now with panel lights in control flickering. A nice 40mm with flak that actually looks, acts and sounds like flak. Clickable dials for deep depth and now radar depth is back for the user.
Sounds good :yep:
Surface endurance has been adjusted to a setting that does not account for fuel ballast tanks, which as i understand it, was a development sometime after the war started.I was reading about the patrols the U.S.S Pampanito made and it was fitted with such a tank in August 1944 after its second patrol,other boats were probably refitted as well.
This is funny,i thought i installed it right,i got the main menu adjusted and did 4 patrols,but it just felt like vanilla...
Then i found out i didnt have all the files installed even though it worked,now i do and its a total transformation!
Thanks for this awesome mod,i'm gonna enjoy this alot!
I'm goin' down
07-09-09, 10:32 AM
In some of the 1942 missions the number of planes is ridiculous. I finally quit some of the missions because they were simply too much. I would say that I encountered between 30 and 60 with no ships in the patrol zone. The Alaska patrol is one example. Is there a mod to decrease the number of planes? Is there a change to the date file that will decrease the number of planes? I play TMP/RSRDC, so maybe the problem is RSRDC. If it is, I have the same questions.
AVGWarhawk
07-09-09, 10:51 AM
You can always remove RSRD and see how the plane situation goes. TMO has it's own ship/plan mod already built in. I do not find the plane an issue in TMO or RSRD either but that is just me. :D
Boy, I've been playing the latest TMO's plus RSRDC ever since they came out. I have had missions where there were boucoup planes but nothing like you describe--and it really varies. Sometimes I'll experience a lot of Jap air traffic, other patrols none at all.
My advice would be to stick with both mods and see how it goes.
karamazovnew
07-09-09, 05:21 PM
Wohoo, can't wait. Altough I'm a bit afraid of that Hogan's Alley thing. It's the main issue I have with RFB. Altough it's years above the SH3 crew model, the crew in SH4 stil feels like crap. Having 15 men in the conning tower at battlestations and using Active skills while the crew member sleeps like a baby is... bleah.
cgjimeneza
07-09-09, 06:24 PM
Wohoo, can't wait. Altough I'm a bit afraid of that Hogan's Alley thing. It's the main issue I have with RFB. Altough it's years above the SH3 crew model, the crew in SH4 stil feels like crap. Having 15 men in the conning tower at battlestations and using Active skills while the crew member sleeps like a baby is... bleah.
current TMO has the alley, I find no problem , just make your mind early and decide wether you need to move the crew in time and not when those akizukis are comming on top of you
karamazovnew
07-09-09, 06:35 PM
It does? I only see damage control, aa gun and deckgun spots. And I usually move my damage crew to the guns when needed.
AVGWarhawk
07-10-09, 01:27 PM
Wohoo, can't wait. Altough I'm a bit afraid of that Hogan's Alley thing. It's the main issue I have with RFB. Altough it's years above the SH3 crew model, the crew in SH4 stil feels like crap. Having 15 men in the conning tower at battlestations and using Active skills while the crew member sleeps like a baby is... bleah.
You lost me on this. What do you mean?
AVGWarhawk
07-10-09, 01:32 PM
current TMO has the alley, I find no problem , just make your mind early and decide wether you need to move the crew in time and not when those akizukis are comming on top of you
Not yet! It is coming. You playing RFB?
The Fishlord
07-10-09, 01:42 PM
Nice!
Definetely put in Real Environment please - it'll be so much less hassle to have two or three mods to install in the right order instead of my usual sixteen...:yep:
AVGWarhawk
07-10-09, 01:50 PM
Nice!
Definetely put in Real Environment please - it'll be so much less hassle to have two or three mods to install in the right order instead of my usual sixteen...:yep:
I agree and like the one stop shop. I'm not opposed to having 4-5 loaded. Mostly I just stick with TMO/RFB and the correct RSRD version. Seems to fit the bill for me. :yep:
cgjimeneza
07-10-09, 02:54 PM
actually, I might have mistaken from the Op Monsun open billets for external crew.... dont mind me too much, I might be going slightly crazy you know...
EDIT:
I finally got a bit of time early saturday, Im using a mod called crew quarters for TMO163.... that might be considered a Hogans Alley precursor....
I agree and like the one stop shop. I'm not opposed to having 4-5 loaded. Mostly I just stick with TMO/RFB and the correct RSRD version. Seems to fit the bill for me. :yep:
Same here. There are times that the updates fly and it was such a pain that I just cut it down to the bare minimum. Plus I don't have to keep up with so many mods. Life is getting shorter.
Edit: Edited to nothing due to UFO attack.
WHEN will we see Trigger Maru -1.8 ?
I can't wait it more :up::DL
http://morningcoffee.files.wordpress.com/2006/08/uss_wahoo.jpg
FADM Gryphon
07-13-09, 12:32 AM
Just installed the TMO, SH4 doesn't even seem like the same game any more. I have been in the Pacific Ocean when I was in the navy and these guys make me feel like I am there again.
T.Maru 1.8 Beta http://www.filefront.com/14028491/BETA_TMO_17_to_18.7z/:D
Thanks Gato76 :up:
SUPERBE !!
Javelin
07-18-09, 06:34 AM
I am using 1.8 beta now. seems to be fine but there is no 20mm gun. leave port with one but cannot access the gun even when crewmen are assigned there. Also, the aa gun icon is black, and cannot click the aa gun on.
Both 20mm,& 40mm are useless in 1.8B, on even Sampans/life-rafts,no hit points. Must have been nurfed due to CTD syndrome Duci's:O: won't even flame a sail.
lurker_hlb3
07-18-09, 02:54 PM
Both 20mm,& 40mm are useless in 1.8B, on even Sampans/life-rafts,no hit points. Must have been nurfed due to CTD syndrome Duci's:O: won't even flame a sail.
Did you switch from "AA Rounds" ( default ) to "HE Rounds" before you engaged the target ?
I am using 1.8 with it's patches and have all guns. Did you start a new career when you loaded 1.8? If not, you will not have all the features, i.e., hogan's alley, etc.
Javelin
07-18-09, 07:04 PM
Did start a new career, but even after two missions I still cannot access the AA guns, even with crewmen assigned to them. Its the only problem I seem to have.
Javelin
07-18-09, 07:41 PM
Sorry guys, my fault. It's working now. Nothing wrong with 1.8, just my rush to use it.
cgjimeneza
07-19-09, 08:08 AM
while under TMO 1.7, has anyone done testing to find out how sensitive the escorts sonar is.
what I mean, if you are lying in ambush perpendicular to the estimated track of a convoy, how far off this track do you have to be to avoid being pinged back by the DD, DE`s sonar, 2500 yds?, 3000 yds? more?
:06::06::06::06::06:
answers would be most welcome.
EDIT 1: just how many Depth Charges do escots carry???? I mean, this small DE has dropped easily at least 55 on me and has not run out
EDIT 2: now over 105 charges by count, slight damage to compressor and aft tubes, over 1:40 of real time evasion
EDIT 3: my damage control crews didnt repair the compressor (something bad in the game or mods), the DE dropped a bit over 120 DC and went away, put two more torps into Hakusika Maru and got me another 8000 tons... my crew died suffocated midway between Bali Island (to the left of Java en Indonesia) and the advanced base in Exmouth bay.
EDIT 4: a restart and fresh reload did ventilate the boat... those squids didnt think of opening the hatches to ventilate, got back to Exmouth bay and my tubes are all loaded and heading back to the approaches of Surabaya...
My experience in 1.7 & 1.8 is that sea state makes a lot of difference. If the wind is blowing hard escorts do not detect you as readily. However, if the sea is calm they usually detect me the second I rise above the thermal layer if I am 2500 yds or less from them. I don't know yet how far away is safe because I've been trying it from 2000 to 2500 yds. I am also talking about 1943 and later. Earlier in the war is safer.
NKVD-crazyivan
07-20-09, 03:24 AM
Does Hogans alley work as it does in RFB you put all your external crew, ie gun crew etc and when you get depth charged etc they dont take damage like they used to...................
i have been playing TMO since its birth and as a man can i say i loovvve you mr D........ in a manley no dont sue me way .....:yeah:
Thanks Duci and all i am getting back into this game after a long hual of empir total war.....:rock:
HOgan's Alley can work as you described. However, it comes fully crewed so you must offload those people first to make room for your crew.
Sorry if this has been asked, havent seen it.
Whats the install order for TMO with the 1.8 Beta.
Im assuming its TMO 1.7 + Beta 1.8?
Does the beta 1.8 included the radar + hotfix or do we need to install those after TMO 1.7 but prior to the beta?
And what about using RSRD, again Im assuming we install that last, after TMO?
Clean SH4 1.5 install here.
Lt Cmdr. Duke E. Gifford
07-21-09, 09:37 PM
Quick question. I just downloaded TMO late last week. Do I still need the patches for the fixes? If so, how do I install them?
Armistead
07-21-09, 10:35 PM
Click the link.
http://forum.kickinbak.com/viewtopic.php?f=36&t=1785
Lt Cmdr. Duke E. Gifford
07-22-09, 09:29 PM
I loaded TMO, and started my first career. Wow, what a difference TMO makes. Haven't seen any action yet, it's a 2700 mile trip to my objective, it'll take me a couple of weeks at least, only playing 1-2 hours at a time.
The General
07-23-09, 03:02 PM
Sounds good Lt. Cmdr :salute: Let us know how you get on...
Why is Duci's status set to Keelhauled?
Testing 1.8 so far so good,but how you go deeper than 600 ft in this version.I was able to take my sub in TMaru 162 down to 700 ft
You must force it down W/ dive planes,& electric motors.:up:
Do not forget Ck.hull damage!:dead: If Conning Tower leaks bring her back up some.
You must force it down W/ dive planes,& electric motors.:up:
Do not forget Ck.hull damage!:dead: If Conning Tower leaks bring her back up some.
Thanks :up:
Dakar23
07-24-09, 01:35 PM
How do I access the new "cabins"? in 1.7?
:yeah:Click blk.hatch Fwd.Stb.Control Rm. You will need TMO.-1.8 beta also.
captgeo
07-24-09, 04:58 PM
Look's like I will have to give TMO another shot,......LOL, the old one was great, just not my style of play.
MasterChief
07-25-09, 08:36 AM
Great MOD!! I'm loving it and 1.8 beta is working fine! This is almost the perfect Sub sim now.
Question on crew management though. What is the main purpose of Hogan’s Alley? I am assuming it is a place to stash you DC party and Gun Crew when not needed to protect them from damage.
However I never figured out why the originally game had a dedicated DC party and Gun crew in the first place. Everyone on a Submarine, both now and then, stood watch. The only exceptions were usually the cooks and stewards but they often took a lookout spot also. When battle stations was called away and everyone was out of the rack a select group would be assigned to DC party and Gun crews (if surfaced). All these folks would be designated on a “Watch, Quarters and Station Bill”. Not sure why the game mechanics has the deck team stays manned during submerged battle stations either.
The General
08-01-09, 06:46 AM
However I never figured out why the original game had a dedicated DC party and Gun crew in the first place.The stock SH4 had a lot of flaws, this being one of them.
mainexpress
08-01-09, 06:44 PM
Does the latest TM work with the enviromental mod or pacific enviroments? or can someone list all the best mods to work with TM
Does the latest TM work with the enviromental mod or pacific enviroments? or can someone list all the best mods to work with TM
From the Readme posted on this thread post #1.
17.) Can i run this super cool environmental mod with TMO?
An Environmental mod is now included in TMO, so you should not have to run anything extra. You may prefer one mod over another, i can only recommend that you try TMO by itself before adding mods of your own. A word of caution here with environmental mods in general: The authors of these mods are doing fantastic work and have made great strides. Unfortunately these mods are having adverse effects on AI visual sensors (confirmed), and possibly even AI underwater sensors (unconfirmed). These ill effects will also effect your watch crews ability to spot targets, being unable to see things that you can see clearly. The environmental mod included in TM has been tweaked so this does not happen. So be advised that by running other mods, you run the risk of upsetting how well the AI can visually detect things.
Capt.Warner
08-03-09, 12:57 PM
Thanks for hard work Ducimus:yeah:
Javelin
08-05-09, 06:26 PM
Using 1.8 beta with all the 1.8 add ons, and I have expericened many ctd's when arriving and leaving ports. Several were while I was many miles from Fremantle. After being upgraded to a Gato, my base is now Pearl, and there I am having ctd's. Also, using RSDC TMO 1.7 and patch v411. I started a new career without the RSDC mod but again there are ctd when arriving at Fremantle. Hopefully this information will help. Trigger Maru rocks.
rsvette12
08-08-09, 09:15 PM
Awesome work my friend just incredible, thank you, one question I can not change the angle of torpedo in attack map is that normal or is there way to do that ?. :up:
Regards, Rich
Sub Sailor
08-09-09, 11:23 AM
Good morning;
I received an e-mail this morning that (I think) indicated that TMO 1.8 was ready for download.
If that is true then I am unable to find it. I have 1.7 and all the fixes installed and every thing is fine.
If I am wrong chalk it up to my age (68), and I will keep watching.
Thank you,
Ron Banks MMCM(SS), USN(Ret)
@sub sailor,
I believe the only download presently available for TMO 1.8 is the Beta and it's patches.
These can be found @ Ducimus' regularly visited website:
http://forum.kickinbak.com/viewtopic.php?f=36&t=1785&st=0&sk=t&sd=a
Regards
Kaleun
Sub Sailor
08-09-09, 12:47 PM
I appreciate the response, I will wait until it comes out officially. I am looking forward to it, 1.7 is excellent.
Thank you,
Ron Banks MMCM(SS), USN(Ret):DL
FADM Gryphon
08-09-09, 01:50 PM
Being a bored modder I made my own TMO Screen of the TMO1.8 Beta Also noticed by changing to this loading picture the game loads a lot quicker now.
http://img.photobucket.com/albums/v733/dristen/Intro_logo_bkgcopy.png
rsvette12
08-09-09, 02:03 PM
Where do we get this buddy, enjoying your work. :)
Rich
FADM Gryphon
08-09-09, 02:36 PM
rsvette12 here's the link to download it. Unzip in your mods folder and use JSGME to install. NOTE: Must be installed after TMO version 1.8 to work correctly. Yes it will overwrite files in TMO but just the two loading dds files.
Before I forget credit for TMO belongs to Ducimus (http://www.subsim.com/radioroom/member.php?u=219224). I made this splash screen for my pure enjoyment as I wanted a different loading screen.
http://www.filefront.com/14239677/TMO1.8%20Splash%20screen.zip
rsvette12
08-09-09, 03:19 PM
Thanks :up:
Rich
FADM Gryphon
08-09-09, 03:23 PM
Np easy to do!:yeah:
SteveUK
08-11-09, 04:00 PM
Hey thanks for this loads a lot quicker now as it says on the box! :yeah:
FADM Gryphon
08-12-09, 04:12 AM
NP . A game pic is always smaller than real pictures so less information to have to compute.
Hi I have question Is It normal that when i attack merchant ships surfaced suddenly everything goes broken on my tambor? I use deck gun for some time fire aim fire aim fire and for one second i have information about everything destroyed on my ship, strange. Of course merchant ship opens fire but i dont think that he can put ammo for some time then in one moment destroy everything in the line
The same think happened after destroying previous merchant at the end i`m leaving the battle on the depth about 55m and guess what happened: hull damaged battery damaged fuel 25% etc etc....
ver1.5 TMO1.7(plus two fixes)thenRSRDthenRealEnviromentMod
First mission in campaign: Hunt for merchant ships
Are there any easy tricks for higher fps because after installing those mods my submarine runs like on the stones?(i think because of the constant fog)
McHub532
08-13-09, 09:29 AM
Is there anywhere I can download TMO for v1.4 other tha FileFront?
The power keeps going off here every few hours (I'm in Iraq), and my laptop battery is not working at all. I think I made about five or six failed attempts now... :damn:
Then I thought I was being smart when I installed Internet Download Manager, only to discover FileFront won't let me resume. Now I'm frustrated beyond belief. :wah:
Where in Iraq are you? I'm at Camp Cropper in Baghdad. I have v 1.5 with several mod downloads as well. I'm only here 1 more week and then I'm going home.. but maybe we can meet up somewhere and I can help you out?
gAiNiAc
08-15-09, 06:57 PM
Hello Skippers,
I'm back after a long hiatus....Anyhow I've downloaded 1.7 and hotfixes. I assume Duci's work is awesome as usual. 1.8 is still in beta?
Armistead
08-16-09, 02:02 AM
It's still a beta. I've played with it for awhile. Think it need's some more adjusting. Not sure if others have it, but you have to be careful about being spotted. I got a sound contact at night and a merchant was about 4000 yards away. Right before I sunk it with the DG I finally got the ship spotted message. Really have to be careful with TC. Got a sound contact and was tracking...no crew messages yet and a dd was blasting me away.
Love all the clickable dials. You can almost run the sub without the icons showing. Love the sounds. He tweaked the env. I get a bright outline at scope depth I don't like that I didn't have with real env...could be my card. The Captains room is a nice feature but really no use but eye candy.
After a few adjustments I think it will be great.
Kptlt. Neuerburg
08-16-09, 02:31 AM
I have a question reguarding the DCs in this mod. Now I know that TMO isn't 100 percent when it comes to realism but there is one thing that I have noticed while playing and that is the Japanese destroyers being able to set a depth charge well below 150 feet prior to 1943. I quote the book "Escape from the Deep": O'Kane had cut no corners in preparing his new boat and crew for combat, pushing both to the limit. He knew that the Japanese where becoming more and more skilled in antisubmarine techniques. Indeed, they had caught up fast. Until 1943, they had been ineffective on the whole in combating U.S. submarines. The depth charges they used had not been as powerful as the American ones and been set to explode only at depths above 150 feet. This meant that as long as boats went to 300 feet during evasion, they stood little chance of being sunk by a depth charge. So can this be in anyway added to the mod? Keep in mind the Slient Service lost less subs to DCs then the U-Boot Waffe did.
Kaptain Kaos
08-18-09, 06:59 PM
Hi,
Does anybody know where I can still download the Trigger Maru mod for SH4 v1.4? Can't seem to find a good location searching the SUBSIM forum or the Web.
ThankS!
Captain Dave
08-18-09, 07:22 PM
Click on downloads at the top of this page. Click on SH4, Then Mega Mods. There you'll find TMO v1.4.
Rockin Robbins
08-25-09, 11:55 AM
Just downloaded TMO 1.8beta. Wow! That is visually impressive. Time to sink some hapless victims!
OptimusX
08-26-09, 01:57 AM
i haven't' been able to find TMO_EnableUboat_ver3
Syxx_Killer
08-31-09, 05:50 PM
i haven't' been able to find TMO_EnableUboat_ver3
If you're using the latest version you no longer need it. :DL
I'm goin' down
09-01-09, 06:39 PM
I download TMO1.7, fix, and SCAF TMO fix and added RSRDC and fix. Only forward torpedo compartment has its crew. The boat won't take commands re speed. WTF? Any suggestions.
If my guns had their crew I could shoot at passing boats, but ....
Pardon obvious, I'm goin' down.
I'm goin' down
09-01-09, 07:03 PM
I believe you are asking me the following, "Pardon me for the obvious [question], [solution]?"
I respond as follows:
TMO/RSRDC is new installation. I started a new campaign--first mission. I get a small crew in the forward compartment. Maybe I have to reinstall the game, although I have been playing with FOTRS and other mods for several months.
You know stuck at battle stations, can cause similar. Otherwise disable all mods, See if stock plays correctly, then mod it up checking what mod conflicts
gAiNiAc
09-02-09, 05:33 PM
Weather seems funny........Lots of "Light Fog" days at a time.....Spotting is down to 450, sometimes less, like 260....Anyone else notice this? Like SH3 allover again. South Pacific is very sunny most of the time.................I'm running "Real Environment" as well.....
Armistead
09-03-09, 12:48 AM
Are you running the Lite fog and slow water mod for real env... takes care of the crazy can't see through fog. This is the fix for the fog issue.
http://www.subsim.com/radioroom/downloads.php?do=file&id=1032
gAiNiAc
09-03-09, 10:51 AM
... takes care of the crazy can't see through fog. This is the fix for the fog issue.
Thanks, I'll give that a try!
Roger Dodger
09-03-09, 02:24 PM
Weather seems funny........Lots of "Light Fog" days at a time.....Spotting is down to 450, sometimes less, like 260....Anyone else notice this? Like SH3 allover again. South Pacific is very sunny most of the time.................I'm running "Real Environment" as well.....
I've been caught in the middle of a typhoon several times, and couldn't even see the target until I get within 250 yards. Torpedoes don't work so good that close (too close to arm), and the Japs usually spot me and start shooting.
Also, I use auto-targeting cause I'm not so fast with the math.
Can auto-targeting be overridden and target info be fed into the SONAR or RADAR?
I sure hate to let a target get away just cause the weather is a little 'blustery'. Nasty weather, even typhoons, add to the realism, so I'm not too interested in disabling it.
Horatio Nelson
09-03-09, 02:26 PM
silent hunter 4 multiplayer sucks a lot !! i dont work :(
Horatio Nelson
09-03-09, 02:27 PM
silent hunter 4 multiplayer sucks a lot !! it dont work :(
I've been caught in the middle of a typhoon several times, and couldn't even see the target until I get within 250 yards. Torpedoes don't work so good that close (too close to arm), and the Japs usually spot me and start shooting.
Also, I use auto-targeting cause I'm not so fast with the math.
Can auto-targeting be overridden and target info be fed into the SONAR or RADAR?
I sure hate to let a target get away just cause the weather is a little 'blustery'. Nasty weather, even typhoons, add to the realism, so I'm not too interested in disabling it.
If you have Radar, Get to 600 Yds of target as seen on attack screen, Your Periscope/TBT bearing set to target position. this is your fish path, now you will need to lead target course to hit. By useing off-set dial 3-5 degrees,depending on targets speed. When you impact/flame target stand-off,& use deck gun to finish you will see flame thru fog,but they can't see you. Takes practice because target jumps positon due to radar sweep,& close range. Open outer doors, or you will miss, set 10 Ft. fast, contact influence.LOL:rock:
http://img392.imageshack.us/img392/5364/uscgcutterspencersk0.jpg
Ducimus
09-03-09, 09:44 PM
As some of you may have noticed, i am "unbanzored". Frankly i'm surpised as "Keelhauling" is supposed to be permanent. In my year's vacation from this place, i have grown accustomed being on the Ubi forums and the kickinbak forums, and doing without subsim.com. Since my stress level has lowered substantially as a result, I have no intent to change what forums i hang out at. For whatever reason, this place just stresses me out.
Any future Trigger Maru development will be continued at:
http://forum.kickinbak.com/
If your looking for updates or what not, there is where you'll find them. I will update the first post in this thread when version 1.8 is done, and upload the mod to filefront, as that is what is easiest for me.
Speaking of 1.8.
http://forum.kickinbak.com/viewtopic.php?f=36&t=1785
It is a subtle, yet substantial update. And although it won't be "official" for some time, and is subject to frequent updates, (it is a beta after all), it is stable, and i encourage you to try it out.
My personal life has priority and my time modding is abysmally low, so if your waiting for an "official release" you'll have a few months to wait. So I've released it as a public beta because otherwise, you'd never see it, and the time and effort i put into it would have been wasted.
As to TMO's future post oiffical release of 1.8 (most likely in the form of 1.8.5), i have idea's, but not the time. I would like to put more work in the default campaign, damage model, more spit and polish in areas ive been neglecting, and i would like to bring the uboat side of the game up to par, but i strongly suspect that after official release of 1.8, it's going to ride as is for a period of 4 to 6 months before i do anything with it again, if at all.
PS: Kptlt. Hellmut Neuerburg, depth charges are hardcoded when it comes to depth. This is a legacy SH3 issue. Depth charges will go all the way to 300 meters, it's never been possible to make them arbitrarily detonate at a specififed depth. Presumably because the AI sets the depth based on where it thinks your at, up to 300 meters, at which point the DC just poofs into thin air.
Protect, & preserve that personal life. It has relieved your stressfull outlook. Wish you well, Donut
Roger Dodger
09-04-09, 02:36 AM
If you have Radar, Get to 600 Yds of target as seen on attack screen, Your Periscope/TBT bearing set to target position. this is your fish path, now you will need to lead target course to hit. By useing off-set dial 3-5 degrees,depending on targets speed. When you impact/flame target stand-off,& use deck gun to finish you will see flame thru fog,but they can't see you. Takes practice because target jumps positon due to radar sweep,& close range. Open outer doors, or you will miss, set 10 Ft. fast, contact influence.LOL:rock:
http://img392.imageshack.us/img392/5364/uscgcutterspencersk0.jpg
Thanx Donut, I'll give that a try.
BT
BT
What ship is the W36? It looks similar to the W70 (USCGC Pontchartrain) that I served on way back in '65.
Is there a link for a version that works with 1.4? I wouldn't like to buy the addon...
sharkbit
09-04-09, 12:50 PM
Is there a link for a version that works with 1.4? I wouldn't like to buy the addon...
Try this on the download page:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1101
Welcome aboard! :salute:
:)
Try this on the download page:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1101
Welcome aboard! :salute:
:)
Thank you so much!
Stealhead
09-06-09, 03:29 PM
Just gathered up all the files for 1.8 and I must say old D has out done himself this time around cant wait for the full version.:up:
The visuals look about a million times better than they ever did before in other versions they looked good but seemed off during low light conditions now during low light things look right.Keep it going D.
Armistead
09-06-09, 08:47 PM
PS: Kptlt. Hellmut Neuerburg, depth charges are hardcoded when it comes to depth. This is a legacy SH3 issue. Depth charges will go all the way to 300 meters, it's never been possible to make them arbitrarily detonate at a specififed depth. Presumably because the AI sets the depth based on where it thinks your at, up to 300 meters, at which point the DC just poofs into thin air.
But not always. The better the conditions, glass sea's, ect., I've been sunk at 500ft.
I also have been sunk at 500 ft--and beyond.
Armistead
09-07-09, 12:32 PM
I also have been sunk at 500 ft--and beyond.
They got me last night at 600ft. Well, I took some mild damage and at that depth is started a domino effect. Got to 200 ft fighting diving out of control. Fooled them for awhile, but they finally got a bullseye.
But not always. The better the conditions, glass sea's, ect., I've been sunk at 500ft.
Remember 500 feet is about or less than 150 meters,300 meters would be around 960 or 970 ft
Pumpkin
09-08-09, 01:11 AM
Hi,
This is from the pdf with version 17:
6. Holy Loch, UK: (DISABLED, but file's still exit if one wanted to renable it) This is a very
basic campaign focusing on small time frame in which the US was sending some of its fleet
boats from Submarine Squadron 50, into the Atlantic.
How do I enable the file? I can't seem to find information on that anywhere.
Many thanks :oops:
Lt commander lare
09-08-09, 02:03 PM
does anyone here that plays the latest trigger maru with v 1.5 seen the three alarm button inside the connning tower near the tdc and the torpedo firing button do u know how i can get the alarms im playing rsrdc right now and i would like them in the conning tower for stock as well
lt commander lare
DigitalAura
09-08-09, 03:03 PM
Is there a 1.8 yet? :hmmm:
Pumpkin
09-08-09, 05:22 PM
Is there a 1.8 yet? :hmmm:
There is a beta here:
http://forum.kickinbak.com/viewtopic.php?f=36&t=1785
:salute:
Pumpkin
09-08-09, 05:24 PM
Just to repeat myself...
This is from the pdf with version 17:
6. Holy Loch, UK: (DISABLED, but file's still exit if one wanted to renable it) This is a very
basic campaign focusing on small time frame in which the US was sending some of its fleet
boats from Submarine Squadron 50, into the Atlantic.
How do I enable the file? I can't seem to find information on that anywhere.
Anyone know? :hmmm:
Just to repeat myself...
Anyone know? :hmmm:
I'll give it a shot.... 1.7 ??
I think it is as easy as removing the semi-colons ---> ; <--- that comment out the flotilla
in: \Data\UPCData\UPCCampaignData\CareerStart.upc
Edit the file BEFORE you install it with JSGME. Keep a backup of his original CareerStart.upc just in case .....
Maybe someone who's done this will chime in but I think it's the only file that needs changing. Edit it with a Text editor like Notepad.
=======================================
;[CareerStart 12]
;ID= EarlyWar
;NameDisplayable= Holy Loch, UK
;StartTimeInterval=1942-09-01, 1942-09-15
;BackgroundPic= 1942.tga ; picture that is displayed on the background when this option is selected
;CareerStartBriefingText=
;RenownOptions= 5000, 2500
;[CareerStart 12.Flotilla 1]
;ID= C12Flotilla1
;NameDisplayable= Holy Loch
;IDLinkFlotilla= SubRon50
;IDLinkUserPlayerUnits= F7Gato, 6, F7SBoat, 7
;FlotillaBriefingText=
;FlotillaCommonality= 1
=======================================
From the above example ---------- to:
[CareerStart 12]
ID= EarlyWar
NameDisplayable= Holy Loch, UK
StartTimeInterval=1942-09-01, 1942-09-15
BackgroundPic= 1942.tga ; picture that is displayed on the background when this option is selected
CareerStartBriefingText=
RenownOptions= 5000, 2500
[CareerStart 12.Flotilla 1]
ID= C12Flotilla1
NameDisplayable= Holy Loch
IDLinkFlotilla= SubRon50
IDLinkUserPlayerUnits= F7Gato, 6, F7SBoat, 7
FlotillaBriefingText=
FlotillaCommonality= 1
=======================================
Good luck and Happy Hunting!
Art
Edit - be careful not to remove the semi-colon after 1942.tga ; <--- this one below:
BackgroundPic= 1942.tga ; picture that is displayed on the background when this option is selected
Pumpkin
09-10-09, 03:22 AM
Thanks aanker - I'll give that a try. :yeah:
Barkhorn1x
09-11-09, 11:59 AM
Am I somehow missing the button in TMO for having the sonar operator track a target and call out continuous angle updates? Can't seem to locate it.
Can anyone help?
HUD should look like this
http://img15.imageshack.us/img15/6264/tmosonarhud.th.png (http://img15.imageshack.us/i/tmosonarhud.png/)
If it doesn't your install may be FUBARed
Kptlt. Neuerburg
09-13-09, 11:56 PM
PS: Kptlt. Hellmut Neuerburg, depth charges are hardcoded when it comes to depth. This is a legacy SH3 issue. Depth charges will go all the way to 300 meters, it's never been possible to make them arbitrarily detonate at a specififed depth. Presumably because the AI sets the depth based on where it thinks your at, up to 300 meters, at which point the DC just poofs into thin air. Thats what I was afraid of, leave it to Ubisoft to hardcode something that they didn't research and wouldn't fix and not let someone else fix it. :down:
Distortion
09-14-09, 03:18 AM
Hey guys
As I`m using the TMO 1.7, I find it very hard to use the deck gun. It takes ages just to sink a single sampah. A merchant is simply almost impossible, It uses all the shells. Also, when I putt some man behind the gun (yes, the best i have) most of the time they shoot over the target. Is it me or is this harder with TMO. I read in the manual, and I quote:
"Deckgun shells have been redone to better represent their relative power compared to one another. The rate of fire of guns was lowered somewhat, but not substantially. Overall, how many shells you'll have to put downrange to sink a target is much greater then stock"
I have seen some real footage of u-boats that uses the deckgun, and it didn`t take to long for them to sink a merchant.
The rate of fire is ok, Is it possible to change some files to make this all a little easyer?
Thanks guys, the mod is awsome, this is my only complain.
Install order:
TMO 1.7
TMO hotfix 041709
maxpotics and scaf for TMO 1.7 41109
RSRDC for TMO and patch 2
cheers
Hey guys
As I`m using the TMO 1.7, I find it very hard to use the deck gun. It takes ages just to sink a single sampan. A merchant is simply almost impossible, It uses all the shells. Also, when I putt some man behind the gun (yes, the best i have) most of the time they shoot over the target. Is it me or is this harder with TMO. I read in the manual, and I quote:
"Deck gun shells have been redone to better represent their relative power compared to one another. The rate of fire of guns was lowered somewhat, but not substantially. Overall, how many shells you'll have to put downrange to sink a target is much greater then stock"
I have seen some real footage of u-boats that uses the deck gun, and it didn`t take to long for them to sink a merchant.
The rate of fire is OK, Is it possible to change some files to make this all a little easier? If he would only tell.
Thanks guys, the mod is awesome, this is my only complain. Not mine, TMO related. Arming distance needs to be kept to 500Yds. as in SH1 Why; because of inertia in surface craft.
Explain; Mass+speed= inertia
#1, because of a subs slower speed,she can turn tighter than surface craft. this is not the way it is in SH4/TMO,the speed has been increased, but the turning radius has not. A sub should be able to turn inside a DD,as in SH1. For real.
Install order:
TMO 1.7
TMO hotfix 041709
maxpotics and scaf for TMO 1.7 41109
RSRDC for TMO and patch 2
cheersAgreed, I was told, it was other mods,& they don't touch guns.:nope:
Barkhorn1x
09-14-09, 08:17 AM
HUD should look like this
http://img15.imageshack.us/img15/6264/tmosonarhud.th.png (http://img15.imageshack.us/i/tmosonarhud.png/)
If it doesn't your install may be FUBARed
I'm OK now. User error.
In the final version of TM 1.8, will there be any desent new damage model present like the one implemented in RFB?:)
NSM4 in it´s golden days was very promising but since it´s demise only RFB has a new approach if understand correctly.
Cheers
/OB:salute:
having a problem and cant figure it out.
i had been away from SHIV for a very long time, and figured i'd fire her back up and try out some mods. anyway, last night i did a clean install of SHIV + UBM (1.5), and installed TM1.7.
Started Dec 8, 1941. Asiatic Fleet, Salmon Class.
First patrol:
I'm cruising along at high time compression.. and my crew is calling out "Merchant Spotted"... "Merchant Spotted" every few mins. Yet the time compression never slows down. By the time i get the TC to x1, the ship is long gone. Also doesn't slow down for PAC messages etc either.
The one time i did manage to slow it down in time when a ship was spotted.. i tried to use my hydrophone to ping it, and couldn't hear em. I could hear my own engine at 180.. but not the other ship. This despite being in visual range and confirming there was indeed something there.
so i said fux this.. and pulled up the first single mission just to play around. and voila.. time compression slows down when it should.. and i can hear contacts.
sweet!
so i start a new campaign. same choices as first time.. and the same problems are there.
so uhh, either the salmon class is porked.. or my install is.
think i'll try using a diff ship next time (porpoise?) and see if it will finally work.
will also redownload TM just incase.
Distortion
09-17-09, 07:52 AM
What speed of TC where you at? I think above 1500 this can happen. Also, and I`m not sure about this, maybe you cought an allied, and therefore TC will not stop. I normally wont go past 1500, except when in clear waters.
re-installed.
tried campaign with a porpoise.. and had no problems at all. TC stopped on messages and ship sightings.. even got some hydropne contacts.
tried same campaign with a salmon, and no TC stops and the hydrophone cant hear other ships.
well it seems to be working intermittenly now.
my guess is TC doesn't stop for friendly ships?
cant figure out the hydrophone thing though. if hydrophone works on surface in TM... why dont the crew hear the ship on the phones before they spot it visually? again.. is this just for friendly ships?
In my experience that is correct.
If my crew spot a friendly we just sail on by, doesn't drop out of TC.
As for the hydrophone thing, I think that early war hydrophone combined with inexperienced crew will only hear a ship at about 8000 yards (ish! maybe less)
SO in daylight they'll see the contact long before they spot it.
At night I get about 50/50 between hydrophone and watch crew spotting contacts first.
The TC makes sense.. it used to annoy me dropping out of TC everytime i spotted a friendly aircraft or ship back in SH3 when trying to leave port.
as for the hydrophone.. thats just ridiculous. if i can clearly hear it.. the crew should hear it.
Distortion
09-17-09, 11:01 AM
It is known that you will hear the contact way earlyier than the sonarman. This has to be fixed in SH5.
Aquitaine
09-17-09, 11:32 AM
Hiya,
Just started TMO and like quite a lot of it. I'm curious how to do two things:
- Reduce torpedo dud %: On my current patrol it's between 30 and 45% of my torpedoes (reloading several times to try and get a larger sample size). I appreciate that this may be realistic and that that's one of the reasons people like mods like this, but it's a bit much for me.
- Slightly increase deck gun damage. Is this something I'd have to edit files for every ship to accomplish, or is there a single configuration for each type of deck gun that will do it?
Ducimus
09-17-09, 08:42 PM
http://forum.kickinbak.com/viewtopic.php?f=36&t=1829
http://forum.kickinbak.com/viewtopic.php?f=36&t=1829
If you have ever presented SH4 big picture you think I don't understand please link, or explain, only words. Thxs for your time.>donut
Ducimus
09-17-09, 09:20 PM
If you have ever presented SH4 big picture you think I don't understand please link, or explain, only words. Thxs for your time.>donut
The thing is, im at work, and can't take the time to explain, and when i get home, my time is spent with my girlfriend, so again, time is short for me. So here is the terse version of "the big picture", as it relates to your dissatisfaction with deck weaponry.
First you have to look at, means and ends. One thing that effects alot of my design decisions is how much tonnage you can pull at the end of a patrol. 100K is not only unrealistic, but if someone pulls a 100K patrol sinking merchants in TMO with no modifcations to it, i as a modder should be ashamed of myself. Even 50K is unreasonable. 20 to 40K is my target range for a real good patrol. As historical accuracy goes, my aim is twofold, to make you as the player behave as a skipper would have, and to pull in reasonable tonnage scores at the end of a patrol.
The deck gun is a wildcard in this, because, as is, it can concievably double your tonnage score when used "properly" against the damage model. The damage model is a hybrid of sinking time, and hit point count. Shells remove hit points. Too many hitpoints removed per shell, target ship is removed from play too quickly and expediantly, upping tonnage to unreasonable levels, and also decreases your loiter time, which decreases the chance you will face airstrikes or tin cans directed to the vacinity by the contact. Now i have some options OTHER then reducing shell damage. they are:
1.) drastically decrease refire time. But i find this annoying, so i wont do it.
2.) change damage model to a pure sinking one and not one where hit points are in play. But i find waiting around a many hours for a ship to sink annoying as well so i won't do this.
3.) Decrease accuracy of the deck gun via sim.cfg. Trouble is, this will also decrease AI deck gun accuracy , so this is off the plate entirely.
4.) Increase hitpoints on shipping. Trouble is, this will also effected torpedo performance, so im replacing one rebalancing act with another.
Maybe this will give you some idea of the bigger picture. MANY things in the game interrelated or effect other areas in indirect ways. It's not like i made a bunch of adjustments because i thought they were cool and tossed them in. A supermod, is very much like a ball of yarn.
Tonnage is an ego thing. Because of codeing of the game, it will never be a true simuation. I doubt our forfathers had much fun, & I agree "war is hell" ! But it should never sell in real life. Thus, you have been between the rock, & the hard place for to long. Your sweetheart is incentive to protect you from yourself, another driving force. Love intended, donut:salute:
Rockin Robbins
09-17-09, 11:07 PM
In my experience that is correct.
If my crew spot a friendly we just sail on by, doesn't drop out of TC.
As for the hydrophone thing, I think that early war hydrophone combined with inexperienced crew will only hear a ship at about 8000 yards (ish! maybe less)
SO in daylight they'll see the contact long before they spot it.
At night I get about 50/50 between hydrophone and watch crew spotting contacts first.
Interestingly, I scanned the complete list of contacts for all submarines and all cruises and didn't come up with a single surface sonar contact as the first detection of any target or friendly.
Interestingly, I scanned the complete list of contacts for all submarines and all cruises and didn't come up with a single surface sonar contact as the first detection of any target or friendly.
Sorry RR could you clarify? Do you mean IRL or in game?
Reading it I think you mean in game. Hmmm, thinking about it, though my memory does not serve me too well these days, I seem to recall it happening in rough seas. Is it that my sub is dipping under the waves thus momentarily letting my sound crew hear the contact? That happened to me quite a few times in SH3.
I do know that when this happened to me I could go to the sound room myself and not be able to hear the contact, but often I could see it from the bridge.:hmmm:
not sure if this is specific to 1.7 or the 1.8 beta..
but how can i get the stock merchant names back? im too used to them to switch to japanese names now.
I'm goin' down
09-28-09, 07:43 PM
Now that I have got the mod installed, I have a couple of issues.
First this isn't an issue, but a story. The first couple of times I was spotted by destroyers, I tried to dive to 600 feet. Each time I thought depth charges sunk me. I thought I was in a Balao. Wrong. I was in a Gato. My mistake. If that is not the problem, let me know please.
Second and third times, I replayed the mission, I surfaced at 4400 yards and was spotted by the destroyers. What is a safe distance to surface. How far is the radious their radar search?
dds are really tough in this game. If this keeps up, I may have to downgrade the AI, per the instructions.
It looks like a great mod. Because of the hazard from the dds, it takes a long time to work through a mission.
Ducimus
09-28-09, 10:18 PM
I tried to dive to 600 feet. Each time I thought depth charges sunk me. I thought I was in a Balao. Wrong. I was in a Gato
Reaching Crush depth in TMO means just that, so its best to avoid being close to it. A Gato wont go to 600 feet, but not far from it.
I surfaced at 4400 yards and was spotted by the destroyers. What is a safe distance to surface.
That varies on:
- Time of day (light vs dark)
- sea conditions (rough vs calm)
- Fog conditions or lack thereof
- Your aspect to the destroyers (bows on vs broadside to them)
Just FYI, merchants cannot see as far as destroyers, which in turn cannot see as far as capital ships, which in turn cannot see as far as aircraft.
How far is the radious their radar search?
I don't have the files in front of me, but off the top of my head, 16 or 18 KM i think. You do have a radar detector upgrade (eventually) which can detect radar signals twice that range.
dds are really tough in this game.
Thats one of the better aspects of the mod. It's not what i would call, "atlantic tough", but its far tougher the stock, and (im guessing) harder then most mods. You'll have to unlearn all the bad habits you may have picked up in the past and be a bit more prudent.
I'm goin' down
09-28-09, 10:47 PM
Thanks for the information. You have really done your homework on this mod.
I have been under the sea at 450 feet in Convoy College in my Gato for two hours, and the dds are 3000 yds off. This is a really tough game. And sometimes the Nav Map fixes on ship locations aren't visible until the targets are fairly close, which adds to difficulty. I hit one out of fvie shots on a carrier at 1,000 yds, and missed a long shot at a following cruiser. I pegged the destroyers, which I was able to see on radar at a long ways off, travelling at 2300 kts. The carrier I pegged at 18.5 kts with one reading as it was closing fast. I must have been off on its speed, as I missed 4 O'Kane shots at 1,000 yds (I did not have time to verify the soluton on the Attack Map). However, the one torpedo hit the carrier right above its keel (a gorgeous hole, I might add.) The carrier listed but did not go down. I tried to swing north and get ahead of it, as I figured it had slowed down. That is when two dds spotted my boat, and I have been playing hid and seek ever since. Time to return to post after this 10 minute break.
Somebody bring me some coffee. It's going to be a long afternoon.
Ducimus
09-28-09, 11:02 PM
how can i get the stock merchant names back?
If memory serves correct, file is:
/data/roster/names.cfg
I have been under the sea at 450 feet in Convoy College in my Gato for two hours, and the dds are 3000 yds off. This is a really tough game.
...
Somebody bring me some coffee. It's going to be a long afternoon.
(insert evil, mischievous grin here) :)
I'm goin' down
09-29-09, 01:18 AM
I decided to take a break. My boat, a Gato, was plugging along was at 450 ft., and three dd's were +/-1,000 yds away, so I left the computer running. I was in the television room with some friends. After 15 minutes, someone asked, "What is that noise? It sound like bombs going off?" "Oh, its nothing," I replied.
(psst. It was destroyers still hunting my boat.):wah:
JalenTigh
09-29-09, 11:03 AM
I just started using 1.7 .. two things... The "New Construction" starts are not showing up... have they been disableed?, and how is everyone diving to whatever depth? My depth gauge only goes to 165...
sharkbit
09-29-09, 12:56 PM
Welcome aboard!:salute:
Click the area just below your depth gauge-it will then change to the deep gauge.
Sorry, can't help you on your other question.
:)
I just started using 1.7 .. two things... The "New Construction" starts are not showing up... have they been disableed?, and how is everyone diving to whatever depth? My depth gauge only goes to 165...
IIRC New construction is right down the bottom of the drop down menu (the one where you specify your start date)
I'm goin' down
09-30-09, 03:03 AM
I just activated the aft deck gun mod. How do you man it? I can man the fore deck gun ad all three three AA guns but my aft deck gun does not have a slot on the crew page to insert a gunner.:hmmm:
Also, if a boat is on silent running is there a point where dd's can find you if you increase time compression. If, for example, you are moving at standared and increase time compression, is there a point will dd radar will pick you up?:hmmm:
The mod is kicking my butt --- pretty regularly.:wah:
I just activated the aft deck gun mod. How do you man it? I can man the fore deck gun ad all three three AA guns but my aft deck gun does not have a slot on the crew page to insert a gunner.:hmmm:
Also, if a boat is on silent running is there a point where dd's can find you if you increase time compression. If, for example, you are moving at standared and increase time compression, is there a point will dd radar will pick you up?:hmmm:
The mod is kicking my butt --- pretty regularly.:wah:
I evade in real time, the TC just allows the AI to find you and kill you instantly. The SH4 save function works very well underwater, and historically speaking you could be kept under for 12 hours or more. So you save and evade and eventually an hour or two each evening, after a week or two your out free and clear. Good idea to start multiple careers and then you can alternate. Evading is tedious and boring at the same time.
vickers03
09-30-09, 03:31 PM
..the TC just allows the AI to find you and kill you instantly.i use TC all the time while escaping, just make sure
you don't go over 1-2 kts when silent running (except
when evading depth charges) otherwise they will hear you:woot:
I'm goin' down
09-30-09, 04:17 PM
I accelerate to slow silent running when the dds are about 1,000 yds distant. I use the Nav Map to steer my boat away from their radar signal positions. Later I accelerate to standard silent running. I try to be at a depth around 500 feet. As for TC, I will use a TC of 2, 4, or 8 as the boat gets farther away from the dds. Above that, I an not sure how far you can go with TC and still avoid getting slammed.:timeout:
Ducimus
09-30-09, 04:21 PM
Want to influence the direction of the mod? Here's your chance:
http://forum.kickinbak.com/viewtopic.php?f=36&t=1836
I'm goin' down
09-30-09, 04:40 PM
I really like the special effect of a crash or deep dive. Everything is at a steep angle. then when you pull out of the dive and the boat rights itself, the angle levels out. Quite cool.
Unaswered. How do I get a man to show up on deck to man the rear deck gun? (p.s. You should give aspirin prescriptions with this mod, as have a running headache from hours of depth charges, although I manage to chuckle when they seem a long ways off.)
Ducimus
09-30-09, 05:15 PM
I just activated the aft deck gun mod. How do you man it? I can man the fore deck gun ad all three three AA guns but my aft deck gun does not have a slot on the crew page to insert a gunner.:hmmm:
Aft vs fore deck gun is a choice you need to make at the start of your career game. Due to some quirks in how the game writes data to file, once you make this choice, its impossible to change your mind without manually editing your save game file. This is why i seperated aft and fore deck guns, and made them mutually exclusive.
The mod is kicking my butt --- pretty regularly.:wah:
http://www.ducimus.net/sh415/ai.htm
As an aside, constant helming seems to work. If im feeling lazy, ill put rudder 8 to 9 degrees to port or starboard and leave it there for awhile. Wave conditions is the great factor here. If the water is moderate to rough, you can get away with alot more RPM then you'd think if your below the layer. If the water is calm, your in for a rough time.
I'm goin' down
09-30-09, 06:59 PM
I think you are saying that you can only man one gun at a time and that you cannot have both guns manned at the same time?
cgjimeneza
09-30-09, 10:17 PM
Ducimus:
tried today TMO 1.8 beta plus all patches, I have a nvidia GeForce 9400GT on a 19" 4:3 LCD monitor., I run the game on the highest 4:3 resolution it accepts (a 26" widescreen Coby monitor from amazon would be lovely but funds are not so high lately)
the AA crew slots are mostly hidden by the three order roundels in the lower right corner... will you address this later on? or can the order roundels be made smaller maybe?
Got myself a Pete float plane, love to have 5 20 mm barrels up and shooting
excelent work, Sir
I'm goin' down
09-30-09, 10:34 PM
I had the same problem. I switched the windows XP display resolution to 1280 x 1024. In the options mode for SH4 is says 1280, 5.4, 1024. I do not know what the 5.4 means. All my icons for Windows are smaller, but I can now see the slots for manning the guns, where before they were hidden by the dials.:woot:(It does not matter because I cannot hit the broadside of a barn, yet alone something that flies).
Want to influence the direction of the mod? Here's your chance:
http://forum.kickinbak.com/viewtopic.php?f=36&t=1836
I think you guys need to really read this post above, pretty please with sugar on top.
I'm goin' down
09-30-09, 11:34 PM
R-E-A-D? What does that mean? Never heard of that word.
cgjimeneza
10-01-09, 04:44 PM
I think you guys need to really read this post above, pretty please with sugar on top.
Noted, guys, lets band together and LEARN ourselves how to do this.
Ducimus
10-01-09, 06:46 PM
the AA crew slots are mostly hidden by the three order roundels in the lower right corner...
Simple fix. Press the period/del key on the numbered keypad to hide the dials. Same as what you'd do when taking a screenshot. When done moving your crew around, press the period/del key again to unhide the dials.
edit:
Noted, guys, lets band together and LEARN ourselves how to do this.
If i had the time, i'd gladly teach anyone the who's, why's, whats, and hows of modding the game. The main reason i said in the above linked post that i wont, is because i don't have the time. It's very hard to impart a few years worth of modding experience. Where would i start? Answering specific questions is always easier, but then, i honestly don't have much free time. As an aside, the biggest reason i dont respond to "How do i do this, or why is this so" styled PM's is because i like to explain that sort of stuff once, in an open thread, so its searchable for users later on when the same question invariably comes up.
cgjimeneza
10-01-09, 07:36 PM
that´s an elegant solution..... thanks!
that was thinking outside the box... maybe it would have ocurred to me sooner or later
Maybe we can all learn a bit and begin to see this problems/solutions from outside the box, your sugestion to the AA crews being hidden is simple and elegant, but I guess it was easier for me to ask for a fix from you instead of thinking it all the way thru.
fair seas señor
muchas gracias
Captain von Keldunk
10-02-09, 12:10 AM
[quote=Ducimus;1181632]Aft vs fore deck gun is a choice you need to make at the start of your career game. Due to some quirks in how the game writes data to file, once you make this choice, its impossible to change your mind without manually editing your save game file. This is why i seperated aft and fore deck guns, and made them mutually exclusive.
Aft and fore deck guns:hmmm: Something like this:DL
:woot: :salute:http://www.subsim.com/radioroom/showthread.php?t=150313
How IXA Stern-gun works: But crew to Stern-gun slots(3) in crew management screen,(Press del to remove user interface if needed)
then press "Man the AA gun button".
http://www.pix8.net/pro/pic/22671f80ce/1134933.jpg
I'm goin' down
10-02-09, 01:48 AM
I am clueless as to what that post means.
Ducimus
10-02-09, 10:53 AM
I was referring more specifically, to changing the guns location. Moving a gun from aft to for, or vice versa causes issues. If a sub starts with two gun mounts, you'll be able to control one gun, but not the other. (crew does). I already have an example of that in TMO with the "psudeo" Narwhal.
I'm goin' down
10-06-09, 09:21 PM
If you open your front door and find the Barbarinna's torpedoes tubes in you lovely face, here is why.
I started a mission in February of 1942.
The Barbarinna sailed to the patrol area between Abandon and Abuse, and sunk a merchant. Smiling and chortling loudly, the crew and I headed for Osaka for photo recon.
Once I entered inland water en route to Osaka, I ran into hell on the hight seas. I spent 4 hours crawling along the bottom dodging dds as soon as I left deep waters. Two dds and then a gunboats hunted my boat. I was repairing damage all day long, and only lost them when night fell. I was at a depth of 90 feet, so the boat's silhouette could be seen, making the Barbarinnna a nice target. The gunboat dropped a depth charge so close to the surface that it was sunk by the detonation. It ended up on the bottom, less than 10 feet from where my boat was hiding.
After I shook the dds, I was out of battery power. CO2 was about ready to kill the crew. I was compelled to surface, where I was confronted in the dark by another Gunboat. My deck gun crew were all killed, and I spent the next hour (real time) repairing the boat.
By the time I crawled into the patrol point for photo recon, it was 0400 hours and my boat was operational. However, I could not recon, because I could not get fix on the Jap boats in the harbor for photo ops as it was too dark. When the sun came up, 5 hours later, I finally completed the recon order. I had to surface to escape as I the CO2 was threatening to kill the crew again. I was bombed by an airplane and then attacked by another Gunboat. I sunk it after taking heavy damage with more crew killed. I repaired the boat and snuck off, heading for open ocean, miles off.
I sunk another gun boat, which ultimately finished of the Barbarinna, in a slow death attributable to flooding.
Before it was over, my replacement crew sunk the gunboat in a ferocious surface battle. Two compartments flooded. I tried to stave of a third that was flooding. The crew had it under control for awhile. The boat lasted an hour before it was finally over. Another attack from somewhere. We never saw it coming. What's worse was that we were was only 5 miles from the safety of deep water when the Barbarinna met her demise.
All I got was a Purple Heart.
Where did you come up with that hellacious mission?:wah:(That is one mission, I will NOT (as in NEVER) replay!)
Ducimus
10-06-09, 09:28 PM
you see, thats the stuff memories are made of. Months from now, when your knee deep into SH5, you'll look back on this with a nostalgic feeling.
That and honestly, if every mission was routine, wouldn't that get boring after awhile? Truthfully i didn't come up with the locations of the recon missions - ubi did. Although some of the missions (maybe not all of them ) have been moved away from ports that are entirely too dangerous.
cgjimeneza
10-07-09, 07:28 AM
If you open your front door and find the Barbarinna's torpedoes tubes in you lovely face, here is why.
I started a mission in February of 1942.
The Barbarinna sailed to the patrol area between Abandon and Abuse, and sunk a merchant. Smiling and chortling loudly, the crew and I headed for Osaka for photo recon.
Once I entered inland water en route to Osaka, I ran into hell on the hight seas. I spent 4 hours crawling along the bottom dodging dds as soon as I left deep waters. Two dds and then a gunboats hunted my boat. I was repairing damage all day long, and only lost them when night fell. I was at a depth of 90 feet, so the boat's silhouette could be seen, making the Barbarinnna a nice target. The gunboat dropped a depth charge so close to the surface that it was sunk by the detonation. It ended up on the bottom, less than 10 feet from where my boat was hiding.
After I shook the dds, I was out of battery power. CO2 was about ready to kill the crew. I was compelled to surface, where I was confronted in the dark by another Gunboat. My deck gun crew were all killed, and I spent the next hour (real time) repairing the boat.
By the time I crawled into the patrol point for photo recon, it was 0400 hours and my boat was operational. However, I could not recon, because I could not get fix on the Jap boats in the harbor for photo ops as it was too dark. When the sun came up, 5 hours later, I finally completed the recon order. I had to surface to escape as I the CO2 was threatening to kill the crew again. I was bombed by an airplane and then attacked by another Gunboat. I sunk it after taking heavy damage with more crew killed. I repaired the boat and snuck off, heading for open ocean, miles off.
I sunk another gun boat, which ultimately finished of the Barbarinna, in a slow death attributable to flooding.
Before it was over, my replacement crew sunk the gunboat in a ferocious surface battle. Two compartments flooded. I tried to stave of a third that was flooding. The crew had it under control for awhile. The boat lasted an hour before it was finally over. Another attack from somewhere. We never saw it coming. What's worse was that we were was only 5 miles from the safety of deep water when the Barbarinna met her demise.
All I got was a Purple Heart.
Where did you come up with that hellacious mission?:wah:(That is one mission, I will NOT (as in NEVER) replay!)
hey, was this a single player mission or a patrol generated one... sounds masochistically interesting
When I did it in campain, I was distroyed by Duci's bomber at night at 130 Ft. comming out the Suido. pissed ain't the word for it ! :dead:
Ducimus
10-07-09, 11:36 AM
Suido, as in the Bungo Suido, as in area 7? Even i don't go there. :) You guys know, that patrol success is more about how much renown you earn, don't be afraid to get a mission and just say, "Nah, not doing it".
As for aircraft, try the latest update in the 1.8 beta if your playing it,
http://forum.kickinbak.com/viewtopic.php?p=20999#p20999
I'm goin' down
10-07-09, 11:40 AM
campaign in early 1942. Objectives: 1. patrol area in between Abandon and Abuse :Dand 2, photo recon Osaka.:wah:. Inland sea enroute to Osaka is shallow and well patrolled. Sailng on the surface is suicide. You can expect problems maintaining battery power and CO2 levels, which my leave you no option except to engage the enemy on the surface at some point.
Suido, as in the Bungo Suido, as in area 7? Even i don't go there.
Damn right. Only ever been up that way once myself.
Was lucky to make it out alive.
There's a whole load of mighty bad ju-ju up there.
pawz107
10-07-09, 01:00 PM
hey guys recently d/l TMO..and its awesome!!!! jst one question..i cant seem to get the metric nomograph..even though i replaced the files..i changed the name from metric_nomograph.dds to nomograph.dds also did the same thing to the other file ...deleted Usergramaphone2.dds..and added metric_usergramaphone..but edited to Usergramaphone.dds
i think i went wrong somewhere...please help..
also in the periscope view..i dont get the horizontal line..now is thd intentionally?? if it is..please do tell me how to get it back..
also i am not able to switch on the radar..any idea why?
thank you very much..its an awesome mod :rock:
im using TMO with the latest fixes of binocular and radar also im using RSRDC with the fixes
I'm goin' down
10-07-09, 01:17 PM
Try 1.7 to 1.8 Beta. It will rock your world if it doesn't kill you first.
I don't think you have to rename any files to get the metric nomograph.
Just copy the folder 'TMO_ Metric_SpeedChart_Nomo' into mods and enable after TMO 1.7.
As for the periscope line - you don't need it. No need to line up horizontal line on waterline for correct range reading.
Photos I've seen of US WW2 periscope views seem to show no horizontal line.
http://img97.imageshack.us/img97/184/periscope2.jpg
Although if anyone knows better than me I'm sure they'll be along in a minute :DL
If you still want the line back, have a look in the downloads section. I'm sure there are some periscope mods in there
Oh by the way, radar doesn't become available until mid '42. If you are early war that could be your problem
kylesplanet
10-07-09, 01:53 PM
Suido, as in the Bungo Suido, as in area 7? Even i don't go there. :) You guys know, that patrol success is more about how much renown you earn, don't be afraid to get a mission and just say, "Nah, not doing it".
As for aircraft, try the latest update in the 1.8 beta if your playing it,
http://forum.kickinbak.com/viewtopic.php?p=20999#p20999
That is a tough place for sure. as a matter of fact, I'm 0-5 there. The first time I had an outside camera and I had him but the fish went right under. The other four times...well...haven't even been close. :shifty:
Ole Pete won't be getting anymore visits from me, I might be crazy but I ain't dumb. :know:
And Ducimus could have probably hear me cussing him when Ole Pete deep sixed me. I'm sure Ducimus giggled like a school girl. :salute:
Blue Pointer
10-08-09, 01:20 PM
Hello - I've been playing TMO 1.7 and having a ball. Congrats to Ducimus and all who worked on the project. Now I plan to take it up a notch to Beta 1.8. I understand which files I must download and in what order. However, is RSRD for TMO 1.7 still to be enacted after the file order below or is it no long compatible? Thank you.
1.) TriggerMaru_Overhaul_17
2.) BETA_TMO_17_to_18
3.) Beta18_Patch1_Ver6_UPC
4.) Beta18_Patch2_ver3_GfxSnd
5.) Beta18_Patch3_SubSkins
6.) Beta18_Patch4_Ver2_Dats
cgjimeneza
10-08-09, 01:22 PM
Hello Ducimus and friends
are the hula girls still in TMO.. do you have a map reference of their address and do you know if they have free next saturday....
want to do some dancing before going to area 7 and paying my respects to bungo pete.
yes, call me crazy, irresponsible etc
:salute:
Ducimus
10-08-09, 03:10 PM
>>are the hula girls still in TMO
Yes. I don't normally do "fluff" items, but i did put some near/around pearl harbor. If you have your free cam active you can find them when leaving the harbor. Otherwise, theres a whole damn village of them in/near the wewak harbor area. Not marked on the map, but if you know where it is, its nice eyecandy. :hmmm: I should have put some ambient ukulele sounds with those damn huts. :haha:
I'm goin' down
10-08-09, 04:12 PM
Mine! Mine! Stay away from MY girlfriends.:stare:
cgjimeneza
10-08-09, 04:39 PM
yours, I´m goin´ down?? our hula girls!!! you sure?? LOL!!!
answer with the correct chorus to the following and you´ll get a date with the ugly second cousin of MyLai:
"Beautiful, beautiful Midway,
Land where the gooneybirds grow,
Beautiful, beautiful Midway,
The goddamnedest place that I know"
"Beautiful, beautiful Midway,
Land of the sand, sun and paradise,
Beautiful, beautiful Midway,
The place of warm beer, cause there ain't no ICE!
It begins with:
Land of submariners and their feats....
Quagmire
10-09-09, 12:05 AM
Just loaded up TMO 1.8 and lovin' it! Thanks Ducimus and everyone who contributed. All the sub interior enhancements are what I like the best. Finally there is a realistic number of crew in the CT at battle stations!
One bug I have found so far. When I hit "SHIFT+N" for "Report nearest warship contact" my sonar operator says "Yes Sir!" almost 50 times or so. After that he finally shuts up and says "Sweeping". Any ideas how to fix?
If you could point me to the proper files to edit I'd be happy to do it myself.
THANKS!!
.
Sub Sailor
10-10-09, 03:09 PM
I downloaded these in the order that I was suppose to. I cannot get any more views than the stock TMO.
AM I suppose to activate something to get the three levels on scopes, UZO, Binocular two levels and the Deck gun station
Thank You
Ron Banks MMCM(SS), USN(Ret)
rfxcasey
10-14-09, 04:17 PM
Hey all, I am totally new at modding SH4. I downloaded the files I need but what do I have to do to install them? What is RSRD? Do you need to install that too? It would be nice if there was a site dedicated to SH4 mods. What do I need to know about using these mods as in, what new functions can I expect and how to implement them?:88)
cdrsubron7
10-14-09, 04:22 PM
Hey all, I am totally new at modding SH4. I downloaded the files I need but what do I have to do to install them? What is RSRD? Do you need to install that too? It would be nice if there was a site dedicated to SH4 mods. What do I need to know about using these mods as in, what new functions can I expect and how to implement them?:88)
You can RSRDC here (http://www.subsim.com/radioroom/showthread.php?t=123467). RSRDC is a major rewrite of all campaign layers in SHIV and is a major mod in itself. Someone else shoudl be along to answer the rest of your questions. :D
Zero Niner
10-14-09, 08:07 PM
Hey all, I am totally new at modding SH4. I downloaded the files I need but what do I have to do to install them? What is RSRD? Do you need to install that too? It would be nice if there was a site dedicated to SH4 mods. What do I need to know about using these mods as in, what new functions can I expect and how to implement them?:88)
You'll want the Generic Mod Enabler. It makes installing and removing mods easy, although you need to pay attention to the order they're enabled - the later ones may overwrite the earlier ones if they modify the same file.
For the rest of it, refer to this sticky: http://www.subsim.com/radioroom/showthread.php?t=155786
I'm goin' down
10-14-09, 11:29 PM
Hey all, I am totally new at modding SH4. I downloaded the files I need but what do I have to do to install them? What is RSRD? Do you need to install that too? It would be nice if there was a site dedicated to SH4 mods. What do I need to know about using these mods as in, what new functions can I expect and how to implement them?:88)
The question is, how experienced are you with SH4?
Do you use auto targeting or manual targeting? If auto targeting only, you should master it and then turn to manual targeting and understand aspect ratio. There are tutorials under Rockin Robbins sticky in the SH4 main forum. Then move on to more complicated, game mods.
I play TM0 1.7-1.8 beta with one other mod -- fewer airplanes by Webster (planes drive me nuts). TMO, I not proud to say, is an ass kicker. You should probably start with individual mod fixes, or with FOTRS if you want a game revamp mod. FOTRS is a great mod, but not a difficult as TMO1.7-1.8 beta. There are lots of individual mod fixes, so you can tailor you mods and select ones that interest you.
Mods: First step is to figure out how to use JGSME. Then activate the bearing tool mod. There is sticky in the mods forum listing many of the popular mods. However, if you want to skip all of those, and are glutton for punishment, jump into TMO 1.7 to 1.8. Tell your loved ones to prepare for your funeral because it will be upon them shortly after you sail into enemy waters and encounter a Jap warship.:wah:
RSRD is a campaign mod. It stands for Run Silent Run Deep. It can be played with RFB (Real Fleet Boat), another major game mod. I am not sure if RSRC can be played separately, as I always played it with RFB, but it probably can be.
Zero Niner
10-14-09, 11:44 PM
RSRD is a campaign mod. It stands for Run Silent Run Deep. It can be played with RFB (Real Fleet Boat), another major game mod. I am not sure if RSRC can be played separately, as I always played it with RFB, but it probably can be.
I do believe there is a version of RSRDC for "vanilla" 1.5 (no mods).
Hi, I recieved my UBoats add on yesterday.
Now having version 1.5 I decided to download TMO1.7 and the neccessary hotfix and patches. It was a shocking suprise to see how much better the game looks and runs. I would like to congratulate everyone involved in modding especially Ducimus for all the effort he has put in.
Can not wait for the final version of TMO1.8.:salute:
Everything runs smoothly except for two commands.
CRTL B (Repeat last report )and Shift N ( Nearset warship sound contact)
If I try and use these commands "Yes Sir....." is repeated about 50 times before the crew member actually shows me\tells me what i want to know.
I had a look at the Command.cfg file and these two commands are shown Below:
MnId = 0x3f26002
Key0 = 0x42,c,"CTRL B"
MnId = 0x3f26004
Key0 = 0x4e,s,"SHIFT N"
What could be causing the repeat "yes Sir!!!!! Problem?
Any help will be appreciated.
Regards
Ducimus
10-15-09, 11:21 AM
RE Repeating soundman on "report nearest warship contacts".
Ive replicated it, and will be working on a fix.
edit: Problem is resolved. Fix will appear in next update.
Blue Pointer
10-15-09, 12:40 PM
Hello - I've been playing TMO 1.7 and having a ball. Congrats to Ducimus and all who worked on the project. Now I plan to take it up a notch to Beta 1.8. I understand which files I must download and in what order. However, is RSRD for TMO 1.7 still to be enacted after the file order below or is it no long compatible? Thank you.
1.) TriggerMaru_Overhaul_17
2.) BETA_TMO_17_to_18
3.) Beta18_Patch1_Ver6_UPC
4.) Beta18_Patch2_ver3_GfxSnd
5.) Beta18_Patch3_SubSkins
6.) Beta18_Patch4_Ver2_Dats
In answer to my own question, apparently YES, RSRD for TMO 1.7 also works just fine for TMO Beta 1.8.:arrgh!:
Thank You Very Much.
Playing TMO and Loving it.
I'm goin' down
10-16-09, 12:33 AM
For what? Crewman down on the deck, crying for their mothers, ringing ears, a concussion, blown ear drums, and a gigantic migrane headache that lasts hours each day as I try (and I emphasize "try") to dodge depth charges morning, noon and night. Good God man, "thank you very much?" For what? Unleashing the hounds of hell?:wah:
p.s. rumour has it the developer works for a UBI competitor--a Japanese company.
Ducimus
10-16-09, 12:07 PM
Oh come on, its not THAT hard. :haha: Unless a plane shows up, i can almost always get my attack off, and it usually takes me an hour or two to evade them once i do. ;)
Ducimus
10-16-09, 02:39 PM
For those following the 1.8 beta, new updates have been posted.
Patch 1, version 7:
- adjusted soundman orders bar
- double clicking on sonar/radar tabs now brings to CT camera
- changed 3rd CT configuration to mount one 40MM only. 4th CT remains with two 40MM.
- updated JP aircraft names
- updated JP airbase aircraft composition and quanity. You should see more variety.
- added one small veteran airbase in 1944-12-01, flies Loran exclusively.
- added report nearest visual contact button to flak gun orders bar.
Patch 4 , version 3:
- fixed report nearest warship contact on sonarman graph file.
- reverted FR_ratio on player subs from 0.495, back to 0.5
- reduced GC_height on Tambor/Gar, Gato, Balao, Tench from 2.82 to 2.8
- staring zombie eye fix, inspired by Nisgeis's work on the same.
- reduced size of HK6 fuel bunker hit zones.
- increased HK6 armor from 5 to 9.
File links here:
http://forum.kickinbak.com/viewtopic.php?f=36&t=1785
Thank You very much. Downloaded and applied the two patches.
Shift N now works correctly.
Crtl B= Repeat last report still has a problem. it still repeats "Yes sir".
Otherwise up to now everything else seems to be running fine.
Thanks once again for all the time and effort you put into SH4.
Have a great weekend.
cgjimeneza
10-17-09, 06:58 AM
thank you
Implementing, will take the boat to the central phillipines, late 44 for a spin
The General
10-20-09, 11:40 AM
This is the best Mod available for SH4! Thanks Duci :salute:
.... answer with the correct chorus to the following and you´ll get a date with the ugly second cousin of MyLai:
"Beautiful, beautiful Midway,
Land where the gooneybirds grow,
Beautiful, beautiful Midway,
The goddamnedest place that I know"
"Beautiful, beautiful Midway,
Land of the sand, sun and paradise,
Beautiful, beautiful Midway,
The place of warm beer, cause there ain't no ICE!
It begins with:
Land of submariners and their feats....
How about (just guessin' here ;-) ..... lol
Chorus:
"Land of submariners and their feats!
The place of warm beer, no ice and seasoned goony meats!
Row, row, row your boat quickly across the way!
Merrily, merrily, merrily, merrily off we go to play!
We "borrowed" a gig and captured the highland!
And buried the beer over there, on Sand Island!"
Never know, MyLai may have a cute friend; you know how that goes.
I see you found the 2nd stanza - nice going! We almost have it Carlos. LCDR Becker couldn't have fallen off the face of the earth - maybe he will pop up someday and give it up (if he remembers) or maybe someone besides us liked it too and saved more.
Anyway, Hi, and Happy Hunting!
Art
PS: oops - pardon my off topic post Ducimus....
Hi there.
Is there any possibility to get free camera back (on the higher difficulty level than easy)? In FAQ there is only mention about previous/next camera.
cgjimeneza
10-20-09, 07:45 PM
Ducimus
"Beautifull Midway" was off topic but good to see old shipmates do remember!!!
PTC is recruiting
once more, sorry but if its on TMO´s thread everyone will see it:salute:
rfxcasey
10-22-09, 04:02 PM
Ok I just installed TMO with the hotfix and optics fix in the correct order and all seems to be working well enough. Couple of issues I was hoping some of you could help me out with. While I know some of this is to make the game more challenging I would like to know how to speed up the external camera. Even moving in conjunction with the shift key it is horribly slow. It looks like they have disabled external view when submerged, is this correct? Is there any way to re enable it? I like my eye candy. Other issue the gramophone enabled displays a list of data instead of the actual gramophone though the buttons are at the lower right corner of the page and function correctly, I thought I saw a fix for that but if you could point me in the right direction. Um, other then that not a whole lot of issues however when you are in the command room and you click on the periscope in the virtual sub interior the teleports you to the other side of the scope, is that normal? Does anyone know of a fix for time compression as it seems very buggy though it has always been. The other day I got 3 dude torpedoes in a row is that normal? Is there a way to reduce the percentage of duds without totally eliminating them. I like the mod but it seems to me it goes a little bit overboard on a few things that I would like to tweak to my liking. Thanks all.:arrgh!:
cgjimeneza
10-22-09, 07:43 PM
at what date you had your 3 duds.. .prior to mid 43 that would be within possible parameters
later on it would be extrange
if in doubt go to JSME and print a list of enable mods and post it down here, maybe something is in conflict
enjoy the Pacific
rfxcasey
10-24-09, 12:39 AM
Hum, don't remember, in a u-boat moving in on Perle Harbor.
I'm goin' down
10-24-09, 02:52 AM
I know you can crash dive a boat to max testing depth. Normally the boat making a crash dive level off at 160 feet +/-. What button, key or dial do you hit to have them go straight to maxmum depth. The crash dive button?
My problem is not dud torpedoes. I have seen lots of them. My problem is avoiding dds after I have launched an attack. They always find me. The torpedoes say, :ping:"I am so happy to have found you! I was afraid you had left without saying goodbye. Glad you stuck around. Love Ducimus.":D
It looks like they have disabled external view when submerged, is this correct? Is there any way to re enable it? I like my eye candy.External view is removed in TMO. Some say that we can find free camera mod somewhere here, but I couldn't found one. (Webster's free camera mod didn't solve it)
Anyway, I'm totally new SH player, never seen this series before. I haven't even start any campaign, I've been testing mods and trying to learn manual targeting. And when I'm reading your posts I'm realizing that TMO is maybe a little bit too harsh for a newbie like me who don't have any experience even with stock game. Maybe I should start with GFO mod or something first? Get some practice, learn the game. What do you think, guys?
I know you can crash dive a boat to max testing depth. Normally the boat making a crash dive level off at 160 feet +/-. What button, key or dial do you hit to have them go straight to maxmum depth
Try D :DL
External view is removed in TMO
11.) How do i get the next/ previous camera back?
The easiest way is to open the /data/cfg/commands.cfg in TMO. Search for " [Cmd50] " Your looking for these two blocks:
[Cmd50]
Name=Camera_on_next_unit
Ctxt=1
;Key0=0xBE,,">"
Page=0x34000000,3714
[Cmd51]
Name=Camera_on_prev_unit
Ctxt=1
;Key0=0xBC,,"<"
Page=0x34000000,3714
Simply remove the semicolon placed in front of the key assignment, and you have the next/previous cameras back. Note: this will restore hotkeys. It will not restore the buttons on the ordersbar.
From the readme that nobody reads :DL
cgjimeneza
10-24-09, 07:43 AM
External view is removed in TMO. Some say that we can find free camera mod somewhere here, but I couldn't found one. (Webster's free camera mod didn't solve it)
Anyway, I'm totally new SH player, never seen this series before. I haven't even start any campaign, I've been testing mods and trying to learn manual targeting. And when I'm reading your posts I'm realizing that TMO is maybe a little bit too harsh for a newbie like me who don't have any experience even with stock game. Maybe I should start with GFO mod or something first? Get some practice, learn the game. What do you think, guys?
Be patient, as you say, you are still learning...
TMO changes the game in a big way, as the other two supermods do. (RFB and FOTRS), but you dont want to go back to stock, ever, this three super mods make SH4 a simulator and not a shooter...
have patience my friend, learn to do a manual targetting solution, print your circular tools (I have a lot ef them) and most important enjoy the inmersion in the pacific area
good luck
I'm goin' down
10-24-09, 01:19 PM
I disagree with cgjmeneza (that is one tough name to spell!). TMO is a ball buster, as the dds are ferocious and tough to beat. I recommend you learn using an easier major mod.
First, one easier major mod that has terrific graphics is FOTRS. I have not used GFO, but Webster's mod fixes are usually well done (see below for my mod list).
If you don't like TOO MANY PLANES, use Webster's Better Air Patrols mod to reduce their number.
Second, and I have recommended this before, get manual targeting down cold. I would proceed with manual targeting in this order:
1. Download Hitman's PDF tutorial on Manual Targeting at 100 percent realism. Print it. Read it. To really understand it, you have to follow it line by line through several attacks. It is a brilliant explanation, and you will learn the theory behind manual targeting. Understanding aspect ratio is crucial.
2. After you have mastered Hitman's tutorial, you should understand the theory behind the Dick O'Kane attack (See Rockin Robbins and Werner Sobe's video tutorials under the Skipper's Bag of Tricks tutorial sticky) which is a basic attack (a broadside attack) using manual targeting. It should be the second item to master on manual targeting. The recommendations in paragraphs 1. and 2. are best applied on attacks at around 1,000 yds. when learning manual targeting.
Then you jump into the cool stuff.
3. Download and use Max Optics & SCAF fix mod if they are not already in use in the game, and do the same with the Easy AoB mod. Max Optics & SCAF will trump manual calculation of the aspect ratio described in Hitman's' tutorial. It will help you determine the target's range. (Important - Once you turn the PK on, you can confirm you torpedo angle calculated by the PK on the Attack Map.)
4. The Easy AoB mod will make working the TGT dials (on the upper right of the periscope screen) much easier. It is an indispensable aid. It is located in the mod forum in Neal Steven's mod link. Using the mods in nos. 3 and 4, you can attack at long range, over 3,000 yds., and hit moving targets at angled shots. If the target is stationary, you can attack at really long range (in excess of 5,000 yds.) with careful planning and good visibility.
5. At this point, you can throw in the Cromwell Attack technique which is a variation of the O'Kane attack, except that it is at an angle and can be at long range, and the Sonar only attacks. See Rockin Robbins and Werner Sobe's videos under Skipper's Bag of Tricks sticky.
You should be sinking some ships by now.
Three things left, and you are ready for graduation.
6. Master turning your boat and hitting the target with the aft torpedoes once you have locked the PK on the target.
7. Download and try to figure out the Solution Solver by gutted, which was recently developed. Use it.
8. Review the tutorials on attacking multiple targets (I have sunk three ships in one attack on a few occasions, but never four.) See the sticky described above for a tutorial.
Where will you end up? Not that long ago, I used all kinds of mods. Now I use only a few. I play TMO 1.7 to 1.8 Beta. It is the toughest of the big campaign mods, but the beta version is the most sophisticated. Ducimus, its main creator, outdid himself.
Here is a list of the mods and programs I use with TMO 1.7 to 1.8 beta.
1. Easy AoB by Nicolas and ddgrn. It took the forum by storm and was a major advancement in manual targeting which I describe as the first of a new generation of attack tools.
2. EZPlot V1.0, because Rockin Robbins suggested it when I inquired the regarding the function of plot mods.
3. Optics2 over TM created by Werner Sobe (in place of Max Optics & SCAF). Werner Sobe is a SH4 legend, and some of his tutorials can be found in the Skipper's Bag of Tricks sticky.
4. Webster's Better Air Patrols (I cannot stand da planes, da planes!!). Webster's tweaks to the game are great!
5. Webster's Faster TC Near Land (not sure if it works in TMO).
6. Webster's Reduced Radio Traffic.
7. & 8. deck gun and ship paint mods which are two TMO 1.7 - 1.8 beta mod options found in the download of the program.
The following are not mods but are programs easily accessible on my desktop. I also rely on them.
9. Gutted's Solution Solver program (Solution Solver_v.1.3.2), which you have to visualize and understand to appreciate his mastery of the manual attack. It can be found in an active thread in the SH4 Forum. It is am excellent tool to plan for almost any attack, and in many cases it will used exclusively in executing it. (It gives you a periscope view of the battlefield in real time.) It is the most recent of the next generation of attack mods. Study the tutorials that are automatically downloaded with the program. What is really interesting about his program is that gutted applies the same principles used by Hitman in his tutorial, so I feel like I have come full circle in my understanding of manual targeting. Now we have an arsenal of tools to use with the TDC.
10. Aaronblood's Electronic Maneuvering Board and Dead Reckoning Tracker program, It is an incredible piece of work. It is located in the MoBo forum. The professionally presented MoBo tutorial is 40 pages.
Each program (nos. 9 and 10) takes a lot of time to master. Both are designed for the sophisticated user, and are seminal works.
Subtract the three mods by Webster, the two mod options downloaded as part of the TMO download package, and the EZ Plot mod, none of which make a big difference in the game play, and I am using 2 attack mods with TMO 1.7 to 1.8 beta, along with the Solution Solver Program, to launch torpedo attacks.
Extra. Peabody showed me how to adjust the rate of fire on the deck guns, so the delay between shell reloading is reduced from 5 seconds to 1 second. This may not be realistic use of the deck guns, but I don't care.
If you want to get crazy, locate the torpdeo angle mod by Nisgeis, so you can angle the torpedoes to run the length of the target, which you can do on 90 degree AoB shots using the Solution Solver Program.
By the way, Rockin Robbins got me started back in the day, a long time ago, when I was trying to sink ships using the auto targeting method. I moved up (graduated ?) to manual targeting when I fired six torpedoes and all hit their target. That was the moment I started on the first rung on latter re manual targeting. Rockin Robbins seems like he reads every post, and before long I suspect he will read this one and toss in his comments.
Incidentally, I also use Fred's Radio Mod. My emblem (the best in the forum, not that I am a braggart, are by the world famous GUNFIGHTER. My dogs names are .... (just kidding.)
Watch out for Rockin Robbins. Sometimes he goes off the deep end and goes gunning for our own carriers!
:salute:
I'm goin' down
10-24-09, 02:32 PM
Don't tell me! The "D" is for "Dive"! I thought it was for "DUCK OF DEATH." I guess you weren't "winging" it. Send me your "bill".:D
Wow, thanks for the commitment, I'm goin' down. :)
I red FOTRS topic and now I cannot decide - GFO or FOTRS. ;) More excatly between GFO + RSRD + Operation Monsun or just FOTRS. ANy solutions anyone? :) (I know this is wrong topic, so can I ask you to write new posts here http://www.subsim.com/radioroom/showthread.php?t=157529?
BTW, Environment and effects in FOTRS are better than in Real Environment mod? Which one looks better?
I'm goin' down
10-26-09, 11:05 PM
It is dark out. I raise periscope. I cannot see a damn thing. Worse still, when I can see, I usually cannot make out the perpendiclar line on th periscope. In the rare event I need to aim at a lead angle to fire a torpedo, I cannot set the periscope to the bearing because I cannot see the perpendicular periscope line. Is their a fix?
rosentorf
10-27-09, 05:39 AM
It is dark out. I raise periscope. I cannot see a damn thing. Worse still, when I can see, I usually cannot make out the perpendiclar line on th periscope. In the rare event I need to aim at a lead angle to fire a torpedo, I cannot set the periscope to the bearing because I cannot see the perpendicular periscope line. Is their a fix?
how about using the night view scope (key: o)? It has grey rather than black lines.
Ducimus
10-27-09, 11:59 AM
It is dark out. I raise periscope. I cannot see a damn thing.
Stop using the attack periscope, and use the night periscope. That's what its there for. As to making the line glow green like in Sh3, i never did figure that out.
edit:
I just looked at a night scope texture Captain America sent me the other day. You'll have green lines at night with it. Its a great improvement. Be sure to thank CA for it, my gimp fu is weak!
I'm goin' down
10-27-09, 12:11 PM
The "o" key does not solve the problem.
Ducimus, I am using the Attack periscope. When I last tried to line up the shadow and target ship's they were illuninated. However, when I haven't located the target, nothing is illuminated and I cannot see the perpendicular line. Maybe I need to reinstall TMO because I cannot see much, hardly anything. Advice is requested.
I'm goin' down
10-27-09, 12:43 PM
Stop using the attack periscope, and use the night periscope. That's what its there for. As to making the line glow green like in Sh3, i never did figure that out.
edit:
I just looked at a night scope texture Captain America sent me the other day. You'll have green lines at night with it. Its a great improvement. Be sure to thank CA for it, my gimp fu is weak!
Will try to find it.
I'm goin' down
10-27-09, 12:56 PM
green lamp mod by Jammindrid cannot be downloaded because the link does not work. Assuming it is the right thread.
Where can I download the mod?
Ducimus
10-27-09, 10:59 PM
The texture CA sent me was via a PM. I'll be posting an update to the beta with this texture sometime soon. Trying to fix a couple odds and ends first. There is, however, a visible difference in which periscope you use at night. The texture i used for the attack and night (observation) periscopes was very deliberate.
I'm goin' down
10-27-09, 11:43 PM
my version has a cloaking device to shield the targets. Either that or i have night blindness.
I'm goin' down
10-28-09, 01:08 AM
I downloaded the most recent fixes to 1.7 to 1.8 and now I see a red red ring, a perpendicular line on my periscope, and a change in ocean when I switch from attack to night periscope. Before I could not make out anything. I was once blind and now can see! I think they fixed my problem. During my years of blindness I got damn good at estimating the firing point for 0 angle shots. Problem solved for now.:DL
Ducimus
10-28-09, 10:10 PM
1.8 Beta update:
Since it just occured to me that ive had this puppy in beta for over 3 months now, i might as well post some kind of an update here.
As usual, if your looking for the latest info or file links, you can find them at the TMO 1.8 beta thread here:
http://forum.kickinbak.com/viewtopic.php?f=36&t=1785
The newest updates, which i hope to post sometime tonight will include:
- Nigesis fix for all the problems with crew eyes. Zombie eyes, creepy stares, and my latest introduction of "werewolf eyes" in the late beta update should all be fixed. There is however a hitch. US crew skins will render a little funky. This is a SH4 1.5 issue that ive never been able to resolve. Up tell now, ive been using a 1.4 version of the crew since they rendered correctly. Unfortunatly, in order to fix all the problems with the eyes, im going to have to drop the 1.4 file.
- Captain America sent me a pretty kick ass texture for the night periscope, with green illuminated cross hairs.
- Going to yank out the large convoy layers i added in patch 1.
Reason is, i think, no matter how much i loath the idea, it's time i did something with the campaign files. It's not that i don't know how to do campaign work (see "new construction"), i just HATE doing it. :damn: Now the one in TMO is "ok", but from a historical standpoint, and for variaty's sake, they'll probably have to go. Given this neat little map,
http://img390.imageshack.us/img390/2376/japshipping.jpg
I should probably get off my ass and do it already. Rewriting the campaign is something ive loathed to do, and have been putting off, infact ill use any excuse to NOT have to do campaign work. :rotfl2: But with the above mentioned updates, they're wont be any more until i rewrite the merchant, and convoy layers. For now i think the new troop convoy layers i might leave in for now, as well as the task forces layers (not sure), but the merchant and convoy layers need to be redone i think. Happy happy joy joy, did i mention how much i "love" campaign work? I think id rather gargle on gasoline, or chew on aluminium foil. :88)
I'm goin' down
10-28-09, 11:10 PM
my last mission I could see the red rings, but it was still too dark to see any ships unless they shined their search lights in my direction. The green fix might help.
Ducimus
10-29-09, 03:46 PM
So go D/L the latest beta patchs and try it out.
Official release of the next version of TMO (probably ver number 1.9 when it really is done) is going to be awhile longer since ive taken to rewriting the campaign from scratch. I'm kinda excited to see how it will turn out. I think it's going to be the icing on the cake.
As an aside, when i am done with this campaign rewrite, expect to see some much larger convoys' the previous (a few with as many as 25 ships, which after some research, did happen), with a lot more escorts then before. Thats one reason i reduced the JP hydrophone range in latest patch. :DL
I'm goin' down
10-29-09, 06:27 PM
At his hospital bed at Midway, where he awakened after losing consiousness, he softly whispered, "There are going to be more escorts! No!"
lurker_hlb3
10-29-09, 07:25 PM
Operation Monsun is no longer compatible with TMO. Do not under any circumstances load OM on top to TMO v18, if you do so you will “break” Ducimus hard work
Ducimus
10-29-09, 07:55 PM
Operation Monsun is no longer compatible with TMO. Do not under any circumstances load OM on top to TMO v18, if you do so you will “break” Ducimus hard work
Out of curiosity, what in the 1.8 beta broke OM?
On a side note to all, the current "Official" version of TMO is 1.7. So whatever version of OM published for it, should continue to work. Im guessing issues arise when you load the TMO beta update.
Speaking of which, version 1.8 is currently a rather public beta. it is not official yet because file changes may occur rapidly at any point in time, and it's not done yet. When it is done, it will not be published as 1.8, but a different version number since many changes have occured since the original release of the beta.
lurker_hlb3
10-29-09, 10:17 PM
Out of curiosity, what in the 1.8 beta broke OM?
On a side note to all, the current "Official" version of TMO is 1.7. So whatever version of OM published for it, should continue to work. Im guessing issues arise when you load the TMO beta update.
Speaking of which, version 1.8 is currently a rather public beta. it is not official yet because file changes may occur rapidly at any point in time, and it's not done yet. When it is done, it will not be published as 1.8, but a different version number since many changes have occured since the original release of the beta.
It's not TMO that "breaks OM" but the other way around. There just to many difference in the various .cfg files in the CFG directory between TMO / OM and it breaks your AI changes and with the AI_Sensors ( both radar sonar and visual ). I feel it is a dis-serves to TMO users to break your work.
I'm goin' down
10-30-09, 01:15 AM
Two sampans guarded by 10 destroyers.
linerkiller
10-30-09, 02:16 AM
OM is a nice addition to TMO since with a 5 minutes work you can flood the Jap roster with nice MFM merchants that shows up (and sinks) very nicely:woot:. Sadly enough, the jap menu of stock freighters/tankers is not very long.:-?
I have played TMO with OM v 705/715 fo nearly a week...nothing strange happened so far...No CTDs
@Duci:
The MFM units are really cool You might include some (the ones with no neutrality markings,Esso funnels etc.) in a TMO patch.
20+ freighters are not a very bad thing!:yep:
Cheers!
OM is a nice addition to TMO since with a 5 minutes work you can flood the Jap roster with nice MFM merchants that shows up (and sinks) very nicely:woot:. Sadly enough, the jap menu of stock freighters/tankers is not very long.:-?
I have played TMO with OM v 705/715 fo nearly a week...nothing strange happened so far...No CTDs
@Duci:
The MFM units are really cool You might include some (the ones with no neutrality markings,Esso funnels etc.) in a TMO patch.
20+ freighters are not a very bad thing!:yep:
Cheers!
NOTE TO SELF, I need to delve into the extensive Documentation of the latest version of RSRDC for TMO released on 10-28-2009 to see if the new merchants were added.
Ducimus
10-30-09, 10:55 AM
What are MFM Units? :88)
linerkiller
10-30-09, 12:00 PM
What are MFM Units? :88)
MFM stands for Merchant Fleet Mod, a nice work released for sh3 and then converted to work with sh4.
Basically, it add something like 50 new merchant ships to the game.
this is the sh3 thread:
http://www.subsim.com/radioroom/showthread.php?t=142285
Not bad eh?;)
I'm goin' down
10-30-09, 06:05 PM
It was so dark that I couldn't see my hand in front of my face. I could not get a fix on the targets, and my torpedoes all missed. I found them with my deck gun though, and sank them. I sailed back to port, all smiles. I concluded the mission. Then I saw it. I was tossed in the brig for sinking two allied ships. I was firing my deck gun and missed the messages that said, "Whose side are you on anyway?" I never made it to the Officer's Club for a celebratory beer.:oops:
gdc3man
10-31-09, 05:40 AM
Hello, Fellow Captains
It has been a while since I posted, I have seen and read concerns on Compatibility issues between Ops Monsun and TMO 1.8b, I have been a huge fan of both for a long time, and using one without the other is like a duck without a pond.....:o please make them stay compatible with each other.....:sunny: there both fantastic mods:sunny:OK....I have said my peace....:wah:now for the reality.....:D I have been using TMO 1.8beta with Ops Monsun 715 and RSRD 411 for months with alot of other mods as well....and have had no issues, I am an advanced user of TMO and the following mods......this is my current load order, and is functioning very well.....:yeah:
the point I am trying to make is have fun with it.....experiment, if it breaks a few simple things then so be it, war is not predictable,war on the ocean was certainly not.....and I like that unpridictability, every time I go to sea, I never know how a ship will sink, or how detection will work with the AI but there in lies the suspence of being a WW2 submariner.....:ping: I am downloading the updated versions of RSRD and OPS MONSUN and will test functionality with the below setup......will see what happens !!:D and let you know.....Thanks to Ducimus and Lurker for there great mods.....:salute:
TriggerMaru_Overhaul_180_Beta_Special
RSRDC_TMOv170_V411_Patched to 2.0
OpsMonsun_V705_Upgraded to 715A
SCAF1.5_RSRDCv410_TMO_163_Special
OPCFv1.2_green_SCAFfor1.5
DRB JAP US GB Airbases VS4 desaturated
TMO_Stern_DeckGuns
TMO_Deckguns_M32_paint
UBM Mission Pack
UBM Mission Pack No Type 18 Update
(1) RUIM v1.0 for SH4v1.5 (Hi-res)
(2) RUIM v1.0 for SH4v1.5 Enlisted Ranks add-on (Hi-res)
(3) RUIM v1.0 for SH4v1.5 Awards add-on (Hi-res)
Poul-Sound for Trigger Maru Overhaul_163
AHEAD 2-3 by Payoff
Silent Hunter Speech 2.54
SI INTERIOR Kit
GirlInEveryPort_for_TMO_170
AI_Sen_Toku_Jap Subs
MadMaxs_New_Auxsubchaser
REL_Bungo_pete
#1 Real Environment Mod Install
#2 Other Clouds
Sky_Environment_Opt1
#3 Submarines Splash Sound
#4 Ships_Reflect and Caustic_Environment 5.1
#5 Warships Retextured
#6 Depthcharge Sound
#7 Optional Loading Screen
#8 ROW PE3 Install Sun Flair for Camera
#9 Kosh_Umark For TMO_170
Aircraft_reflections
Different_Smoke for TMO_170
Webster's Better Air Patrols
Webster's Better Subs for v1.5
Webster's Better Waterline Colors for v1.5
Webster's Faster TC Near Land for v1.5
Webster's Improved GE Torpedo v2
Webster's Improved US Torpedo v1
Webster's Real Lifeboats Fix for v1.5
Webster's Ship Draft Fix
Webster's Ship Manuvering Fix
Webster's Smaller Rain for R E
Webster's Upgraded Deck Gun v2
Webster's_Better Exterior Camera View
NSM4_Classic for TMO_170
NSM4 Realistic Torpedo Malfunctions for TMO_170
Trigger Maru_180 Beta_Special Effects_4.00
Special_Modifications Folder for TMO_v180 Beta
Reflections_On_the_Water Camera vs_1A
Ship pack 1
merchant skinpack release
SH4 Authentic Flags Mod
lurker_hlb3
10-31-09, 06:35 AM
Hello, Fellow Captains
It has been a while since I posted, I have seen and read concerns on Compatibility issues between Ops Monsun and TMO 1.8b, I have been a huge fan of both for a long time, and using one without the other is like a duck without a pond.....:o please make them stay compatible with each other.....:sunny: there both fantastic mods:sunny:OK....I have said my peace....:wah:now for the reality.....:D I have been using TMO 1.8beta with Ops Monsun 715 and RSRD 411 for months with alot of other mods as well....and have had no issues, I am an advanced user of TMO and the following mods......this is my current load order, and is functioning very well.....:yeah:
the point I am trying to make is have fun with it.....experiment, if it breaks a few simple things then so be it, war is not predictable,war on the ocean was certainly not.....and I like that unpridictability, every time I go to sea, I never know how a ship will sink, or how detection will work with the AI but there in lies the suspence of being a WW2 submariner.....:ping: I am downloading the updated versions of RSRD and OPS MONSUN and will test functionality with the below setup......will see what happens !!:D and let you know.....Thanks to Ducimus and Lurker for there great mods.....:salute:
TriggerMaru_Overhaul_180_Beta_Special
RSRDC_TMOv170_V411_Patched to 2.0
OpsMonsun_V705_Upgraded to 715A
SCAF1.5_RSRDCv410_TMO_163_Special
OPCFv1.2_green_SCAFfor1.5
DRB JAP US GB Airbases VS4 desaturated
TMO_Stern_DeckGuns
TMO_Deckguns_M32_paint
UBM Mission Pack
UBM Mission Pack No Type 18 Update
(1) RUIM v1.0 for SH4v1.5 (Hi-res)
(2) RUIM v1.0 for SH4v1.5 Enlisted Ranks add-on (Hi-res)
(3) RUIM v1.0 for SH4v1.5 Awards add-on (Hi-res)
Poul-Sound for Trigger Maru Overhaul_163
AHEAD 2-3 by Payoff
Silent Hunter Speech 2.54
SI INTERIOR Kit
GirlInEveryPort_for_TMO_170
AI_Sen_Toku_Jap Subs
MadMaxs_New_Auxsubchaser
REL_Bungo_pete
#1 Real Environment Mod Install
#2 Other Clouds
Sky_Environment_Opt1
#3 Submarines Splash Sound
#4 Ships_Reflect and Caustic_Environment 5.1
#5 Warships Retextured
#6 Depthcharge Sound
#7 Optional Loading Screen
#8 ROW PE3 Install Sun Flair for Camera
#9 Kosh_Umark For TMO_170
Aircraft_reflections
Different_Smoke for TMO_170
Webster's Better Air Patrols
Webster's Better Subs for v1.5
Webster's Better Waterline Colors for v1.5
Webster's Faster TC Near Land for v1.5
Webster's Improved GE Torpedo v2
Webster's Improved US Torpedo v1
Webster's Real Lifeboats Fix for v1.5
Webster's Ship Draft Fix
Webster's Ship Manuvering Fix
Webster's Smaller Rain for R E
Webster's Upgraded Deck Gun v2
Webster's_Better Exterior Camera View
NSM4_Classic for TMO_170
NSM4 Realistic Torpedo Malfunctions for TMO_170
Trigger Maru_180 Beta_Special Effects_4.00
Special_Modifications Folder for TMO_v180 Beta
Reflections_On_the_Water Camera vs_1A
Ship pack 1
merchant skinpack release
SH4 Authentic Flags Mod
from the readme of OM / RSRDC
WARNING
I do not look at “very possible” mod that is out there. If you load a mod up, after RSRDC or OM and JSGME generates a “conflict” warning and you go ahead and loaded it anyway and RSRDC / OM no longer works correctly, “It is NOT my problem”, so don’t ask me to fix it, because I won’t.
WARNING
Install instructions:
-----------------------------------------------------------
If your are currently on patrol, you will need to be in port to install
“WARNING”
DO NOT install PE4 2x Special Effects with OM, it will break the “ship damage model”
DO NOT install Natural Sinking Mechanics with OM.; it will break the “ship damage model”
TriggerMaru_Overhaul_180_Beta_Special
RSRDC_TMOv170_V411_Patched to 2.0
OpsMonsun_V705_Upgraded to 715A
SCAF1.5_RSRDCv410_TMO_163_Special
OPCFv1.2_green_SCAFfor1.5
DRB JAP US GB Airbases VS4 desaturated
TMO_Stern_DeckGuns
TMO_Deckguns_M32_paint
UBM Mission Pack
UBM Mission Pack No Type 18 Update
(1) RUIM v1.0 for SH4v1.5 (Hi-res)
(2) RUIM v1.0 for SH4v1.5 Enlisted Ranks add-on (Hi-res)
(3) RUIM v1.0 for SH4v1.5 Awards add-on (Hi-res)
Poul-Sound for Trigger Maru Overhaul_163
AHEAD 2-3 by Payoff
Silent Hunter Speech 2.54
SI INTERIOR Kit
GirlInEveryPort_for_TMO_170
AI_Sen_Toku_Jap Subs
MadMaxs_New_Auxsubchaser
REL_Bungo_pete
#1 Real Environment Mod Install
#2 Other Clouds
Sky_Environment_Opt1
#3 Submarines Splash Sound
#4 Ships_Reflect and Caustic_Environment 5.1
#5 Warships Retextured
#6 Depthcharge Sound
#7 Optional Loading Screen
#8 ROW PE3 Install Sun Flair for Camera
#9 Kosh_Umark For TMO_170
Aircraft_reflections
Different_Smoke for TMO_170
Webster's Better Air Patrols
Webster's Better Subs for v1.5
Webster's Better Waterline Colors for v1.5
Webster's Faster TC Near Land for v1.5
Webster's Improved GE Torpedo v2
Webster's Improved US Torpedo v1
Webster's Real Lifeboats Fix for v1.5
Webster's Ship Draft Fix
Webster's Ship Manuvering Fix
Webster's Smaller Rain for R E
Webster's Upgraded Deck Gun v2
Webster's_Better Exterior Camera View
NSM4_Classic for TMO_170
NSM4 Realistic Torpedo Malfunctions for TMO_170
Trigger Maru_180 Beta_Special Effects_4.00
Special_Modifications Folder for TMO_v180 Beta
Reflections_On_the_Water Camera vs_1A
Ship pack 1
merchant skinpack release
SH4 Authentic Flags Mod
:) mod much, lol?
lurker_hlb3
10-31-09, 01:19 PM
:) mod much, lol?
More like mod soup. All those exrta mods are "trashing" TMO / RSRDC and OM
Yep, I scaled back to tmo/rsrd and a couple minor cosmetic mods - nice and clean.
It was getting to the point that I couldn't remember what was overwriting what and wasn't even sure if half of them were doing all they were supposed to... :-?
I figure the 'supermods' are incorporating enough of the little tweaks now anyhow...
p.s., Like the new night scope... :rock:
http://i740.photobucket.com/albums/xx43/sevrin2009/tmo_1.jpg?t=1257013789
Stealhead
10-31-09, 01:47 PM
Can someone please PM I am having a hell of a time getting TMO to take for some strange reason.I had to reformat Vista a few days ago and after getting SH4 back on the PC (complete new install nothing old) the thing just wont take I have JSGME and did the snapshot everything.I even tried installing SH4 in its own folder(custom not the default location) still no dice.TMO is showing as "on" with JSGME but not "taking".
I cant see why this is being such a dozy for me in the past I was able to get JSGME and TMO up and running I dont see why it is being such a bitch this time around. Thanks in advance.
Ah ha! I forgot that you had to be on double secret probation to be able to make a mod work they almost outsmarted me...... not this time.Anyway I forgot about the whole folder inside a folder thing now it works.
Rockin Robbins
11-02-09, 06:48 AM
Taste his soup, captains?:D Yes, too much is too much, especially all those Webseter's mods, which emphatically have destructive effects on TMO and RSRD. Webster mods for the stock game. Actually strike that. The entire list is frightening! This is a Halloween post for sure!:hulk:
Most of us learn the hard way that the key to SH4 happiness is to keep it simple: a supermod, RSRD if you please, a couple of boat skins, maybe a keyboard layout, mission files are OK, but just about anything else is trouble. Mod soup never tastes good no matter how you season it!
Ducimus
11-03-09, 11:41 PM
Question to TMO users in general:
If i removed the alternate "flotilla's" from the roster, the ones that provide a SpecOps mission of some sort every other patrol, would anyone really miss it?
VonGlaus
11-04-09, 12:01 AM
I would not miss it.
SteveUK
11-04-09, 03:36 AM
Have to agree I wouldn't miss it that much either. Oh and btw this really is amazing work your doing thank you so much :salute:
vickers03
11-04-09, 03:40 AM
Question to TMO users in general:
If i removed the alternate "flotilla's" from the roster, the ones that provide a SpecOps mission of some sort every other patrol, would anyone really miss it?
do you mean things like the aleutan patrols?
please do not remove! add stuff instead:)
Ducimus
11-04-09, 04:00 AM
do you mean things like the aleutan patrols?
please do not remove! add stuff instead:)
No no, id never remove the aleutian patrols. If anything i need to work on that some more. No, i mean the three alternate flotillas i have in TMO. Theres the normal flotillas, and then theres these 3 extra ones. I have them scripted so your garunteed some sort of special mission every other patrol. Photo recon, supply, spy, etc.
Question to TMO users in general:
If i removed the alternate "flotilla's" from the roster, the ones that provide a SpecOps mission of some sort every other patrol, would anyone really miss it?
Nope,
Bubblehead1980
11-04-09, 10:34 AM
I wouldnt miss it Ducimus.An expanded Aleutian campaign, say one that allows you to homeport fleetboats such as Gato and others in 42 and 43 out of Dutch Harbor, sounds much better:salute:
Sub Sailor
11-04-09, 10:52 AM
I believe that removing them is a great idea. If you read Blair"s two volume set on the Sub Warfare in WWII, they did not do that many spec ops.
Remove them,
Ron Banks MMCM(SS), USN(Ret)
Ivan Putski
11-04-09, 11:18 AM
I would`nt miss them.
Munchausen
11-04-09, 11:51 AM
I'm holding back on reinstalling SH4 until your current incarnation of TMO is in full release. So, when you say "flotilla," I don't know if you're talking about fleet submarines or U-boats. But, if it's fleet subs, I'd rather you keep in as many different types of missions as possible. Even though one book might not talk much about special ops, others do.
:cool: Most sub commanders complained about doing those missions ... but they carried out their orders anyway. I'd like the opportunity to do the same.
irish1958
11-04-09, 11:59 AM
I wouldn't miss them either. However, why don't you make an optional separate addon for TMO v1.8? That would keep the download from being so large, and would offer to whomever wishes it, an option to install it.
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