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Roger Dodger
11-04-09, 04:10 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?

I haven't installed the TMO 1.8 yet. Still trying to finish out the war before upgrading. Actually, I think it would be a neat break to get more SpecOps missions, especially for S-Boats out of Manila early in the war. The S-Boat isn't really built to take on the whole IJN. They were really made for SpecOps and 'Scout' patrols.

This isn't really for Ducimus, but others might like to give this a try: Transport McArthur & Co. from Davao (where, presumably the PT boats broke down) to Darwin. I imagine a SpecOp where the normal patrol (in that area and time frame) would be interupted and assigned this Op. The boat would be given a limited time to pick up McArthur (three days?). Failure would mean that McArthur gets captured - a definate black mark on your record.

Ducimus
11-04-09, 04:27 PM
Well, ive been redoing the traffic. And it's given me cause to re evaluate various things. "Flotilla's" being one of them. As for the next release of TMO, im unsure of the version number anymore and when it will be (offically) released.

After i get done rewriting the campaign, i'll have to take a look at a few other odds and ends. At which point i will recompile and re release beta update under a new version number. At that point ill be waiting on CA's interior mod. Once that is finished, then the "official" update will come out. It's entirely possible ill be at version 2.0 when that occurs.

I'm goin' down
11-04-09, 04:34 PM
Ducimus, What are you going to do when SH5 comes out? You could refuse to mod it. The result would be that thousands of players will continue to play SH4 with your mod. That would drive Ubisoft wild, and they might offer you millions if you join their game.:D

Ducimus
11-04-09, 05:11 PM
Ducimus, What are you going to do when SH5 comes out?

Absolutely nothing.

You could refuse to mod it.

I don't see myself rushing to the store to buy it honestly. I bought TWO copies of SH4. I figure i've already done my share to support the series. Espeically when you consider that by having abandoned version SH4 1.4, i (and other modders) in essence "encourged" people to purchase UBM who might not have otherwise. At any rate, i fgure they'll be more then enough Das boot fan's to make up for my lack of purchasing SH5. I'll wait tell it hits the bargin bin if i get it at all.

The result would be that thousands of players will continue to play SH4 with your mod.

Your mistaking me for another mod, in another game, that goes by 3 letter initials.


That would drive Ubisoft wild, and they might offer you millions if you join their game.:D

Nah, they'll be a whole new set of modders for SH5 to support it. Personally i think after SH5 see's its final patch, you'll see certain people coming out of retirement. I however, won't be one of them.

I'm goin' down
11-04-09, 05:17 PM
[quote=Ducimus; Nah, they'll be a whole new set of modders for SH5 to support it. Personally i think after SH5 see's its final patch, you'll see certain people coming out of retirement. I however, won't be one of them.[/quote]

My three toy poddles saw your post and have been howling continuously. They are upset.

I'm goin' down
11-04-09, 05:24 PM
the screen shot of the ship silouette at night in post 1489 is just what my night view looks like. It is tough to see the enemy at night until they are almost on top of you. Is that how it is supposed to be?

Also, it does not matter what I do to remain undedected at night, the destroyers find me. I think they find me because I have to be close to the target's course to get off a shot. Am I doing something wrong? I am at battle stations, have the repair crew activated, and silent running is activated. My boat speed is either slow or really slow. I never stand a chance. Any advice?:damn:

Ducimus
11-04-09, 05:38 PM
Year?
Day or night time?
Surfaced or submerged?
Fog? Wind?
Your aspect, position, and range to the escorts?

Lotta factors involved.

I'm goin' down
11-04-09, 06:36 PM
Your response is interesting. A specific reponse by me will give you a guideline for a reply. I think what I need is a listing of the factors and the solutions, as I am playing missions which involve different years. But I have no idea of the factors, which could let me last a little longer or which may help me evade. (or are those factors AI trade secrets?)

Radio
11-04-09, 09:20 PM
Not sure if this is still relevant (seeing all the new betas and changes) but the Sargo has problems in the last "official" version of this mod, the attack periscope is lower than the observation periscope and when going to periscope depth one can't see anything through the AP, only the OP. As a makeshift solution I edited the periscope depth in the Sargo.cfg file but you still might want to fix it.

great mod, btw :yeah:

Ducimus
11-04-09, 10:59 PM
the screen shot of the ship silouette at night in post 1489 is just what my night view looks like. It is tough to see the enemy at night until they are almost on top of you. Is that how it is supposed to be?


In a word, sorta. Fleetboats didn't have an "observation" periscope. They had a night periscope. Main difference was the night scope had a bigger apeture to allow more light in. While the attack periscope's tip, much resembled a broomstick handle in size. The choice of textures for the night and attack scope on my part was very deliberate. Here's some earlier screenshots to illustrate:
http://www.ducimus.net/sh415/preview/attack_peri.jpghttp://www.ducimus.net/sh415/preview/night_peri.jpg

But I have no idea of the factors, which could let me last a little longer or which may help me evade. (or are those factors AI trade secrets?)
I keep reposting this. I wrote it some years ago for SH3, but the same principles apply.
http://www.ducimus.net/sh415/ai.htm


the attack periscope is lower than the observation periscope and when going to periscope depth one can't see anything through the AP, only the OP.

well i know one periscope is shorter then the other. Only applies to prewar conning tower. To the best of my knowledge, this descrepency in periscope height is historically correct. However, if i adjusted for the night periscope and not the attack periscope for the periscope depth command, then i made a boo boo. :O:

I'm goin' down
11-05-09, 02:53 AM
I went to designated files to make AI easier, as it is impossible. I checked the files and my settings are at the easier settings even though I have not touched them. If I am correct, then TMO is beyond my capabilities. I was sunk ten times today, even though I did absolutely nothing to reveal my boats whereabouts. This not fair, and it cannot be realistic since the U.S., on whose side I am playing, supposedly won the war.:wah: See below.

9.) The AI is too easy!!
If you feel the AI is too easy to evade, go to the file data/cfg/sim.cfg. In the [sonar] section, change
"Enemy surface factor=200" to a value of 150 instead of 200. That should slighly increase difficulty in evading the AI.


10.) The AI is too hard!!! (you can say that again!)

Go to this file again.

/data/cfg/sim.cfg

and change the Hydrophone Thermal Layer Signal Attenuation from 2 to 3. Then change the sonar Thermal Layer Signal Attenuation from 3 to 5. Easy mode and dumber AI should be yours again.

sergei
11-05-09, 09:25 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?

Wouldn't miss 'em.
I get enough agent insertions and photo recon missions from the regular flotillas to keep things interesting. :DL

Ducimus
11-05-09, 12:35 PM
I went to designated files to make AI easier, as it is impossible. I checked the files and my settings are at the easier settings even though I have not touched them. If I am correct, then TMO is beyond my capabilities. I was sunk ten times today, even though I did absolutely nothing to reveal my boats whereabouts. This not fair, and it cannot be realistic since the U.S., on whose side I am playing, supposedly won the war.:wah:

Wow. In your case, deactivate the mod, delete /data/cfg/sim.cfg from the mod (NOT the game), and reactivate the mod. OR, look inito TMO with training wheels by DGrayson. BTW, the FAQ is out of date in this regard, because i ramped up the effects of thermal layers.

It's really not THAT hard. Your doing something wrong, but i cant figure out what. My only guess is your trying to make a night surface attack and either going too fast, not pointing your bow at the enemy to minimze your silloute, they have radar, OR there's a capital ship in the mix somewhere. As they can see alot farther then a normal tin can.

I'm goin' down
11-05-09, 04:10 PM
Okay. I will follow your suggestions. Here are my AI setttings per question and answers accompanying the mod download. Usually, I am sunk when I am in position to attack a convoy and at or right below periscope depth. Any deeper and I cannot track the convoy I am attacking. Here you are:

TMO1.7/data/cfg/sim


[Hydrophone]
Detection time=1 ;[s]
Sensitivity=0.15 ;(0..1)
Height factor=0 ;[m]
Waves factor=0.5 ;1.0 ;[>=0]
Speed factor=15 ;[kt]
Noise factor=0.25 ;1.0 ;[>=0]
Thermal Layer Signal Attenuation=3.0 ;[>0], 1 means no signal reduction, 3 equals signal reduction to 33%
[Sonar]
Detection time=5 ;[s]
Sensitivity=0.05 ;(0..1)
Waves factor=1.0 ;[>=0]
Speed factor=20 ;[kt]
Enemy surface factor=200 ;[m2]
Lose time=30 ;[s]
Thermal Layer Signal Attenuation=5.0 ;[>0], 1 means no signal reduction, 5 equals signal reduction to 20%

:damn:

Travis Reed
11-06-09, 04:21 AM
Ducimus, has anything been done in TMO 1.7.x (whatever the latest is for the 1.7 series) that reduces the range at which aircraft are rendered? I seem to remember in RFB that even small aircraft could be seen visually from the moment that you'd get the "Aircraft spotted!" message...sometimes even before. On patrols with TMO 1.7 I hear the callout and look on the bearing in question with the binocs and they don't seem to be rendered until practically right ontop of me...this makes it near impossible to manually engage them with the AA gun (I find the AI crew gunners are poor shots).

I'm goin' down
11-06-09, 04:36 AM
Here is where I am currently. I deactivated all mods and reactivated them. That did nothing. Next, I deleted the sim file as directed. I deactivated and reactivated all mods a second time. I added Werner Sobe's Optics2overTM mod, so I could see target's at night better. Those two exercises appeared to help.

The dds took significantly longer to hunt me down (quite a bit longer) on Hong Kong task force, a single mission. I had no hits, but was close. I was using the Easy AoB mod. I fired 10 torpedoes before the dds finished me off. I could see the target's better through the scope on this night time mission. My AoB solution was off, but the night vision and dds worked as they are supposed to.

Then I tried Solomon's Rush, a single mission. This is a daylight mission, with overcast skies. I was not spotted by dds, although a BB fired its guns at me as it approached my bow. I had two hits, one each on a BB and a following cruiser, using the Solution Solver by gutted. The cruiser never spotted me. I fired three aft torpedoes at another boat, but the torpedoes went in a circle and missed. One other shot at the BB was on on target but ran too deep. My misses were attributable to a targeting problem.

This looks promising. Before, the dds were too difficult. I could not even get a shot off before a flock of them were running me down regardless of what I did to prevent it. Also, I could not get a good silhouette of the target's at night.

Ducimus
11-06-09, 05:27 AM
Ducimus, has anything been done in TMO 1.7.x (whatever the latest is for the 1.7 series) that reduces the range at which aircraft are rendered? I seem to remember in RFB that even small aircraft could be seen visually from the moment that you'd get the "Aircraft spotted!" message...sometimes even before. On patrols with TMO 1.7 I hear the callout and look on the bearing in question with the binocs and they don't seem to be rendered until practically right ontop of me...this makes it near impossible to manually engage them with the AA gun (I find the AI crew gunners are poor shots).


I honestly have no idea about this. I see them just fine.

Here is where I am currently. I deactivated all mods and reactivated them. That did nothing. Next, I deleted the sim file as directed. I deactivated and reactivated all mods a second time. I added Werner Sobe's Optics2overTM mod,.....

Ummm. I suspect you have some mod conflict shennaigans going on in some shape or form. Either that, or im so used to looking at this game, that acutally playing it is trivial to me. In any event, make sure your running SH4 version 1.5 with the Uboat add on. Then TMO version 1.7 , as linked in the first page of this thread. If your not running the beta, run the hot fix linked in the first post. Then leave the thing AS IS. Don't touch a thing. Then go talk to Rockin Robins, i've come to the conclusion he's the submarine tactician around here and explains things very well.


Speaking of Beta...

Recompiled to version 1.8.4. with some changes to traffic files.

http://forum.kickinbak.com/viewtopic.php?f=36&t=1863

still much more work to do. It's late, im tired, going to F'ing bed now. S'cuse me while i die for the next 7 hours.

Zonke
11-06-09, 08:15 AM
Hi!
Quite new to SH4, have been playing TMO for a while in this configuration (no other mods):
1.) TriggerMaru_Overhaul_17
2.) BETA_TMO_17_to_18
3.) Beta18_Patch1_Ver8_UPC
4.) Beta18_Patch2_ver4_GfxSnd
5.) Beta18_Patch3_SubSkins
6.) Beta18_Patch4_Ver4_Dats
Plus the metric nomograph and old environments from the support dir


Will give some general feedback (note that I hardly played the stock game, only a few hours..):

First and foremost, the mod is absolutely awesome!! Many thx for providing it for us!! :up:

I've been playing in early years with the S-18 (and abit with the Porpoise) in the Asiatic and Asiatic div.2:

One thing I noticed is that it's very easy to raid some ports and get huge tonnage (Hue-Lien, Davao, two others on Formosa I can't remember the names of..). I don't know what's historical but it seamed way too easy I thinks...
On the other hand I later tryed to raid Surabaya Java after it was captured, but could'nt find a way past a destroyer patroling the bay so I had to back off.

I changed the airstrike.cfg a little to personal preference making it slightly easier on me (since I know how hard it is to hit a sub in IL-2 :D ).
Otherwise I think the enemy provides a good but reasonable chalenge.

All GUI changes are very nice me thinks, only graphical thing I did'nt like was whatever the "old environments bit from the support dir" changed back regarding the water color.. :P

I was about to post about discrepencies in the rec manual and mast heights but then I read somewhere that the red/orange mark on the ships is the height reference.. Correct?

That's it for now, will be trying out TMO18x with RSRDC v500 for a while now I thinks..

And again, thank you very much for this great mod!! Without it, SH4 would have been a short experience for me.. :D

ps. I can confirm that I would'nt have bought the U-boat expansion if it were'nt for your mod. I'd say Ubisoft should give you a copy or two of SH5 as gesture of good will (and good marketing) ;)

The General
11-06-09, 09:32 AM
God bless you Duci!! You have created the best Mod for SH4 in my opinion. :salute:

I'm goin' down
11-06-09, 10:20 AM
I doubt I have a mod conflict. My mods list is short. It includes (1) EZ Plot 1.0 (mod restores the tails and sensor information), (2) TGT Dials to PK FIX and (3) TGT DIALS TO PK FIX 1.5 (these are the Easy AoB mod and allow me to move the TGT dials on the upper right of the screen), (4) Webster's Better Air Patrols, (5) Webster's Reduced Radio Traffic for 1.4 & 1.5, (6) Radio Station Manager 1.2, and (7) Optics 2 over TM by Werner Sobe. I have also activated (8) TMO_Deckguns M32_Paint, and (9) TMO_ Stern_DeckGuns from TMO 1.7 to 1.8 (I think you know about the last two).

The screen shot that was posted in this thread above shows a night time periscope view. You can barely make out a target. I was getting the same view as I could barely make out targets. It appears the person who posted it and I had the same issue in that regard. I think I may have eliminated that issue with Werner Sobe's mod.

However, the more critical problem was that I was being identified and targeted by the dds with an extremely high rate of frequency and with commensurate, devastating consequences. Eliminating the sim file cfg data folder may have rectified that problem. I played Solomon's Rush again this morning and the dds did not locate me. A cruiser and BB fired at me, but missed. This is a good sign, as if dds do not locate me during a daylight patrol, they will likely miss finding me at night. I can live with that for now. At least I can launch some torpedoes, and it may be that the problem is solved. If not, I will try something else. I could not find the TMO training wheels post by the way.

Sevrin
11-06-09, 01:28 PM
God bless you Duci!! You have created the best Mod for SH4 in my opinion. :salute:


x2 :salute:

Ducimus
11-06-09, 11:05 PM
I was going through some old pic's today, and i found this:

http://www.ducimus.net/sh415/ct_dark.jpg
I have always loved that. But here's the rub:
If you use Post process filter (the graphics option that in the stock game gives the screen a grainy effect), it makes this dark atmosphere even DARKER.

Another rub is the argument that lighting this low isn't historically correct. Frankly the only argument all accept on this, is one straight from someone who served on diesal boats during or just after WW2. I'm not sure anyone really knows what the original lights were like. But... i like to sidestep these arguments by not doing anything that would make the argument come up in the first place... like acutally lowering the lighting like i was wanting to.

Just tossing the subject up for commentary.

Hydra
11-07-09, 12:08 AM
Here is where I am currently. I deactivated all mods and reactivated them. That did nothing. Next, I deleted the sim file as directed. I deactivated and reactivated all mods a second time. I added Werner Sobe's Optics2overTM mod, so I could see target's at night better. Those two exercises appeared to help.


You might also want to try the lite fog mod. It helped me see better at night.

Hydra
11-07-09, 12:18 AM
Frankly the only argument all accept on this, is one straight from someone who served on diesal boats during or just after WW2. I'm not sure anyone really knows what the original lights were like.

Just tossing the subject up for commentary.

I served on WWII diesel submarines :har: and your lights are too damned dark! It took me 45 minutes to find the head before they put the bright bulbs back in.:yeah:

vickers03
11-07-09, 05:18 AM
another thing of interest for the TMO final
might be a chain of command mod, i'm currently
working on the animgraphs and it works like
this: (command: new course 280) OOD confirms as usual
"yes sir! new course 280"
helmsman: "new course 280 degrees yes sir!"
now would that be correct?
what basic confirmations would be an absolute must have?
i also added them saying degrees, knots, port, starboard back in.

Ducimus
11-07-09, 11:39 AM
another thing of interest for the TMO final
might be a chain of command mod, i'm currently
working on the animgraphs and it works like
this: (command: new course 280) OOD confirms as usual
"yes sir! new course 280"
helmsman: "new course 280 degrees yes sir!"
now would that be correct?

That is my undertanding of it. Commands would be repeated to confirm that they heard the correct order.


what basic confirmations would be an absolute must have?
.

Tough question! Being strapped for time, this is one of those things id toss on a back burner and never get to. If i had the time then id be all over it. So i guess my response is, if you have the time, be my guest. I certainly won't turn it down! :O:

i also added them saying degrees, knots, port, starboard back in
Wow i suck. I totally missed that. I thought something was missing (from Sh3 functionality), but couldn't quite place it.

I do have one request though, please use the files in the beta as a base. Aside from that, all i can say is thank tremendously for the generious offer!

vickers03
11-07-09, 01:53 PM
I do have one request though, please use the files in the beta as a base
umm.. i've started this a long time ago (TMO1.6-1.7),
so what's changed in the newer graphs?
couldn't be too much hope.
..only because i can't remember everything what i've changed since then..

Ducimus
11-09-09, 02:46 AM
I corrected two files. One is the sonarmans graph file. added missing orders which being absent resulted in an endless loop of "Yes sirs". The other file being in the graph file i created for the XO when at battle stations in the conning tower. Its the graph where he faces you while your at the periscope. Animation fixes on that one.

vickers03
11-09-09, 06:26 AM
I corrected two files. One is the sonarmans graph file. added missing orders which being absent resulted in an endless loop of "Yes sirs". The other file being in the graph file i created for the XO when at battle stations in the conning tower. Its the graph where he faces you while your at the periscope. Animation fixes on that one.
that's good, i didn't change these files.
i tried to let the TDC operator speak, for example when
you send the sonar bearing to TDC he should say something
like "target bearing acquired" but no luck as of yet.
there are some more nice speech files which could be used.

Captain America
11-09-09, 02:52 PM
@vickers & ducimus - Wow! I didn't know this type of stuff was being worked on. This is going to be a major improvement to the game! :salute:

Ducimus
11-09-09, 07:07 PM
CA, you may want to redownload the beta.
http://forum.kickinbak.com/viewtopic.php?f=36&t=1863


As to what im working on, or thinking about, I usually make notes to self here:
http://forum.kickinbak.com/viewtopic.php?f=36&t=1845
I'm always thinking about the mod, so its my scratchpad. I jott stuff down before i forget. I make no secret to what i'm thinking about, but those thoughts won't neccessarily make it into the mod. This is the first time i've EVER linked to that thread.

I just want to be done at this point. The only thing that keeps me going is the thought that there probably wont be any more PTO sub sim's from ubi, or at the least, none within the next 10-12 years if track record is any indicator. So for PTO fans, SH4 is most likely all there ever be for some time. Hard to quit with that thought in my head.

Sevrin
11-09-09, 07:20 PM
The only thing that keeps me going is the thought that there probably wont be any more PTO sub sim's from ubi, or at the least, none within the next 10-12 years if track record is any indicator.


That's a pretty dismal thought, though likely true. :nope:

The pacific rocks. :rock: Doesn't anyone remember Charlton Heston and Henry Fonda in "Midway" as a kid...?
http://i740.photobucket.com/albums/xx43/sevrin2009/midway.jpg?t=1257812523

I'm goin' down
11-09-09, 10:20 PM
what is PTO?

is there a shortcut to shallow dive?

note: I have been playing with map contacts off. Captain Scury's tutorial is tough. I haven't hit anything yet, but I am getting close.

cgjimeneza
11-09-09, 10:26 PM
is Pacific Theather of Operations, as opposed to

ATO: the Atlantic one...

I'm goin' down
11-09-09, 10:52 PM
My hot keys do not match the SH4 manual. Is there a list the hot keys anywhere. Also, sometime there is an announcement the ship is going to shallow dive. Is their a key for this order?

I'm goin' down
11-10-09, 12:52 AM
if you want to see a great war movie, watch the full length version of of Victory at Sea (1954), not the 30 minute episodes that ran on television for years.

Munchausen
11-10-09, 02:02 PM
Doesn't anyone remember Charlton Heston and Henry Fonda in "Midway" as a kid...?

:cool: I remember ... but not as a kid.

sergei
11-11-09, 10:20 AM
My hot keys do not match the SH4 manual. Is there a list the hot keys anywhere. Also, sometime there is an announcement the ship is going to shallow dive. Is their a key for this order?

F1 will bring up your key commands.
I'm running 1.8 and there is a button on the orders bar for shallow dive.
In 1.7 I think ; was the command for radar depth.

Ducimus
11-11-09, 11:50 PM
RE Keyboard layout:

TMO has always used the keyboard layout from SH3.. by now.. it's a hybrid keyboard layout, but it's still derived from SH3 none the less. Why? Because at the time i started this mod when SH4 was first launched, it made transitioning from SH3 to SH4 MUCH easier. After a couple years of using that keyboard layout, changing up ingrained habits from countless hours of keymashing was more then i could tolerate. :haha:


RE: Shallow dive. (in TMO 1.8.X beta)

I put this in as a vocal placeholder for radar depth. The hokey is the semi colon, the messagebox should say, "Radar depth" though. If anyone want's to splice the word "Radar" and "Depth", into OGG format for 3 different vocal tones for each of the 9 voice's, feel free, I certainly won't say anything to dissuade you! :haha: But for now, "dive planes set to shallow dive" will have to do as a placeholder.

vickers03
11-12-09, 07:37 AM
If anyone want's to splice the word "Radar" and "Depth", into OGG format for 3 different vocal tones for each of the 9 voice's, feel free,
i'll try to do some variations, don't think it has to be that much.

Ducimus
11-12-09, 04:05 PM
Updated the beta. details here:

http://forum.kickinbak.com/viewtopic.php?p=21289#p21289

Enjoy the Type C/D escorts. :haha:

After the 17th i am no longer developing anything for at least 6/7 months. Acutally, my aim at this point, is to look for bugs in what i've just done. My own time is short, so ive got a self imposed drop dead date for anything im personally doing for the 17th. Im looking forward to blasting zombies in New Orleans, and will end up dropping this game like a brick (i know myself well. lol)

Bubblehead1980
11-12-09, 07:28 PM
Ducimus, i thought you were going to keep with SH 4 since you stated that you know it'll be many years before another solid PTO sub sim comes out.In the words of Captain James Lawrence "Don't give up the ship!" :har:

Ducimus
11-12-09, 08:12 PM
>>"Don't give up the ship!"

I was going to do just that. Instead i think i'll take a break. I don't know who's going to be active here once SH5 is released, but i have no intention of jumping on the Das Boot bandwagon again.

D/L the beta, and test out the AI if your inclined to. I may yet reverse the hydrophone range reduction, but i need to see how the current settings will pan out first. I'd hate to leave the AI sucking balls for the next few months.

lurker_hlb3
11-13-09, 01:38 AM
Updated the beta. details here:

http://forum.kickinbak.com/viewtopic.php?p=21289#p21289

Enjoy the Type C/D escorts. :haha:

After the 17th i am no longer developing anything for at least 6/7 months. Acutally, my aim at this point, is to look for bugs in what i've just done. My own time is short, so ive got a self imposed drop dead date for anything im personally doing for the 17th. Im looking forward to blasting zombies in New Orleans, and will end up dropping this game like a brick (i know myself well. lol)

The current version of RSRDC will cause a comparability problem with these patches on TMO. Will upload a new version tomorrow.

A reminder that "any" version of OM is "NO LONGER" compatible with TMO

PeKlo
11-13-09, 04:21 PM
Hello, I'm quite new to SH4 modding, but after playing GWX for a while I figured I might as well give it a go. I downloaded TMO 1.7 with both fixes and RSRD for TMO. I put them into mods folder and enabled them in the order I had found in the readme. I am using no other mods and have SH4 version 1.5. My problem is that when I open the museum and browse in it, some of the aircraft (such as corsair and some others...) doesn't make any sound. I haven't tested these in missions or campaign yet, as I haven't started playing yet. So, does anyone have this problem too? Is it only the museum or should I expect being attacked by silent and deadlier aircraft?:dead::dead::dead:

Hylander_1314
11-13-09, 04:55 PM
Thanks Ducimus for an updated version of TMO!:up: Just got settled back in Michigan out of the Detroit area. So this was a very pleasant suprise.

Ducimus
11-13-09, 05:23 PM
My problem is that when I open the museum and browse in it, some of the aircraft (such as corsair and some others...) doesn't make any sound.

I suspect there may be a problem with your install. I checked earlier after reading this, and i heard sound coming from all aircraft i looked at.

Thanks Ducimus for an updated version of TMO!:up: Just got settled back in Michigan out of the Detroit area. So this was a very pleasant suprise.

Don't get too comfy with version 1.7. With any luck, i should have version 1.9 uploaded sometime next week.

AVGWarhawk
11-13-09, 05:30 PM
Hello, I'm quite new to SH4 modding, but after playing GWX for a while I figured I might as well give it a go. I downloaded TMO 1.7 with both fixes and RSRD for TMO. I put them into mods folder and enabled them in the order I had found in the readme. I am using no other mods and have SH4 version 1.5. My problem is that when I open the museum and browse in it, some of the aircraft (such as corsair and some others...) doesn't make any sound. I haven't tested these in missions or campaign yet, as I haven't started playing yet. So, does anyone have this problem too? Is it only the museum or should I expect being attacked by silent and deadlier aircraft?:dead::dead::dead:

You really do not hear the aircraft until they are on top of you. By then it will not matter anyway. BOOOOOM! :o

lurker_hlb3
11-13-09, 06:40 PM
New version of RSRDC for TMO ( v502 ). It supports TMO 18x

cgjimeneza
11-13-09, 08:27 PM
If you ever come down to Costa Rica.....


we all owe you too much my friends

:rock:

cgjimeneza
11-13-09, 09:59 PM
have tried a patrol mid 44, balao from australia

had a lot of trouble getting visual ID on Obs scope at night at 1000 yds.

engaged and sank aux gunboat in formosa, could not get the scope or deck gun to see him, at all... once he was within 500 yds of me.

do check visual settings.

TriggerMaru_Overhaul_17
BETA_TMO_17_to_184
PATCH1_v1_ship_Roster_changes
PATCH2_v1_ASW_changes
PATCH3_v1_Campaign
PATCH4_v1_RealEnv

AVGWarhawk
11-13-09, 10:20 PM
have tried a patrol mid 44, balao from australia

had a lot of trouble getting visual ID on Obs scope at night at 1000 yds.

engaged and sank aux gunboat in formosa, could not get the scope or deck gun to see him, at all... once he was within 500 yds of me.

do check visual settings.

TriggerMaru_Overhaul_17
BETA_TMO_17_to_184
PATCH1_v1_ship_Roster_changes
PATCH2_v1_ASW_changes
PATCH3_v1_Campaign
PATCH4_v1_RealEnv

What do you mean? Physically seeing the ship through your scope/binocs? To dark? Gamma setting? At a thousand yards..you know course/speed, really no need to identify the dark vessel. Fire away! :yeah:

Ducimus
11-13-09, 10:26 PM
What do you mean? Physically seeing the ship through your scope/binocs? To dark?

What AVG said.

Is the problem you can see them, but can't get an ID on them?
(This would indicate there's a problem with the light factor in sensors.cfg, or so is my first guess )

or

You just plain flat out can't see them to get an ID?
(this would indicate the new night scope texture isn't working out so well)


There's a big difference there. Which is it?

cgjimeneza
11-13-09, 10:31 PM
What AVG said.

Is the problem you can see them, but can't get an ID on them?
or
You just plain flat out can't see them to get an ID?

There's a big difference there. Which is it?

exactly, I could see the siloutte at night on the two allied ships, no id... this was south of Truk

and the gunboat was in daylight the harbour on the ssw of Formosa, contact with it was made via radar, but no visual even while engaging in broad daylight, clear weather, gun was firing in manual control... nothing on TDC or binocs or mk-1 eyeball, I could see the shimmer / distortion but no clear ship..

very weird

Ducimus
11-13-09, 10:34 PM
Ok, you can see it, but the watch crew can't? If that's the case case it's a problem with the sensors.cfg. Earliest i can work on it will be sunday night.

Probably the cause is having added RE this morning. I tested AI visual sensors against the player, but i forgot to check player visual sensors against the AI. Didn't think i needed to, but.. sure is sounding that way.

cgjimeneza
11-13-09, 10:39 PM
roger
but they were not clear to the eye.... just like when they are in fog or a storm even if the weather was fine

no problem, have to go in to the office tomorrow and get a gift for my wife...

also I have my track IR to play with :)

Ducimus
11-13-09, 10:41 PM
BTW, what are is the weather conditions for the incident your encountering?

Fog: Light?, Medium? Heavy?
Wind speed?
Lighting conditions: Daytime? Night time?

Whenever it's an issue of visual's, that information is crucial.

edit:
roger
but they were not clear to the eye.... just like when they are in fog or a storm even if the weather was fine


Ahhhh. Ok, that means the fog settings in RE could also be a factor.

cgjimeneza
11-13-09, 10:43 PM
it was just a nice night on truk and nicer on formosa

sunshine, clear, calm winds just no ships to see even if radar and sonar said so.

Ducimus
11-13-09, 10:48 PM
sunshine, clear, calm winds just no ships to see even if radar and sonar said so.

Ok, i guess sunday night im tearing into that scene.dat file. :hmmm:
I had half a mind to put the fog back to stock settings last night. Now i wish i had.

edit:
Might be the horizon line too now that i think about it.
Anywho, thanks for the feedback.

Hylander_1314
11-14-09, 02:06 AM
Don't get too comfy with version 1.7. With any luck, i should have version 1.9 uploaded sometime next week.

Well, I'll start a campaign, as it's been over a year since I've played early war campaign. Got spoiled by the late war electronics, as I had to finish the last campaign. So I'll practice this week, and prep for the next installment. Thanks again! :yeah:

vickers03
11-14-09, 03:59 PM
@Ducimus
here are the radar depth voices, check quality-
if ok i'll do some more variations.
http://www.filefront.com/14923717/shallow_dive_to_radar_depth.7z

Ducimus
11-14-09, 06:52 PM
Thanks Vickers, earliest i can take a look at it will be tommorrow night.

As a general FYI to anyone playing the beta, im aware of problems with patch 4 of the beta causing various issues with visual sighting. If you find it a total gamestopper, deactivate patch 4 and run the beta without it.

Ducimus
11-16-09, 12:46 PM
@Ducimus
here are the radar depth voices, check quality-
if ok i'll do some more variations.
http://www.filefront.com/14923717/shallow_dive_to_radar_depth.7z

Just checked it out. Good work man. You must have more time or patience then i do. Thanks a ton for helping my lazy ass out. :D


As a general FYI to anyone playing the beta, im aware of problems with patch 4 of the beta causing various issues with visual sighting. If you find it a total gamestopper, deactivate patch 4 and run the beta without it.

Uploaded a new version of patch 4 last night. ANyone using the beta should re d/l patch 4. You shouldn't need to start a new game, but it would be better if you did just in case.

Ducimus
11-17-09, 12:38 AM
If anyone has any feedback on the beta, please post it soon. Tomorrow morning is the last time im touching the mod for at least 6 months or so. After tomorrow morning, the only thing 'll be doing is compiling what's there, and updating some documentation. When i actually get it uploaded will be anytime between Wednesday and Sunday.

SteveUK
11-17-09, 05:44 AM
Hi Ducimus

Apart from getting sunk no problems!, but wanted to say thank you for all your hard work. You have really changed the way the game looks and feels :rock:.

irish1958
11-17-09, 09:15 AM
If anyone has any feedback on the beta, please post it soon. Tomorrow morning is the last time im touching the mod for at least 6 months or so. After tomorrow morning, the only thing 'll be doing is compiling what's there, and updating some documentation. When i actually get it uploaded will be anytime between Wednesday and Sunday.
I have been running the beta for the past couple of weeks and have not found anything of importance.
Is it possible to get the fan in the command room to run?
Also when I call battle stations, sometimes I get a series of 8 or 10 "Yes Sir" before the clangor sounds and announces "battle stations", and then the "yes sir" stop. This does not occur every time, however; and I have been unable to pin point why it does. Not important, but annoying, even though it makes me feel like an oriental demigod.

vickers03
11-17-09, 02:10 PM
@ducimus
ok here's the final radar depth voice with some variations
according to the original speech folder:salute:
http://www.filefront.com/14942785/shallow_dive_to_radar_depth.7z/

Ducimus
11-17-09, 04:35 PM
You have really changed the way the game looks and feels :rock:.

That's been my hope, thanks!




Is it possible to get the fan in the command room to run?
Also when I call battle stations, sometimes I get a series of 8 or 10 "Yes Sir" before the clangor sounds and announces "battle stations", and then the "yes sir" stop. This does not occur every time, however; and I have been unable to pin point why it does. Not important, but annoying, even though it makes me feel like an oriental demigod.

RE the fan. Yeah thats a small annoyance to me too. Will take a bit of 3d modeling to get it to work. I think that fan is attached to something still.

RE Repeating voices. That one is hard to track down. But what state is the crew in when this occurs? Normal, panicked, or silent? What causes the repeat is a lack of filler material. In the crew graph files when you issue a command, theres a animation and vocal response. The game expects X seconds for this. When it doesn't have enough animation or voice to fill X seconds (or a lack of filler altogether), it fills in this time gap with a repeat of the last instruction it recieved. In this case, "yes sir".

@ducimus
ok here's the final radar depth voice with some variations
according to the original speech folder:salute:
http://www.filefront.com/14942785/shallow_dive_to_radar_depth.7z/

Thanks vickers, ill insert it into the compiled build ASAP. I appreciate the work you've done.


As a general FYI, i compiled version 1.9 last night. Did some last minute changes this morning and started updating the documenation. When i get home tonight, the only thing ill be doing is playing L4D2. :rotfl2: I'll try and finish up the doc's ASAP, and upload when feasibly possible given my crappy wireless connection.

Oh yeah, one item that did not get into the beta but will be in the published version. Conning tower emblems and kill flags! For all boats except the S boats. (i ran out of time). You'll have two files to play with.

data/textures/TNormal/tex/emblem.tga
data/textures/TNormal/tex/kills.tga

You the user edit those files, and put on them whatever you want. You do not have to convert them to DDS format.

Here's an example, they are totally independant of the boats skin, infact you won't have to swap an entire boat skin anymore, just the above two mentioned files.
http://www.ducimus.net/sh415/my_emblem.jpg


edit:
here's a not so clean development screenshot so you can see the dimensions of the emblem fields.
http://www.ducimus.net/sh415/preview/emblem.jpg

cgjimeneza
11-17-09, 05:36 PM
thatīs worth a double MEH from me sir, great!!!

:salute:

VonGlaus
11-17-09, 11:50 PM
You rock! I can't wait...

SteveUK
11-18-09, 07:36 AM
You sir are a true master, kill flags and embelms to boot, like the way you just dropped that in as a passing comment!

Really looking forward to this, can feel the flu coming on as far as work is concerned :DL

Zonke
11-18-09, 12:04 PM
Awesome! Looking very nice!!
Have been enjoying TMO with RSRDC very much!! :yeah:

Question: Will TMO 1.9 be compatible with the U-boat campaign?
If so, are the changes in TMO 1.9 relevant for the U-boat campaign or should I use some other mod when I feel German?

Thx

Ducimus
11-18-09, 12:52 PM
-----------------------------------------------------------------------------

Silent Hunter 4 version 1.5 : Trigger Maru Overhauled 1.9
- Pulling the Trigger on SH4!

http://www.ducimus.net/sh415/release/fuji.jpg


Trigger Maru Overhauled 1.9 is available only for SH4 1.5
- All modifications provided as is, without warranty, I make no promises of being bug free.

Installation order:
Assuming you have no mods installed, you should enable TMO in the following order;
1.) REL_TriggerMaru_Overhaul_1.9

COMPATIBILITY:
Trigger Maru is not compatible with any large modpack, to include enviromental mods. Exception to this is any version of RSRD made specifically to be compatible the latest version of TMO. All other large mod packs are NOT compatiable. The reason is, many large modpacks deal with the same files, and alot of unexpected results will occur.

What's new:

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.)
- moved 40MM availibity date from 6/43 to 2/43 in order to work around a crew position bug.

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.
- installed 40MM as default AA gun on all two platform conning towers for tambor, gar, gato, balao, and tench
- changed 3rd CT configuration to mount one 40MM only. 4th CT remains with two 40MM.

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".
- adjusted converstion chart button in navagation tab
- adjusted camera view in misc tab when doublclicked.
- added intro music from the orginal SH4 soundtrack CD. plays when game first loads.
- renamed "pressure hull" back to "bulkhead". Bulkhead seemed more fitting since if a pressurehull was breached, you would be dead.
- adjusted soundman orders bar
- double clicking on sonar/radar tabs now brings to CT camera
- added report nearest visual contact button to flak gun orders bar.
- added night periscope texture by captain america
- made changes to ship mast heights and recognition manuals so that measuring ship range uses the historical method. SCAF will be an optional mod in the future.
- Updated some menu art
- added the ability to place Conning tower emblems on port and starboard sides to all conning towers for all subs, excepting the S class. Flat model by othr
- added the ability to place kill flags on the port side of the conning tower. Flat model by othr
*NOTE for emblem/flag placement, see example in support directory of the mod, not installed by default.


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.

- prewar boats porpoise, salmon, and sargo now all crush at the same depth. Pclass and salmon were brought up to match the sargo. I decided to use one "hull rating" for all of these boats since they came from about the same era in sub design.

- all thick skinned boats now crush at the same depth. Balao recieved a small increase to match the tench (again, both were of the same hull design, only difference was in internal layout)

- rebalanced vertical and horizontal center of gravity. Subs should tilt to the rear a little less when flooded, and roll a tad less while on the surface.


7.) Crew 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)
- fixed OD's animation while at battle stations.
- fixed report nearest warship contact on sonarman graph file.
- No more staring zombie eyed crew.
- Radar depth vocalizations by Vickers03

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.


10.) Campaign
- added truk harbor traffic made by lurker for TMO
- added troop convoy traffic made by lurker for TMO
- updated JP aircraft names
- updated JP airbase aircraft composition and quanity.
- added one small veteran airbase in 1944-12-01, flies Loran exclusively.
- completely redid single merchant layers from scratch.
- reduced spawn rate on TMO's existing convoy layers
- reconfigured convoy compositions, convoys should now be more varied in size, composition, and escort strength.
- Added Truk and wewak locations on map.
- adjusted minefields/subnet layer to accomidate traffic.
- renamed "Kaiboken" to Type C Escort
- created new ship as a corvette, inheirted from Type C escort, named it Type D escort.
- changed unit type on Akikaze from Frigate to Elite destroyer escort
- changed unit type on Q ship to Elite patrol boat.
- created new ship as an elite escort, Patrol boat 102, inheirts from DDCLemson.
- changed Thrower placement on Type C and D escorts, and Akikaze
- Changed equpiment loadouts ond Type C and D escort ships to use Y guns instead of K guns.
- added replacment flag textures by Oakgroove

- Added Two Y guns
* Ygun_alpha, has one range, 25 meters
* Ygun_bravo, has one range, 50 meters.
These are placed on the Akikaze, and type C/D escorts. Placement is staggered in an effort to spread the depth charges out, and create a pattern.


11.) Enviormentals
- Retouched existing enviormentals to look more pacific like.
- added select elements of Real Enviroments.


12.) Player sensors
- reduced SJ radar to more realistic effective ranges then previous settings.

* SJ-a radar is now 20,000 yards
* SJ-1 radar is now 30,000 yards.

Allowable reasearch i've done indicates that historically, the effective range was a bit less then this, but i went on the side of being generious.

- reworked interior radar console to reflect new values.
- Reduced effectivness of watch crew. They should be less eagle eyed then before.


Note: Conning tower Emblems:
See example in support directory, you'll have to make your own.

Questions? First Check FAQ in the following location of the mod:
TriggerMaru_Overhaul_19\Support\FAQ.RTF


Licenses & Permissions:

(1)Absolutely nothing found within the Trigger Maru modpack may be used for any commercial product of any size, shape or form.

(2)Trigger Maru is open source freeware, made by the SH4 modding community openly and freely. All permissions of individual mods are subject to their author's permissions.

(3)You are free:
a.) to Share – to copy, distribute and transmit this work.
b.) to Remix – to adapt this work.

Under the following conditions:

a.) Credit List - You must mention who made the original work. (which is Ducimus, plus supplying authors cited for specific parts in credit list herein)
b.) Attribution – You must attribute the work in the manner specified, but not in any way that suggests that I, or any mod author cited herein, endorse you, or your use of the work.
c.) Share Alike - If you alter, transform ,or build upon this work, either partially or in whole, you may distribute the resulting work only under the same or similar license to this one. Don't wanna share? Then don't use!
-----------------------------------------------------
This compilation was compiled for the love of the game, and appreciation for the history behind the game. This mod is presented as a community works, for the benefit of all. The compiling author (Ducimus), takes no credit for any of the specific works cited. Any specific design or modification by the compiling author himself, anyone is free to use as they see fit so long as the use is within the conditions of the above stated license and permission.



Download link:
http://www.filefront.com/14948281/TriggerMaru-Overhaul-19.7z/

Ducimus
11-18-09, 12:54 PM
Scuse me now, while i flee in terror. :haha:

Sevrin
11-18-09, 01:04 PM
Scuse me now, while i flee in terror. :haha:

Why, is Das Boot coming on? :har::har:

Ducimus
11-18-09, 01:06 PM
Why is Das Boot coming on? :har::har:

Noo, see last post on page 63 of this thread.

Sevrin
11-18-09, 01:09 PM
Noo, see last post on page 63 of this thread.

Cool, goin' to download. :up:

Radio
11-18-09, 02:04 PM
*Downloads* :yeah:

Zonke
11-18-09, 03:58 PM
Very very nice!! :D
Getting it now..

sergei
11-18-09, 04:15 PM
Awesome news.
Going to start a new career at the weekend with this.
Thanks Ducimus :salute: :yeah: :up:

I'm goin' down
11-18-09, 04:22 PM
great news. My computer has been in the shop and I just this minute finished reloading the beta and the mods I use with it. I will have to deactive them for 1.9, but that is not such a huge deal. I spent the last two days threatening UBI Soft to give me an unlock code so I could play the game, so this will be simple compared to what I went through with my computer and UBI Soft.

fred8615
11-18-09, 05:34 PM
Did you make any changes to the CareerStart.upc file? I.e., do I need to update the TMO version of my Pre Pearl Harbor Career Start mod?

Carotio
11-18-09, 05:49 PM
Trigger Maru Overhauled 1.9 is available only for SH4 1.5

Download link:
http://www.filefront.com/14948281/TriggerMaru-Overhaul-19.7z/

I guess we can get this up in SHMF soon too?
What happend to 1.8? Did it just stay as e beta, so you skipped it and went straight on to 1.9?? :D

Ducimus
11-18-09, 05:59 PM
I'd love to, but it'll be awhile. It took me 7 hours to upload to filefront over my wireless connection.

As to version numbers, remember all those patchs for the beta?

That was 1.81., 1.82. ,1.8.3, 1.8.4, and then i recompiled it and made more patchs... 1.85, etc and so on. Last minute stuff brought it to 1.9

Carotio
11-18-09, 06:18 PM
I'd love to, but it'll be awhile. It took me 7 hours to upload to filefront over my wireless connection.

As to version numbers, remember all those patchs for the beta?

That was 1.81., 1.82. ,1.8.3, 1.8.4, and then i recompiled it and made more patchs... 1.85, etc and so on. Last minute stuff brought it to 1.9

Well, I can maybe do the transfer to the SHMF server, but I prefer you to make the release post yourself, once it's up. If you remember your password to SHMF hehe :D

Yeah, I noticed the notion of all the patches in kickinbak forum... Okay, yeah, I guess, it's easier just going to the sequal number then...

Ducimus
11-18-09, 06:43 PM
Well, I can maybe do the transfer to the SHMF server, but I prefer you to make the release post yourself, once it's up. If you remember your password to SHMF hehe :D


Works for me, i detest wireless. And yeah, i don't remember the PW anymore. I know you reset it once when i couldn't remember it even prior to that. :damn:

Carotio
11-18-09, 06:53 PM
Works for me, i detest wireless. And yeah, i don't remember the PW anymore. I know you reset it once when i couldn't remember it even prior to that. :damn:

PM with new pass sent here. :03:

LiveGoat
11-18-09, 08:13 PM
Cool Beans! Downloading! :woot:

I'm goin' down
11-18-09, 08:38 PM
I activated 1.9, TMO_aft deckguns, TMO_Alt_engineSounds, TMO_Deckguns_M32_paint, EZplot, TGT Dials to PK Fix, and TGT
Dials to PK Fix -1.5. I used the last four mods in the beta with no problems.

I activated the game and I got the UBoat Missions. The mod did not activate.

Any suggestions?

Ducimus
11-18-09, 09:55 PM
Did you make any changes to the CareerStart.upc file? I.e., do I need to update the TMO version of my Pre Pearl Harbor Career Start mod?

I made two changes.

- The 1945 starting date, i changed from displaying 1944.tga, to 1945.tga
- changed starting renown options to be 5,000, and 8,000 instead of 5K and 2500.

Both cosmetic, and shouldn't break your mod.


I activated 1.9, TMO_aft deckguns, TMO_Alt_engineSounds, TMO_Deckguns_M32_paint, EZplot, TGT Dials to PK Fix, and TGT
Dials to PK Fix -1.5. .....

Jebus! Easy .. down boy! Down! :O:

Back them all off, and activate them one at a time, starting with tmo 1.9. Activate it, and see if its working. If its not then your unpacking your mods in ways that might be weird to me.

Ducimus
11-18-09, 10:18 PM
It occured to me a little awhile ago that i've omitted a credits list on the release posts of TMO 1.9 today, and some folks might take that the wrong way.

I'll update the release posts later, with a comment to see the PDF for the credits, because it's too long to post. I omitted posting the credits in the release posts because i didn't want to make a long post longer, and i don't think people are going to read a huge wall of text.

I did however update them in the PDF. If i forgot anyone, let me know.

2DarkWolf2
11-18-09, 10:51 PM
"Trigger Maru is not compatible with any large modpack, to include enviromental mods."

Is that supposed to be "...not compatible with any large modpack, including environmental mods."? Just wanna make sure before I install.

Thanks for your work on this, I enjoy this a whole lot more with TMO installed.

DW

I'm goin' down
11-18-09, 11:47 PM
put the above post on hold. I am reinstalling everything.

MK2
11-19-09, 12:51 AM
Many thanks for such a wonderful mod Ducimus.

I just went on my first TMO 1.9 patrol and it has started off with a bang. Sank a 6665 Ton maru off of Honshu and we are now shadowing a small convoy and waiting until dark to strike...great game....great mod. :rock:

kiwi_2005
11-19-09, 01:03 AM
Wow :rock:

Good timing i was getting bored with SH4 loading game up maybe only twice a week, (i was waiting for 1.8, i'm late as usual!) I now see 1.9 is out this saved SH4 from a uninstall :yeah:

Captain Midnight
11-19-09, 02:08 AM
Okay...now I'm in heaven.:DL

Cheers,
Fred

SteveUK
11-19-09, 06:00 AM
Christmas has come early!! :yeah:

Thanks so much Ducimus.

subsailor770
11-19-09, 07:33 AM
:rock:

silent killer
11-19-09, 08:33 AM
THANKS DUCINUS for your outstanding work on TMO. We apreciate your fine commitment making this game as realistic as posible thanks again:yeah::yeah::yeah:

WarlordATF
11-19-09, 08:37 AM
First off, Thank You! This is an amazing mod, I love it! The sadistic enemy really keeps you on your toes and all the details you have added are a major improvement to SH4.

I did notice 2 minor issues, very minor, but i thought you might like to know.

I just started a career in a Porpoise class boat based out of pearl and i noticed i don't have the 600ft depth gauge, its still the 450ft one. Also the compass in the back of the room is reading wrong (See pic). This is in a clean install of Sh4 1.5 with TMO 1.9 as the only mod.

Like i said, these are very minor issues and don't detract from the mod, i just wanted to give you a heads up. Once Again THANK YOU for all your work on this great mod!

http://i19.photobucket.com/albums/b164/WarlordATF/SH4Img2009-11-19_082114_539.jpg

Dutch
11-19-09, 10:49 AM
Just curious, has anyone else noticed how dark it is at night? I do understand that there isn't a moon, which might very well be why, but my God I can't even see the front of the sub until a wave goes across it. I haven't had a night with a moon that I've been on the deck, so I don't know if this is WAD, was just curious.

Time to dig out those night vision goggles, now where did I put those damn things.:hmmm:

Sevrin
11-19-09, 10:54 AM
Just curious, has anyone else noticed how dark it is at night? I do understand that there isn't a moon, which might very well be why, but my God I can't even see the front of the sub until a wave goes across it.


Yep, TMO dark is 'cant see s**t dark!' :)

The night scope helps, but yea, it's very difficult to see anything at times.

Dutch
11-19-09, 11:11 AM
Yep, TMO dark is 'cant see s**t dark!' :)

The night scope helps, but yea, it's very difficult to see anything at times.

Ah good to know, I figured it was as such but I wanted to make sure.

So apparently now the moonless night bliss is bad for me also. I couldn't see anything with night scope either. Gotta wait till the moon comes up I guess.

banjo
11-19-09, 11:16 AM
For the darkness issue try this--turn your monitor brightness or the game brightness up at night. :up:

Ducimus
11-19-09, 11:52 AM
It might be the PPF. I notice the night looks what i would consider normal without it, and then really dark with it on.

Rockin Robbins
11-19-09, 12:20 PM
Just when I thought I was having fun at sea all this good stuff happens in port. !@#$^^&&*@#$!!!! (%^%$^&(!!!!!! EVERY FRIGGIN! TIME!!!!!

Here I am at sea deeply engaged in a cruise I don't want to lose and what does Ducimus do? What does Ducimus ALWAYS do? Introducing TMO 1.9!:D

Yeah, smile away. http://i196.photobucket.com/albums/aa293/RockinRobbins13/smileys/argggggg.gifI'm going off to kick my cat across the room. This, AGAIN!!! :nope:

Ducimus
11-19-09, 12:31 PM
For those who detest filefront like i detest rapidschite ( :haha: ), here's d/l mirror:
http://www.silenthuntermods.com/forum/index.php?topic=339.0

Sevrin
11-19-09, 12:41 PM
For those who detest filefront like i detest rapidschite ( :haha: ), here's d/l mirror:
http://www.silenthuntermods.com/forum/index.php?topic=339.0

Thanks! 12 min on that link, 1+ hours @ filefront ..! :woot:

Ducimus
11-19-09, 12:52 PM
I didn't post this in the release post because it's super long and i don't think people read huge walls of texts. So im making this post here, and i'll try and get a moderator to link to it in the release post since i can't edit it myself.



Credits:
(Special thanks to Captain America and Vickers03 for providing the level of support that they have)

AntEater
- Aces roster mod with pre JANAC tonnage scores.

Anvart
- Submarine propeller fix
- Conning tower periscope fixes
- extendable SD radar antenna

AOTD|MadMax
- S-Boat and Narwhal engine sound fix

Captain America
- The TMO Hud mod you see today.
- historical prop rotation
- US Torpedo texture/ model overhaul
- Night Periscope texture

Captain Cox
- main menu background movie
- officers cap and crew uniforms
- smaller seabed rocks
- smaller seaplants (medium version)
- pull down speed chart mod


Capnscurvy
- US medals fix

Chomu
- mini chrono

CCIP
- initial commands.cfg development.

Developers@ubisoft
- For creating the game ive waited years to play.
- Providing help or insight and gnerally being available to occasionally help modders.

Dgrayson
- fixed the photo missions

Ducimus
- Too F'ing much.


Foofighters
- Narwhal class skin texture.


Günther Hessler
- Sounds borrowed from his "ultimate sound" mod pack


Jace11
- Taihosan Maru Fix
- Enchanced map labels
- Akitsu Rudder fix
- Killer of Jawa's


Jhereg
- High rez gramaphone fix, located in optional mod directory.

jimimadrid
- Compass Lubber line mod

kapitan_zur_see
- historical 4 bladed propeller fix

Kriller
- Enviormental texture upgrades
- No grainy PPF mod. (new version)
- various row (Kriller2?)

Kriller2
- Scene.dat file, and misc ROW files.
- Various files originating from Real Environments mod.

Hildofr
- nomograph

LeoVampire
- improved smoke and fire effects
- submarine and tower reflects
- being the textbook definition of "awesome person"

LukeFF
- realistic crew config
- "Hull Classification Symbols and Numbers Mod"
- IJN Type 13 Radar Fix


lurker_hlb3
- P38J Lighting
- hydrophone RPM det level adjustments
- SV radar
- Truk Harbor location and traffic.
- Troop convoy traffic


nautilus42
- Original AI Jap Submarine
- Original AI Germain 9D2 submarine


Nisgeis
- Zombie eye crew fix.


Nvdrifter
- Depth charge splash warning.

NYGM
- Additional AI visual nodes from an earlier version of the NYGM mod for SH3.
- Dolphin mod
- we had our disagreements, but i can't deny they had some awesome ideas, some of which I've used in TM.


Observer
- Conceptualized the new engine room configuration in fleet boats.

OakGroove
- Orders Bar gauges
- Orders bar HUD graphics
- TDC/ Torpedo/ bearing indicator interface graphics
- Submarine Interior graphics
- rec manual
- Flag textures

Othr
- 3d model used for conning tower emblems

Otto's
- manual range adjustment tweak

Pacific Aces Team
- misc crew sounds.

Payoff
- crash dive sound vocals
- Ahead 2/3rds sound vocals

scoochy
- slower smoke effects mod

SteveTRM
- Interior sound fixes

skwasjer
- For the most outstanding mod development tool to ever grace the Silent Hunter modding community.

Somnus
- base Atk periscope texture used.

swdw
- Sub diving mechanics based on his original work.

Syxx_Killer
- Fixed Oakgrooves TDC panel

Tater
- Taihosan Maru Fix
- Type13 Radar fix
- DD Yagumo
- Misc ship eqp corrections
- IJN Type 13 radar fix.

Vickers03
- Conning tower Steering wheel 3d model.
- control room dive angle fix
- Radar depth sound files

w_clear
- Environmental mod 5.0
- Various files originating from Real Environments mod.

WilhelmTell
- Submarine diesel engine sounds



Additional thanks, for providing helpful feedback during any beta release of TMO.

-AVGWarhawk
- Banjo
- dgrayson
- ElAurens
- epower
- RockinRobbins
- snakeyez77




Misc Credits:
(Works used in past versions of TMO, but are not present in current versions:)

castorp345
- Torpedo icon textures.

Captain Cox
- Nav tools
- periscope graphics.

Capnscurvy
- SCAF
- max optics

cdrake66
- developed new ordersbar icons specifically for TMaru (then FTT)

fullmetaledges
- medal changes/corrections mod

kapitan_zur_see
- No grainy PPF mod. (old version)

lethal
- Observation periscope texture

LeoVampire
- camera modfications X 2
- living breathing ocean mod
- Submarine pitch and roll mechanics
- airport/nav map mod.
- cloud fixes

ParaB
- Airstrike.cfg AI, skill level modifiers

Probex
- developed 9KM visibility scene.dat

Seeadler
- improved sky environmental effects mod
Environmental mod version 1.0

u56_Dragon
- Fixed intro screen

WernerSobe
- Natural Sinkings Mechanics 3.1

zAmboni
- Smaller Nav tools

Randomizer
11-19-09, 01:41 PM
Many Thanks to Ducimus and his Team for TMO.

Good Hunting

I'm goin' down
11-19-09, 02:14 PM
Got my ass kicked AGAIN, this time at TRUK. 1.9 looks terrific. Amazing even. TMO is a remarkable evolution. When UB Soft discovers that thousands of potential customers are playing 1.9 instead of SH5 they may try to buy your rights to the mod. If they do, let me know.

Some quick questions. Are any of the mods listed below duplicating what has been included in version 1.9? They all are activated in my set up of 1.9, but I would like to delete any duplicate applications.

Here they are. If you do not recognize the mod, assume it is not a duplicate.

Easy Plot V1.0,
TMOkeys (how do I figure out what key goes where?)
Coratio's SH4 TrukCarolHarbourCityLocations (probably included?)
Easy AoB for TMO
Webster's Better Air Patrols for 1.4 and 1.5
Webster's Faster TC Near Land for 1.5
Webster's Reduced Radio Traffiic.
Nisgeis Radar Range Ver0.1

Note: corrections to original post follow:

Hitman's TSAC is not compatible. On the Nav Map it replaces the speed ruler on the right side of the screen, and the chrono and tool revert to original (large) size. I deleted it.

I believe you have installed Scurvy's most recent mod re Optics and SCAF, as I compared the literature on others and saw no difference.

There are no markings for range on the ship's per the Recongnition Manual. I assume you want us to use top of the mast for range/aspect ratio.

Before I corrected this post I went back to Truk. Two hits on the stationary Yamato at 6,000 yds, while my crew was trying to repair the damage from a third defective torpedo that went circular on me and hit my boat. I blew ballast and was following the two other torpedoes when I forgot that my boat had surfaced from blowing ballast, whereupon a destroyer finished me -- AGAIN. The fourth torpedo exploded en route to the target. The Yamato was sitting on the surface, unfazed, as my boat died. I am going back again, hopefully to finish the job.

Ducimus
11-19-09, 05:32 PM
When UB Soft discovers that thousands of potential customers are playing 1.9 instead of SH5 they may try to buy your rights to the mod. If they do, let me know.

You give me too much credit, and that will never happen . Sh5 is a uboat fans wet dream, and per capita, theres far more uboat fans then fleet boat fans. After Sh5 is released, i suspect the only people you'll see posting in SH4 are those with a theater preference to the pacific. Comparatively, this place will be a ghost town.


Some quick questions. Are any of the mods listed below...


Do you at least *try* to run the mod as given? :haha: I understand personal taste, but the instant a long list of overlayed mods comes out, i can do nothing but chuckle at it. :O:


Easy Plot V1.0,
Easy AoB for TMO


These sound relatively harmless, i think.. not sure what the easy AOB is doing.


I believe you have installed Scurvy's most recent mod re Optics and SCAF, as I compared the literature on others and saw no difference.

I did that a long time ago, and removed it as of 1.9.


There are no markings for range on the ship's per the Recongnition Manual. I assume you want us to use top of the mast for range/aspect ratio.

I don't "want" you to do anything. I just decided to go back to the historical method primarly because i disliked having to look up the measure point for each individual target.

Bubblehead1980
11-19-09, 05:51 PM
hey duci, the little min mod you put out a while back "harder escorts" , okay to run it with 1.9? I like using it for early war.

Also, FM sonar you put out, work with 1.9? Do you happen to have the link? I accidentally deleted mine, cant relocate the link.Thanks, about to venture out on my first 1.9 patrol in Dec 41

cgjimeneza
11-19-09, 06:01 PM
You give me too much credit, and that will never happen . Sh5 is a uboat fans wet dream, and per capita, theres far more uboat fans then fleet boat fans. After Sh5 is released, i suspect the only people you'll see posting in SH4 are those with a theater preference to the pacific. Comparatively, this place will be a ghost town.



you sure?, the game with TMO + Lurkers RSRD is so superior to just 1.5....

and that doesnt count Ffredīs radio stations, Rockin Robbins, Keltos01 and the rest!

I have a strong feeling that you will repeat last yearīs award

yes, there will be people gamming with sh5, but the hard core ones will be simming in sh4 for sure...

who wants to try that soup anyway?

Radio
11-19-09, 06:03 PM
Wow, good work, Ducimus :up:

Like WarlordATF I only have a minor bug to report: The compass needle in the Balao Conning Tower is missing. Nothing serious.

I especially like the new periscopes, very good work there!

I'm goin' down
11-19-09, 06:06 PM
Okay, I am deleting the mods. We will see how long I last.

Jimbuna
11-19-09, 06:27 PM
This certainly enhances my SH4 installation.....but I'm probably stating the obvious. http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

Dutch
11-19-09, 06:46 PM
You give me too much credit, and that will never happen . Sh5 is a uboat fans wet dream, and per capita, theres far more uboat fans then fleet boat fans. After Sh5 is released, i suspect the only people you'll see posting in SH4 are those with a theater preference to the pacific. Comparatively, this place will be a ghost town.



Do you at least *try* to run the mod as given? :haha: I understand personal taste, but the instant a long list of overlayed mods comes out, i can do nothing but chuckle at it. :O:



These sound relatively harmless, i think.. not sure what the easy AOB is doing.



I did that a long time ago, and removed it as of 1.9.



I don't "want" you to do anything. I just decided to go back to the historical method primarly because i disliked having to look up the measure point for each individual target.

While understand you point on that. You give yourself to little credit. While I do personally prefer the Atlantic to the Pacific, I will no doubt still play SHIV long after SHV comes out simply because of TMO and the likes.

You have done nothing short of completely re-working the game and making it what it should have been in the first place. Great Job! Thanks for all the time you put into it.

Ducimus
11-19-09, 06:52 PM
hey duci, the little min mod you put out a while back "harder escorts" , okay to run it with 1.9? I like using it for early war.

Also, FM sonar you put out, work with 1.9? Do you happen to have the link? I accidentally deleted mine, cant relocate the link.Thanks, about to venture out on my first 1.9 patrol in Dec 41

I *think* so. While i toyed with the AI a little bit in beta, in the release version i opted to not touch it at all. So the associated files should remain the same. As the FM sonar goes, i opted to not go any further with it. It just doesn't seem to work very well IMO for various reasons. Though you did give me an idea for the future.

you sure?,
Pretty sure, though i may under estimate the number of hardcore folks in SH4. Kinda like how i underestimate the popularity of this mod. I have twice the D/L count then what i figured. To be honest, that intimidates me.

The compass needle in the Balao Conning Tower is missing. Nothing serious.


There's a compass in the CT? :88)


This certainly enhances my SH4 installation.....but I'm probably stating the obvious. http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

Well i think we can all agree that SH4 was rather lack luster unmodded, so much so that anything would be an improvement. :rotfl2:

Radio
11-19-09, 09:25 PM
Forget the compass, it was a mistake on my side :oops::D:D


Just an observation: You made some sensors (e.g. radar) use the crew efficiency. In my last patrol I had several incidents were the radar and hydrophone range and detection probability varied wildly. Any tips or thoughts on this issue? I am still not sure if I like it. It sure makes the game more exciting and I like that very much, but otoh it is a bit annoying to have to check the radar myself to detect contacts with an inexperienced crew.
One time there were e.g. three ships easily visible on the radar screen, but nobody reported them until they were VERY close.

I know I already said that, but i REALLY like the new periscopes :D, see:

http://img5.imageshack.us/img5/7048/sh4img20091120014214531.th.jpg (http://img5.imageshack.us/i/sh4img20091120014214531.jpg/)

The_Pharoah
11-19-09, 10:18 PM
hi guys

just out of interest, am I able to do night surface runs on a convoy as they did IRL or does the AI have an 'uber eye' ie. its always bright as day to them?

I tried that previously but got spotted every time (even at 2am with no moon!).

WarlordATF
11-19-09, 10:26 PM
Wow, good work, Ducimus :up:

Like WarlordATF I only have a minor bug to report: The compass needle in the Balao Conning Tower is missing. Nothing serious.

I especially like the new periscopes, very good work there!

Actually that compass is fine, It does not have a needle because the entire face rotates so that the direction your heading is always pointed up.

Again i have to say what a great mod this is and thank everyone involved in it!

Also, Ducimus, you are far too humble, you have done an amazing job and really improved SH4, Thank You! :yeah:

Edit: Sorry Radio, did not see your post above.

EDIT 2: I should have said Heading Indicator instead of compass, OOPS lol.

Ducimus
11-19-09, 10:37 PM
hi guys

just out of interest, am I able to do night surface runs on a convoy as they did IRL or does the AI have an 'uber eye' ie. its always bright as day to them?

I tried that previously but got spotted every time (even at 2am with no moon!).

Keep your bow pointed toward the enemy to minimize your silloutte, and keep your speed down to around 7 kts i think when you get within 4 000 to 5 000 yards. Against single merchant's you'll be able to approach them quite easily. Against escorted traffic, you'll have to be more cautious as warships can see farther then merchants. I can usually get to within 2,000 to 3,000 yards and not be seen. Turn about though, is another story.

I'm goin' down
11-19-09, 10:46 PM
my boat has two machine guns and two deck guns. How do I use both of them, as when I checked via the camera, the crew only manned one of them and one machine gun. Am I supposed to have two deck guns? I activated the aft and stern guns. Was that a mistake? I can live with one deck gun and be quite happy.

I thought there was a tour of truk lagon in the 1.9 set up. Now that I think about it, it is probably part of Coratio's mod (Coratio's_SH4_TrukCoralHarbourCity Locations)? I am too tired to look. I have been in setup hell for four days. If it is, I mixed it up with your mod. A truk mission is included in the download. You float around truk touring all of the sites and sink the Yamato (at least you are supposed to sink it). I got pounded each time. The mod I referred to in my post is the main part of the mod and is i intended to complete a truk layout. He probably added the mission to show it off in a mission scenario.

Easy AoB is a terrific mod. When you adjust the AoB dial on 'the upper right, the Target ship on the upper left adjusts accordingly even if the PK is not activated. It is listed in Neal's sticky re mods. It had over 6,000 hits the last time I looked, which was months ago. It is desgined to be incorporated into all major mods including TMO. It is an aid for determining AoB and aspect ratio.

I tried playing some single missions dealing with O'Kane. There a number of them. The O'Kane Mission No. 1 crashed and may need to be updated to work with 1.9. Mission No. 2 had too many planes, and my crew dials were hidden behind the the speed dials, so I got taken out by a plane, followed by a destroyer who attacked right afterwards. Its the same old story. I play TMO. TMO kicks my ass regardless. I play a mission with TMO, and get a double ass kicking. I'll win tomorrow (famous last words!)

Ducimus
11-19-09, 10:55 PM
>>my boat has two machine guns and two deck guns.


What boat? Only one boat has two deck guns currently, and thats the Narwhal. I may pimp out the tench later with a 2nd deck gun and two 50 cals, in addition to the two 40MM mounts but thats another story for another day.

I suspect that 2nd "deck gun" your seeing is infact, a twin 20MM. You can control it just like any of the other two AA guns. Keep pressing F10 or F11 (forget which) to cycle flak gun views, it's there.

I'm goin' down
11-19-09, 11:28 PM
I think I got the gun thing straight. When I click on the weapons/sensors on the boat button, nothing happens. It is me or that what is supposed to happen?

The_Pharoah
11-19-09, 11:43 PM
Keep your bow pointed toward the enemy to minimize your silloutte, and keep your speed down to around 7 kts i think when you get within 4 000 to 5 000 yards. Against single merchant's you'll be able to approach them quite easily. Against escorted traffic, you'll have to be more cautious as warships can see farther then merchants. I can usually get to within 2,000 to 3,000 yards and not be seen. Turn about though, is another story.

THanks mate, I might try that.

VonGlaus
11-20-09, 01:33 AM
Thank You! Now to help double your download count...

Roger Dodger
11-20-09, 03:46 AM
Thanx for all you do, Ducimus. I'm looking forward to enabling TMO 1.9 (just as soon as I finish up the war with 1.7). The delay may allow Lurker to work out all the bugs with RSRDC so the two will work well together.

Thanx again :salute:

SteveUK
11-20-09, 05:42 AM
Hi Ducimus

This mod looks and plays fantastic what a piece of art :D

just wondered if you or anyone else would be able to help me.

Just encountered a single merchant in the southern Luzon straights at night, was surfaced and closed to the ship to try out the deckgun. New career and S class boat.

The merchie open fire on me and did get some hits on my sub but I didnt get any damage or the we're under attack call. Is this right or have I somehow loused up the install of your excellent mod?

Sorry for raising this question if I've missed something or installed incorrectly.

And thanks again for all the hard work you and everyone else has put into this.

Javelin
11-20-09, 07:09 AM
Thank you Ducimus for all your hard work in making SH4 a great sim. Your mods are alwasys A1

Ducimus
11-20-09, 12:07 PM
Uploaded one of the optional mods i've been procrastinating on. It's all of Foobar's sub skins that i reworked a little. This is set up to be a total skin replacement.

At any rate,

- compiled Foofighters subskins
- reduced size of skins from 2048 to stock dimension of 1024
- added back missing textures
- made file adjusments so MS/32 upgrade should work properly.
- changed shade/ tone of deck/AA guns to be a better match with new skins.


D/L:
http://www.filefront.com/14960127/TMO-FooSkins.7z/

Carotio
11-20-09, 01:36 PM
I thought there was a tour of truk lagon in the 1.9 set up. Now that I think about it, it is probably part of Coratio's mod (Coratio's_SH4_TrukCoralHarbourCity Locations)? I am too tired to look. I have been in setup hell for four days. If it is, I mixed it up with your mod. A truk mission is included in the download. You float around truk touring all of the sites and sink the Yamato (at least you are supposed to sink it). I got pounded each time. The mod I referred to in my post is the main part of the mod and is i intended to complete a truk layout. He probably added the mission to show it off in a mission scenario.

Initially, I actually thought Ducimus had added the Truk mod of mine, given that he wrote credits to lurker_hlb3 for Truk, but that was apparently only campaign files, cause I checked after I had unpacked it. The terrain changes which I made are not in TMO 1.9, but I guess it can be added without problems, if the traffic in and around Truk is from RSRDC.
And yes, the single mission I made is just to have a look at the changed terrain, so the sinking of the Yamato is just a little bonus...

@Ducimus,
As I wrote in the pm in SHMF, you could have used it without problems. Since I think it's a must have in a PTO mod.

I'm goin' down
11-20-09, 01:57 PM
Thanks. Who can turn down an opportunity to sink a Yamato? NOT ME! It will take three hits to sink it, because I have hit it twice on two occasions and it has not budged. Also, don't tell the dds. There are about 5 of them, and they are tigers who do not let go when they grab your tail. For good measure, try to sink the tanker moored in the port near the Yamato.

[TMO 1.9 to play with, Easy AoB mod and Solution Solver program to sink the target, Great White mod (1. it is hunting Rockin Robbins and has swallowed Neal's chrometer so you know when it is around. 2. for recycling purposes), and the MoBio program (we know you map fanatics can't resist it.) -- Life couldn't be better on the high seas!!]

Torps
11-20-09, 02:30 PM
Ducimus great job as always. Nice to see RL has not taken you away from modding SH4 like it has some of your fellow modding brotherin. Keep up the great work.:DL

Laconic
11-20-09, 03:49 PM
Love the new kill flag feature. I've got a question about it, though. The game seems to limit the size that the decal will appear to no larger than 256x256 (I think). It scales down decals that are larger (512x512 or 1024x1024) to fit that size, and will resize ratios other than 1x1 altogether, leading to distortions. Here's what I mean:

This decal was the root size, 256x256 (I'm just using a different flag icon):
http://img.photobucket.com/albums/v167/Laconic/Kills1_size.jpg


This decal was increased to 1024x1024, but appears to be the same size in the game (I added a patrol star to this one):
http://img.photobucket.com/albums/v167/Laconic/Kills3_size.jpg


As an experiment to see if the game would render a decal at a different ratio, I made one that was 1024x2048 (1x2) and pasted the original decal down the length of it. The game distorted it:
http://img.photobucket.com/albums/v167/Laconic/Kills4_size.jpg


This really isn't a problem in and of itself, but it's possible that you could eventually score so many kills that you would run out of room in the designated area. Would there be any way to change the area the game says this decal must be displayed in?

All-in-all, great work, thanks!

Ducimus
11-20-09, 04:26 PM
The area the decal is applied to is a small, flat square, that is mapped to recieve a texture. To resize the area, youd have to redo this 3d model, and import it again to all conning towers.

I knew full well people would run out of area. As a suggestion, you could make a 5 count flag. Say, a jap flag with a big 5 on it to represent 5 merchants to save space. Kinda like hash marks.

edit:
Or instead of a arabic 5, use a roman number five. V, almost like a double pun, V for 5 and V for victory. ;) Probably would come out better on the texture too.

Laconic
11-20-09, 04:30 PM
The area the decal is applied to is a small, flat square, that is mapped to recieve a texture. To resize the area, youd have to redo this 3d model, and import it again to all conning towers.

I knew full well people would run out of area. As a suggestion, you could make a 5 count flag. Say, a jap flag with a big 5 on it to represent 5 merchants to save space. Kinda like hash marks.

Thanks for the reply. Though I'm learning all of this as I go, I may see about customizing the model...I'd love to see a conn full of meatballs.

VonGlaus
11-20-09, 04:30 PM
It is already fun! Started a new career late in the war. Forgot about jumping from an experienced crew back to a bunch of newbies, things seem to happen slower.

So we were approaching some sampans just now, and I wanted to get some gun practice on them. But I can't figure out how to man the flack guns! How can I move people onto the slots? Screen res is 1024x768, 4:3 ratio.

http://www.glausers.org/pics/blocked.jpg

What blindingly obvious command am I missing here?

Ducimus
11-20-09, 04:34 PM
I knew there was something i was forgetting do document.

Press the period/del key on the numbered keypad to drop the HUD. This will clear the dials so you can move crewman there. Press the same key to bring the hud back.

VonGlaus
11-20-09, 04:41 PM
Numbered keypad! That was it. I kept hitting the one on the keyboard.

Thanks again, now I'm off to find bigger ships.

sergei
11-20-09, 04:57 PM
Uploaded one of the optional mods i've been procrastinating on. It's all of Foobar's sub skins that i reworked a little. This is set up to be a total skin replacement.

Just out of interest, are these the same skins that were used in the Beta 1.8 patch 3?
I really liked those.

Ducimus
11-20-09, 04:59 PM
yup. I was going to make them default, but avg convinced me otherwise. :rotfl2:

simsurfer
11-20-09, 07:48 PM
Your a good man Ducimus (http://www.subsim.com/radioroom/member.php?u=219224), I have had a great time playing 1.8 now I cant wait to get my hands on this, this version sounds really really good. Should keep me busy till the new U-Boat mod becomes avail in 2010.

Hylander_1314
11-20-09, 09:07 PM
Ducimus,

Glad I got some practise in with 1.7. The new 1.9 is astounding! Just left Manila in the afternoon after a reload on December 13 1941, and just as we were passing the "Rock", and the water started getting deeper, the radar man picked up multiple contacts. A few seconds later, the watch crew started shouting out aircraft sightings. There were 9 G4M Bettys making a run on the bay, and any shipping there. They went after a couple docked ships at Cavite, and a couple fishing boats in the bay, and we only had one plane harrass us. It flew over so high, that the bomb aimer couldn't get a bead on us, aside from our turns left and right at flank speed. The bombs hit the water well clear of us, and there were no injuries. But in the future, I'm gonna wait till nightfall to run in and refuel, and rearm.

This will hold me over fine if you get away for awhile. There's nothing worse than burnin' out on something. Especially if you liked it start with.

I'm goin' down
11-20-09, 09:08 PM
Here is an intercepted message:

Yamato to base: Yankee dogs using naked woman bent over. stop. pasted on boat emblems. stop. distracting crew and Divine Wind. stop. Send Saki to calm crew. stop.

Ducimus
11-20-09, 10:06 PM
Here is an intercepted message:

Yamato to base: Yankee dogs using naked woman bent over. stop. pasted on boat emblems. stop. distracting crew and Divine Wind. stop. Send Saki to calm crew. stop.

You mean this one?

http://www.subsim.com/radioroom/picture.php?albumid=131&pictureid=781

She's my good luck charm.

I'm goin' down
11-21-09, 01:40 AM
Here are some naval quotes I have copied to thank Ducimus and the contributors for all of their hard work.

"Take her down!" Commander Howard Walter Gilmore, desperately wounded and unable to climb back into his submarine, USS Growler (SS-215), in the face of an approaching Japanese gunboat 7 February 1943.

"I wish to have no Connection with any Ship that does not Sail fast for I intend to go in harm's way."Captain John Paul Jones (http://www.history.navy.mil/bios/jones_jp.htm), 16 November 1778, in a letter to le Ray de Chaumont. [applies to all TMO captains!]

"You may fire when you are ready Gridley." Commodore George Dewey, 1 May 1898, at the Battle of Manila Bay during the Spanish-American War. The American squadron entered Manila Bay and took fire from the Spanish fleet, anchored under the guns of Cavite, for half an hour until in the position Dewey wanted. Then Dewey addressed his order to Charles Gridley, captain of Dewey's flagship Olympia.

"Sighted Sub, Sank Same." Message sent by an enlisted pilot, AMM 1/c Donald Francis Mason, on 28 January 1942. Mason believed that he had sunk a German U-boat off Argentia, Newfoundland. (SH3 Beware!)

"We have met the enemy and they are ours..." Oliver Hazard Perry's immortal dispatch to Major General William Henry Harrison after the Battle of Lake Erie, 10 September 1813.

"I can imagine no more rewarding a career. And any man who may be asked in this century what he did to make his life worthwhile, I think can respond with a good deal of pride and satisfaction: 'I served in the United States Navy.'"President John F. Kennedy, 1 August 1963, in Bancroft Hall at the U. S. Naval Academy.

:salute:

AVGWarhawk
11-21-09, 10:25 AM
THE SUBMARINER'S CREED

"In each submarine there are men who, in the hour of emergency or peril at sea, can turn to each other. These men are ultimately responsible to themselves and each other for all aspects of operation of their submarine. They are the crew. They are the ship."

THE_MASK
11-21-09, 04:03 PM
Playing TM for the first time on an old laptop . What buttons do i use for time compression .

Bubblehead1980
11-21-09, 04:20 PM
Ducimus, loving 1.9 so far but have a request.

I realize you are busy but could you whip up a patch to tone down the escorts visual sensors? They are a bit much.

Dec 1941 off North Luzon....encounter large force of transports , light cruisers and DD stationary , invasion force.

moving slow on fairly dark night at 3 knots on surface to get into position for night scope attack, at 6000 yards a DD spots me and open up.Now I could barely make them out, and a submarine is hard to spot at night, yet they spotted me and accurately fired on me.
Reloaded gameand tried it again, trying to get into position, 6000 yards, fired on me again.
I feel this will be a big problem later in war when start using night surface attacks, will be unable to close to realistic ranges due to escorts having superman night vision, which really takes away from game , sort goes back to stock, making night surface attacks impossible most of the time, esp on convoys.:damn:

So think you could let a patch out to fix it, maybe back to 1.7 levels, on dark nights escorts would come withing a 1000 yards and not spot me, wont happen in 1.9 because them seem to have super vision.This was also a problem in 1.8 BETA and one reason i stayed with 1.7 until 1.9 was out, hoping it was fixed.enemy visual sensors were PERFECT in 1.7, as said, realistic but still tough.I doubt I am alone on this one.Thanks in advance.:salute:

I'm goin' down
11-21-09, 05:45 PM
Dick O'Kane Ace (Mission), #1. Snuk into Truk. Dark and raining. Took out two Akita Maru's with my deck gun because the weather kept me from being observed. On my way out a dd found me. I spent over one hour real time on Truk channel sea bed repairing four flooding and flooded compartments. The dd repeatedly did torpedo runs, slammiing my position. Finally, when I had all the flooding but the aft torpedo compartment under control I was ready to try to complete my attempt to escape to open water and depart the area. I wolfed down the last of the ice cream. Alas! The dd hit me hard, again, before I had turned on the engines. I gave up with men down on the deck and all compartments flooded, as I could not bear to watch the lights go out again. No fair!! The dd captains must have super technology or they are very, very lucky. That is the TMO I know. I am getting tooth aches at night from clenching my teelth while dreaming about it. I am in line for a medical retirement.

TMO stock or TMO single missions (not stock) -- My boats (I have gone through a lot of them) gets pummeled and kicked. Can someone make a cloaking device mod?

virtualpender
11-22-09, 12:11 AM
A small request of either Duciumus or the mods;

Could you please add a link to the Optional Skin Mod Add-On for TMO 1.9 as described in post #1634 to the first post with the main download link? I'd hate for anyone to miss out on this.

http://www.filefront.com/14960127/TMO-FooSkins.7z/

Thanks Ducimus yet again for everything you've done - great job

tomoose
11-22-09, 02:52 AM
This sounds very impressive and here I've still got a week to go before I get home, aaaaaaaaarrrrrrrrrrrrrrggghh!

Thanks to all the modders for their efforts. The original TMO was awesome and I'm sure this latest version will be the icing on the cake!:salute:
Thanks!

Lopo
11-22-09, 04:35 AM
I'm back to SH4 and his fantastic new TMO 1.9 ( Thank you Ducimus) after a long time in SH3... and observed something strange that I'm sure you all already have resolved: why when the sub dive the crew are still on the deck watching for enemy (under water?)? Do I have to move them each time I dive or surface?

Thank you for helping me with this strangeness.
I'm playing with TMO 1.9 and RSRDC_TMO_ 502

Ducimus
11-22-09, 12:07 PM
Ducimus, loving 1.9 so far but have a request.

I realize you are busy but could you whip up a patch to tone down the escorts visual sensors? They are a bit much.

Dec 1941 off North Luzon....encounter large force of transports , light cruisers and DD stationary , invasion force.

moving slow on fairly dark night at 3 knots on surface to get into position for night scope attack, at 6000 yards a DD spots me and open up.Now I could barely make them out, and a submarine is hard to spot at night, yet they spotted me and accurately fired on me.
Reloaded gameand tried it again, trying to get into position, 6000 yards, fired on me again.
I feel this will be a big problem later in war when start using night surface attacks, will be unable to close to realistic ranges due to escorts having superman night vision, which really takes away from game , sort goes back to stock, making night surface attacks impossible most of the time, esp on convoys.:damn:

So think you could let a patch out to fix it, maybe back to 1.7 levels, on dark nights escorts would come withing a 1000 yards and not spot me, wont happen in 1.9 because them seem to have super vision.This was also a problem in 1.8 BETA and one reason i stayed with 1.7 until 1.9 was out, hoping it was fixed.enemy visual sensors were PERFECT in 1.7, as said, realistic but still tough.I doubt I am alone on this one.Thanks in advance.:salute:

Capital warships in that mix right? Escorts have nothing to do with it, and i ultimately didn't do a thing to the AI. It is the same as 1.7. The reason your being spotted there has nothing to do with escort visual sensors, but the capital warships. They see a lot farther then tin cans. What is happening is your being seen by the capital warship, who in turn is alerting the escorts and vectoring them to your position.

That said, i'll look at the capital warship visual sensor later. Maybe i have it a KM or two too far, or maybe there's an accidental radar entry there.

Radio
11-22-09, 12:12 PM
Sunk my first enemy U-Boat, a Type IX, yesterday! What a surprise for me (and them). They cruised around at 7 knots in the East China Sea on the surface and didn't see anything until three Mk14 opened their hull a bit on the port side :D

1800 tons, not bad.

Thank you Ducimus for TMO! and Lurker_hlb3 for RSRD!

VonHesse
11-22-09, 12:32 PM
After spanking the stock game repeatedly, I finally got the nerve to load up TMO and see just how challenging it really was. Gotta admit, I've been a little intimidated by what I've read on here, but after discovering that Harvey Keitel is my new Cheif of Boat, I feel much more comfortable. I mean really, could you be any safer than in the hands of Harvey Keitel? I don't think so... hold on a minute...

"What's that Mr. Keitel? Aircraft spotted? Pumps destroyed? Batteries destroyed? Bulkhead destroyed?!?!"...but...but we're still in port...

Damn, gotta go... Keep up the good work Ducimus!

Bubblehead1980
11-22-09, 01:02 PM
Capital warships in that mix right? Escorts have nothing to do with it, and i ultimately didn't do a thing to the AI. It is the same as 1.7. The reason your being spotted there has nothing to do with escort visual sensors, but the capital warships. They see a lot farther then tin cans. What is happening is your being seen by the capital warship, who in turn is alerting the escorts and vectoring them to your position.

That said, i'll look at the capital warship visual sensor later. Maybe i have it a KM or two too far, or maybe there's an accidental radar entry there.


Thanks Ducimus, yet maybe could set the capital warships vision back a little, 6000 yards on a dark night, spotting a sub is a bit iffy.Acciental radar is possible.As said before, loving 1.9 though, looks great, plays great, great work.

Captain Wreckless
11-22-09, 03:13 PM
I'm back to SH4 and his fantastic new TMO 1.9 ( Thank you Ducimus) after a long time in SH3... and observed something strange that I'm sure you all already have resolved: why when the sub dive the crew are still on the deck watching for enemy (under water?)? Do I have to move them each time I dive or surface?

Thank you for helping me with this strangeness.
I'm playing with TMO 1.9 and RSRDC_TMO_ 502

I've had that happen also. Kind of funny watching then hold their breath and scanning for sharks. :rotfl2:

CW :arrgh!:

T.Von Hogan
11-22-09, 04:35 PM
Thanx for all you do, Ducimus. I'm looking forward to enabling TMO 1.9 (just as soon as I finish up the war with 1.7). The delay may allow Lurker to work out all the bugs with RSRDC so the two will work well together.

Thanx again :salute:

Why wait? I updated while in port between missions with no ill effect.

SteveUK
11-22-09, 04:56 PM
Loving this mod thanks so much for this all.

Just a quick quetion if poss - how do I get the kill flags and embelm to work? not really that computer literate and in Ducimus' post it say we can play around with them.

Thanks again guys.

Kirby_TFS
11-22-09, 10:24 PM
Just upgraded to 1.9 and can't get the rig for silent running to work. Have tried the buttons on the hud and the Z key but no luck. Any idea? Also how do you get rid of dead sailors? I know you used to right click and bury them at sea, but no luck with that, and couldn't get rid of them while in port. They are riding along on the next partol. Going to be a long smelly patrol!

abclkhan
11-23-09, 07:05 AM
Any way to get the ship lenghts for this new mod?
They are a must in my opinion

irish1958
11-23-09, 09:43 AM
Playing TM for the first time on an old laptop . What buttons do i use for time compression .
You can use Fn, and then use the + and - keys. However, a better idea is to go to the command file and select a couple of unused keys for this. While you are in there, you might change a few others to suit your setup.
SetKeys (for SHIII) is imperfect, but can be used, although you may have to go and edit the file in notepad to be sure you have what you want. There is also a program for SH4, but I have found it is difficult to use.

Sevrin
11-23-09, 11:33 AM
I'm back to SH4 and his fantastic new TMO 1.9 ( Thank you Ducimus) after a long time in SH3... and observed something strange that I'm sure you all already have resolved: why when the sub dive the crew are still on the deck watching for enemy (under water?)? Do I have to move them each time I dive or surface?

Thank you for helping me with this strangeness.
I'm playing with TMO 1.9 and RSRDC_TMO_ 502


Are you using [alt+tab] to get to the desktop fro any reason? This will cause some weirdness, including but not limited to:

Silent Running not activating, co2 levels not returning to normal while surfaced, bridge watch not leaving the bridge after dive, Rockin Robbins attacking the Japanese navy.... :O:

Kirby_TFS
11-23-09, 01:30 PM
I reloaded the mission and the run silent started working, but I still have the dead sailors. Any idea on how to remove them from the sub?

I'm goin' down
11-23-09, 03:20 PM
Contrary to Duciimus' suggestion, I loaded a mod call TMOkeys. Rockin Robbins has bragged about it. Does anyone have the chart of the keys? There is no readme with the mod that lays it out.

Radio
11-23-09, 07:49 PM
Are you using [alt+tab] to get to the desktop fro any reason? This will cause some weirdness, including but not limited to:

Silent Running not activating, co2 levels not returning to normal while surfaced, bridge watch not leaving the bridge after dive, Rockin Robbins attacking the Japanese navy.... :O:

Also: Do not save when your sub is submerged, if you load such a savegame it can become unstable as well.

I encountered my second Q-Ship yesterday. I do not know if they were added by the TMO mod but they are very clever and dangerous :yeah:

T.Von Hogan
11-23-09, 11:05 PM
[quote=Radio;1208106]Also: Do not save when your sub is submerged, if you load such a savegame it can become unstable as well.

This ain't SH3, i've been thru the war several times and never encountered a problem from saving underwater and i've done it hundreds if not thousands of time.

PL_Andrev
11-24-09, 12:04 PM
Only TMO 1.9 installed,

I swim with a large time compression and my watching officer reports a ship contact ...
The problem is that the time comprossion is not automatically reduced when contact and this contact is lost...

How can I resolve this? I do not swim my patrol with time compression 1x ...
:damn:

GOZO
11-24-09, 04:37 PM
The old "Deep Dive" order is no longer there? (Was alt D or shift D before enabling you to take your chances against angry DD:s):D

Any idea getting it back?

//OB

Radio
11-24-09, 04:46 PM
This ain't SH3, i've been thru the war several times and never encountered a problem from saving underwater and i've done it hundreds if not thousands of time.

Well I had sound issues and random reboots when doing this. In SH4. :88)

vickers03
11-24-09, 05:46 PM
The old "Deep Dive" order is no longer there? (Was alt D or shift D before enabling you to take your chances against angry DD:s)
Any idea getting it back?

i've assigned the deep dive command to one of
the planesmen (the other one surface) by clicking
on him. easy to remember and more interactive,
just takes a minute with s3d if you're interested.

Ducimus
11-24-09, 05:55 PM
The old "Deep Dive" order is no longer there? (Was alt D or shift D before enabling you to take your chances against angry DD:s):D

Any idea getting it back?

//OB

There is no more deep dive command, as it is no longer neccessary. You have a clickable 600 ft depth gauge in the Conning tower for all boats. Also, Balao and tench will go all the way to the bottom via the D key, or dive to their test depth with the crash dive command. This has been annotated in the documentation AND the FAQ. Just FYI.

As an aside, the functionaltiy that was the deep dive command, is now radar depth.

vickers03
11-24-09, 06:14 PM
As an aside, the functionaltiy that was the deep dive command, is now radar depth.
i forgot i'm still running 1.7, but clicking the planesmen
for dive/surface is cool

Ducimus
11-24-09, 06:39 PM
i forgot i'm still running 1.7, but clicking the planesmen
for dive/surface is cool

I agree, it is a great idea. :up:

I


Important note about depth controls.
The red line on your depth gauge denotes the submarines historical, tested safety depth. It does not indicate your crush depth. A number of boats in TM can go then what the 450 depth gauge allows. To
allow deeper dives you'll have to command the boat to set the dive planes to deep dive. Once you issue this command, the boat will not stop it's decent until it crushes from pressure, or until you issue the
command to maintain current depth. At which point the dive will cease, and the boat will continue on at
the depth you decided to maintain.


Old FAQ quote there. And If im not mistaken, i updated the PDF on that in 1.9 Not only that, but if im not mistaken, the depth control changes in 1.9 are also documented in:

- a changelog file in the support directory
- the release post for this version of the mod
- in the FAQ.

So I am at a loss as to how there is any confusion on that subject.

walleye
11-25-09, 03:59 AM
i am pretty sure i already know the answer to these but please, humor me:

did the stock sinking/damage mechanics make a comeback in 1.9? most merchies i encountered blew to bits after a single torpedo hit, broken in half and all that. quite a change after the slow agonizing deaths i was used to.

second, i seem to be detected by merchies even submerged, at night, sparingly using the scope. this happened while patrolling during the second half of 1944 in a narwhal. i DID use ahead full and standard during the approach and i seem to remember that merchants get hydrophones late in the war, though i don't know if that was a TMO or RFB thing. or it's possible i screwed up something during mod installs.

Ducimus
11-25-09, 04:35 AM
i am pretty sure i already know the answer to these but please, humor me:

did the stock sinking/damage mechanics make a comeback in 1.9? most merchies i encountered blew to bits after a single torpedo hit, broken in half and all that. quite a change after the slow agonizing deaths i was used to

When i reworked the campaign files, i added some volitale cargo to some ships. For example, tankers leaving the dutch east indies towards the empire will be loaded with oil (conversely tankers heading from empire to the dutch east indies will not). Some outbound convoys from empire to outreaching areas may have an ammo ship or two.


second, i seem to be detected by merchies even submerged, at night, sparingly using the scope. this happened while patrolling during the second half of 1944 in a narwhal. i DID use ahead full and standard during the approach and i seem to remember that merchants get hydrophones late in the war, though i don't know if that was a TMO or RFB thing. or it's possible i screwed up something during mod installs.

Probably hydrophone. Some JP merchants did have them. Stock game already did this for some ships, i elected to leave that as is.

I'm goin' down
11-25-09, 04:48 AM
Ducimus, it looks like you have anticipated most of the issues that people are raising. good for you, and good for us too. BTW, thanks for the tip on placing sailors on the deck guns. It does work. (The first time I needed to use it, unfortunatley, I realized my ship did not have a deck gun though!)

[I played some of the Dick O'Kane single missions in the Ace's single mission download pack, and in one of them, when you depart Pearl, the are remnants of sunken ships from Dec. 7, 1941, including one that is capsized, are scattered throughout the harbor. Nice touch!]

GOZO
11-25-09, 09:12 AM
There is no more deep dive command, as it is no longer neccessary. You have a clickable 600 ft depth gauge in the Conning tower for all boats. Also, Balao and tench will go all the way to the bottom via the D key, or dive to their test depth with the crash dive command. This has been annotated in the documentation AND the FAQ. Just FYI.

As an aside, the functionaltiy that was the deep dive command, is now radar depth.

Of course! Just thinking in old terms again.....:oops:

Thanks. This last version is a real treat!!!!!

Thanks :yeah:

//OB

WitoldGritz
11-25-09, 07:47 PM
Hi,
Is there any chance i can install "Metric_SpeedChart_nomo" option into the NORMAL 1.4 game without TMO Mod or any other "Mods"?

Roger Dodger
11-26-09, 04:45 AM
I'm commanding the USS Balao, Nov. 1944. I installed TMO 1.9 between patrols (in port). I got the Captain's Cabin/Yeoman's Station, and the 600' depth setting in the Conning Tower. I still don't have Hogan's Alley in the Crew Watch and Station Billet. I also installed the appropriate RSRDC MOD.

Something wrong, or must I start a completly new campaign to get it?

SteveUK
11-26-09, 05:41 AM
Something wrong, or must I start a completly new campaign to get it?


Think that you have to start a new career to get all of the goodies to work. Ducimus says clean install and no TMO other mods.

ShadowWolf Kell
11-26-09, 05:54 AM
Think that you have to start a new career to get all of the goodies to work. Ducimus says clean install and no TMO other mods.

I would imagine it's similar to how OM works. Since it's altering your equipment/crew file within your save.

You can manually cut and paste data from a new game into your old one, but you'll lose your crew and can potentially have other nasty effects.

I agree with SteveUK here though. Your best bet is to make a clean install and set up TMO 1.9 and go from a fresh game.

abclkhan
11-26-09, 06:06 AM
I'm commanding the USS Balao, Nov. 1944. I installed TMO 1.9 between patrols (in port). I got the Captain's Cabin/Yeoman's Station, and the 600' depth setting in the Conning Tower. I still don't have Hogan's Alley in the Crew Watch and Station Billet. I also installed the appropriate RSRDC MOD.

Something wrong, or must I start a completly new campaign to get it?


Dont have to restart.
I had docked a sargo with a damage of 87% after installing TMO 1.9 between two patrols. The sargo didnt have h alley . I was given a new boat, a P class wich came with all the stuff. All you have to do is to change your submarine

abclkhan
11-26-09, 06:09 AM
By the way...
Maybe someone knows...
Where can I find a record of ship lenghts?
Thanks

GOZO
11-26-09, 07:15 AM
By the way...
Maybe someone knows...
Where can I find a record of ship lenghts?
Thanks


Well here I have uploaded the a manual I use but I still need data from other ships to make complements to it.

http://www.filefront.com/13749588/INSRM_-_3025c.pdf

Cheers:)

//OB

GOZO
11-26-09, 07:21 AM
Another question:

-What is Hogans Alley????:hmmm:


Just found on the net that there is the "Red Light District" in vancouver called that.:D



Cheers

//OB


RESOLVED!!!!

Found it here: http://www.olgoat.com/substuff/dex14.htm

Ale1500
11-26-09, 09:33 AM
Hey guys, I'm new here but a long time subsimmer. I've just downloaded and installed TMO 1.9. It looks really great!
I've tried it a couple of hours, and I've just found there's no way to make the "Rig for Silent Running" button to work.

Well, it's my first time with TMO and I was wondering... There's only free camera? No longer chase camera?

Thanks, wonderful job guys!

Alex.

I'm goin' down
11-26-09, 12:17 PM
I've tried it a couple of hours, and I've just found there's no way to make the "Rig for Silent Running" button to work.

Well, it's my first time with TMO and I was wondering... There's only free camera? No longer chase camera?

As was explained to me once, try escaping to the main menu and restarting the mission. That might fix the silent running problem. I had the same issue yesterday and solved it that way. It may be your solution.

I think the camera issue may be addressed in the support folder for TMO 1.7 or 1.7-1.8 beta. The support folder is part of the RAR package. I am not sure this correct advice, as I don't known what a chase camera is?

(p.s. I raised the attack periscope and to my amazement saw a the face of a turkey staring back at me,)

banjo
11-26-09, 12:19 PM
The FAQ in TMO explains how to get the Next/Previous camera back.

I'm goin' down
11-26-09, 12:24 PM
How do you assign the deep dive plane to a crew member? I do not know where to start? That is a pretty imaginative solution!

AVGWarhawk
11-26-09, 12:41 PM
How do you assign the deep dive plane to a crew member? I do not know where to start? That is a pretty imaginative solution!

You don't. Use the small depth guage between the two large depth guages. Just click the depth you want.

Ale1500
11-26-09, 01:05 PM
The FAQ in TMO explains how to get the Next/Previous camera back.

OK. Thanks!

I'm goin' down
11-26-09, 01:05 PM
see the above posts. I meant for Dive and Surface, not deep dive, so your reply above was appropriate.

I'm goin' down
11-26-09, 01:18 PM
My crew gets killed all of the time. I saw a post on how to remove (delete) them. Buit I cannot find it. Anyone know how? Half my crew is bright red.

Max Peck
11-27-09, 12:28 AM
Loving this mod thanks so much for this all.

Just a quick quetion if poss - how do I get the kill flags and embelm to work? not really that computer literate and in Ducimus' post it say we can play around with them.

Thanks again guys.

Yes! how does this work?

magic452
11-27-09, 12:28 AM
IGD the last time I had dead crew it was the deck gun guys and I replaced them with the damage control crew and put the dead into DC. Next time I loaded up the game they had all come back to life??????? So try putting them into a different compartment and see what happens when you load a save.



If that doesn't happen you just have to keep them till you get to home port.

peabody
11-27-09, 05:32 AM
Next time I loaded up the game they had all come back to life???????

Ya, but you are Magic, everyone can't do that.:03:

Peabody

I'm goin' down
11-27-09, 12:49 PM
this link is one of the most practical and informative one's that I have read in quite some time. I keep reposting this. Ducimus wrote in a post above, "I wrote it some years ago for SH3, but the same principles apply. http://www.ducimus.net/sh415/ai.htm (http://www.ducimus.net/sh415/ai.htm)" Its a great tutorial. Thanks.

Rockin Robbins, you might want to add this to sticky. I finally feel I have a fighting chance. How I graduated from sub school without a course or two on the subject is beyond me. (It's the Navy's fault.)

Did the Navy every figure out the active sonar ranges for Japaneses dds and des? or is the post accurate in that regard?

I'm goin' down
11-27-09, 12:59 PM
Ducimus' emblems for your boat: I have one of the decals pasted on my boat. I tried to find the file that had the other decal so I could give you the file location and instruction, but I could not locate it. Ducimus posted something about its location in this thread, but I could not find it. Perhaps he or another member will help you find it.

Once you know how to apply the tga file to paste your logo on you ship, you might want to consider having one custom made. The Killflags site used to take care of it, but the site has not been functioning of late. Try sending a pm to Gunfighter, as he created mine, which is below. He may help you out.

Laconic
11-27-09, 10:28 PM
Here's a tutorial for editing the kill flag and emblem images. Make sure you have GIMP (http://www.gimp.org/downloads/) (free photo editing software)-
http://www.youtube.com/watch?v=tVJL1K4RTFc

Addendum (explains how to add basic transparency to simple images, specifically for the patrol star in the first video) -
http://www.youtube.com/watch?v=-gNfSElHCz0

Also posting this in a new thread (http://www.subsim.com/radioroom/showthread.php?t=158667) so it won't get buried in responses.


http://img689.imageshack.us/img689/4849/japmerchflag.png

http://img204.imageshack.us/img204/6682/japnavyflag.png

(Alternate, you have to resize these)

http://img213.imageshack.us/img213/8932/japmerchflagalternatebi.png

http://img205.imageshack.us/img205/7603/japnavyflagalternatebig.png

I'm goin' down
11-28-09, 12:02 AM
I FOUND THE POST RE EMBLEMS. GO TO POST 1570 in this thread.

There is a pic of one of the emblems. Also, a file to located the two emblems. what i did to paste the emblem on the conning tower is simply move the emblem from the file in which ducumus stored it to the data file. I then appeared on my conning tower. My emblem is the same as the one posted. I have not seen the other, allegedly tamer emblem.

Here is part of post 1570 quoted below.

"Oh yeah, one item that did not get into the beta but will be in the published version. Conning tower emblems and kill flags! For all boats except the S boats. (i ran out of time). You'll have two files to play with.

data/textures/TNormal/tex/emblem.tga
data/textures/TNormal/tex/kills.tga"

Bubblehead1980
11-28-09, 01:01 AM
Ducimus,

Created a single mission i plan to release for others earlier, just finished a test run.The mission recreates the USS Jack's April 1944 attack on the high priority "Take Ichi" convoy that was carrying reinforcements to New Guinea.

I created the mission so that the player would have to follow historic methods(fire at night from long range on surface due to heavy escort screen(13 escorts, as the real convoy had) and air cover most of the day(more than likely to get bombed by a plane as the Jack did) Attacking submerged is not impossible but very difficult as the Jack found out.

Anyway, point of this post is to ask about the enemys visual sensors because having an issue.Was night, no moon, was making 3 knots and enemy picked me up at over 5 miles, convoy began zigging off while escorts came at me.Now, I consider they may have radar BUT didnt think they had radar in April of 44, thought radar was common on escorts after Oct 44, did you change it?? Although player sub is set to 1944 version, no APR on board.Very aggravating it's apparent will not be able to play this mission historically if they have radar that early.

Just wondering if it's the visuals(like when the cruiser spotted me in 1941 at 6000 yards at night) or radar...

List of escorts:

Akikaze DD(filling in for the Kamikaze class DD Asakaze)

Shiratsuyu DD

Chidori PB from Miner's ship pack one(filling in for frigate Kurahashi)

Yugumo DD

Large Minelayer(filling in for convoy commanders flagship, minelayer Shirataka)

Typ C Escorts filling in for Kaibokans CD-22 and CD-20

W-19 class minesweeper from Miner's shippack 1 filling in for W-2 minesweeper

Etorufu escorts as subchasers CH-37 and CH-38

Gyoratei PT Boats from Shipack 1 filling in for gunboats Uji and Ataka

The "q ship/aux gun boat" filling in for Tama Maru No 7 merchant gunboat.


I realize some of these are escorts not included in TMO but did any othe DD's such as Akikaze, Shiratsuyu or Yugumo get radar before oct 44?

Just trying to get to bottom of it, decide if perhaps we need a patch to curb their superman night vision or if its a radar too early thing.

Thanks in advance.

I'm goin' down
11-28-09, 07:06 PM
I activated the TMO 1.8 foo skins via JSGME. Is that all I have to do? I am not sure I can recognize the different skins because the boats seem the same to me, but I am not familiar with the foo skin changes.

Roger Dodger
11-28-09, 09:43 PM
Here is part of post 1570 quoted below.

"Oh yeah, one item that did not get into the beta but will be in the published version. Conning tower emblems and kill flags! For all boats except the S boats. (i ran out of time). You'll have two files to play with.

data/textures/TNormal/tex/emblem.tga
data/textures/TNormal/tex/kills.tga"


I found the two files, now what do I do with them??? :hmmm:

Color me confused

Djanico
11-28-09, 09:56 PM
Playing the mod up looks really sweet

I notices ships are sinking way too fast. I read up and understand how there are random chances of fuel/ammo bunks etc. But pretty much every ship im hitting seems to be using the stock sinking (ship HP meathod) any chance of a natural sinking mechanics coming into play in some sort?

Awesome mod btw

Djanico

I'm goin' down
11-28-09, 11:01 PM
inside the data folder there are many folders. In one of those folder you found the two emblems. Ready, set, go:

1. Drag the emblem you wish to try on your boat to the computer's desk top.

2. Return to the main data folder. Open it.

3. Drag the emblem on your desk top to the data folder. Do not put the emblem in a subfolder.

5. Exit the data folder.

6 Start the game and use your camera to look at your conning tower.

7. The emblem should be on the boat. That is what I did, and it is still there. If this does not work, post again and someone who knows what they are talking about can help you.:D

Roger Dodger
11-29-09, 03:53 AM
inside the data folder there are many folders. In one of those folder you found the two emblems. Ready, set, go:

1. Drag the emblem you wish to try on your boat to the computer's desk top.

2. Return to the main data folder. Open it.

3. Drag the emblem on your desk top to the data folder. Do not put the emblem in a subfolder.

5. Exit the data folder.

6 Start the game and use your camera to look at your conning tower.

7. The emblem should be on the boat. That is what I did, and it is still there. If this does not work, post again and someone who knows what they are talking about can help you.:D

Thanx. I'll give that a try. I just went through the tutorial (which I hadn't noticed before). The Patrol Stars and Flags are a little trickier. Do I have to make a new 'mask' after each patrol? Looks like it.

I'm goin' down
11-29-09, 04:35 AM
Once the emblem is on the conning tower it stays there until replaced (by you). Gunfighter might make you a custom emblem if you request a special favor.

In the Killflags thread they make emblems for specific boats, but that site is down. If you want to make your own emblems that is a different issue. I prefer to sail and not spend time creating grahpics, especially since I do not know how to do it or desire to learn. But who knows better than you what you prefer.

Laconic
11-29-09, 02:45 PM
Thanx. I'll give that a try. I just went through the tutorial (which I hadn't noticed before). The Patrol Stars and Flags are a little trickier. Do I have to make a new 'mask' after each patrol? Looks like it.

If you want to edit an existing .tga (to add more flags to it, maybe), yes, you'll have to add a "new" mask. That's because .tga's don't know the difference between different layers and masks; all of those are "flattened" into one image when you save it as a .tga for the first time. They all exist, but you can't manipulate them like you could before you saved it.

So, to add more flags, just open your old kills.tga, put the new flags where you want them, merge the visible layers (Image->Merge Visible Layers), select everything using the "Select by Color" tool, and add a mask to your new, edited image, and then save it.

SteveUK
11-29-09, 07:50 PM
So, to add more flags, just open your old kills.tga, put the new flags where you want them, merge the visible layers (Image->Merge Visible Layers), select everything using the "Select by Color" tool, and add a mask to your new, edited image, and then save it.


Thanks laconic wondered how to do that, nothing to add on this patrol though :down:

Ducimus
11-30-09, 04:56 PM
any chance of a natural sinking mechanics coming into play in some sort?


Maybe in the future, say 6 months from now. I'll probably end up doing my own version from scratch. Some aspects of NSM i didn't like. At this point in time, im taking a break - a long one, and im not going to be answering too many questions. My plan is to play the game for the next 6 months or so, and make adjustments between patrols on anything that bugged me. I suspect by that time, most will have moved on to SH5 (I'm not), so i'm not in any big hurry.

Bubblehead1980
11-30-09, 09:04 PM
No moving on to SH 5 here, sure i'll buy it and play it after its been out a while(once the bugs are worked out) but due to my preference for PTO, no moving on as long as TMO is around.Doubt as many as you think will move on....

JGoldrick
12-01-09, 01:26 AM
Same here!! I'll wait till Silent Hunter 6 and see if it goes back to the Pacific Theater of Operations. :up:

Kapitan Soniboy
12-02-09, 06:11 AM
I just installed TMO 1.9. Is it possible to remove the 20mm on the deck? And when I'm in free camera mode it's all "white" when surfaced. The water turns white.

Great mod by the way. Loved all your previous mods.

theguardian
12-02-09, 08:21 AM
Hello to you,

I'm not a new player but I've never posted here.
I play with Trigger Maru sinds the 1.7 version. I've never had a problem. But now with the new version, a have one. I started a new carrier and during the first year of war, I never encounter a ship excepting fish boats. So no reason at all to fire a torpedo. :wah:

I can say that mades the game really boring. A strange thing is that I had not this problem with the 1.8 to 1.9 version. At a moment I usually meet a ship alone, a easy target to shoot. It's over now.

Is it a bug or something like that ? Thank you for your answers.

PS : Sorry for my english. It is not my native language. And great work to the modders !

Ducimus
12-02-09, 11:30 AM
I realize some of these are escorts not included in TMO but did any othe DD's such as Akikaze, Shiratsuyu or Yugumo get radar before oct 44?


I just checked on this. The Akikaze, technically didn't exist (i pulled him from the movie RSRD), and i didn't put radar on him anyway. The Shiratsuyu doesnt recieve radar tell late 44.

The Yugumo, on the other hand, is a horse of another color. According to combinedfleet.com, the Yugumo recieved a type 22 radar in July 1942. In the SNS file, he's recieving it couple months early. Havent made up my mind what to do about that yet. I'll either correct the date, or move it to 44. But, a Yugumo having a rader in 42 is, historically correct.

AVGWarhawk
12-02-09, 02:46 PM
Hello to you,

I'm not a new player but I've never posted here.
I play with Trigger Maru sinds the 1.7 version. I've never had a problem. But now with the new version, a have one. I started a new carrier and during the first year of war, I never encounter a ship excepting fish boats. So no reason at all to fire a torpedo. :wah:

I can say that mades the game really boring. A strange thing is that I had not this problem with the 1.8 to 1.9 version. At a moment I usually meet a ship alone, a easy target to shoot. It's over now.

Is it a bug or something like that ? Thank you for your answers.

PS : Sorry for my english. It is not my native language. And great work to the modders !


The traffic was reworked in 1.8. It will look different compared to the 1.7 version.

Bubblehead1980
12-02-09, 02:49 PM
Ah, well I've found several escorts have radar kind of early.

Noticed Wakatakes having it since early 44.

Interesting thing about the Yugumo having radar that early, was not aware of that.If you decided to make it where none of the escorts get radar until Oct 44 like before, that would be fine though, sucks not being able to do surface attacks in 44, that was kind of the year of surface attacks being employed to the max you know? I did notice their radar range was down to about 5 miles, good job on that.

Up to you but I think a good compromise on IJN radar would be to have a range of 5,000 yards.If player has Mark 14's can shoot from outside their range on surface, thus taking care of that issue and IJN can still have radar.Does not make things easy because with the less eagle eyed crew, firing from long distances is as difficult as it was(almost) Seems everyone agrees IJN shipboard radar was not that good anyway because many subs performed night surface attacks on heavily escorted, radar equipped convoys...Tang and Barb come to mind, others also.Just an idea.


I read Akikaze was real, was a DD of the Minekaze class....

Ducimus
12-02-09, 03:02 PM
Up to you but I think a good compromise on IJN radar would be to have a range of 5,000 yards..

Waddaya ya want, a cake walk? :O:

Bubblehead1980
12-02-09, 03:22 PM
lol no ducimus, you know better than to think i want a cakewalk, just suggesting some balance.

From what i've read IJN radar was pretty ineffective, seems like they never picked up US subs at more than 5,000, prob because subs are small radar targets plus their radars were not up to par.Sadly, as you know there prob isnt a way to replicate that in the game, they have radar with a max effective range and if you get within range, they got you.Since it's that black and white, just saying a compromise of 5,000 yards would be great. Would be nice to be able to pull off night surface attacks even when they have radar, although it would be no cakewalk because 5,000 yards is a long distance to fire from and won't always have torpedos with that range on board...Mark 18's and 23's.Plus, with sub crews being not so eagle eyed in 1.9(which i like) would be more difficult to pull off.

Thinking escorts rarely having radar before Oct 44 and once they do, range of 5,000, okay even 5,500 yards would really add to TMO.Being able to pull off the surface attacks even if have radar in later war, good stuff and trust me, no cakewalk.:salute:

FYI, loving 1.9


have you noticed vickers gato interior overhaul mod for TMO? looks good, running it now.

I'm goin' down
12-02-09, 04:28 PM
I just started a thread entitled, "suggestions for techniques for attacking warships? (http://www.subsim.com/radioroom/showthread.php?t=158819)" It's in the main SH4 forum.

Also, are the aspect ratio for both warships and merchants measured from the top of the mast? Different supermods have different rules re that issue I believe.

Ducimus
12-02-09, 08:42 PM
Range is measured from the top of the mast in ver 1.9.

I'm goin' down
12-02-09, 09:24 PM
thanks for getting me staright on the range/aspect ratio.

By the way, it has been slowly dawning on me that your attention to historical detail is one the things that sets TMO 1.9 apart. All the major mods have special effects unique to them, but TMO adds additional details that attempts to adhere to historical accuracy from what I gather. I am not speaking from personal experience, but from reading the discussions in this thread, especially your input, which is often laced with techical and historical references unique to submarines and sub warfare of the time period. In my comments in the voting for mod of the year I mentioned it, but did not know how to express my thoughts fully. After reading the last few posts, I am able to so, and here you have it. It is an impressive characteristic of the mod.

SH4 was missing was this aspect -- i.e. the attention to historical detail. Hopefully, they will figure it out in SH5. I for one am most appreciative of your work for this added quality. Apparently, you have submarines running through your veins, and for us that play TMO it is a good thing.

(p.s. As an aside, I worked for a project director who served on a destroyer in the war. He was at sea the first seven months of the war, and later served in the Mediteranean and his boat was a rear guard on D-Day. He read Das Boot and expressed his displeasure that its author referred to U.S. fighter aircraft at one point inaccurately. He said that it was well known that the fighter was not manufactured until after the time frame mentioned in the book. I told him that since the author was German (I think he was), he probably did not know the exact model of the American fighter and assumed it was type he referred to. That did not convince him.

By the way, he was on the U.S. sub that captured a German U Boat. They chased it for three days until had to surface. His boat was sent to the U.S. where they spent time raising War Bonds for many months. He confided that they would let young ladies tour the boat for free if .... (you know the rest.)

He was so scared of German dive bombers when they patrolled of the coast of Africa that he slept on the deck. He also said the troops on the ground knew that they could beat the Japanese when the Marines met and decimated an elite Japanese force on a beach on Gualadcanal. After that, he said, the soldiers felt it was just a matter of time.)

Ducimus
12-02-09, 09:43 PM
By the way, it has been slowly dawning on me that your attention to historical detail is one the things that sets TMO 1.9 apart. All the major mods have special effects unique to them, but TMO adds additional details that attempts to adhere to historical accuracy from what I gather.


I think your referring more to Real Fleet Boat then TMO. I adhere to historical accuracy as much as possible, but i'll take "artistic license" occasionally in order to achieve what i feel is good gameplay. I try to balance mostly "simulation" with some "game", in order to get a unique blend. From a design standpoint, its a bit of a tightrope walk.

Anvart
12-03-09, 04:54 PM
... http://img20.imageshack.us/img20/3063/offtopicly.gif
...
Today December 2009...
Users have TMO 1.9 ...
... but "... а воз и ныне там..." ...
Only 10 minutes of viewing ...

http://img20.imageshack.us/img20/6008/tmo19i1.jpg

http://img20.imageshack.us/img20/9706/tmo19i2.jpg

http://img20.imageshack.us/img20/5803/tmo19i3.jpg

http://img20.imageshack.us/img20/346/tmo19i4.jpg

http://img20.imageshack.us/img20/7104/tmo19i5.jpg

... and ink-water ... :(
...

For a long time known problems...
Question - When ...?

Nisgeis
12-03-09, 05:47 PM
For a long time known problems...
Question - When ...?



Yes, we have all noticed your problems and they have been well known among some of us for quite some time now, but really you hold the key. We can't help you until you want to be helped. So, the answer to when is... when you let those around you help. Asking for help is not a sign of weakness! It's good to see you are being honest.

Bubblehead1980
12-03-09, 05:49 PM
Anvart, so the interior is not perfect in TMO, these issues are left over from stock though but ducimus has adressed many.Vickers recently put out an interior overhaul for TMO 1.9, its great, works for Balao also since Gato and Balao share same interior layout in game.Check it out.

As far as the two telegraphs, they represent one telegraph for engines one and two, and one telegraph for engines three and four.In the game, the devs took easy aka cheap way out and grouped engines together instead of having four seperate engines as had in real life, plus a fifth small auxillary engine.Engines could be controlled independently in RL.

As far as the Nagara Maru(merchant pictured) , whats your prob, seen pics of Japanese Marus like that.That is a large modern freighter from stock version though, named Nagara Maru in TMO.

The watchman not rotating is just nitpicking, but I understand, these leftover things that were in because devs didnt do it correctly to begin with are annoying.Hopefully some modder will have time to correct them.

Anvart
12-03-09, 06:02 PM
Yes, we have all noticed your problems and they have been well known among some of us for quite some time now, but really you hold the key. We can't help you until you want to be helped. So, the answer to when is... when you let those around you help. Asking for help is not a sign of weakness! It's good to see you are being honest.
Опять ты "мудрствуешь лукаво" ... bla-bla ...
Personally to me ... i do not need your help or councils ...
... better read old threads and posts ...
All stuffs (except TMO's specific) are realised for a long time... :haha:

Ducimus
12-03-09, 06:02 PM
Anvart, are you bored? :haha:


RE Missing Dials, Dial textures, incorrect texture mapping:
This falls into the realm of 3d modeling. Something that i don't know how to do. Sure i can place existing 3d objects into another, but loading stuff up into wings3d or whatever was never something i had the time or patience to learn. If you want to take a crack at that, be my guest, i'd happily annotate the credits list.

RE Incorrect dial types:
Again, this is 3d modeling. All i can do is try to make it so whatever does exist, work. I'm well aware the dials at that table are of the incorrect type given what we have to work with. But since i know squat about 3d modeling, there's nothing i can do about it. If you want to take a crack at that too, be my guest, i'd happily annotate the credits list.

RE Aft port watchman near the cigarette deck.
I never looked at him that closely. He's there, hes using his binoculars, so i didn't scrutinize it. Never paid him any mind.

RE Type 9 radioroom.

Again, i can't do 3d modelling. I can however canabalize existing models. The premise here being "something is better then nothing". If i had my choice i would have included this (http://www.subsim.com/radioroom/showthread.php?t=155147) instead. But he's hit a road block that nobody in the know will help him with, and he's since taken a leave of absence. So i made due with what resources i had.

RE gramophone.
The buttons are there on the lower right hand corner. The chart itself, i'm assuming you know what that is, so i don't think i need to explain it. Yes im aware "Conversion" is misspelled as "Convertion". I just haven't had the time to fix it.

RE water/env:
Water surface i've never really been happy with. Just haven't had the time to fix it. Since wave mechanics effect AI visuals i tend to avoid the scene.dat file as i hate readjusting the AI. That said, some scene.dat and env fixes are in a patch ive been working on and currently testing.

Nisgeis
12-03-09, 06:17 PM
Опять ты "мудрствуешь лукаво" ... bla-bla ...
Personally to me ... i do not need your help or councils ...
... better read old threads and posts ...
All stuffs (except TMO's specific) are realised for a long time... :haha:


Nope, no idea what you are trying to say here... You are publicly stating that you have problems though, which is a step forward, well done! With any luck, we can rehabilitate you from that monkey that flings its own nasty stuff everywhere. No, no.. I won't shake your hand thanks.

Anvart
12-03-09, 06:33 PM
Anvart, so the interior is not perfect in TMO, these issues are left over from stock though
These problems are known for a long time and for a long time are solved... but not in TMO... i see...

As far as the two telegraphs, they represent one telegraph for engines one and two, and one telegraph for engines three and four.In the game, the devs took easy aka cheap way out and grouped engines together instead of having four seperate engines as had in real life, ...
We say about ... that is in game ... and in game we have four tachometres ... and we have only one telegraph with handle (for NO)... and you think, Nav officer should not have knotmeter before eyes ...?

As far as the Nagara Maru(merchant pictured) , whats your prob, seen pics of Japanese Marus like that.That is a large modern freighter from stock version though, named Nagara Maru in TMO.
It's not my problem ... it's ship problem ... Smoke, smoke and once again smoke ...
...
I could not define for 10 minutes of mod viewing ... what ship is it ... :D

The watchman not rotating is just nitpicking, but I understand, these leftover things that were in because devs didnt do it correctly to begin with are annoying.Hopefully some modder will have time to correct them.
I have shown only a part of problems ...
If not to speak about problems, they remain for ever... as in all global mods from 2005 ...

I'm goin' down
12-03-09, 06:43 PM
Is anvart in Ekatriaburg (spell?). That is where he czar and his family were killed. He must be freezing to death and stuck indoors, frozen to his computer. (Brrr!)

Anyway, nothing like a good ol' lovefest.

I recommend to anvart that he tries to write in complete sentences and communicate clearly if possible. I missed the point of most of the screen shots and his comments did not clarify them to much. I got the gist of his post, but if the fur is going to fly I want a ringside seat so I don't miss anything.

Anvart
12-03-09, 06:54 PM
Nope, no idea what you are trying to say here... You are publicly stating that you have problems though, which is a step forward, well done! With any luck, we can rehabilitate you from that monkey that flings its own nasty stuff everywhere. No, no.. I won't shake your hand thanks.
There are not my problems... these are TMO problems ...
I am lazy to translate yours bla-bla...
I will talk with Ducimus better...
Bye-bye ...

Anvart
12-03-09, 07:00 PM
Is anvart in Ekatriaburg (spell?). That is where he czar and his family were killed. He must be freezing to death and stuck indoors, frozen to his computer. (Brrr!)

Anyway, nothing like a good ol' lovefest.

I recommend to anvart that he tries to write in complete sentences and communicate clearly if possible. I missed the point of most of the screen shots and his comments did not clarify them to much. I got the gist of his post, but if the fur is going to fly I want a ringside seat so I don't miss anything.
Ещё один знаток истории? :haha:
It is boring to me to discuss with you historical themes...

Anvart
12-03-09, 07:51 PM
Anvart, are you bored? :haha:
May be you are right ...
The first question... Are you one in your team?

RE Missing Dials, Dial textures, incorrect texture mapping:
This falls into the realm of 3d modeling. Something that i don't know how to do. Sure i can place existing 3d objects into another, but loading stuff up into wings3d or whatever was never something i had the time or patience to learn. If you want to take a crack at that, be my guest, i'd happily annotate the credits list.

RE Incorrect dial types:
Again, this is 3d modeling. All i can do is try to make it so whatever does exist, work. I'm well aware the dials at that table are of the incorrect type given what we have to work with. But since i know squat about 3d modeling, there's nothing i can do about it. If you want to take a crack at that too, be my guest, i'd happily annotate the credits list.

Why not ... may be necessary to think about it ... i made it for my stock ... i do not remember when... and my old HexEditor did not change date of files... heh ... but i am lazy now ... to do not interesting work ...

RE Aft port watchman near the cigarette deck.
I never looked at him that closely. He's there, hes using his binoculars, so i didn't scrutinize it. Never paid him any mind.

It's simply ...

RE Type 9 radioroom.

Again, i can't do 3d modelling. I can however canabalize existing models. The premise here being "something is better then nothing". If i had my choice i would have included this (http://www.subsim.com/radioroom/showthread.php?t=155147) instead. But he's hit a road block that nobody in the know will help him with, and he's since taken a leave of absence. So i made due with what resources i had.

May be you have not understood me ...
Read tips for MISC button ... :D
... and nothing (yet, while) is better ... than s*hit ...

RE gramophone.
The buttons are there on the lower right hand corner. The chart itself, i'm assuming you know what that is, so i don't think i need to explain it. Yes im aware "Conversion" is misspelled as "Convertion". I just haven't had the time to fix it.

Yes, i have hardly seen gramophon buttons... :DL ... it's not easy task ...

RE water/env:
Water surface i've never really been happy with. Just haven't had the time to fix it. Since wave mechanics effect AI visuals i tend to avoid the scene.dat file as i hate readjusting the AI. That said, some scene.dat and env fixes are in a patch ive been working on and currently testing.
You are right ... environment, graphics do not love maximalism ...


P.S. http://www.subsim.com/radioroom/showthread.php?p=905730&highlight=gatoint03zq2.jpg#post905730
..... #244

I'm goin' down
12-03-09, 10:24 PM
it's boring to you? You are unable to spell or write a complete sentence. bla bla.

Why post in a public forum if you want to communicate with ducimus? Send him a pm. He loves those. :D Better yet, SH5 is coming out soon and you will have your hands full with that game. bla. bla. BLA!!!

cgjimeneza
12-04-09, 06:59 AM
we do need the mine hunting sonar....

there are minefields.... found out the hard way

love it!

haz
12-04-09, 10:02 AM
must say this mod.is great my opinion anyways.thank you very much for this mod.my question is can a circular running torp hit a mine and explode it? if it can then thats why my sub became a rock.it was funny whatever happened.think jap dd hunting me.were laughing so hard they spilled their saki.thanks again for this mod.

I'm goin' down
12-04-09, 10:10 AM
Forward tubes are no problem to cycle. I cannot figure out how to cycle the aft tubes.

virtualpender
12-04-09, 10:15 AM
"E" key to cycle aft tubes.

jpkoral
12-04-09, 10:33 AM
Just bought SH Wolves of the Pacific and was wondering how to bring it up to the most current version. Do I start with update 1.4? Where are the earlier updates or does 1.4 update 1.0. How about 1.5? I am obviously new to this. There is 1.7 and 1.9. Where is 1.8? See what I mean? So, how does one get from the boxed version to where we are now in the most simple and straightforward way? I am only interested in the big mods that will cause the least amount of trouble.
Thank you very much.

Ducimus
12-04-09, 12:19 PM
Tossing up a patch. Just minor stuff that bugged me.

Any further patch's will be cumulative and supercede the previous. This patch is numbered by the release date. In this case:

04 december 2009 (041209)

Should further patch's be produced, always use the one with the latest date.




-------------------
Installation order:
-------------------
TriggerMaru_Overhaul_19
TMO19_Patch
TMO_Optional mods

* If you choose to run RSRD, always ensure it is the last item installed.

-----------
Fixes:
-----------

- Fixed clouds. (was tiling in an un natural mechanical manner)

- Fixed horizon line. Shouldn't see that odd white segment on the horizon as much on clear days/nights.

- Yugomo DD no longer gets radar in 4/42. Moved it to 9/43, after the RCM becomes available.


--------------
Adjustments:
--------------
- increased dynamic mission requirements minimum fuel percentage from 35% to 50%. Extra missions assigned after sending a status report should now be more limited (Feel less like an endless loop of missions) and not ask you to go someplace when low on fuel.


- Flotilla's based at pearl will change base to midway island in 6/42. Out of harbor starting points changed. Out of harbor Pearl drops you outside pearl. Out of harbor Midway drops you just west of the IDL.

- slightly decreased the effects of darkness and rough seas effecting your watch crews ability to spot targets.

I'm goin' down
12-04-09, 12:32 PM
One the SH3 keyboard which is used in TMO, E stand for emergency surface. Any other ideas?

I'm goin' down
12-04-09, 12:37 PM
Just bought SH Wolves of the Pacific and was wondering how to bring it up to the most current version. Do I start with update 1.4? Where are the earlier updates or does 1.4 update 1.0. How about 1.5? I am obviously new to this. There is 1.7 and 1.9. Where is 1.8? See what I mean? So, how does one get from the boxed version to where we are now in the most simple and straightforward way? I am only interested in the big mods that will cause the least amount of trouble.
Thank you very much.

Before following ducimus advice, make sure you have installed SH4, version 1.5 (the U-Boat Missions). It has all of the patches to the stock SH4, 1.4 version, built in. If you do not have it, you can purchase it online and download it. Next, load TMO 1.9 :DLper ducimus' instructions, and you will be playing the most recent version of the supermod.

Ducimus
12-04-09, 12:39 PM
I changed E to cycle aft tubes.

There is no keyboard shortcut to blow ballast. This is by design, as to prevent accidental use of emergency surface. Use the orders bar to blow ballast. No matter the screen resolution, it should be visible.



As an aside, i hate saying it, but im already forming ideas for the next update to TMO. What i have in mind starts with the black crew bug and daisy chains out to submarine damage model, crush depth, and interior lighting. It's a bit difficult to explain, so i won't, cause im not sure if i can deliver or not. It all depends if i can fix the black crew bug or not.

Unless there's a game breaking bug, i have no intention of making any more patchs for the time being, as id rather focus new stuff. No promises on coming up with anything, and no time table. Just, whenever i have the time and inclination, i'll work on it. Again, don't expect to see much for about 6 months.

Inner Sound
12-04-09, 01:11 PM
Wondering if I need to install Webster's Webster's Ship Draft Fix for v1.4 and v1.5 ?

So far only noticed the Furutaka cruisers riding high. Wasted squillions of fish on them before the penny dropped. Havent yet met the others his fix is for.

Or is it already in TMO and the Furutaka slipped tru?

Playing TMO 1.9 & RSRD.

Wilcke
12-04-09, 07:40 PM
Guys,

Don't forget Vickers great work on the Gato interior. This is the link but there are more updates coming. Check his thread regularly.

http://www.subsim.com/radioroom/downloads.php?do=file&id=1442

and here,

http://www.subsim.com/radioroom/showpost.php?p=1213915&postcount=9