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thumper
12-04-09, 11:15 PM
Where is the deck gun??:-? i have been given a GATO and cannot put on a deck gun..Its no fun to pop up in the middle of a bunch of fishing junks without the deck gun..:nope:

Capt Hendry
12-05-09, 02:42 AM
I've enjoyed TMO until the last update. I must say that being detected by a destroyer while I'm moving at 2 knots, on the surface, at night from a +6,000 yards is starting to get old. I remember Ducimus detailing a way to reduce the opposition's detection range but I forgot how to do it.

Otherwise I love it, After watching "Thirteen Days" I can see where the GQ bit was sampled from. Though I doubt that was the actual source it is very close if you listen to it.

Roger Dodger
12-05-09, 03:31 AM
Where is the deck gun??:-? i have been given a GATO and cannot put on a deck gun..Its no fun to pop up in the middle of a bunch of fishing junks without the deck gun..:nope:

I have never failed to get a deck gun on any sub I have commanded, so I can't answer your question. I would like to know what happened to the fleets of fishing boats and sampans that used to be in the game??? Did Ducimus or Lurker eliminate them?? Since they disappeared (and 'someone' armed all the freighters) my gunners have little to do except eat up valuable stores.

I always enjoyed blowing the masts off the sampans - that really made my day!

I'm goin' down
12-05-09, 04:01 AM
The aft and fore deck guns are in files in the downlaod for 1.9. I think they are optional mods. Acitvate via JSGME.

I'm goin' down
12-05-09, 04:05 AM
I've enjoyed TMO until the last update. I must say that being detected by a destroyer while I'm moving at 2 knots, on the surface, at night from a +6,000 yards is starting to get old. I remember Ducimus detailing a way to reduce the opposition's detection range but I forgot how to do it.

Otherwise I love it, After watching "Thirteen Days" I can see where the GQ bit was sampled from. Though I doubt that was the actual source it is very close if you listen to it.

See the following thread, which contains a link to the thread that Ducimus cited as the way to deal with escorts. Sonar and AI revisited (http://www.subsim.com/radioroom/showthread.php?t=158656)

Nisgeis
12-05-09, 04:18 PM
... and nothing (yet, while) is better ... than s*hit ...

Wow dude, you really should take your own advice. It would be much better if you posted nothing, than the s*hit that you do post. Here's hoping!

Anvart
12-05-09, 05:07 PM
Oops.
"Frozen Eyes" master has woken up... not to you to define what is what... :woot:

P.S.
Very strange but in RFB almost same not corrected problems...

I'm goin' down
12-05-09, 05:17 PM
I told you all ... it is a LOVEFEST!

Let's vote on who has carbon dioxide poisoning.

Ducimus
12-05-09, 05:20 PM
I must say that being detected by a destroyer while I'm moving at 2 knots, on the surface, at night from a +6,000 yards is starting to get old.

You sure it wasn't a Yagumo? They have radar starting in 4/42. While THE Yagumo DID have radar in 6/42, i changed it in the latest patch to 9/43. Coincedentially RCM becomes available in 8/43.d

Also could have been a capital warship in the mix? They can visually detect out to 12KM. Tin cans in general only 9KM. Night time reduces their max visual distance to 60% of what it is in the day time. So there's something else detecting you besides Jap MK 1 Eyeballs.


I would like to know what happened to the fleets of fishing boats and sampans that used to be in the game??? Did Ducimus or Lurker eliminate them?? Since they disappeared (and 'someone' armed all the freighters)

I haven't done anything in TMO (that im aware of) to remove or reduce fishing boats and san pans. Nor would i ever think to remove them. Infact ive wanted to add more, but then there's this "have to find the time to do so" thing that bites me in the ass. As to who armed all the freighters with 25 MM machine guns....... I did. :O:

Nisgeis
12-05-09, 05:32 PM
Oops.
"Frozen Eyes" master has woken up... not to you to define what is what... :woot:


Well, I think that's a reference to the eye patch I made, where you failed to convince anyone that it wasn't a fix, as people rather annoyingly downloaded it and fixed their problems with it.

Damn, I really hoped you'd stop posting s*hit. But alas no, you can't do anyone any favours can you? You say you have fixed the problems in TMO, but you are too lazy (I think you mean you can't be bothered - as that would be better for you, because saying you are lazy is not a good thing). Yet, you won't help here, why is that? Is that because you haven't actually fixed the problems and saying you are too lazy is a way out? I think so. You have a habbit of one minute saying you have no idea how to fix something, yet a week later claiming that you fixed it 'well over two years ago'. No one is convinced by your lame arguments. No one thinks you are even credible in your complaints.

What? So, you are complaining about TMO, let me get this straight, because you fixed all these problems a long time ago and now you can't be bothered to send them to Ducimus to help him out?

But you will take the time to download TMO, apply it, open up SH4, looks for the bugs (that you say you fixed a LONG time ago), take screenshots of the bugs, upload those screenshots to a hosting sevice, take time to write up (a really bad) description of the problem and THEN you say you are TOO LAZY TO SEND THE FIX? Who are you trying to kid? Does anyone believe you have the fixes? No, I don't think so. Does anyone think you post this complaint to be constructive, I don't think so. Does anyone care even if you did have the fixes? No, because you come across as a prima donna who has to have the spotlight.

Now, to be fair, I did try translating something in babel fish, to see what would happen and for eveything I tried, not once did it translate what I wrote into a post that sounded like I was a bitter old man (young child) who couldn't stand to see anyone else produce a good mod. And that's with translating it multiple times, so I think it's fairly safe to say that the spitefulness in your posts comes from you. If it doesn't, then you should seriously work on that, because you come across as a whiney git who can't be happy for any other modder, because you are threatened by them. If that's NOT the case, change your translation software.

Overall you rely far too much on the excuse of 'bad translation' when you are caught being a whiney despising git. No one is fooled by that, except yourself.

VonGlaus
12-05-09, 11:07 PM
Ducimus gave me an early Christmas present.

Feb 44 in South China sea, pick up a convoy on radar. Aux subchaser in front, one on the right, and a destroyer on the left. 6 cargo ships. It's night and heavy seas.

Fearing what is going to happen, I race ahead and get in front of them. At periscope depth and silent running, the lead subchaser passed right in front of me at 1,000 yards! Set up for 3 on the first and 3 on the second. Hit all 3 on the first and it blew in half! Wow, that was easy. But my plot on the second was off, and only one torp hit. The second freighter blew in half with 1 hit!

Went deep and turned to match the convoy. The escorts couldn't locate me, so I popped back up as the trail freighter came by. All four stern tubes resulted in only 2 hits (I was rushed, he spotted my scope and started shooting at me). One was a dud, but one hit. The 3rd freighter blew in half with 1 hit!

The escorts finally came after me and I had to sneak away. But I think I seriously put a dent in the Japanese ammunition supply. Either that, or the hulls are now made of thermite.

Thanks for the spectacular fireworks, Ducimus. And the big bad AI sensors didn't get me (yet).

Ducimus
12-05-09, 11:34 PM
I'm starting to wonder if putting volitate cargo in some of the merchants was a bad idea. :rotfl2:

Jack Callahan
12-06-09, 12:34 AM
Hello all,

I'd like to ask a big favor of someone. I'm currently deployed and the internet isn't the greatest. I was wondering if anyone could put TMO 1.9 on disk and mail it to me? I would be happy to pay the postage. It would have to be sent via USPS but basically it's like sending it to New York.

Please notify me via private message and I'll get my address to you and we can figure out how I'll pay the postage.

Thank you,

Jack

P.S. Thanks to all the developers out there who added any bit input to TMO. I don't sail with anything else.

Jack

Wilcke
12-07-09, 11:29 AM
Well executed, TMO 1.9! Currently taking a Gato in '44 to insert an agent, but of course we will have to route through some known traffic areas off the coast of Japan! I added vickers03 gato interior, this is really beautiful! Well done you two! Well done!

Thank you!

Ducimus
12-08-09, 02:58 PM
I'm Sorry, but this is going to have to be the last update to TMO.

Here is the last patch i intend to post:
http://www.filefront.com/15089315/TMO19_Patch_081209.7z/

Why? Real life. Long story short, i heard through the grapevine that my department at work has been a candidate for being outsourced for awhile now. A contractual deal we made awhile ago that still has 2 years left on it with a really large and well known corporation may have saved my job from this. But in any event, i have maybe 6 months before my company hits the traditional slump in the year where they'll think about letting people go. Since my department has been on the chopping block, they may cut us down even more (we're bare bones as it is now) If im not among them, at least im safe for a little while, but im not counting on it.

So i cannot in good concious continue working on TMO. I need to be getting my resume up, brush up on some Unix and SQL maybe, and start looking around while i still have a job. I'm grateful for having heard all of this beforehand, rather then have the rug pulled out from under me without warning. I'd tell you all the whole sorrdid story, It really sucks, but im afraid of this being seen at work and getting me in trouble. (yes im typing from home, but still.. i visit this site at work, so the URL is on the logs)

As an aside, i was working on this:
http://www.filefront.com/15089321/WIP_SinkingMechanics.7z/

If anyone wants to pick up on that. But, i got bigger fish to fry now. Sorry guys, thems the breaks.

Bubblehead1980
12-08-09, 03:10 PM
Sorry to hear that Ducimus, that really sucks.If you get a chance, could you post a link to the FM sonar you tweaked for TMO? Want to give it a run soon. Thanks and good luck.

Also, what does the last patch cover? Want to know before I download it.

Inner Sound
12-08-09, 04:09 PM
Well best of luck Ducimus, hope it works out how you want.

And a great big thanks for the life you've breathed into this game.

I'm goin' down
12-08-09, 07:18 PM
send your resume to Ubisoft. Under experience just list TMO 1.9. You will get an interview.:D

sergei
12-08-09, 07:43 PM
Good luck and many thanks Ducimus.
:salute:

Captain Dave
12-08-09, 08:58 PM
Hope everything works out for the best for you. Unfortunatly for us average Joes, work comes before play.:cry:

VonGlaus
12-09-09, 02:59 AM
Good luck and hang in there. I thank you every day I play this thing.

Johndb
12-09-09, 07:11 AM
Thank You very much for all Your time spent getting Silent Hunter IV to where it is today. Trigger Maru has definetly made a big difference to the Game. I wish You all the luck in the Future and hope to hear from You soon.:salute:

Cheers

John

tomoose
12-09-09, 07:55 AM
Ducimus;
thanks for all your work. TMO, IMHO, saved SHIV from simply sitting on my shelf. Excellent work. My fingers are crossed for you and your work situation.:salute:

BTW, what does the latest patch address?

The General
12-09-09, 10:47 AM
See you when SH5 comes out DeuceMan :O:

kwbgjh2
12-09-09, 12:46 PM
With TMO 1.9 i found my way back to SH4. Its the first complete campaign i've played after a long time.

Thx Ducimus and good luck to you. :up::up:

Laconic
12-09-09, 04:48 PM
Thanks, Ducimus, for all of your work. It's definitely appreciated.

beartooth91
12-09-09, 05:43 PM
Does the latest patch -081209 - include and supercede the 041209 patch ?

...and Thank You, Ducimas for Trigger Maru and TMO.

Aniuk
12-09-09, 05:50 PM
The best reference you can have. A superb mod. All the best. Thanks.:salute:

Ducimus
12-09-09, 06:42 PM
See you when SH5 comes out DeuceMan :O:

You probably won't. If i do end up aquiring SH5 i simply won't say anything, and i certainly won't be publishing any mods. I really didn't want get into modding in SH4 (look how that turned out. :shifty: ), and it all started by publishing "a" mod, and it was all downhill from there.

So IF i get Das Boot the interactive movie.. err i mean SH5.. :O: , i will be a non entity. Besides that, i just don't believe GWX is finished. I'd lay 10 to 1 odds they surface again with much trumpeting and fanfare after ubi stops patching. People will not miss modders like myself.

Does the latest patch -081209 - include and supercede the 041209 patch ?


Yes.

Sidekikd34
12-09-09, 10:23 PM
Ducimus, you're the modding man! If it wasn't for TMO, I'd have a lot less fun with SH4. Of course, I've tweaked further, (doesn't everyone?) but it's a great mod!

Also, agree SH5 looks like more fluff than material, and I don't think I can handle shooting American ships... guess I'll have to keep SH4! Yay, more tweaking!

VonGlaus
12-09-09, 11:15 PM
As to what the patch addresses, this is from his readme:
--snip--
-----------
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.

- Underwater coloring.

- 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.

- Removed all volitale cargo from single merchants. (No more unescorted Kaboom)

- removed all ammo cargo from convoys. Shipping containing Fuel/oil, still remain. (Still get Kaboom)

SteveUK
12-10-09, 08:54 AM
People will not miss modders like myself.


Not true it's people like you who spend their free time improving games like this for all of us to enjoy.

If the modding comunity hadn't attacked SH4 and brought it up to what it is now then the chances are this game will have died a long time ago.

We all owe you thanks for what you have done and good luck in the future your skills will be sorely missed :salute:

silent killer
12-10-09, 10:17 AM
thanks ducimus, i had a request about the deck and AAguns ammo , you answerd my question:yeah::yeah:

TopcatWA
12-11-09, 04:35 AM
I've just been on a patrol (P-Class boat Asiatic Fleet 1942) where I was sent to do a photo recon at a port in the south China sea.
I got to the rendezvous position OK, but when I took a photo on a locked target in broard daylight, the objective failed to complete.
I'm running TMO 1.9 with the RSRD v502 patch.
Do you have to position the boat so that the photo icon comes up in the scope like the standard SHIV 1.5 so that the photo can be taken?
I positioned the boat right on the objective icon & several yards back from it as well but the camera didn't seem to work when I pressed the 'Take Photo' button.
Any help would be appreciated.

Cheers

theguardian
12-11-09, 05:42 AM
The traffic was reworked in 1.8. It will look different compared to the 1.7 version.

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 !


Thanks AVGWarhawk for your answer.
I already now that traffic wa reworked in 1.8 because I have also played this version.
What I mean today is that I find nothing to shoot on. I have some radio reports about well guarded convois but too far from my position. I 've decided to look a bit to RFB mod. Just to try. So I don't need help anymore but I will thank you for answer and for all the information anyone can find into this forum. That's really help.

I thank Ducimus and the modders for their great job. I have played a lot of hours with TMO. You made me a happy submariner.

Inner Sound
12-11-09, 11:33 AM
TopcatWA try down periscope, up periscope at dead slow. Also try locking on target, and if that doesn't make the camera icon light up get a target ID. You might need to get closer.

I cant remember exactly but it's something like that you need.

TopcatWA
12-11-09, 08:39 PM
TopcatWA try down periscope, up periscope at dead slow. Also try locking on target, and if that doesn't make the camera icon light up get a target ID. You might need to get closer.

I cant remember exactly but it's something like that you need.

Thanks for the reply.
Will give it a try & see what happens.

Cheers

I'm goin' down
12-11-09, 08:43 PM
Here is how they memorialized the intercept.

"When you shoot at a destroyer and miss, it's like hit'in a wildcat in the ass with a banjo”
Chief Officer Steward Dogan on the USS Gurnard during WWII

:salute: to Ducimus

Soundman
12-11-09, 09:59 PM
People will not miss modders like myself.



As some have already stated, we will. Thanks for all you have done Duci.. I was using your first mod "Flavored to Taste" and kept playing, largely due to your efforts. You have made a bigger difference to this community than you may realize. :salute:

Most importantly, I wanted to say.....whatever happened in the past is past, but I am really happy to see you back here posting once again. Welcome back!:yeah:

Gato76
12-11-09, 11:28 PM
People will not miss modders like myself.
Well, i will if SH5 AI sucks

Bubblehead1980
12-13-09, 05:43 AM
Ducimus, you are evil, as you know.:haha:

On patrol earlier in Formosa Straits, November 1944, attack a large, well protected convoy, luckily they steamed right into a deep spot, had nearly 600 feet to hide in, attacked, sank two ships with 6 Mark 18's, one 10k ton tanker, one 6k ton freighter.Went deep, let decoys go above and just below thermal layer at 300 feet, dead calm seas.I snuggled on down to 500 feet and leveled off.soon lots of pinging and escorts around, heard charges blowing, got bluffed into going to ahead flank for 35 seconds just in case they had me, they didnt because charges blew up well above me.

This patrol i decided to leave external cam on, enjoy the eye candy.I soon noticed an escort that looks like a Kaibokan steaming in fast, i close in with cam and am in awe of the massive number of y guns on her stern as well as the rack.I watch and hope that sucker doesnt have me, steamed right past me and attacked the decoys location...man what a show.Counted what 16 charges from the y guns and two from the stern roller racks, 18 charges in one salvo, was quite a show and loudest damn explosions ive heard in this sim.

I feel sorry for anyone who that escort gets a lock on, the pattern of depth charges would be hard to survive if you are inside it.

So I take it I ran into the Type C or Type D escort? Looked like a Kaibokan.Those are the only two ships names I do not recognize in the roster plus I vaguely remember the 1.9 readme

nice job:haha:

Armistead
12-13-09, 08:59 AM
Before I DL 1.9, is there a list of all the available ships in it that were added. I assume RSRD add's more. Just trying to figure out when I decide to play it what to do with all my other added ships and don't won't to screw anything up.

The type AB's are reworked Kaiboken's with the 6 Y guns I always complain about,,,have 8 working you over, not fun. Per my thread in the other forum and I love Formosa, you'll find numerous Type A-D's there in numbers. The ones in RSRD carry 120 charges and with several attacking it feels like machine gun bombs in your sub when several dump at one time.

Do you have the NDE Matsu in TMO alone, not sure if it's a RSRD ship only, with Y and K guns and double roll offs it's one arse to go against. Basically a modified Shiratsuyu.

GOZO
12-13-09, 09:10 AM
A SALUTE TO YOU MAESTRO!!!:salute:

Thanks for all your work and good luck for the future....


P.S.

That sinking mechanics bit looks interresting indeed. Surely someone could pick it up.......DD, Vickers.....Venatore...OLC :03:..?

Cheers

/Per

I'm goin' down
12-13-09, 04:11 PM
I am on the second mission from Midway in a new campaign. I have not made it to Japan yet, and have been sunk three times by airplanes. I started counting planes and stopped at 24. I tried Webster's Better Air Patrol and that did nothing to decrease the planes. I tried Webster Better Air Patrols for 1.4 and 1.5 and that screwed up my course plotter tool. This is ridiculous. Any suggestions other than diving repeatedly which I have decided I will not do? It is raining on the parade.

Armistead
12-13-09, 06:08 PM
I don't know why this happens to me, but many times before. I DL and it finishes, but when I unzip it get an error and then realize I didn't get the complete DL. Tried both sites. Sometimes it may take 20 tries over a period of days before I get a DL that takes fully. Anybody know a solution to this.

epower
12-13-09, 06:13 PM
Where are you encountering the planes? I often get jumped if I get too close to Wake Is and transiting the Bonins usually means so a day or so of the old crash dive/ surface 15 min later Yo-Yo.

One method I've used with success is after the crash dive, head back to periscope depth and extend the Air search antenna ('T' Key) If it's all clear I surface (remember to lower the antenna) and carry on.

Hope that helps

epower

I'm goin' down
12-13-09, 06:14 PM
I don't know why this happens to me, but many times before. I DL and it finishes, but when I unzip it get an error and then realize I didn't get the complete DL. Tried both sites. Sometimes it may take 20 tries over a period of days before I get a DL that takes fully. Anybody know a solution to this.

I think ducimus plugs in an extra dd, ds, or jap zero to sink the downloads... (he just can't help himself!).:wah:

Armistead
12-13-09, 06:27 PM
Dang, made it to 273MB that time....er

Bubblehead1980
12-13-09, 07:06 PM
Having trouble downloading 1.9? Weird, I had no trouble, think I got it off filefront.Not sure what to tell you, contact Ducimus.Hope you get it, its a blast.

Bubblehead1980
12-13-09, 07:18 PM
Before I DL 1.9, is there a list of all the available ships in it that were added. I assume RSRD add's more. Just trying to figure out when I decide to play it what to do with all my other added ships and don't won't to screw anything up.

The type AB's are reworked Kaiboken's with the 6 Y guns I always complain about,,,have 8 working you over, not fun. Per my thread in the other forum and I love Formosa, you'll find numerous Type A-D's there in numbers. The ones in RSRD carry 120 charges and with several attacking it feels like machine gun bombs in your sub when several dump at one time.

As far added ships, I think the Type D is the only new ship.Some were reclassified like the Q ships is a now an elite patrol craft instead of a corvette but think Type D is only new one.I wish someone would release a bunch of new merchant ships, that explode, sink, take damage etc correctly for SH, mainly TMO.Need some more Japanese merchants and tankers to shoot at.

Do you have the NDE Matsu in TMO alone, not sure if it's a RSRD ship only, with Y and K guns and double roll offs it's one arse to go against. Basically a modified Shiratsuyu.



I remember the Matsu from RSRD, its not in TMO.The Matsu was well armed but never gave me much trouble in RSRD.Of course, its been a while since I used RSRD.

The Type C in TMO 1.9 is the regular Kaibokan I believe the readme said, just renamed.The Type D is a reorked Kaibokan in TMO, with 8 y guns and two roller racks, the pattern it laid down was just damn impressive and honestly I am not one to avoid escorts usually but may give it a wide berth if i know its around, i didnt know it was around when i attacked, luckily it was on far side of convoy and i was deep and quiet when it got over to where i was and just attacked my decoys and killed some fish.

Webster put out a new S-Boat to make S-boats more realistic in the game, about to give it a try here in a few minutes, supposed to be fragile like the old boats were, could be a challenge.

I also love Formosa, ended patrol with 5 ships down, plus a tug and fishing boat gunned down, fun but tiring patrol.Thing I like about 1.9 is convoys change.Ducimus did this and I worked it out further to suite myself.Early war convoys are usually 3-5 ships with 1-2 escorts, as most regular early convoys were.Once you hit late late 43 and into 44, get bigger convoys, more escorts and mid late 44, 12-20 ships in most convoys making long hauls, as it really was.Short haul convoys are 6-9 ships.Attacking a convoy with 4 or more escorts is rather tough, the cover them well but its fun.Most are generic, randomly spawned convoys but I added a few historical ones that spawn at historic time and date like Take Ichi in April 44.

I also added air cover to some of the convoys, this can add to the "fun" as well.I am thinking about releasing my reworked traffic layers as a mod(once I figure out how to package them up and post them)

Armistead
12-13-09, 07:35 PM
Having trouble downloading 1.9? Weird, I had no trouble, think I got it off filefront.Not sure what to tell you, contact Ducimus.Hope you get it, its a blast.

Don't know what it is when I DL these large mods, but eventually it will take, think I'm on the 8 try. Have no clue, only happens when I do large DL's....

You're not running RSRD. Thought Lurker fixed the issues that concerned you, but I love all the added ships and planes. I've added several ships by miner, most worked fine with 1.7, some I add to add to the ID book so the game didn't crash. With all those nice ships by miner somehow they need to get in the game, be a waste not to have them.

Guess Duc got really drunk and mad one night to up the Type D to 8 Y guns and two roll racks. Lord, the Type AB was bad enough with 6 and 1. Bad enough dealing with 6 Type AB's on you, hope I don't have to deal with that many type D's. Guess he found Bungo's inbreed relatives and letting them loose on the pacific...."Next of Kin" to a higher level. We really need to chip in and get him some rubber balls to squezze, coupon for a full body massage or something.

Well, hopefully I can get it loaded tonight. Don't won't to make mod soup out of it and I'll have to see what he included, but I love some of my smaller mods, such as longer wake, aircraft reflections, full screen scope, PE4's floating bodies, easy AOB, ect...just have to take em one at a time.

I'm goin' down
12-13-09, 10:10 PM
I need to modify the airstike cfg in the date menu because the number of airplanes is too much for me to deal with. Anyone know how to do this?

Bubblehead1980
12-14-09, 03:48 AM
Don't know what it is when I DL these large mods, but eventually it will take, think I'm on the 8 try. Have no clue, only happens when I do large DL's....

You're not running RSRD. Thought Lurker fixed the issues that concerned you, but I love all the added ships and planes. I've added several ships by miner, most worked fine with 1.7, some I add to add to the ID book so the game didn't crash. With all those nice ships by miner somehow they need to get in the game, be a waste not to have them.

Guess Duc got really drunk and mad one night to up the Type D to 8 Y guns and two roll racks. Lord, the Type AB was bad enough with 6 and 1. Bad enough dealing with 6 Type AB's on you, hope I don't have to deal with that many type D's. Guess he found Bungo's inbreed relatives and letting them loose on the pacific...."Next of Kin" to a higher level. We really need to chip in and get him some rubber balls to squezze, coupon for a full body massage or something.

Well, hopefully I can get it loaded tonight. Don't won't to make mod soup out of it and I'll have to see what he included, but I love some of my smaller mods, such as longer wake, aircraft reflections, full screen scope, PE4's floating bodies, easy AOB, ect...just have to take em one at a time.


lol yea ducimus can be a real mother...:salute: I have only seen it as I said, not felt it's wrath yet, glad I had decoys and some depth to play with.

I plan on loading up RSRD soon, I too like the extra ships and planes, also look forward to seeing Lurker's AI adjustments and I also have miner's ships loaded up with TMO.Thing about RSRD is I have to play it when I have a lot of time, which is not usual.I usually get some time in the evenings before I go to bed but christmas and my birthday are coming up in next couple weeks so have some time off here and there so will load RSRD up no doubt.Hopefully soon someone will release a bunch of new merchants that work well with TMO, need some new merchants to sink.

I also have some smaller mods i just love such as
vickers new interior overhaul, loving the new xmas tree.His smoke mod, can see merchant smoke miles away as could in RL.The sound overhaul is nice too, i like the little telegraph bell sound when you ring up new order for speed, adds to it.TBT color filters are nice, nowhere near night visions, which is good, bc i didnt want that but they help you visually pick out something, never will ID it without help so I often shoot at targets not knowing the class, just see the biggest silhouette and set up a firing solution.Still cant get the damn color filters for the obs periscope to work though, i miss it but have dealt with it.

Where can I get the floating bodies thing from PE 4? Hate to be morbid but it would add to the sim. Install order? Any conflicts?

Next patrol in Jan 45, got Robbins cheap/early torpedo mod, going to head to sea with a full load of Mark 16's, cant wait.

banjo
12-14-09, 11:33 AM
Get Webster'sl mod to deal with the aircraft problem. Implement while in port. If it corrupts your current campaign start a new one and then you'll be fine.

sergei
12-14-09, 11:46 AM
I need to modify the airstike cfg in the date menu because the number of airplanes is too much for me to deal with. Anyone know how to do this?

This is what the airstrike cfg from Websters reduced air mod looks like.

Maximum Aircraft Range=1000 ;[>0] in kilometers
Poor Airbase Modifier=0.5 ;[>0] Modifier for poor airbase (carrier) rating
Novice Airbase Modifier=0.75 ;[>0] Modifier for novice airbase (carrier) rating
Competent Airbase Modifier=1 ;[>0] Modifier for competent airbase (carrier) rating
Veteran Airbase Modifier=1 ;[>0] Modifier for veteran airbase (carrier) rating
Elite Airbase Modifier=1 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.01 ;[>0] Modifier on strike probability at night
Default Air Strike Probability=5 ;[>0] Default probability to send an airstrike from a airbase (carrier)
Enemy Air Strike Probability Increase on Radio Messages Sent=15 ;[>0] Increase over the default probability on a radio message sent
Friendly Air Strike Probability Increase on Contact Report Sent=70 ;[>0] Increase over the default probability on a contact message sent
Enemy Air Strike Probability Increase on Player Detection=20 ;[>0] Increase over the default probability on player detection
Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session
Logic Steps Between Air Sessions=30 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)

You could try these numbers and see how you get on,

Sub Sailor
12-14-09, 02:08 PM
:timeout: I just down loaded 1.9 but I am screwing up in moving the data and support over to my sim. I have the data and support on the left side of my Generic Mod enabler v2.3.0.128. When I move them to the activated side nothing, still 1.7. What am I doing wrong? Also does 1.9 over write 1.7? I see on the forum there is a patch, how do I down load it?
I am sorry for the dumb questions people but I have had trouble ever since we went to the enablers. I will be honest-I don't think you planned them for dummies like me:o:damn:.
In your explanation please, please, remember I am a 69 year old computer dunce who is challenged after I am told to reboot.

Sorry,

Ron Banks MMCM(SS), USN(Ret)

sergei
12-14-09, 02:35 PM
It's OK, you have just made a very simple mistake.

At the moment your JSGME looks like this?
http://img263.imageshack.us/img263/1504/wrongv.jpg


It should look like this.
http://img64.imageshack.us/img64/1788/rightlx.jpg

You have taken the data and support folders from the Trigger Maru folder and moved them to your MODS folder.
Instead leave the data and support folders inside the Trigger Maru folder. Move the whole Trigger Maru folder into your MODS folder.
Hope this makes sense.

EDIT.
1.9 is not an upgrade to 1.7. It is a totally new version.
You need to disable 1.7 first (if you are running it). Then enable 1.9.

Armistead
12-14-09, 02:41 PM
lol yea ducimus can be a real mother...:salute: I have only seen it as I said, not felt it's wrath yet, glad I had decoys and some depth to play with.

I plan on loading up RSRD soon, I too like the extra ships and planes, also look forward to seeing Lurker's AI adjustments and I also have miner's ships loaded up with TMO.Thing about RSRD is I have to play it when I have a lot of time, which is not usual.I usually get some time in the evenings before I go to bed but christmas and my birthday are coming up in next couple weeks so have some time off here and there so will load RSRD up no doubt.Hopefully soon someone will release a bunch of new merchants that work well with TMO, need some new merchants to sink.

I also have some smaller mods i just love such as
vickers new interior overhaul, loving the new xmas tree.His smoke mod, can see merchant smoke miles away as could in RL.The sound overhaul is nice too, i like the little telegraph bell sound when you ring up new order for speed, adds to it.TBT color filters are nice, nowhere near night visions, which is good, bc i didnt want that but they help you visually pick out something, never will ID it without help so I often shoot at targets not knowing the class, just see the biggest silhouette and set up a firing solution.Still cant get the damn color filters for the obs periscope to work though, i miss it but have dealt with it.

Where can I get the floating bodies thing from PE 4? Hate to be morbid but it would add to the sim. Install order? Any conflicts?

Next patrol in Jan 45, got Robbins cheap/early torpedo mod, going to head to sea with a full load of Mark 16's, cant wait.

nbjack broke out the PE4 floating bodies and debris. No conflicts and works good. If you want I can email it to you and just DL to you mods folder as usual. Again, I'm using it with 1.7, but it shouldn't be a problem with any. Have you tried the EAX sound...Add's a few sounds, but changes the tone and depth....really real sounding. Cool to hear the gunners shouting commands.

I'm goin' down
12-14-09, 02:46 PM
That was an excellent post!! Seeing it makes it much easier to understand for those who have never encountered activating mods. :yeah:

Soon, you can explain how he can open the 1.9 folder and acitvate some of the subfolders, such as the fore and aft deck guns, engine sounds, etc., but that is for later.

What does he have to look forward to? Getting hammered by dds, des, and aircraft --- oh my!

Armistead
12-14-09, 06:51 PM
Anyone got any idea's what may be causing me not to get the full DL. As stated it will start and say DL complete, but when I unzip it get an error and then I see I don't have a full DL. It once made it over 300, but after probalby 30 tries I can't get a full DL.

Cleaned all my temp files, history, cut off anything that may be blocking anything, ect.

Tried both DL sites. Got to be something on my end, just can't figure it out. Everything else I DL doe's fine.

sergei
12-14-09, 07:04 PM
Yeah I've read on another site that a few people have had downloading issues.
I'm uploading it to subsim at the moment.
It's gonna take a few hours though!
Details to follow :DL

Armistead
12-14-09, 07:07 PM
Thanks. I've had this happen before, but usually get it after a few tries.

I'm goin' down
12-14-09, 08:26 PM
In your explanation please, please, remember I am a 69 year old computer dunce who is challenged after I am told to reboot.

Sixty-nine years old! You're a young 'un pup. The modders are all at least eighty-five! How do you think these gutless computer geeks were taught to stand their ground and face off with their deck gun against a closing destroyer at its battlestations? The didn't learn that watching Sesame Street!:eek:

"Come again Rube!"
A Jap destroyer started a depth charge attack on the Gurnard, SS254 by laying a pattern of six depth charges, two at a time. After the first two exploded, one brave sailor shouted, "Come again Rube!"

"Take her down!" Howard Gilmore, Captain of USS Growler, badly wounded, ordering her down without him to save the boat.

"Tenacity Dick, stay with the bastard till he's on the bottom.” Mush Morton to Dick O'Kane.

I'm goin' down
12-14-09, 08:37 PM
I have applied the modifications you suggested. I will let you know what happens.

sergei
12-14-09, 09:25 PM
Alternative download link
http://www.subsim.com/radioroom/downloads.php?do=file&id=1457

A few people have had problems with the links on page 1.

I'm goin' down
12-14-09, 11:11 PM
Your airplane cfg changes seemed to work. I saw airplanes and shot at a few, but there were significantly less. Plus they couldn't fly their way out of a paper bag! Thanks for the help. :yeah:

Armistead
12-14-09, 11:50 PM
Alternative download link
http://www.subsim.com/radioroom/downloads.php?do=file&id=1457

A few people have had problems with the links on page 1.


Bless you...worked the first time and very quickly....wierd, after off and on for two days trying the others....anyway, thanks.

Bubblehead1980
12-15-09, 04:22 AM
yea wolfe, i really want that part of PE 4 , think it will add to the game.

So do you have a link or need my email to send it to?

Lt commander lare
12-15-09, 08:51 AM
hey ducimus great mod going back on patrol soon i was wondering when do you get the radar on the pericope the st radar im in 1944 and havent been awarded it yet

lt commander lare

sergei
12-15-09, 09:40 AM
yea wolfe, i really want that part of PE 4 , think it will add to the game.

So do you have a link or need my email to send it to?

I had this knocking about on my hard drive, so I have uploaded it to subsim

http://www.subsim.com/radioroom/downloads.php?do=file&id=1458

Laconic
12-15-09, 11:35 AM
hey ducimus great mod going back on patrol soon i was wondering when do you get the radar on the pericope the st radar im in 1944 and havent been awarded it yet

lt commander lare

What class of boat do you have? I think only the Tench class comes equipped with a peridar.

Sub Sailor
12-15-09, 12:35 PM
In my mods folder I have TMO 1.9 and TMO 19 Patch, but, they are in WinZip format. So what did I do wrong. I have TMO 1.7 in mods availble like your picture, but dammed if I know how I did that.

HELP

Ron Banks MMCM(SS), USN(Ret)
I am not sure what was meant by me being "young pup", I was making spec ops on an SSN in 1964. I been on this site since Moby Dick was a Minnow.:arrgh!:

Armistead
12-15-09, 02:10 PM
As much as some hate SCAF, even I complained about it, I realize I wouldn't qualify for Skipper without it due to my eyes. Also use to all the SCAF markings.

Problem I'm having even when most ships are within 1000 yards I can't use the higher magnification because the mast will be out of view, if I go lower the ship appears so far I can barely see the top of the mast.

Will Maxoptics with SCAF for 1.7 work over 1.9. Usually it doesn't matter as I use different attack methods, but when they hear you, you're stuck with stad or I prefer easy AOB, which needs good stad.

sergei
12-15-09, 02:24 PM
In my mods folder I have TMO 1.9 and TMO 19 Patch, but, they are in WinZip format.

Try unzipping those 2 files, then launch JSGME and see if there is any difference.

I'm goin' down
12-15-09, 03:16 PM
Let me take a crack at it. First, let's do one thing at a time.

Preliminary steps:

Let's acitvate 1.9 and activate the patch later. (You do not need 1.7 so you can delete it from JSGME if has been loaded into that program. Do not activate it as you will not use it.)

I assume you have JSGME or a shortcut on you desktop. (If JSGME is in the main SH4 folder, create a shortcut and drag it to the desktop.)

I assume you have the 1.9 file in the mods folder. If 1.9 is a zipped file, you mush unzip it. You should be able to unzip it by right clicking your mouse. Unzip it in the mods folder.

Here we go.

1. Open the JSGME program on your desktop. It should look like the screen shot illustration above.
2. Open the mods folder and drag the 1.9 folder that you unzipped to the open JSGME program on your desktop.
3. Release your mouse and the 1.9 folder should appear on the left side on the JSGME program, indicating that it is available for activation (see the screenshot illustration above.)

These three steps have (1) opened the JSGME program on the desk top, (2) unzipped the 1.9 download program in the mods folder (you will see a new TMO 1.9 folder along with the zip program), and (3) dragged the unzipped file folder for 1.9 to the JSGME program.

4. Activate the 1.9 folder which should appear on the right side of the JGSME program as instructed in the screen shot above. (see the screenshot illustration above.)
5. Start the game.

As for the patch, you should be able to activate it later. You activate it in the same manner as 1.9. 1.9 is a stand alone mod and should be playable without the patch. The patch is one of Ducimus' upgrades.

Sub Sailor
12-15-09, 04:57 PM
Ok with your help I have 1.9 and the patch installed. Now can someone help me did the FAQ's. I want to get the tails back and some other items I would like to change.

Sub Sailor

Armistead
12-15-09, 05:12 PM
Ok with your help I have 1.9 and the patch installed. Now can someone help me did the FAQ's. I want to get the tails back and some other items I would like to change.

Sub Sailor

From the readme in the support folder.
4.) How do i get back "tails" and sensor information on the navigation map?
Disable TMO, and delete the following two files:
\Data\Menu\gui\ContLine.dds
\Data\Menu\gui\DashLine.dds
 
 
Course not sure of the other items.......good luck.

Armistead
12-15-09, 05:14 PM
Anyone using the easy aob without any problems...one mod that became a must for me. With my eyes I need to sping both wheels and be able to manually set range and mast height.

I'm goin' down
12-15-09, 05:17 PM
There are two ways to get tails back.

Find and download EZPlot V1.0; or read the FAQ.

EZPlot gives you tails and silouettes. I am not sure which download site contains the download, but you can post an inquiry in the Mods forum, and I am sure you will find it.

The FAQ is in the 1.7 folder. Here are the pertinent parts.

4.) How do i get back "tails" and sensor information on the navigation map?

Disable TMO, and delete the following two files:
\Data\Menu\gui\ContLine.dds
\Data\Menu\gui\DashLine.dds

5.) How do i get back the ship sillouttes on the contact map?

Go to the /data/sea directory in TMO. There you will find about 98 subdirectories, one for each ship in the game. Located in each one of these subdirectories is a DDS file. This file will be named whatever the ships name is _shp.dds (*_ship.dds). Delete each of these files from all subdiretories. Warning, not all ships are from the stock game, so deleting these particuar ships means they wont show up on the map at all. I recommend you play with the ship sillouttes as is. The idea is to cut down the amount of unrealistic information the stock Navagation map gives you, and to simulate markings that a tracking party member might have put down with a grease pencil.


Finally, if you open the 1.9 folder in the Mods section, you will see some options, such as different engines, etc. If you want to activate those options, drag the relevant file(s) from its location within 1.9 to the mods folder. Then activate as you did 1.9.


When deactivating mod files, deactivate the newest mod first.

Armistead
12-15-09, 05:24 PM
I noticed something wierd, forgive me if it's been discussed. As of now just running 1.9, patch and correct RSRD.

I can see new screen, everything looks fine, changes appear to be there, but at the game screen where you pick you port, sub, ect..it still states TMO 1.7 on the board....

that a problem or not.

I'm goin' down
12-15-09, 05:31 PM
EZ AoB works with 1.9

Armistead
12-15-09, 07:11 PM
Yea, it seems to OK. Into my first patrol. Have contacts and cams off, sink one large liner and set up on a large tanker, fire. I'm watching the torp through the scope to judge it and realize it's a circle runner. I hit crash dive as it slams into me...52%damage and 3 bulkheads gone... I'm headed for the bottom in a Sargo...Hope I can dance back up.

Still wish torps didn't hit your sub at scope depth. Not sure how realistic that is.......

Well, let's go see if I die, here come about 12 escorts.

edit...I died, killed by my own torp on first patrol........sucks.

Armistead
12-15-09, 09:11 PM
Anyone using the TMO1.7 different smoke mod. I miss no smoke for the merchants.

Bubblehead1980
12-15-09, 09:18 PM
i use it, works fine with TMO 1.9 also.This is one small mod that I just cant play without, nice being able to track without contacts visually due to smoke, as they did in RL since smoke could be seen for miles and miles usually.

Armistead
12-15-09, 10:41 PM
Good, I'll hunt it down, hopefully my favorite smaller mods will work. Least the Easy AOB and Smoke seems to work. I added the EAX sound mod, can't live without it...just makes the sound 100% better. Miss all my extra ships, but I'll deal with that later as I'm not sure which ones can be added. Last time I had to add several to the ID book.

Finally I found the Phillipines invasion force North of San Bern Straits early war. Always get a patrol star there, but first time I've ever found it. Has a couple Chitose plane carriers getting ready to kill.

Overall, Duc outdid himself. Only two things I've got to deal with. Early war I assume they don't have radar but DD's are coming fast at me from over miles away. Not sure how they're seeing me, but they head to my direction at fast speed from over 15nm's away, long before I see them. And I want my maxoptics SCAF back. I think that was the mod that also made where you could mark the stad at the funnels or decks. Also like to get the standard names back..like Large Tanker, so I don't have to relearn all the names.

Also seems damage zones will take some time. I hit a Naki LCA and it sunk with one right away, but didn't sink, just sat on the surface for over 10 hours...it wouldn't lock and was sunk, but I torp it again for the heck of it and it blew up and went under.

Got 3 in the Chitose, didn't sink, but on fire really good. In about an hour fire went out and he seems to be doing rather well, shot 8 more at it, but all prematures or duds, 4 left. Rather nice changes from what I can tell. I would prefer not to get ship sunk messages or icons and only know it for sure when they went under...tried that one, but never figured it out.

Edit...Got a total of 6 in the Chitose..caught on fire and after 4 hours of watching..game time, it blew, but didn't sink, another 30 mins or so she went under. Guess I'll have to leave the other one there.
Things are one tough monsters now.

Bubblehead1980
12-16-09, 01:04 AM
oh yea, have to mention this, make sure you rename the smoke mod when you download it, take the TMO out of the name if its still there, that is what caused all my problems, works fine and uninstalls fine when you rename it.

I agree Ducimus outdid himself again, great mod.

I like the Maru names better, A its more realistic since in the manuals the were really listed and so and so maru and its easier to me to remember Haruna Maru than the name of some freighter.I liked SCAF and max optics, but dont mind them being gone for realism purposes.SCAF is too much, just refer to the way you did it in stock, bring the stadimeter to the tallest point on ship.This way you dont get the perfect range readings.I missed max optics at first but have adjusted again and doubt i would go back, to each his own though.

Also, where can I get the floating bodies part of PE 4?

I'm goin' down
12-16-09, 02:08 AM
I am ready to quit. I substituted the cfg date for Webster's fewer airplanes mod. I have planes coming out the ying yang. It is too much. I have only come accross a couple of warships in two months ---dds. This is friggin ridiculous.

Armistead
12-16-09, 02:39 AM
oh yea, have to mention this, make sure you rename the smoke mod when you download it, take the TMO out of the name if its still there, that is what caused all my problems, works fine and uninstalls fine when you rename it.

I agree Ducimus outdid himself again, great mod.

I like the Maru names better, A its more realistic since in the manuals the were really listed and so and so maru and its easier to me to remember Haruna Maru than the name of some freighter.I liked SCAF and max optics, but dont mind them being gone for realism purposes.SCAF is too much, just refer to the way you did it in stock, bring the stadimeter to the tallest point on ship.This way you dont get the perfect range readings.I missed max optics at first but have adjusted again and doubt i would go back, to each his own though.

Also, where can I get the floating bodies part of PE 4?

I sent you a PM telling you I would email it to you, so don't want you to think I was ignoring you, but Serq...whatever his name is was nice enough to put it on the mod sight ...here ya go, but thanks go to him. Works fine and if you sink several ships the whole ocean is one debris field..
http://www.subsim.com/radioroom/downloads.php?do=file&id=1458

Guess I'll have to get use to it for now. I prefer to measure using the funnels or decks. I may be getting old and eyes don't work as well, just when they are within about 1000 yds if you use the highest magnification, the top of the mast go out of the scope screen, lower, very hard for me to see. Wouldn't be so bad if you could use better measuring points, but I can't recall if that was a seperate mod or what it was included with. Really since you miss all the tools and the fact others would be giving you needed info, think SCAFs a fair trade off. I think Duc said he may make an optional mod.....HOPE SO...for us older fella's.

So far I've load PE bodies, smoke, easy aob, sky 1, longer wakes, aircraft refections, EAX sound, 3000 yard meter tool and things work fine. Most of those have no conflicts. Gonna hold off on my other mods and ships, but I sure do miss them.

Have you loaded any ships outside of the game that show up in the book?

banjo
12-16-09, 12:09 PM
I'm Going Down--try the latest RSRDC with TMO 1.9. Lots less a/c. Unfortunately TMO's uber escorts won't be tuned down.

epower
12-16-09, 12:52 PM
IGD,

Odd that you've not run into many ships, especially if you're playing TMO mid-war. I occasionally have a dry patch for a week or 10 days when patrolling the Marianas but that's probably me being in the wrong spot. Japanese home waters should be fairly rich with ships, at least that's been my experience.

Did the 15 minute yo-yo technique help?

Are you playing in a boat with radar?

I will admit there are times when the planes get to be bothersome, especially when executing daylight end around of a faster moving convoy, but that's also part of the challenge. Only times my radar equipped boats get in trouble is when I get impatient and surface too soon.

Also, most aircraft search in a predictable pattern. If he overflew you going East, there's a good chance he's coming back fairly close to that course.

Best of luck

Armistead
12-16-09, 01:41 PM
I am ready to quit. I substituted the cfg date for Webster's fewer airplanes mod. I have planes coming out the ying yang. It is too much. I have only come accross a couple of warships in two months ---dds. This is friggin ridiculous.


I have few planes with TMO RSRD, bout the only time I see many is during a JP campaign, like the attack on the Solomons.

I think you would like RSRD. However, you can run into less ships if you don't know where to look, so learn historical movements. You could peek in the ME, but I refuse to do that. I spend all of my time chasing huge convoys and partaking of battles. Just SS large contacts with the date, so you can learn where they are.

I'm chasing the Java invasion force now, about 50 ships. Hopefully I can reload before Surabaya falls and head to Merak to get at the ones in a cove. There are several big ones near Java Feb and March 42. The best time is late 44 on in the shallows of Formosa, huge convoys travel from Shanghai to Hong Kong in about 100ft deep water. Just think of the fun, your in 100ft of water with about 8 type A's on you dumping 20 charges per run, planes dropping bombs on you and now with 1.9, so many mines you're more likely to run into one as not....fun, but few have lived to tell the story of a successful patrol.

I'm goin' down
12-16-09, 01:54 PM
I am reloading my mods. I do not have the most recent 1.9 patch. I just noticed their is an airstrike cfg in RSRDC. I was using RSRDC and did not modify it, but I did modify TMO 1.9 airstrke cfg to match Websters Better Airpatrols mod.

I would say, although I never survived long enought to count 'em, that I was facing between 200 and 350 planes per mission. MacAther said that US had to control the islands of the Pacific to control the sea lanes and airways. Ducimus must have written that part of his farewell address (given at West Point).

Armistead
12-16-09, 02:10 PM
I'd say somethings wrong with your changes. Leave the TMO files alone and add the patch. If anything he cut traffic down more than last time.
I've seen fewer planes than last TMORSRD for sure. I've made 3 patrols and probably seen less than 12

Armistead
12-16-09, 02:12 PM
Will someone please check the screen where you pick your sub, date, ect. The options screen. Under options mine still say TMO 1.7, even though all the changes appear to be in effect. Hoping he just forgot to update that.

I'm goin' down
12-16-09, 04:28 PM
I downloaded the recent 1.9 patch and reinstalled mods. I haven't seen any planes for 72 hours, but I came across two warships which sunk me at 4,000 yds. Here is my new set up, and it appears to work (finally) with fewer planes be spotted:

1. TriggerMaru_Overhaul_19
2. TMO_Aft_deckguns
3. TMO_Deckguns_M32_paint
4. TMO_FooSkins
5. TMO_Sample Emblem
6. TM019_Patch_081209
7. RSRDC_TMO_V502
8. Ship pack 1
9. Real_Envrionment_mod
10. SMMO for TMO 1.9
11. Longer Ship-Sub Wake
12. TGT AOB TO PK FIX - TMO
13. TGT DIALS TO PK FIX - TMO
14. EZ Plot V1.0

Nos 9 - 11 are in the order recommended for the SMMO mod addition to TMO per its creator.
Nos. 12 - 13 are the Easy Aob mod, although perhaps only no. 13 is required.
No. 14 - restores tails and ship silouettes, but you can follow Ducimus' read me for an alternative method, and possibly rely upon the TMO Plot listed at the bottom of Rockin Robbins' signature (not sure about that one, however.)

Wilcke
12-16-09, 06:10 PM
I downloaded the recent 1.9 patch and reinstalled mods. I haven't seen any planes for 72 hours, but I came across two warships which sunk me at 4,000 yds. Here is my new set up, and it appears to work (finally) with fewer planes be spotted:

1. TriggerMaru_Overhaul_19
2. TMO_Aft_deckguns
3. TMO_Deckguns_M32_paint
4. TMO_FooSkins
5. TMO_Sample Emblem
6. TM019_Patch_081209
7. RSRDC_TMO_V502
8. Ship pack 1
9. Real_Envrionment_mod
10. SMMO for TMO 1.9
11. Longer Ship-Sub Wake
12. TGT AOB TO PK FIX - TMO
13. TGT DIALS TO PK FIX - TMO
14. EZ Plot V1.0

Nos 9 - 11 are in the order recommended for the SMMO mod addition to TMO per its creator.
Nos. 12 - 13 are the Easy Aob mod, although perhaps only no. 13 is required.
No. 14 - restores tails and ship silouettes, but you can follow Ducimus' read me for an alternative method, and possibly rely upon the TMO Plot listed at the bottom of Rockin Robbins' signature (not sure about that one, however.)

#9 RE is already included in TMO 1.9, the bits that do not interfere with the sensors.

RE over the TMO 1.9 are going to hose the sensors in TMO 1.9.

Armistead
12-16-09, 06:18 PM
I ran RE with 1.7, but also with the fog fix. I'm not sure how it effects sensors, but 1.9 looks as good as RE, so why chance it. It doe's change some items such as weather that may effect sensors, ect.

Not sure how the ship pack would work. I would think all the sensors, ships not in the ID book, ect. For them to work properly someone would need to add them to the campaign layers. A few single ships worked with 1.7, most in ship packs didn't work right, didn't show or crashed when you tried to ID them

I'm goin' down
12-16-09, 06:33 PM
#9 RE is already included in TMO 1.9, the bits that do not interfere with the sensors.

RE over the TMO 1.9 are going to hose the sensors in TMO 1.9.

The author of the Super Mod Make Over, aka SMMO, in his post dated 12-08-2009, states as follows:

"This mod is JSGME compliant. It can be used alone with TMO 1.9, but I use, and recommend using the following mods with it.
-Run Silent Run Deep Campaign by Lurker hlb3
-Real Environment mod by W_clear & Kriller2, (I know Ducimus has added parts of the RE mod in TMO 1.9, but in order to see the aircraft reflections, you need to load the full blown RE mod. I haven’t noticed any difference by using it). (bold added.)
-Longer ship wakes by Vikinger, (included in the optional mod folder). (bold added.)
Just enable this mod last, (except for “No tails” and/or “No prev/next cam” optional mods).

Example

-Trigger Maru Overhauled 1.9
-any TMO 1.9 optional mods
-RSRDC for TMO 1.9 current version (optional)
-Real Environments mod (optional but needed to see aircraft reflections) (bold added.)
-Longer Ship/Sub wakes (optional) included in opt mods folder (bold added.)
-SMMO for TMO 1.9 (bold original.)
-No map tails/sensor info (optional) included in opt mods folder
-No prev/next external camera (optional) included in opt mods folder

Download link: http://www.filefront.com/15000055/SM...0TMO%201.9.rar (http://www.filefront.com/15000055/SMMO%20for%20TMO%201.9.rar)

Regards, and Happy Hunting,
Bryan Jackson, (Nbjackso) "

I do not know if you or Nbjackso agree, but it looks like you do not. What sensor information do I lose in your opinion? If I am indeed losing important sensor data I will probably delete the mod? If they are compatible, the mod looks quite good. I forget to one last mod. It is Coratio's Truk Coral Harbor Cities Mod. In any event your input and critique are appreciated. Just don't send me any more airplanes. My flying days are over!

I'm goin' down
12-16-09, 07:00 PM
FYI. I started a thread re sonar and AI revisited in the main forum based upon a thread that ducimus cited in this one. Another captain recently attached his separate posts, taking us to an entirely new level. He was assigned radar and sonar tasks in the Navy, and has written a proverbial discertion for us. It is in the main forum. It is really some great work, by an experienced navy man.:know:

Armistead
12-16-09, 07:20 PM
I'm not sure about RE and regardless Duc says it messes up sensors. I would like to know how or if it's just a possibility, because I noticed no difference with 1.7. They say it may be the things you don't notice that get you, but seeing no difference, I may differ.

Do you not run the Lite fog slow water fog fix with RE....How do you see ships correctly if you don't....?

Yea, I loved aircraft reflections, good eye candy.

I can stack mods with the best of them, but I try to stick to mods that have no conflicts, mostly eye candy. Took me awhile to give up 1.7 because I had such a good working mod package, lot's of added ships that took forever to add and tweak several mods to work....but so far loving 1.9 overall.

I may look at RE again and compare some files. I did last time and not being a pro modder I did see effects that could mess up sensors. Problem is so many things are tied so even though it may not change sensors, you start changing weather, waves, wind, overall water conditions, it can effect things.

Are you having problems with the Ship Pack. The last thread people were having many problems. For the most part I don't think they would show up unless you take time to add them. Then they have to work with the stad measurements, some ships copy others, ect...

Armistead
12-16-09, 09:33 PM
I've always run RE, but notice with 1.9 alone the fog seems much heavier when it states light fog. Was this a change made to the env. or has it always been like this.

I sort of figured out my distance to be seen overall with light fog, just wonder if it is heavier, maybe I could get by with more.

Love the way it looks....very ghostly compared to what I had. Before my fog had that fog circle and seemed very little fog inside the circle, now it's much thicker looking overall, you can almost see clouds of fog go over your sub.

Duc, you do this or was it always a part of Env 5...mainly just want to know if it effects visuals compared to the previous lite fog.

Just found one of the largest convoys ever, don't have radar but counted 38 merchants, have no idea of how many escorts, but a bunch of em...

Anyway fog is much better looking with 1.9 to me...
http://i651.photobucket.com/albums/uu235/Armistead1424/SH4Img2009-12-17_213624_109.jpg

Armistead
12-17-09, 04:12 AM
Oh Boy, surface attacks under right condtions are now a reality with 1.9

Must be the Env tweaks, but love the medium fog

giopanda
12-17-09, 05:05 AM
4.) How do i get back "tails" and sensor information on the navigation map?

Disable TMO, and delete the following two files:
\Data\Menu\gui\ContLine.dds
\Data\Menu\gui\DashLine.dds

5.) How do i get back the ship sillouttes on the contact map?

Go to the /data/sea directory in TMO. There you will find about 98 subdirectories, one for each ship in the game. Located in each one of these subdirectories is a DDS file. This file will be named whatever the ships name is _shp.dds (*_ship.dds). Delete each of these files from all subdiretories. Warning, not all ships are from the stock game, so deleting these particuar ships means they wont show up on the map at all. I recommend you play with the ship sillouttes as is. The idea is to cut down the amount of unrealistic information the stock Navagation map gives you, and to simulate markings that a tracking party member might have put down with a grease pencil.


hello everyone and sorry for the noob question.
i'd like to practice manual targeting so i entered the torpedo tutorial mission and once i opened the map i couldn't see the furutaka on the map.
so i found this thread but didn't understand correctly when and where to delete the files.
i tried deleting the _shp from both the game data folder and MODS data folder (just one at a time or both together) with the only results that on the map appears "tga shape not found".
right now i'm reinstalling the game since i didn't find a way to restore, i think i messed up the entire mod.
so can somebody please tell me in which folder do i have to delete the files and if i have to do it before activating the mod in jsgme or after?
the other thing confusing me is that i have to delete the file in every ship subfolder, but i also have to copy that file in the subfolder that are missing that file?!?
thanx

Armistead
12-17-09, 06:45 AM
hello everyone and sorry for the noob question.
i'd like to practice manual targeting so i entered the torpedo tutorial mission and once i opened the map i couldn't see the furutaka on the map.
so i found this thread but didn't understand correctly when and where to delete the files.
i tried deleting the _shp from both the game data folder and MODS data folder (just one at a time or both together) with the only results that on the map appears "tga shape not found".
right now i'm reinstalling the game since i didn't find a way to restore, i think i messed up the entire mod.
so can somebody please tell me in which folder do i have to delete the files and if i have to do it before activating the mod in jsgme or after?
the other thing confusing me is that i have to delete the file in every ship subfolder, but i also have to copy that file in the subfolder that are missing that file?!?
thanx

I'm not sure what you mean by the furataks didn't appear on the map. If it was supposed to be in the mission, did you delete it when messing with the ships files. That part doesn't make sense.

If you want the sensors and ships back like stock, the best thing to do is load this mod...http://www.subsim.com/radioroom/downloads.php?do=file&id=152

Several are running it with TMO, so should be fine. It has a readme explaining what it does', but I think it's what you're looking for.

Sounds like the game is fubar and possibly the mod install, ect. Yes, I would delete all and start over. Reload TMO and then activate the mod at the link. That way you wont have to mess with 93 files if you want things back like in stock. If you're not experinenced enough yet with messing with all these files, I would leave em alone and hopefully the easy plot will solve it for you.

If you're after something else, need more info.

giopanda
12-17-09, 07:00 AM
thank you very much armistead, reading from ezplot readme i think it's exactly what i was looking for!

let me explain what i meant about the torpedo attack training mission:
when i look through the periscope and open the id book i clearly identify the target ship as the "furutaka".
so i went into its subfolder and deleted its file.
hope it sounds better now.
anyway i'm reinstalling the mods and i'll let you know!
btw, is this a correct loading order (i have uboat missions):

trigger maru overhaul 1.9
trigger maru 1.9 patch 081209
rsrd tmo v502
eax sound sim
ezplot

thank you again!

Armistead
12-17-09, 04:29 PM
thank you very much armistead, reading from ezplot readme i think it's exactly what i was looking for!

let me explain what i meant about the torpedo attack training mission:
when i look through the periscope and open the id book i clearly identify the target ship as the "furutaka".
so i went into its subfolder and deleted its file.
hope it sounds better now.
anyway i'm reinstalling the mods and i'll let you know!
btw, is this a correct loading order (i have uboat missions):

trigger maru overhaul 1.9
trigger maru 1.9 patch 081209
rsrd tmo v502
eax sound sim
ezplot

thank you again!


Look's good. I use the EAX mod and love it.

Erik M
12-24-09, 08:29 AM
Hi,

Filefront seems to be gone, and the file is nowhere that I can find?
Any suggestions?

Thanks,

-Erik.

sergei
12-24-09, 09:52 AM
Both TMO 1.9 and the latest patch are on this site in the downloads section under Mega Mods.

cookieguy
12-24-09, 09:55 AM
Hi all, Merry Crimble to you all.
I'm having a problem getting my Trigger MAru overhaul mod to work (I'm a total noob!)
lurker_hlb3 pasted a link to a sticky showing me step by step how to do it all.I have no problem following the sticky thread, BUT.......I'm encountering some problems not noted on the thread.

My download of trigger overhaul 1.9 does not open out as shown (pile of books) and therefore it does not show any file called REL_TriggerMaru_Overhaul.7z for me to move into the JSGME.( I have the 7z program downloaded and opened as instructed)
My JSGME also does not create a MOD folder in the game folder as shown (it doesn't seem to create one at all.

SIGH... sorry for being noobish ,but if anyone could assist I would be very grateful.

FYI I'm using Windows 7 (64bit) if that makes a scrap of difference! LOL
Please help a noob out at Christmastime!LOL I just love the effects the mod will have on my game.

Thanks in advance
Cookieguy

Erik M
12-24-09, 11:36 AM
Thank you Sergei...

cookieguy
12-24-09, 12:14 PM
Just to add to my last post.....I've done a totally clean install of SH4 and followed the instructions to the letter (used winrar this time and I see books!!YAY)
But...I still cannot get the mod to open into the REL_TriggerMAru_Overhaul

No REL to be seen, thus the GME finds no MODS ??
Where am I going wrong, this is driving me nuts !LOL
I'm about to 'adjust' my new sparkly laptop with a hammer!! LOL
Save me please!!!!!
Cookieguy

captnmike
12-24-09, 12:33 PM
Just to add to my last post.....I've done a totally clean install of SH4 and followed the instructions to the letter (used winrar this time and I see books!!YAY)
But...I still cannot get the mod to open into the REL_TriggerMAru_Overhaul

No REL to be seen, thus the GME finds no MODS ??
Where am I going wrong, this is driving me nuts !LOL
I'm about to 'adjust' my new sparkly laptop with a hammer!! LOL
Save me please!!!!!
Cookieguy

Cookieguy....
Look in your jsgme download for the "help file". It tells you how to properly setup your "jsgme program" in your "ubisoft" folder so that the"MODS" folder appears below the "DATA" folder in your "Silent Hunter Wolves of the Pacific" folder. Then you need to unzip the TMO1.9, to your "desktop". Then you place the TMO 1.9 folder that has the "DATA" sub-folder into the "MODS" folder that you just created!..... Hope this helps?
captnmike :-)

I'm goin' down
12-24-09, 01:56 PM
This may be the solution. You have given us a clue. The pile of books appears to be a zipped download folder. It should be ldownload or dragged into your Mods folder. You must unzip it. Download 7z or another free program to unzip the download. The folder unzipped will say TMO 1.9.

I assume you have installed JSGME. Open the JSGME program on your desktop and drag the unzipped TMO 1.9 folder (which, as noted above, should be located in the Mods folder) to the JSGME program. The folder will be loaded by JSGME, and you will see TMO1.9 in the right window of that prograqm. Activaqte it by moving it from the right window to the left window in JSGME. (If you want to see screen shots regarding dragging and activating mod files using JSGME, please refer to page 73 of 75 of this thread and read post 1809.)

Close JSGME and run SH4 from your desktop icon. Your opening screen should say Trigger Maru Overhauled.

The end.

Armistead
12-24-09, 05:31 PM
Regardless of where you DL JSGME, did you drag or copy it to your SH4 dir. Once there you install it and it will create a mods folder in your SH4 dir. Then you can drag your mods into it.

Some people make the mistake of placing things in the data folder instead of the SH4 dir....just to make you away.

I run a few different mod set ups, so I create a seperate folder for each mod on my desktop. I have one Folder for TMO, one for RSRD, ect. I just like to keep them seperate. Then I DL each mod to which folder I want, unzip and then open up SH4 dir so I can drag it to my mod's folder.

Course there are a few ways to do it.......

I'm goin' down
12-24-09, 08:15 PM
Yes, Armistead is correct. Download jsgme into the SH4 folder. Then create a shortcut. Drag the shortcut to the desktop. You can use either the setup in the SH4 folder or the desktop to load TMO1.9.

badger_ken
12-24-09, 10:58 PM
hi everybody,
I just started playing SH4 (Gold Edition), and am using TMO and a few others:

http://img64.imageshack.us/img64/6835/jsgme.jpg (http://img64.imageshack.us/i/jsgme.jpg/)

What I mainly want to say is THANK YOU :salute: :up:to all the modders for all their work! In particular, I am so impressed by the way the sea and waves look - outstanding!

thanks folks! :yeah:

Steiger
12-31-09, 01:44 AM
First off, great mod, I love it. That said, why are there no plotting tools on the attack map? I would like to use the pencils and rulers and everything else available on the regular map.

Roger Dodger
12-31-09, 03:12 AM
First off, great mod, I love it. That said, why are there no plotting tools on the attack map? I would like to use the pencils and rulers and everything else available on the regular map.

Sorry Steiger, you don't get the tools on the attack map. You can, however, zoom in real close on the Navagation Map and use the tools there with the Relative Bearing Grid.

Registered55
12-31-09, 02:48 PM
hi i hope someone can help,

i have adjusted TMO with "Silent Fire 1.5.1" changes,

everything is fine in regard to function of the sub, and no CTD's of any kind,

however i have noticed now in 3 supermods i have tried that when ever i arrive at my designation (binoculars icon), nothing happens, the game still thinks i haven't arrived there,

i have adjusted the career start to give me the Tench straight away, 1941,
is there something in the flotilla file i have to change,

in all 3 supermods i have tried so far (always giving myself the the most advance sub early) this seems to be a common problem, I'm now quite sure that there is something else that needs adjusting to make the missions work properly, all 3 mods have shown the same issue with missions not detecting that i have arrived where I'm suppose to be?, I'm thinking it has something to do with the flotilla file as i see a lot of info in there about missions and ports,

any help would be really grateful, as i said the game and sub runs right, no issues with the exception of the mission's,

no matter how many times i go over the binoculars icon, nothing happens, the game literally does not detect my sub arriving at the designated coordinates,

please help, I'm really baffled on this issue. thanks,

sergei
12-31-09, 03:17 PM
The binoculars icon means a patrol assignment.
It doesn't give you any indication of arriving at the patrol zone.
In stock I think you have to stay within 50nm of the icon for 48 hours to complete the assignment. Then the icon will grey out and you can radio in for new orders.
Mods change the radius and time.

Armistead
12-31-09, 03:22 PM
Serg is right, make sure you check your reports. It will tell you the time duration and radius. Sometimes you may have 150nm radius with a 96 hour limit. Sometimes a lot less. If you stray out of the radius before the time is up, the clock starts all over...so just sit near, hit TC and wait untl it greys out.

Registered55
12-31-09, 03:54 PM
thanks

badger_ken
12-31-09, 03:56 PM
I've been sending a radio 'status report' when I arrive on station - does that help, or is it a waste?

sergei
12-31-09, 04:06 PM
I don't think that will do anything.
After you have completed your objective however, then a status report may generate a new mission objective.
Or they may just tell you to patrol at your discretion.

Roger Dodger
01-01-10, 03:23 AM
I've been sending a radio 'status report' when I arrive on station - does that help, or is it a waste?

Sometimes - depends on your orders. Some say just to get to patrol area, and may automatically send your patrol orders, sometimes you have to check in after arriving to the area to get the orders. Other times your orders say to patrol area such and such for 96 hours, or whatever, and you don't get new orders until your time on station has expired. If your orders say to conduct anti-shipping operations, they mean you have to sink over 5K tons of shipping to get new orders. That can be tough late in the war if you get sent to an area that is now devoid of shipping.

samtemporary
01-01-10, 09:02 PM
I'm having the hardest time getting the TMO mods to work.

I have SHIV patched to 1.4.

I've tried the TMO 1.4, but the game crashes upon the "Career" selection.

I've tried the TMO 1.9 with patch, and the game crashes while loading (files missing).

No other mods were used. Any suggestions?

Roger Dodger
01-02-10, 02:47 AM
I'm having the hardest time getting the TMO mods to work.

I have SHIV patched to 1.4.



You need to patch to SHIV 1.5 You can download it for only $10 at 'Direct2Drive'. The update fixed alot of stuff, and the SuperMODs make it better.

Armistead
01-02-10, 07:54 AM
With 1.4 you can't use 1.9, it is for 1.5 version only. So you're stuck with what mods you can use for 1.4.

Still, when I played 1.4, I used TMO for 1.4. Can't remember what version it was, but I assume you are using the correct one. I think I used 1.6.2
What version of 1.4 did you have?

I also ran PE and RSRD correct versions for 1.4, overall it was a decent game, 100% better than stock, but I would first try to find the disc version for sale, Silent Hunter Gold U Boats, ver 1.5...I got my last one for $7. You do want the better mods, but if not maybe you can get it working. People that buy it online have many complaints when it comes to a reinstall.

When you loaded the version for 1.4, did you have the different loading screen that said TMO.. Just need to know you loaded the mods correctly. Did you see a TMO ver at the career screen near the bottom.

I doubt it's the issue since you crashed where you did, but make sure you load the DX from the disc, it needs that to run, newer versions can cause problems...

You may have some left over bad files, depending on how you installed.
Moreso after trying to load 1.9.

Anyway, let us know if you saw the correct loading screen, give us your specs, ect. MY guess is you installed the mod incorrectly, possibly have some screwed up files. In the end you may have to unistall the game, mods, ect..clean all SH4 files out and start over.

Apos
01-02-10, 10:34 AM
Hi everyone,

1st thanks for great mod. It makes SH4 just better.

2nd i have somes issues with escorts and subhunters. They seems to be OP and hear too much. I had situation (Dec/Jan, 41'/42') where i met Task Force: 3 DDs, subhunters i guess. I was @ periscope depth, engines was off, periscope was down etc (silent running). When distance short down to 4k yards they started drive straight into me (saw it @ sonar). My question is how they could see/hear me so spotted me?

I use TMO1.9 + TMO1.9 patch 081209 only.

Armistead
01-02-10, 12:02 PM
Apos....welcome to TMO 1.9

Armistead
01-02-10, 12:10 PM
Someone check. When I go flank underwater my props seem to be choppy, but only on flank..almost look stopped, then a spin. Only doe's it on flank.

Did get a new video care and playing with settings, but the only thing I've noticed...I can't recall if I saw it with my other card as I haven't been playing 1.9 long.

jrescalante
01-02-10, 02:52 PM
Installed TMO last night, just checked your observation. Ran all speeds up to flank and did not see what you are indicating. Just to note, I have have nvidia gtx 260m (1g memory).

There are a couple of things that I did notice graphic wise that did not catch my eye in stock version. The night sky does not seem to be as smooth. It seems a little blotchy. I run a 16" wide laptop, maybe changing screen settings will smooth it out.

Also, during the day topside, the crew members were rather transparent for the portion of them that extended above the horizon. I happened to check the weather and noticed a light fog indication. Later when the fog was none existant, they appeared to be fine.

Not sure if anyone else has experienced same.

jrescalante
01-02-10, 03:24 PM
cookieguy,

Not sure if Win7 acts like vista, but I often have to run programs as administrator to get them to work. That includes winzip, which threw me for a loop while trying to unzip the mods!:timeout:

I believe that I actually created the "MODS" folder in the SH4 folder since GME did not create it initially. It may have been that I had not run GME as admin.

Just to note, I have to run SH4 as admin once I installed mods. I haven't had vista long, so if anyone can give give me any advice on this, greatly appreciate it. :damn:

bybyx
01-06-10, 03:37 AM
I have the latest TMO mod an others after some heavy SH3 action. I have some doubts about the escorts and merchants. I started a new game with the base in Filipines an after navigating San Bernardino Strait I encounterd a convoy.
I tried to approach but to my amazement there were more escorts than merchants. There were 4 fat merchants and 7 escorts and it was impossible to get closer, not to mention that the ships were navigating in a chaotic way. It this closer to what really was in those days? Did the japanese had so many DD's and the japanese convoys were better escorted than the british ones?

Bubblehead1980
01-06-10, 03:09 PM
lol ducimus decreased the effectiveness of the evil escorts passive sonar in latest TMO, so one could approach easier BUT the tradeoff is he added more escorts.Certainly makes for challenging gameplay.

For me, this skirted away from realism a little too much so I went in and changed the convoys via the mission editor, since early war convoys unless really important would never have that many escorts, some had as little as 1.

TMO is great though, dont get discouraged.

Ducimus
01-06-10, 08:04 PM
to my amazement there were more escorts than merchants. There were 4 fat merchants and 7 escorts

I suspect that was a typo on my part in the campaign files. I would never deliberatly configure a convoy to have more escorts then merchants. Up to, and maybe equivlent to.. depending on if i put high value targets, but never exceed merchant counts.

That said, i did vary convoy composition, particuarlly late war. Off the top of my head, some convoys have a chance to spawn 9 to 15 ships, with a minimum of 3, up to to 5 (maybe 6) escorts.

HMCS
01-07-10, 01:11 AM
Just trying out 1.9 - I see that there is a Hogan's alley, but when a new career is generated, there isn't enough room for the deck watch inside the sub - even if they are put into the crew slots for the repair crew, some are still on deck. Does this not leave them vulnerable to being killed by dc's? Do I offload some of the crew in Hogan's alley before leaving port, then?

bybyx
01-07-10, 03:27 AM
lol ducimus decreased the effectiveness of the evil escorts passive sonar in latest TMO, so one could approach easier BUT the tradeoff is he added more escorts.Certainly makes for challenging gameplay.

For me, this skirted away from realism a little too much so I went in and changed the convoys via the mission editor, since early war convoys unless really important would never have that many escorts, some had as little as 1.

TMO is great though, dont get discouraged.

Hello.
How do you change the game so the number of the escorts is like it was in real life. Perhaps Ducimus could do it because he knows TMO and where to make changes without messing up the mod. I also think the the escorts are pretty good because they found me rather quickly and I got depthcharged by 4 destroyers. I barely made it.

bybyx
01-07-10, 03:52 AM
I suspect that was a typo on my part in the campaign files. I would never deliberatly configure a convoy to have more escorts then merchants. Up to, and maybe equivlent to.. depending on if i put high value targets, but never exceed merchant counts.

That said, i did vary convoy composition, particuarlly late war. Off the top of my head, some convoys have a chance to spawn 9 to 15 ships, with a minimum of 3, up to to 5 (maybe 6) escorts.

Hello Ducimus!
I want to say at first: a superb mod!:rock:
Now, regarding the convoy composition, last night on patrol around Filipines I found a convoy coming right at me. Got to periscope depth and on the hydrophones I got the bearing. The chase began. Managed to get into a good position and: 6 merchants and 10 warships( destroyers, subchasers, minesweepers and a light cruiser). Bloody hell, I said, let's do this anyway. Waited untill it was dark. It was impossible to get close so I set up a long range shot. Set my sights on a Horai Maru, made more measurements than usual(6900meters) and fired 4 torpedoes. One exploded early, one went to deep and passed underneath, another was off by a few degrees and passed the target but the last struck the target. I think it hit something vital becouse I got a wonderful fireball in the night and a ship to the bottom of the ocean.:arrgh!:. Even at 6900m I was pretty close to 2 of the escorts and somehow they found me, and men I tell you, it was hell. I almost got riped to pieces.
It was amazing, but it's one thing that I miss, and that is Max Optics2. That mod brigs a huge immersion factor to the game.

Bubblehead1980
01-07-10, 02:44 PM
very easy, just go to the mission editor SH 4, open up the campaign files as random layer and then the files labeled year_Jap_Convoys...example 41a_Jap_ convoys.You click on the convoy, can change spawn rates, number and type of ships, escorts etc. Can add new convoys to areas lacking.Time consuming and a pain but will add to the game





Hello.
How do you change the game so the number of the escorts is like it was in real life. Perhaps Ducimus could do it because he knows TMO and where to make changes without messing up the mod. I also think the the escorts are pretty good because they found me rather quickly and I got depthcharged by 4 destroyers. I barely made it.

HMCS
01-07-10, 05:09 PM
Which campaign files? The one in TMO or RSRDC?

Ducimus
01-07-10, 08:09 PM
Just trying out 1.9 - I see that there is a Hogan's alley, but when a new career is generated, there isn't enough room for the deck watch inside the sub ...

TMO's use of Hogans alley is completely different from RFB. TMO doesn't use the same damage model as RFB, so it is not neccessary to move the deck watch. Hogan's alley exists to house the damage control team if your tired of seeing them every time you call battle stations, and to house your AA/deck gun crews. Strictly speaking, the only crew you NEED to move around is any crewman that is manning any AA or deck guns.

Which campaign files? The one in TMO or RSRDC?

If your referring to bybyx's post of a 4 merchant 7 escort convoy, that depends if he's running RSRD or not. Again, i probably fat fingered a convoy entry if he's not using RSRD but TMO's default campaign. If he is using RSRD, then it's more likely then not, historically correct.

bybyx
01-08-10, 01:22 AM
Here are my enabled mods:
http://img189.imageshack.us/img189/1416/modsh4.png
What could be the problem?

Wilcke
01-08-10, 12:21 PM
Here are my enabled mods:
http://img189.imageshack.us/img189/1416/modsh4.png
What could be the problem?

I don't know what to say but many of the mods installed after TMO are hosing many aspects of TMO.

Try running TMO all by itself for a bit along with its patch. Then if you want you can add RSRDC, you really do not need all that other stuff.

Zero Enz
01-08-10, 11:13 PM
I'm having some CTD's with this version of TMO. It's been months since I played SH4, I saw The Hunt for the Red October recently and got the hunger to do a little hunting of my own off the coast of Japan. I came looking for TMO + RSRDC because months ago they really upped the quality of the game, and I had no issues at all. However, this time I'm not so fortunate. I can start a campaign I.E.; Name my skipper, pick my station (I prefer the Narwhal at Pearl), and set up my crew. When I start my first mission half of the time I CTD before it finishes loading. When I DO get in game, whether on the highest, or lowest settings I CTD in time compression never making it passed Wake Island. As a side note I did tweak two of the narwhals files in the submarine folder. I increased my Torpedo caps by a few, Just to stay in combat a little longer( not a big fan of traveling to pearl very often) I hope this isn't the problem. Otherwise my Mod list and specs below.


Mod List ~ I had to do a fresh install because I got confused with the many versions of RSRDC and am hopeful the one below is correct.
TriggerMaru_Overhaul_19
TMO19_Patch_081209
RSRDC_TMO_V502
*RSRDC_V5xx_Patch1

Computer specs:
2.4 Ghz quad
Dual SLI 9600 gt (nvidia)
4 gb Dual Channel
750i mobo
Windows 7 x64 (Final Release) (Fresh install as of 1/2/2010
(Everything up-to-date)

I'm goin' down
01-09-10, 12:01 AM
And I almost figured out how to avoid detection:

This is copied from Optics 2 thread by Werner Sobe which was posted today;

The lights are out. It is cold down here. Crew are down on the deck, and the SS Barbarinna won't be coming up for air. We are finished. A broken motherboard did us in, we are on ETERNAL PATROL until I can afford a new gaming computer. My first mate's final report (he passed away a few minutes ago) blamed our situtation on TMO1.9., "Ducimus' destroyers finally got us. They blew up the motherboard."

Before signing off for the forseeable future, the Barbarinna's report to Subpack follows:

Yamoto on fire, dead in the water. Ise sunk. 8 torpedoes at sunset using Optics 2, Easy Aob, and Solution Solver performed flawlessly. Tell Gunfighter to send our beloved emblem to the Smithsonian and ask Neal to save the links to the Optics 2:salute:.

Zero Enz
01-10-10, 11:19 PM
Well it seems I'm on my own, found FOTRS, works perfectly. I'm probably missing out on some great content from TMO, but I just can't stomach CTD's every 5-30 minutes. I guess I'll come check here every week to see if anyone has any advice for TMO, but until then cheers :salute: .

banjo
01-11-10, 10:43 AM
ZeroEnz

Your mod list looks ok. Have you tried starting a new career? Sometimes it seems like it's the career itself that becomes corrupt. Also, make sure you add/delete mods only when you are in port.

Zero Enz
01-11-10, 07:07 PM
Torpedoes running deep all the time is from Duds setting :oops:

bybyx
01-13-10, 09:19 AM
I need an advice from Ducimus or someone who knows the inner workings of TMO 1.9 regarding the mods that can be used with it.
Here are my mods:
http://img686.imageshack.us/img686/7389/sh4w.jpg
If you have any other suggestions please advice.
Thanks

Armistead
01-13-10, 02:39 PM
I need an advice from Ducimus or someone who knows the inner workings of TMO 1.9 regarding the mods that can be used with it.
Here are my mods:
http://img686.imageshack.us/img686/7389/sh4w.jpg
If you have any other suggestions please advice.
Thanks

Well, Ducimas doesn't test every single mod stated to work with TMO and will tell you adding others may effect TMO. The only one he has really cleared is RSRD for TMO.

That doesn't mean many other mods don't work fine. The main thing is to watch conflicts that could effect sensors, ect. and if you want to take the time to compare what other mods change settings in TMO. I'm far from experienced, but I'll play with mods and settings, compare, ect. Run them one at a time. I thought Duc dealt with the awards, so not sure about that.

Here is my list and works great for me, only had to tweak a few files. I do have several ships I had working with 1.7 that I haven't added to 1.9 yet.

Just do back ups. Most of mine are simple eye candy mods that don't effect game play. I think he may have included smaller rain with 1.9, but I haven't checked yet, but I loved Websters, so I run it over anyway.

I like the Map Label mod, because I've added more names to help me stay in the shipping lanes of RSRD traffic.

TriggerMaru_Overhaul_19
TMO19_Patch_081209
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
TMO19_interior3d_GATO_overhaul
PE4 Lifeboat and Debris
SH4 Authentic Flags Mod
Full Screen Scopes for TMO or FOTRS
TGT AOB TO PK FIX - TMO
TGT DIALS TO PK FIX - TMO
Gyoraitei
sh4lighthousemod
Map Labels 1.3
Map Colour Original with terrain
SCAF for TMO 1.9 BETA
EAX_sound_sim_without_Websters_Maneuver_SonarFix
Webster's Smaller Rain for TMO
TMO_Stock_Gramaphone
Gramaphone One
SS306 USS Tang BALAO HI-RES V1.2

Ducimus
01-13-10, 11:34 PM
Well, Ducimas doesn't test every single mod stated to work with TMO

Honestly, i don't even look at who's posting what mod. Let alone if the mod states its going to work with TMO or not. Truth be told, i haven't genunly played SH4 in over a year. So how would i know if X mod works with TMO or not? I was too busy doing best to create an all in one encompassing package. One point of making a supermod is so one doesn't have to d/l and install umpteen mods that may or may not work together properly.

But supermods tend to follow a "vision" of what the game is supposed to be, or what is most desired by the author(s), which may not be a vision shared by the end users. So, overlaying mods on top of a supermod is just going to happen, so on that all i can say is "User beware". It may work, it may not, but i do not take responsibility for it either way.

Bubblehead1980
01-14-10, 12:30 AM
ducimus, still havent had a chance to play? Need to enjoy your work man:salute:

HMCS
01-14-10, 03:47 AM
Is NSM compatible with this mod?

Wolfling04
01-14-10, 01:11 PM
TMO, according the readme already uses NSM 3.1

Ducimus
01-14-10, 04:26 PM
ducimus, still havent had a chance to play? Need to enjoy your work man:salute:

I can't, and i've tried. The game is utterly ruined for me. It's impossible for me to play this game and not think of the underlying mechanics in one form or another. A normal player see's something happen and thinks cool! I see something happen, and find myself analyzing if the variables are set right.
In sum, i fire up SH4, all i see is this:
http://thefuturebuzz.com/pics/the-matrix.jpg

Instead, i enjoy the game vicariously through folks like yourself. When i see someone post some screenshots from TMO, post some patrol report or whatever, and are otherwise having a good time, i smile. Games ruined for me, that magic is gone, but if the magic is there for others.. thats about all i can hope for.

Is NSM compatible with this mod?

I don't think it is.

TMO, according the readme already uses NSM 3.1

It did at one point, but i had to pull it for various reasons. I was in the process of making my own sinking mechanics mod, but have since shelved it. The WIP i uploaded to filefront, assuming it's still there. I just don't have the time, energy, or motivation right now, and probably for the foreseeable future.

I'm goin' down
01-14-10, 07:35 PM
We are all in the grid. But Ducimus, you are the ONE! (didn't they make a movie about this?)

Bubblehead1980
01-14-10, 10:00 PM
sorry to hear that ducimus, perhaps in time you will shake that and be able to enjoy the game.Way I see it, UBI owes you and some of the other modders big time:salute:

Ships-R-Us
01-14-10, 10:54 PM
sorry to hear that ducimus, perhaps in time you will shake that and be able to enjoy the game.Way I see it, UBI owes you and some of the other modders big time:salute:
I concur wholeheartedly..........Keep up the Great Work Ducimus

Wolfling04
01-15-10, 01:20 AM
Ducimus I am sorry to hear about that sir, TMO was the very first mod I installed for SH4, I love all the mods but TMO holds a special place in my heart being the first one I experienced.

Thank your for all the hard work Ducimus:salute:

sergei
01-15-10, 03:33 AM
In sum, i fire up SH4, all i see is this:
http://thefuturebuzz.com/pics/the-matrix.jpg



That made me laugh:DL

bybyx
01-15-10, 12:33 PM
TGT AOB TO PK FIX - TMO
TGT DIALS TO PK FIX - TMO
Gyoraitei
sh4lighthousemod
Map Labels 1.3
Map Colour Original with terrain
SCAF for TMO 1.9 BETA
Webster's Smaller Rain for TMO
TMO_Stock_Gramaphone
Gramaphone One
SS306 USS Tang BALAO HI-RES V1.2

Where did you get those mods from?

berobispo
01-18-10, 11:18 AM
...I downloaded TMO 1.9 and tried to activate via JSGME, but nothing seems to have changed:hmmm: (for testing this I have no other mods activated). RFB worked and JSGME actually works on something because it takes about a minute to enable TMO 1.9.

Anyone has a solution?

running SH4 1.5

Wilcke
01-18-10, 12:12 PM
...I downloaded TMO 1.9 and tried to activate via JSGME, but nothing seems to have changed:hmmm: (for testing this I have no other mods activated). RFB worked and JSGME actually works on something because it takes about a minute to enable TMO 1.9.

Anyone has a solution?

running SH4 1.5

Not really if you know how to enable RFB, then TMO is done the same way. As for TMO taking a minute to be enabled by JSGME that could be a hint that something is wrong, mine takes a bit longer as it is a rather large amount of folders and fliers.

Good luck!

VonGlaus
01-18-10, 07:30 PM
When you extract the files using some programs, it creates a double directory, i.e.:
..masterdirectory\
......masterdirectory\
.............subdir1\
.............subdir2\ etc

If you drag the masterdirectory into your mods folder, JSGME wil show you the mod, and if you enable it, will say it is done in under a minute. But nothing really happens.

I found this out the hard way and the kind folks here fixed me up last release. Just watch out for that double directory at the top level. Once I got rid of it all installs have been flawless.

Armistead
01-18-10, 08:08 PM
TGT AOB TO PK FIX - TMO
TGT DIALS TO PK FIX - TMO
Gyoraitei
sh4lighthousemod
Map Labels 1.3
Map Colour Original with terrain
SCAF for TMO 1.9 BETA
Webster's Smaller Rain for TMO
TMO_Stock_Gramaphone
Gramaphone One
SS306 USS Tang BALAO HI-RES V1.2

Where did you get those mods from?

Most, if not all are in the mods DL section here at subsim, should be a link at a sticky at the top of the page. Have this link in my fav, should be the correct one, so you can try it....http://www.subsim.com/radioroom/downloads.php?do=cat&id=2

Ducimus
01-21-10, 04:04 PM
Vickers work on the interiors has nspired me to go into further detail with the crew. Currently reworking crew vocalizations so they properly repeat the issued order as the crew really did.

I prototyped some of the helmsman this morning. Examples:

You say, "10 degree's to port"
Helmsman says, "Yes sir 10 to port".

You say, "hard to starboard"
Helmsman now says, "Yes sir, hard to starboard".

You say, "rudder 0 degrees"
Helmsman now says, "Yes sir, 0.


I also fixed the animation so he turns the wheel the right way! (/facepalm )

Im debating if i should release a new patch with just the helmsman redone so you can all enjoy that while i work on the rest, and update the patch later, or just sit on it all until im done. Thoughts?

Nisgeis
01-21-10, 04:07 PM
Release the hounds now! I mean the patch.

Bubblehead1980
01-21-10, 04:42 PM
i say wait until its all ready, worth the wait.:salute:

Armistead
01-21-10, 06:34 PM
One of my mod's repeats the orders, not the yes sir part, but whatever is said is repeated...

Ducimus
01-21-10, 06:46 PM
One of my mod's repeats the orders, not the yes sir part, but whatever is said is repeated...

Yup, looks like Vickers may have already done this bit.
http://www.subsim.com/radioroom/showpost.php?p=1242585&postcount=108
http://www.subsim.com/radioroom/downloads.php?do=file&id=1453

Not sure what the status is on it, but if its complete, ill just toss in the towel and go work on something else thats been bothering me.

vickers03
01-21-10, 06:57 PM
Not sure what the status is on it, but if its complete, ill just toss in the towel and go work on something else thats been bothering me.
it's not really finished and i'm not sure when i will
pick it up again, so feel free to take over:D
there are some additional voices and the telegraph
bell included.
i didn't want to do much more with it, maybe some
repeated orders from the diving planes crew.

cgjimeneza
01-21-10, 08:01 PM
Ducimus, great to have you around...

will they say "yes, sir"

or "aye, aye"

?

anyway... finish it!

Carlos

Ducimus
01-21-10, 08:11 PM
it's not really finished and i'm not sure when i will
pick it up again, so feel free to take over:D
there are some additional voices and the telegraph
bell included.
i didn't want to do much more with it, maybe some
repeated orders from the diving planes crew.

Okay. I'll see what i can do then, thanks!


will they say "yes, sir"

or "aye, aye"

?



Yes sir. Mainly because getting an "aye aye sir" in 3 different states for 9 different voices might be a bit much. Where as "yes sir" already exists.

Ducimus
01-22-10, 05:22 PM
As crew vocalizations go, im going to try to do what i can finish and post before Feburay 3. Im having lasik done on the ole peepers on the 3rd, and won't be able to sit down and read crap on a computer screen for a week afterwards.

Status thus far:
Helmsman,
I was far enough along on with i had, so i pressed on with my current WIP. He responds to all horizontal surface directional changes. He doesn't respond to throttle or speed commands yet (not sure how i want to work that in yet since i removed the throttle animations from the helmsman after moving him to the CT ages ago.)

Examples:
New course, 281. - "Yes sir, 281."
25 degree's to port - "yes sir, 25 to port"
Hard to starboard - "Yes sir, hard to starboard"
Rudder amidships - "yes sir, 0"

Bow planesman,
Have it prototyped, and the normal state (stalker) done. Extra vocalzations are in for his alerted state (IE, seen the enemy, internally this is called "hunter") but i ran into a problem with him repeating crap on a loop. Worked out a fix, prototyped it, tested and found it to work, now i just have to implent this fix accross the hunter state and they prey state (yelling). Hopefully will finish this weekend. He will respond to all vertical directional changes.

examples:
Crash dive - "Yes sir, dive planes set to steep dive".
Radar depth - "yes sir, radar depth"
Periscope depth, "yes sir, periscope depth"
Surface - "Yes sir, surface the boat"
New depth 250 - "yes sir, 250"

once he's finished, not sure who's next, but i'll let ya know.

sergei
01-22-10, 05:46 PM
This is all sounding very interesting.
I think sound is a very important part of this game.
Looking forward to it.
Keep up the good work :up:

Ducimus
01-22-10, 05:58 PM
Oh, as a heavy coffee drinker, i am so blatantly stealing that picture you got there. Me likey!
http://img696.imageshack.us/img696/1426/stupidcoffee.jpg

:D

vickers03
01-22-10, 06:15 PM
He doesn't respond to throttle or speed commands yet (not sure how i want to work that in yet since i removed the throttle animations from the helmsman after moving him to the CT ages ago.)
you can check out how it's done in my mod and take it
over to TMO, complete with telegraph bell if you like.

Ducimus
01-22-10, 06:49 PM
you can check out how it's done in my mod and take it
over to TMO, complete with telegraph bell if you like.

Im gonna have to i think. Cause i gotta tell ya, im already seeing why you put this project off for another day. It is something of a PITA.

The thing is, the helmsman and planesman are the easy parts. Whats going to be a royal PITA is the Chief engineer graph. Ive been wanting to seperate torpedo's from him and put them somewhere else. Not sure if its possible but i'm gonna try.

sergei
01-23-10, 04:22 AM
Oh, as a heavy coffee drinker, i am so blatantly stealing that picture you got there. Me likey!

Yeah it made me damn near wet my pants with laughter when I first saw it.
You may also enjoy these
http://www.marahmedia.com/blog/wp-content/uploads/2010/01/coffee-poster.bmp
http://g-ecx.images-amazon.com/images/G/01/askville/1695487_8303287_mywrite/coffee_poster.jpg

looney
01-23-10, 07:06 AM
GRRRR I think I messed somethin up. I get a CTD when starting a narwhal career.

How can I see if TMO is loaded? other intro? etc etc..

IIRC with TMO there is no. orange submerged direction marker, all the hydrophone and radar lines are dashed. plus no direction tales in the contacts correct?

If so my tmo file is incorect :) redlling to be sure.

UPDATE

Re downloaded the mod and it looks better now. at least I get another intro screen.

Looks good still, I think I must have cracked it ;)

P.s. How can I change controls ENTER for "x1 time compression" instead of firing torpedo ???

magic452
01-24-10, 02:33 AM
I though Duci changed it in TMO. Enter is 1X tc and i think Control Enter is fire.

If not go to Sh4\data\cfg\commands
It should read like this.

[Cmd6]
Name=Time_compr_normal
Ctxt=1,2,6,9
Key0=0x0d,,"Enter" This is the line that's different.

I moved fire torpedo to this:


[Cmd313]
Name=Fire_torpedo
Ctxt=1
Key0=0x46,,"F" This is the line that's different.
Your hand is right there to cycle tubes (W & E) and fire (F)

I've been using this set up for so long cant remember what duci did.

Magic

Armistead
01-24-10, 03:56 PM
Oh, as a heavy coffee drinker, i am so blatantly stealing that picture you got there. Me likey!
http://img696.imageshack.us/img696/1426/stupidcoffee.jpg

:D

I'm glad I'm not the only heavy coffee drinker...shame to admit how much..I did switch some to decaf...

Armistead
01-24-10, 04:32 PM
Ducimas or others TMO1.9RSRD.

Chasing a large convoy in Formosa. It's dark and stormy, so decided to get in the screen of DD's. I have radar on, but not picking up any radar detection from them. At about 7000 yards, 4 of the escorts head my way, couldn't ID them, but the one in the SS was a larger DD.

So I figure they're picking up my radar, cut it off, change course away.
Still they come right at me from 5000 yards or so away until one rides up on my stern, course I was blasting him with the 40, but he never fired.

How are they finding me?

Which leads to another problem which I have no clue. Twice now in these wild conditions, storms, ships, 50 contacts or so, my screen goes black and locks up. This only started after I loaded the recen Jan Nvidia drivers so thinking that may be it.....just not sure....course I think I was getting ready to die anyway.
Edit...never mind...After the black death screen, went back to my save..they had radar detection and dd's had radar obviously.. guess I didn't pay attention or something is fubar...hope old video drivers work.

http://i651.photobucket.com/albums/uu235/Armistead1424/SH4Img2010-01-25_160654_156-1.jpg

Ducimus
01-25-10, 04:05 AM
Ok, updated the patch. There is more i could do, but i have a week before surgery, and i'll be damned if im gonna spend that week putting hours on this 2nd job as it were.

So, here's what we got in this patch update:



- Depth running problems for the MK 14 and MK 23 torpedo will be resolved at the end of aug 1942, as is historically correct. This means your fish will run at the correct depth starting in sept 42.

- GREATLY reduced JP type22 surface radars max range. (I intended this adjustments to be in TMO 1.9 but for reasons unknown the file changes i made back then were not present in the published version.)

- Slightly lowered range of mid and late war JP passive sonar. (also intended for 1.9 but was cut for unknown reasons)


- adjusted radar equipment type & date on some tincans. Should now only come with type 22 after mid to late 1944.

- crew should now properly repeat orders for directional and depth changes.

Please note: I am aware that acknowlegement of telegraph orders is missing. I'm simply out of gas on this right now, i'll add them in later. But as the old saying goes, good things come in small packages. Hope you enjoy the adjustments to crew speech.

As always, this patch is cumulative. Use the latest patch. Do not use the old one.

D/L here:
http://www.filefront.com/15420647/TMO19_Patch_25012010.7z/

and at bottom of first post of this thread.

sergei
01-25-10, 04:24 AM
Good work.
Just about to start a new career so this came at just the right time. :up:

Maltro
01-25-10, 03:16 PM
hi all, first: excuse my English... :oops:
I would like to thank Decimus for this great mod which make SH4 playable and more realistic. :yeah:

However, I have a little question : On the 2 maps (strategic and attack map), I would like to keep the little drawing of the boat instead of the black circle wich represent the contact. I would like to see if the contact is friendly (blue) or ennemy (red)... (I have sunk an American fishing boat yesterday :oops: I hope anybody seen me!...)

So which file (s) have I to modify to change this settings please?

Thank you very much! :arrgh!:

Armistead
01-25-10, 04:14 PM
There should be directions in the TMO support directory explaining how to do that.

Many would rather use EZ plot mod, which turn these stock features back on. I assume it would would fine with TMO 1.9

http://www.subsim.com/radioroom/downloads.php?do=file&id=152

Maltro
01-25-10, 04:52 PM
Thank you, I have downloaded it and try it tomorrow... :yeah: :DL

L_DOG
01-25-10, 09:12 PM
ive look in this forum downloads and at UBISOFT downloads,
for this SH4 1.5 Patch and cannot find it. :hmmm:

Umm can someone plz show me the way ? :damn:

Armistead
01-25-10, 09:39 PM
It's not really a patch as much as it is an add-on. It's something you must purchase. It's called Silent Hunter Gold, UBoats...adds the Uboat campaign to the game, but also some fixes changes to the base game.

It's cheap and all the newer mods work with it, so well worth the few bucks...

virtualpender
01-25-10, 11:29 PM
Ducimus - you rock. Thanks for the latest patch!

berobispo
01-26-10, 06:50 PM
sorry if this has been addressed before, but I couldn't find the post I think have read some time ago. my sonar is behaving strange. 1942, porpoise. TMO 1.9, RSRD 5.02, Ships length for TMO 1.7 (menu.txt from TMO 1.9 altered) and Vicker's overhauled interior. My sonarman is hearing contacts when on the surface. And I can't hear them even when submerged. they are not sampans and are going >3 knots. I had GFO installed previously, could hear contacts on my own and my sonarman wasn't able to hear on the surface. Do I have modsoup:hmmm: has anybody else experienced this?

Cheers and thanks for TMO. Like this supermod the best! If only this sonar behavious would change...

Armistead
01-26-10, 07:33 PM
Do you see sonar lines...should be showing up since your sonarman is reporting?

Is this happening all the time...patrol after patrol...

Could be some left over files from GFO...When I change supermods, I always do a fresh install, just keep a backed up clean data folder that I can switch out.
Wait and see what Duc says...

difool2
01-26-10, 10:59 PM
Since post #1936 never got answered, I'll just add to Armisted's question. Twice now in Jan-Feb-March '44 I've been detected on the surface by merchants at 6,000+ yards at night in light fog, no moon (they start doing that constant helming stuff). Do the buggers have radar warning receivers (yes I had the thing turned on until I submerged), or perhaps radar itself? A search of the thread revealed some talk of escorts having radar, but nothing about RWR's.

Bubblehead1980
01-27-10, 02:23 AM
difool, how fast were you moving? At 6,000 yards if you are moving too fast, making a wake they can spot you.I usually coast in at no more than 3-4 knots and keep my profile low by keeping bow or stern pointed at target .

Some merchants in later war do have passive sonar.

The Japanese do not have radar detection equipment in this game.Sort of an old wives tale that has spread around the community.In later war some Japanese have radar but do NOT have the ability to detect US radar.

Armistead
01-27-10, 03:16 AM
Since post #1936 never got answered, I'll just add to Armisted's question. Twice now in Jan-Feb-March '44 I've been detected on the surface by merchants at 6,000+ yards at night in light fog, no moon (they start doing that constant helming stuff). Do the buggers have radar warning receivers (yes I had the thing turned on until I submerged), or perhaps radar itself? A search of the thread revealed some talk of escorts having radar, but nothing about RWR's.


In most groups some of the DD's, certainly capital ships will have radar. You can watch it spinning on the top of the ship. Have you got the APR-1 Radar detection..once you get that you can track the lines to the ship that have radar.

Still, I'm not sure if there is a type not picking up. I found a large convoy late war in the narrows below Manila. My APR didn't go off, but at 12 NM's two Matsu's started coming fast...dark, medium fog and heavy seas. That's one bad ship to tangle with, if not the worse in the game.

I don't think the merchants have radar unless one of his aux merchants, but at 6000 yards they may see you. That's the line I think. Never worry about merchants or had problems with them.

I think the one time I got caught was I was at decks awash, but probably


Can't wait to try the patch out and see how that changes it...just hope it doesn't get really easier.

utops
01-27-10, 09:28 AM
Hello Duci
I am a rebel and as a rebel i make rebelion very often :doh:
Just happen to mix up OM with newest TMO, Lurker don`t recommend this since you made a some hard changes in TMO 1.7 and it works like a charm, but maybe im wrong, maybe it didnt work... anyway no sign of CTD and any other hard crash.
That is good?

Wilcke
01-27-10, 01:33 PM
Hello Duci
I am a rebel and as a rebel i make rebelion very often :doh:
Just happen to mix up OM with newest TMO, Lurker don`t recommend this since you made a some hard changes in TMO 1.7 and it works like a charm, but maybe im wrong, maybe it didnt work... anyway no sign of CTD and any other hard crash.
That is good?

When you make mod soup SH4 does not always go BOOM and a CTD or fail to load. Sometimes you go merrily along and do not even realize that the whole visual, sensor and AI sensors are completely hosed. I would follow Lurkers and Ducimus recommendations to the letter.

As for me I run 3 independant installs for RFB, TMO and OM, no mod soup no issues.

mobucks
01-28-10, 09:06 PM
I love this mod

Still getting my feet wet with the entire game but woah its like a whole expansion playing this mod.

Anyway i was wondering if there is any way to modify the health of the "Zero" fighters so they can be shot down easier?

I saw that the latest patch for TMO made air contacts harder to bring down, and i understand the reason for that for the bombers, but the Japanese zero fighter AFAIK was notorious for having weak armor, and taking a hit from any cannon (20mm+) would most likely not survive. I know it's just another game, but in IL2 they could be shredded by a short burst of 50cal, if you could line the damn thing up :timeout:.

Mainly asking because my fav. crew member was my AA gunner, always was proud to see him take down contacts, he got my first medals, but now im just laughing seeing 2 flaming zeroes flying away into the sunset after dropping their bombs. Again, from what i know from IL2, once the engine is on fire in a single engine japanese plane, if you're lucky to be still alive, it is time to bail!

Edit: Is there perhaps a way to add some spread to the AA guns? That might make things more difficult without adding health to the planes.

Ducimus
01-28-10, 09:51 PM
RE: zero fighter

Yes, i know zero's aren't exactly known for their stout frames. I toughed ALL aircraft to discourage players from staying on the surface. Getting into gun battles with aircraft is something you'd avoid as a sub captain. It was preferable to just dive. So, i added that encouragement by way of making them much harder to shoot down.

The other way to make them harder to shoot down, is, as you noted, to spread the AA guns out more. Trouble is, the adjustment for this, effects the AI as well. So by nerfing the players gun crews, id also be nerfing the AI's gun crews, something i didn't want to do. Seriously, why bother strapping guns onto an AI ship when they aren't going to be a threat to the player because they can't hit the broad side of a barn? So beefing up the planes was, in my mind, the only course of action since it didn't cause side effects elsewhere.

Now, as zero's go, there's something else that really makes them bastards, at least where the 40MM is concerned.... Lag time. 40MM shells are only supposed to travel so fast, and since your AI crew doesn't really lead targets very well, your always hitting behind them given the zero's forward velocity. To compensate for this, i increased the explosion radius of 40MM shells greatly. (around 11 to 13 meters i think). They throw up a huge flak area compared to stock. While it makes zeros easier to damage, it also makes your bigger planes easier to take down because they dont fly as fast.

All one big balancing act.

scg737
01-29-10, 12:38 PM
Sorry if this has been answered previously, my searches turned up nothing...

Running TMO :yeah: and, on the crew management page, I can't move my sailors from Hogan's Alley to the AA guns because the Depth, Speed, & Course indicators are overlapping the AA stations. I know this must be an easy fix, I just can't figure it out.

Thanks for the help!

razark
01-29-10, 12:48 PM
Sorry if this has been answered previously, my searches turned up nothing...

Running TMO :yeah: and, on the crew management page, I can't move my sailors from Hogan's Alley to the AA guns because the Depth, Speed, & Course indicators are overlapping the AA stations. I know this must be an easy fix, I just can't figure it out.

Thanks for the help!

Press the "." on your number pad. That will hide the interface. Press it again to get it back.

Also good for screen shots.

difool2
01-31-10, 04:25 PM
Bug report: my boat (Balao) underwent an overhaul in mid '44 (that's what the game told me, along with a new paint job) after a fairly rough convoy battle dinged me up a bit. Bug #1 was that the 5" deck gun and radar warning receivers that I had bought before the previous patrol were missing, and I had to buy them again. Bug #2 was that the (improved) SJ radar is no longer visible on the mast, tho the screen still works and rotates.

difool2
01-31-10, 05:56 PM
Correction, the radar unit is there, but it's about 6 feet lower than it should be.

difool2
02-01-10, 01:27 AM
The more I play this mod, the more I'm convinced that there's something off about enemy sensors (or maybe it's a RSRD thing). Several times now (as related before) I've had merchants start to evade me before they reach my "firing zone", enough that I wonder if they have hydrophones (as I've read about in other threads). Today, in calm seas and clear unfoggy skies, I had an escort make a straight beeline towards me from 5,000 yards, either spotting my scope or hearing my motors (going @ 2/3rds). It may be that sound carries TOO well in calm conditions...

AVGWarhawk
02-01-10, 09:22 AM
The more I play this mod, the more I'm convinced that there's something off about enemy sensors (or maybe it's a RSRD thing). Several times now (as related before) I've had merchants start to evade me before they reach my "firing zone", enough that I wonder if they have hydrophones (as I've read about in other threads). Today, in calm seas and clear unfoggy skies, I had an escort make a straight beeline towards me from 5,000 yards, either spotting my scope or hearing my motors (going @ 2/3rds). It may be that sound carries TOO well in calm conditions...


Probably have elite escorts in this group. These are the ones that can not only find a needle in a haystack but also thread a DC into your conning tower hatch. You will find your crappy escorts also. It is a mixed bag.

psykopatsak
02-01-10, 09:24 AM
awesome work i think, but i have a few questions. i just installed uboat missions, and then trigger maru whith only a short test patrol in between, so it might be a uboat mission thing instead.

why can i raise the SD radar? is there any benefit? i thought it was to use it submerged, but it doesent seem so, as i cannot.

also is there a way to get the old camera back? the new one is awesome for eye candy, but sometimes i prefer it the old way when it stayed at one spot. also the fact that it moves throught everything is a little annoying too...

Wilcke
02-01-10, 11:03 AM
awesome work i think, but i have a few questions. i just installed uboat missions, and then trigger maru whith only a short test patrol in between, so it might be a uboat mission thing instead.

why can i raise the SD radar? is there any benefit? i thought it was to use it submerged, but it doesent seem so, as i cannot.

also is there a way to get the old camera back? the new one is awesome for eye candy, but sometimes i prefer it the old way when it stayed at one spot. also the fact that it moves throught everything is a little annoying too...

I might be misreading the post but TMO 1.9 is to me installed over SH4 1.5 which is the SH4 plus Uboat Missions addon.

psykopatsak
02-01-10, 03:46 PM
ah, yes, i only said that about the Uboat missions because i installed it directly over Stoch SH4, and never really played it before i installed trigger maru overhaul 1.9, so i dont know if the SD radar antenna thing is from Uboat missions or Trigger Maru. still confuses me thou...

Quagmire
02-02-10, 01:43 AM
Ducimus,

If you dont mind me asking I was wondering if you could explain what you tweak on the fleetboat damage model? I was looking through your change logs and they were pretty vague on the subject.

The reason is that I was goofing off in a single mission tonight and noticed that depth charges were detonating very close to my sub yet inflicting no damage. So I did my best to get myself killed and I found that my sub seemed to be made of titanium. The only time the Japs scored a hit was when they got lucky and dropped a DC that went off just a few feet from the hull.

So I was just wondering what if anything you changed from stock since the fleetboat damage model is very forgiving in TMO 1.9.

All that being said I should say THANK YOU for the mod. It is awesome and has made this sim worth playing again. :yeah:
.

Syxx_Killer
02-02-10, 09:29 AM
I got my new RAM yesterday and popped it into my computer. It is nice having SH4 load faster now! Anyway, I did my first patrol in TMO 1.9. I downloaded it but didn't play it because my computer kept crashing. Hopefully the new memory will stop that.

Anyway, on my first patrol (Dec. 8, 1941) I was ordered to patrol 108nm off Honshu for 48 days. I was shocked. I wondered how I would pass 48 days. Then I got to thinking it may be a mistake. Sure enough, it didn't take 48 days to do the patrol (Thankfully!). I don't know if this is known or not, but thought I would bring it up.

Ducimus
02-02-10, 12:32 PM
[COLOR=White]Ducimus,

If you dont mind me asking I was wondering if you could explain what you tweak on the fleetboat damage model? I was looking through your change logs and they were pretty vague on the subject.



It's vauge, because i don't have the time to document every little item, in detail anymore. Lots to do, little time to do it in, and i've been doing it for awhile now. So off the top of my head, here's what i remember doing to the damage model on the fleetboats:

- Reduced overall hitpoints. Stock is 600. TMO is 300.

- Reduced overall armor protection: stock is 25. TMO is 12.

- increased crush depth to (no i wont say, you have to find out the hard way. :03: )

- increased crush speed to 50. Stock is 2.

- On the rudder, and diesal engines, i increased the hitpoints, armor, and i removed the parent child relationship to the aft engineroom, thereby fixing the problem of a depthcharge destroying those items, leaving the player stranded.

- I recall, a long time ago, increasing the repair time on things like the bulkhead. I vaugley remember them being fixed too fast.


Further revamping the acutal damage zones is on my list of things i'd like to do, but again, its all about finding the time (and often, the motivation) to do it.

As for depth charges themselves have been toned way down from stock. And that is the most forgiving part.

Depth percision is 15. Stock is 5.
Max explosion radius is 20. Stock is 40.

These changes were neccessary due to changes in the AI, sensors. If i did not alter the depth charges, then id have tin cans doing pin point drops, and people accusing me of making it harder then the ATO. It takes one going off next to your boat to really get you. And they do. But i particuarlly like it when they cause bulkhead damage without causing Hull intergrity loss.
Enough people have been "shacked" and sunk by the tin cans in TMO, so i don't think there's a problem with the mod. I'm more apt to think you either got lucky, or have some possible mod soup action going on.

Ducimus
02-02-10, 12:34 PM
Anyway, on my first patrol (Dec. 8, 1941) I was ordered to patrol 108nm off Honshu for 48 days. I was shocked. I wondered how I would pass 48 days. Then I got to thinking it may be a mistake. Sure enough, it didn't take 48 days to do the patrol (Thankfully!). I don't know if this is known or not, but thought I would bring it up.

Probably a typo in the mission description. Doesn't matter at this piont, ive already rewriten 98% of the mission objectives for the next update to TMO. I just have to compile the cfg files. Not looking forward to that.

Bubblehead1980
02-02-10, 04:54 PM
quagmire, you just got lucky...

bybyx
02-03-10, 02:45 AM
Probably a typo in the mission description. Doesn't matter at this piont, ive already rewriten 98% of the mission objectives for the next update to TMO. I just have to compile the cfg files. Not looking forward to that.

Hello Ducimus!
I was playing TMO 1.9 +RSRD only, and I encountered a really nasty convoy: 4 or 6 merchants, I believe and 19 warships. Is this ok? what could be the problem? TMO 1.9 or RSRD? Could you take a look at the convoys or I should adress this issue at RSRD thread?

Nit
02-03-10, 04:17 AM
I was playing TMO 1.9 +RSRD only, and I encountered a really nasty convoy: 4 or 6 merchants, I believe and 19 warships.Probably it were the battleships with tankers. Or a new word in the Japanese anti-submarine defence :har:

Ducimus
02-03-10, 11:27 AM
Hello Ducimus!
I was playing TMO 1.9 +RSRD only, and I encountered a really nasty convoy: 4 or 6 merchants, I believe and 19 warships. Is this ok? what could be the problem? TMO 1.9 or RSRD? Could you take a look at the convoys or I should adress this issue at RSRD thread?

RSRD is a campaign mod. The traffic is RSRD.

Armistead
02-03-10, 12:10 PM
Hello Ducimus!
I was playing TMO 1.9 +RSRD only, and I encountered a really nasty convoy: 4 or 6 merchants, I believe and 19 warships. Is this ok? what could be the problem? TMO 1.9 or RSRD? Could you take a look at the convoys or I should adress this issue at RSRD thread?


What's the problem....Sounds like a nice TF..You don't see many merchants mixed with bigger warships, but they exist, more later war, but you do run into them. I just fought one in Formosa, Large TF, but a mix of merchants and warships, most CA's....

not a mistake, enjoy.

Vaiar
02-03-10, 04:16 PM
I hope I won't offend by asking a stupid noob question:

How do I select the career path? Selecting Pacific campaign in the main menu I could only choose SubPac and started at Pearl Harbor. I opted to start out of the harbor but I did not warp to Midway and had to travel there myself.

AVGWarhawk
02-03-10, 04:18 PM
I hope I won't offend by asking a stupid noob question:

How do I select the career path? Selecting Pacific campaign in the main menu I could only choose SubPac and started at Pearl Harbor. I opted to start out of the harbor but I did not warp to Midway and had to travel there myself.


Sounds like you do not have the mod installed correctly sir.

Quagmire
02-03-10, 11:48 PM
Thanks for the reply, Ducimus.

Your reply actually answered my next question which would have been, what did you change in the zones.cfg file? It sounds like you only edited the aft engine room zone leaving much regarding the other zones stock on the fleetboat. Hitpoints, etc. not withstanding.

I've been thinking of trying to dive into this myself and see what I can come up with. Is it safe to say that the entire fleetboat damage model is in the zones.cfg file or are there others involved?

The reason I ask is that I am contemplating merging the RFB fleetboat damage model into TMO. Have you tried it? While it's not perfect it does have the effect of incurring slight damage to random machinery when your boat gets knocked around. The damage usually isn't severe but managing the fixes sure adds to the drama of a depth charge attack.
.

Vaiar
02-04-10, 05:25 AM
Sounds like you do not have the mod installed correctly sir. Hmmm, I do have the Trigger Maru loading screen and I can display the Trigger Maru credits (and poem) when I select these in the main menu. I can also select the Narwhal sub in the campaign menu. I used the recommended install procedure: (on SH with UBM) TM 1.9 and its patch, then RSDC and its patch. Oh, I clicked yes when JSGME asked to replace files.

martinmike2
02-10-10, 12:01 PM
Dumb question alert:

1. I installed TMO 1.9 on a fresh install of SHIV 1.4 via JSGME
2. I then installed the latest TMO patch

When I try to load the game I get the following errors:

1. File not found: data/menu/data/black80.tga
2. There is a new (not implemented) page: <Page ChooseLoadSave>
3. File not found: data/menu/skins/american/gui/intelligenceunits/paper.dds
4. File not found: data/menu/skins/american/gui/layout/radio_messages.dds
5. File not found: data/menu/gui/tdc/tdc_metric.tga
6. File not found: data/menu/skins/american/gui/layout/navigationtools.tga
7. File not found: data/menu/data/awardsitems_4.dds
8. File not found: data/menu/data/awardsitems_3.dds
9. File not found: data/menu/skins/american/gui/careertransfer/transferboard.dds
10. File not found: data/menu/skins/american/gui/careerstart/careerwheretostart.tga
11. File not found: data/menu/skins/american/gui/careerstart/order.dds
12. File not found: data/menu/skins/american/gui/careerstart/objectives.dds
13. File not found: data/menu/skins/american/gui/careerstart/bigmap.dds
14. There is a new (not implemented) page: <Page PlayerRank>
...etc...

this list goes on for a while. you get the idea

my question is this, what have i done wrong? Without TMO, the game loads fine.

SPECS:
Brand new AMD laptop
RAM: 4gb
CD/DVD: Daemon Tools
OS: Windows Home Premium 64bit

TH0R
02-10-10, 12:11 PM
^^ Try installing it on version v1.5... ;)

martinmike2
02-10-10, 07:48 PM
that worked THOR, thnx

crojob
02-13-10, 08:20 AM
So, I have the latest SHIV with Uboat expansions, everything ran fine. I installed the latest Trigger Maru, its an awesome mod I must say... but I have one tiny problem. I can't change the realism settings, I can't turn off the realistic loading times, or the bat/fuel/oxy/c02 limiters, and well, i'm not good enough to play with those, all I want turned on is manual targeting, no duds and the one that makes the periscope move with the ocean. With the rest unchecked, but every time I start a pacific game, the settings are automaticly reverted to near full realism. Ive changed them in the options...they change back, Ive even set the settings file to read only...they change back. I don't know what to do.

Also, how deep do aircraft guns go into the water? I was about 50 odd feet and my engine room was destroy by bullets... [I didn't hear any explosions, jsut the ching chang of bullets hitting metal]

vickers03
02-13-10, 08:30 AM
So, I have the latest SHIV with Uboat expansions, everything ran fine. I installed the latest Trigger Maru, its an awesome mod I must say... but I have one tiny problem. I can't change the realism settings, I can't turn off the realistic loading times, or the bat/fuel/oxy/c02 limiters, and well, i'm not good enough to play with those, all I want turned on is manual targeting, no duds and the one that makes the periscope move with the ocean. With the rest unchecked, but every time I start a pacific game, the settings are automaticly reverted to near full realism. Ive changed them in the options...they change back, Ive even set the settings file to read only...they change back. I don't know what to do.

Also, how deep do aircraft guns go into the water? I was about 50 odd feet and my engine room was destroy by bullets... [I didn't hear any explosions, jsut the ching chang of bullets hitting metal]
check your captains room at campaign start, to the left
is a radio, click for options.

50ft is not very much.

crojob
02-13-10, 04:01 PM
Thanks, that worked.

I'm not so much worried about the depths as I am by the fact that I appeared to have been badly damaged by bullets, not bombs. I mean man, they ripped me a new one. My engine room was half flooded and both diesel engines were down in like 10 minutes game time. My battery and electric engines were down shortly after, and my entire surface crew was killed. [I don't know how they died when I was at periscope depth] I managed to fix my battery and electric engines and the bulkheads, pumps etc..but the diesel engines were farked. I was in a porpoise class. I was at the north end of the Philippines, and I managed to make it back to manila at .4 knots :S ... while submerged [lots of surfacing], couldn't move while on the surface. I think I went out in 1941 and came back in 1942 lol...

Armistead
02-13-10, 05:06 PM
If you were being hit by bullets, you were possibly also being hit by shells.

50' deep part of your tower is still exposed and shells and bullets hitting below the waterline can do a lot of damage. My guess is you also got hit by a few shells. If bullets were hitting you, most likely shells were. Still bullets can do a lot of damage if enough hit in TMO...I'd have to check again, but they're large caliber and enough of those can destroy your sub. Still, almost every merchant has numerous machine guns and deckguns, so I bet you took some deck gun rounds.

One thing to be careful with. The exterior slots of the game, deckgun and AA guns are still exterior slots even when dived. Just poor game programming, so even if you're dived the game still see's the men in these exterior slots....so move them to the alley or elsewhere. They can also easily be killed by depth charges. This just applies to your DG and AA gun, not watch slots.

crojob
02-13-10, 09:20 PM
These were planes that nearly killed me, Kates. Also, thanks for the Deck and AA gun info, problem is, I have no where to move them :( every slot on the sub is filled.

Ships-R-Us
02-13-10, 09:33 PM
I had the same problem as you for a long time. This worked for me.
1. Change the settings to what you desire in "options", and click on apply.
2. "EXIT" the game completely.
3. Restart the game and you will be fine

The options will not hold if you stay "in game".

Armistead
02-13-10, 09:39 PM
These were planes that nearly killed me, Kates. Also, thanks for the Deck and AA gun info, problem is, I have no where to move them :( every slot on the sub is filled.

Well, you'll probably have some dead guys. That's why he included hogans alley, gives you plenty slots. Still, I want my best gunners on the DG and AA guns..I just move them as needed....You can fix it when you get back to base...seems having several dead crew members don't effect you morale or score. I wish that could be fixed, come back with dead and wounded crew, you may lose your boat.

Armistead
02-13-10, 10:08 PM
My turn...I haven't finished my campaign and loaded the current patch. Plan to wait until the next one...Can it be used OK without loading over all mods...that's my only concern.

Wondering if the special officers were addressed. Just got back to base and promoted five officers and 5 in a row all got the medic skill. I hate to dismiss all my base good rated officers. For one too many special guys and seems I get so many of the same skill. Maybe a few, but first I've had 5 in a row all go medic.

crojob
02-14-10, 05:56 AM
My sub doesn't have Hogans Ally...

Armistead
02-14-10, 01:47 PM
My sub doesn't have Hogans Ally...

If you're running TMO1.9 it should be there, if not, then somthing is fubar.

TH0R
02-14-10, 03:14 PM
Got a radar question...

Why can't I turn it off? If I turn it off manually my radar guy still keeps reporting contacts.

Also, how is the AI in TMO? DD's seem to spot me well beyond the visual range. On my first patrol, mid '44 ('Marianas turkey shoot').


MOD SOUP:

TMO 1.9
TMO Patch 25012010
RSRDC TMO v502
RSRDC v5xx Patch

crojob
02-14-10, 05:02 PM
If you're running TMO1.9 it should be there, if not, then somthing is fubar.

Its in every other sub, just not this one, I am using a Sargo Class. Don't remember if it was in the sub that got badly damaged.

Armistead
02-14-10, 06:03 PM
Got a radar question...

Why can't I turn it off? If I turn it off manually my radar guy still keeps reporting contacts.

Also, how is the AI in TMO? DD's seem to spot me well beyond the visual range. On my first patrol, mid '44 ('Marianas turkey shoot').


MOD SOUP:

TMO 1.9
TMO Patch 25012010
RSRDC TMO v502
RSRDC v5xx Patch

They're probably reporting planes, you can't cut that one off. It's also possible you have SV radar, which is a type of air radar that picks up surface targets. Since it's attached to air, if will always be on...I don't like that part either, but I'm not sure if they can pick the transmission of the SV the same as surface radar. If you dive, you can obviously retract it and not have it. I haven't got that question answered yet. So it's either adjust to it or just not take the SV radar. The SV is nice to have, because you can dive and have them on radar, but they can't pick you up with radar.

Late 44, my guess is they have radar. If you see DD's coming at you fast from a distance they probably have you on radar and coming to get you.

Have you got the APR1...? It will tell you that you're picking up radar transmissions,,simply the enemy has surface radar. If it's available you place it in the same slot chart, but you have to scroll down to find it's slot. In most of your equipment, you can scroll down to see extra slots to place equipment when it becomes available.


If they have radar and most do then, so you have to really track ahead and keep a a narrow profile and dive or stay decks awash or they will chase you everytime. Here is when the SV comes in handy.

They can also pick you up hearing you fairly far in calm water...

TH0R
02-14-10, 06:13 PM
Thanks for the explanation. :)

I think I do have the APR1, but I will have to check.

Before reading the reply, I did just that what you suggested (apart form running with decks awash), and they stopped spotting me so easy. I also started using no more than x8 TC. Dunno if that helped as well, but I am now certainly less visible to them.

Armistead
02-14-10, 07:05 PM
He adjusted the sensors in the latest patch, but I haven't tried it yet. If you have APR, as soon as you get a hit, I wouldn't get much closer, just figure their track and get ahead and do as you are. If you have the next cam on, when you get a hit on the APR, since you have contact, you can view them and using the cam you can look at the ship with radar. It's easy to spot, usually spinning somewhere on top.

Bubblehead1980
02-15-10, 01:02 AM
Ah the APR is by far my favorite innovation or Sir Ducimus.Not just because I suggested it(sure someone else had thought of it before but I remember suggesting it and ducimus made it happen) simply because it has changed the sim for the better and is realistic because fleet boats had it in 44 and 45.Before APR had no way of knowing if ship had radar until they were alerted.This always pissed me off beyond belief, I find it difficult to play without it after Jan 44 in RSRD when some escorts have it and some dont.Hoping RFB will get the APR in there sometime.By far my favorite thing to come along in a while.

Ducimus
02-16-10, 09:30 PM
I was going to make a long windbag of a post in attention whore style by making it 's own thread explaining alot of the who's and whats behind the mod as well as an update on the mod and future plans for it..... but instead i'll cut to the chase and post here sans wind where it will get buried for prosperity.


Im planning on getting into LE at some point, and as part of that plan i just had PRK/ASA done on my eyes. Im still recovering from that, and reading is a bit hard for me to do right now, and probably will be for awhile. Imagine trying to read a spiral notebook that got wet, thats what text on a monitor looks like to me currently. Nothing to worry about, this is normal. Point being though, i wont be modding anything for awhile, and couldn't right now even if i wanted to - which i don't.

So, where does this leave TMO? I had alot of other things (http://forum.kickinbak.com/viewtopic.php?f=36&t=1845) i wanted to do, but thats getting cut down to:
- increase fuel capacity by 30% (http://forum.kickinbak.com/viewtopic.php?p=21737#p21737)
- incorporate Vickers03's new interiors whenever he's done with them.

rebundle those along with the latest patch and reupload the mod as TMO 1.94, so its all just one single install, and let it go.

Thats it, end soap box.

Nicolas
02-17-10, 09:21 PM
Im using this mod right now, really great work with TMO. Thanks a lot. I like the pacific much more than the atlantic.
I just tweaked some things, removed Hogans Alley and put back the CrewExposure to 9 so crew don't get damage by depth charges. it's just i'm lazy and i don't want to drag each crew member. Increased the minimum surface of the AI visual so they don't spot so easy the periscope. There is a little bug with the MOMOYAMA MARU it have a wrong mast height.

One thing i would like to change but it seems impossible, is that the AI detects you when you are in theyre sonar cone no matter if you are all stop and with silent running. I know is not a issue with tmo only, I tested putting the minelevation of the sonar to 91 or 92 to decrease the range of magic detection, but you almost get undetectable at shallow depth.

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Maltro
02-21-10, 05:31 PM
Hi, a little matter with the mod, could you tell me if I am alone to have this trouble please?

When I save the game during I have a visual or a radar contact, when I reload this save game, the needle of the hydrophone is always blocked at bearing 00...

I can use the hydrophone with the keys: "Begin or End" but needle don't turn and I can't use mouse no more... :hmmm:

Is there any mean to solve my problem doctor?...:damn:

Thanks!

gloog
02-22-10, 01:51 PM
Hi all

Loaded TMO and RSRD mods.
In the FAQ that comes with TMO it says you can reinstate the dashes that tell you where your contact is and also the tail on your boat that indicates your direction.

I wanted both and only got boat tail. Have tried and still can't get dashes showing where contact is?

Any advice welcome

I was using RFB+RSRD but seemed to be having issue.
Loaded the newest version of TMO for 1.4 and works perfectly.

I remember trying RFB+RSRD before (older version) and always went back to TMO.

Cheers

badger_ken
02-22-10, 03:44 PM
Hi, a little matter with the mod, could you tell me if I am alone to have this trouble please?

When I save the game during I have a visual or a radar contact, when I reload this save game, the needle of the hydrophone is always blocked at bearing 00...

I can use the hydrophone with the keys: "Begin or End" but needle don't turn and I can't use mouse no more... :hmmm:

Is there any mean to solve my problem doctor?...:damn:

Thanks!

I had the same issue - one work-around is to use the "home"/"end" keys - not as good, but at least still usable.

Grizzybear
02-27-10, 01:23 AM
Hey all,
I have been using a earlier version of tmo and have just downloaded and upgraded to Tmo 1.9 and rsrd.
Might I say it has added a very dangerous edge to this mod. I used to just walk all over the maru's of the previous version. Now I have lost 3 boats in the very early part of 42. I like to say if I get blown up then start over...bah not anymore. :damn: I love it..ya have added some teeth. I still can play a trick or two on dd's but alot of them usually get on me pretty good. If I can get deep I usually can loose them.
And then lets us not forget the pilots of the empire...they leathal little bastards are owners of 2 out of the 3 boats I have lost.
Si let me say well done again...I may be saving my games and restarting but I think once I get the hang of this new version I should go back to my old ways...and whats up with the super convoys...muahhaa love it!:rock:

Wilcke
02-27-10, 11:22 AM
Hi, a little matter with the mod, could you tell me if I am alone to have this trouble please?

When I save the game during I have a visual or a radar contact, when I reload this save game, the needle of the hydrophone is always blocked at bearing 00...

I can use the hydrophone with the keys: "Begin or End" but needle don't turn and I can't use mouse no more... :hmmm:

Is there any mean to solve my problem doctor?...:damn:

Thanks!

It maybe:

1. Specific to a problem with one type of sub.
2. A hosed TMO install.
3. A hosed SH4 install.
4. A hosed saved game.

With the following active mod list I am unable to duplicate your problem.

PEARL_HARBOR_Menu_Ver0.1
TriggerMaru_Overhaul_19
TMO19_interior3d_GATO_overhaul
TMO19_interior3d_PORPOISE_overhaul
TMO19_Patch_25012010

Tambor
1942
Pearl

Please provide sub type, date and base.

Happy Hunting!

Sub Sailor
02-27-10, 07:00 PM
I finally installed TMO 1.9 and Patch 25012010 and need some help. Now I may have missed it in the threads; but I know longer have the different optics on my deck gun, scopes, and TDU. as near as I can tell I only have the two clicks as in the stock. But I installed the patch 25012010.
With Hogan's Alley is there a limit on the number of crewman you can have.
Before I forget, the sub I am playing is a Sargo Class, the Sealion. I mention that because I don't know if that makes a difference in the optics. Also it appears that the MK 14 is running deeper which I know it did at the beginning of the war. I attacked two Freighter tied up at the pier in Davao Gulf on my last patrol (3) and original set at 10 feet, after no hits I reset to 6 feet and sank both. Is that normal or have I failed to install something? I had explosion on the original settings that seemed to be hitting the bottom.
Does anyone have any advice on what is going on with my install. Now one thing I did not do, and that could be my problem, I did not remove the patch for 1.7. Made the assumption that the 1.9 patch would override it.
That may have been really dumb, not a first for me:oops:

Any help would be greatfully appreiated,

Ron Banks MMCM(SS), USN(Ret):)