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SilentTEO
02-28-10, 08:25 AM
Hi

I have a question:O: when i instal the TMO 1.9 i lost mi "follow camera" .. i only have the free camera, what is the key to activate the camera wo follow the submarine :arrgh!:

And i mut say, great MOD, i love it!!!:rock:

SilentTEO
p.s: sorry mi english

sergei
02-28-10, 10:12 AM
what is the key to activate the camera wo follow the submarine

See this thread
http://www.subsim.com/radioroom/showthread.php?t=162598

Sub Sailor
02-28-10, 12:07 PM
I left patch 081209 (not any 1.7 :doh:) and meant TBD a TDU is the Trash Disposal Unit on a nuke boat, well it was when I served on them ,I am sorry for my confusion. Lets chalk it up to age.
I have already removed 081209, but there is no difference in magnification on TBD, gun sights, or periscopes

Sorry:oops:

Ron Banks MMCM(SS), USN(Ret)

Schroeder
03-03-10, 07:06 AM
Hello,
is it normal that there is no slot for the RWR on a Gato class submarine?

http://foto.arcor-online.net/palb/alben/54/1012554/1280_3437326536626461.jpg

I can't install it anywhere.:o

I'm using TMO 1.9 with the patch.

Thanks in advance.:salute:

Bubblehead1980
03-03-10, 07:29 AM
click on the black bar next to the SJ and SD radar and pull it down, will show the empty slot for the APR-1 RWR.RWR is not standard until mid 44 or so so just drag the APR from the left side into the empty slot.Need to use the map contacts and have them on so you can see the "lines" which are the radar signals.Usually crew will give a report if picking up radar signals but being able to see them on the map helps.One of my favorite things Ducimus put in TMO, gives you a historically accurate aid in deciding how to attack,

Schroeder
03-03-10, 07:37 AM
Argh!!! Seems I have been blind.:dead:

Thanks for the answer.:up:

Ducimus
03-03-10, 04:55 PM
Yeah that scroll bar put me off at first too. :O:

Anywho, im gonna get off my ass and fold in the last patch and some of Vickers03 mods and repost TMO sometime next week. Debating if ill include/do anything else or not.

cgjimeneza
03-03-10, 10:07 PM
Ducimus:
a question on your campaing layers and logic

... its dec 41, from manila to the Luzon strait... the Japs have planes all over the place.. bettys, vals, zeros... strange, no kates, they have the better range of the three and should carry a good payload in comparison to the other two carrier based planes.

this airplanes are all ASW.... the zeros and vals must come from carriers at sea and off course, the Bettys are land based.

am I correct.... those carrier planes came from the small carriers, the six large ones must be comming back from PH... the logic/history..... how much the game has built in, what have you put in IJN fleet movements...

your comments are more than welcome, as we are beginning PTC IX and we are mainly running TMO 1.9

cheers Ducimus, nice to have you around again.

Ducimus
03-03-10, 10:29 PM
Honestly, i dont remember exactly where i put what planes. I do remember putting one or two planes that may have been carrier based into a normal airbase on the premise that they were little used, and rarely seen since encounters with fleet carriers were so rare and infrequent. Best way to see whats where, is look in the /data/land/airbase directories and look at the CFG files. Thats where the aircraft type, and quanities are defined. Anything in there is coming out of airbases (obviously), anything not listed there, is coming from carriers.

There is also an old bug where carriers that are defined in a scripted layer, while gone from play, its air units will remain in the area for awhile.

danurve
03-03-10, 10:31 PM
First time out with SHIV Q and this mod;

Can I presume to use jsgme, install 1.9 and then the patch?
Or is there another step.
Just finished downloading SHIV via d2d subsim link (should be patched up).
Anything else needed?

Ducimus
03-03-10, 10:45 PM
JSGME, and the latest patch is all you need. Although i highly recommend vickers rework of the interiors, its top notch.

http://www.subsim.com/radioroom/showthread.php?t=158706

Install after patch via JSGME, and you should be fine.

edit:

Just FYI, TMO only works on SH4 version 1.5, which is the Uboat mission add on. If you have just version 1.4, it no workie GI.

Bubblehead1980
03-04-10, 12:43 AM
Yeah that scroll bar put me off at first too. :O:

Anywho, im gonna get off my ass and fold in the last patch and some of Vickers03 mods and repost TMO sometime next week. Debating if ill include/do anything else or not.

FM sonar and remove zeros from the asw plane layers sinc ethey spawn too often:salute:

vickers03
03-04-10, 06:34 AM
..and repost TMO sometime next week
wait a second, i'm just finishing the sclass interior

cgjimeneza
03-04-10, 07:32 AM
Way to go Vickers!

danurve
03-04-10, 09:40 AM
JSGME, and the latest patch is all you need. Although i highly recommend vickers rework of the interiors, its top notch.

http://www.subsim.com/radioroom/showthread.php?t=158706

Install after patch via JSGME, and you should be fine.

edit:

Just FYI, TMO only works on SH4 version 1.5, which is the Uboat mission add on. If you have just version 1.4, it no workie GI.

Well there's another 9$, you realise this is starting to cut into the beer fund.

AVGWarhawk
03-04-10, 10:45 AM
Well there's another 9$, you realise this is starting to cut into the beer fund.

Yes but your liver loves you now! :D

Ducimus
03-04-10, 05:39 PM
wait a second, i'm just finishing the sclass interior

Ok.. NOOO problemo! Take all the time you need! (I'm honestly not looking forward to getting back to work on things, so i really am in no hurry)

TheBeast
03-05-10, 05:14 PM
Will the next TMO update contain the Narwhal model that keltos01 (http://www.subsim.com/radioroom/member.php?u=238834) and Sledgehammer427 (http://www.subsim.com/radioroom/member.php?u=232719) are making?

He is a link to the New Narwhal Model (http://www.subsim.com/radioroom/showthread.php?t=151524) forum posts.

-TheBeast

danurve
03-05-10, 07:38 PM
Could someone breifly explain TMO_Aft_deckguns?
Thanx

Syxx_Killer
03-05-10, 08:17 PM
Could someone breifly explain TMO_Aft_deckguns?
Thanx

Because of a bug in SH4 that makes your gun crew disappear when switching between bow and aft deck guns, TMO enables one type only. If you want an aft deck gun you will need to enable the appropriate file with JSGME.

danurve
03-05-10, 08:52 PM
Thanks Syxx_Killer.

I am new to this mod, not sure if I'm missing something but I can't get the crew to man the deck guns or AA anymore. And neither guns will auto load.

Have 1.5
jsgme loaded:
tmo
patch
aft deckguns

that's it.

Ducimus
03-05-10, 09:30 PM
If your missing the crew spots, its again due to the deck gun bug. I should have documented this better. Basically, before you start a career game, make your choice of deck gun location, and then, forever hold your peace. You can't change deck gun locations mid career on the same boat. I know that sucks, but it's just a limitation of the game engine that nobody's found a way to circumvent. It's a hold over legacy from SH3.

A small bit of irony here: I went through great lengths to prevent the end user from experiencing this bug by making mirror images of the submarine defination files so the end user would have both a choice, and never have to see the bug. Unfortuantly my poor documentation reguarding that has had people confused and well, exact opposite result of my intention occurs. My apologies.

Other then that, i hope you've had fun with the mod so far.

danurve
03-05-10, 10:01 PM
I actually noticed this by checking out changes going into the sub school, and the artillary course. I'll fire up a new carrer and check it out.

Edit: Negative, no crew mans the gun posts at battle stations or not.
I'll try unloading everything via jsgme and load it back up, see what happens.

2nd edit: No go. Under stock the crew will man the deck or AA guns and fire. When I enable TMO and the patch they don't, same thing happens with the aft gun mod enabled. I'm bummed - stumped as to why but since I'm on a fresh IV install I'll just run stock for now unless theres another suggestion fix I can try. Thanx.

Ducimus
03-05-10, 11:41 PM
Ok, lets rewind.

First:
Since some folks are still having confusion (http://www.subsim.com/radioroom/showthread.php?t=163387) on decompressing 7zip files, your sure TMO is enabled correctly yes? You should see a new splash screen when you start up the game.

Second:
Your running SH4 version 1.5 (that is SH4 with the Uboat missions add on), ?

Third:
Only running the following?
1.) REL_TriggerMaru_Overhaul_1.9
2.) TMO19_Patch_25012010

Ahhhh wait a minute..... did you leave your crew at battle stations and forget to relieve them? If that happends, they're not gonna do much of anything, they'll be too fatigued.

edit:

If none of that helps, post some screenshots if you can. Ive never heard of anyone having this trouble before.

Sandman_28054
03-06-10, 02:46 AM
Ok, lets rewind.

First:
Since some folks are still having confusion (http://www.subsim.com/radioroom/showthread.php?t=163387) on decompressing 7zip files, your sure TMO is enabled correctly yes? You should see a new splash screen when you start up the game.

Second:
Your running SH4 version 1.5 (that is SH4 with the Uboat missions add on), ?

Third:
Only running the following?
1.) REL_TriggerMaru_Overhaul_1.9
2.) TMO19_Patch_25012010

Ahhhh wait a minute..... did you leave your crew at battle stations and forget to relieve them? If that happends, they're not gonna do much of anything, they'll be too fatigued.

edit:

If none of that helps, post some screenshots if you can. Ive never heard of anyone having this trouble before.

Here is my problem:

Silent Hunter 4: Wolves of the Pacific, Gold Edition, with U-Boat Missions add-on.

Installed; no problem.

Downloaded TMO 1.9 and the "patch" to go along with it. (JSGME enabled, no other files enabled)

Problem, mission 1: Report to area "Convoy College" and await further instructions.

No problem.

Plot course, no problem.

Reach destination, no problem.

Orders arrive, search and destroy at Captains discretion. Again, no problem.

After seceral days I run into a convoy, 3 escorts, 5 transports. Alrighty then, first victims.

Wipe out the entire convoy.

Save game.

Plot course back to base as I have 2 "fish" left and both are in the aft tubes.

I make it about 100 miles from I was and I get an error message.

Game shuts down.

No problem, I back tract, and load from previous save.

Same thing happens again.

This happens 3 times.

Something in the error report about a "sound.act".

I can't even complete the first mission.

Is it me, or the game, the computer, or a bug?

Should I try another version of TMO?

The only alteration I made was to add a few "radio stations".

Honestly, I wouldn't think that would be the problem, but if you think it is, fortunately, I made a "duplicate" of SH4 Gold, called it virgin SH4 gold, and saved that in the My Documents folder. I can copy and paste the original radio file back into the other if need be.

BTW, love the game, the looks, everything, great work btw. I just wish I could get it to work.

virtualpender
03-06-10, 03:11 PM
Sandman - which radio stations did you add? The scripting in those is usually the cause behind the exact error you are describing.

danurve
03-06-10, 03:36 PM
Ok, lets rewind.

First:
Since some folks are still having confusion (http://www.subsim.com/radioroom/showthread.php?t=163387) on decompressing 7zip files, your sure TMO is enabled correctly yes? You should see a new splash screen when you start up the game.

Second:
Your running SH4 version 1.5 (that is SH4 with the Uboat missions add on), ?

Third:
Only running the following?
1.) REL_TriggerMaru_Overhaul_1.9
2.) TMO19_Patch_25012010

Ahhhh wait a minute..... did you leave your crew at battle stations and forget to relieve them? If that happends, they're not gonna do much of anything, they'll be too fatigued.

edit:

If none of that helps, post some screenshots if you can. Ive never heard of anyone having this trouble before.

Well I kinda know what I'm doing with the 7zip files. The correct child-sub folder in the shIV/MODS folder. Also running 1.5, TMO 1.9 then the patch as above. As soon as I start the game - I fire up the sub school and test the commands. Nothing happens. Just to check I started a carrear out of Pearl, same thing, the crew does not respond, no guns are maned. With or without being at battle stations. Tried that in the sub school as well, as soon as I start the game. No way they can be fatuiged in 10 seconds. Besides I tried at normal quarters - right from the start.
NO idea why this is happening, but here are a few screens if it helps;

http://www.huntny.us/images/a_156.jpg
http://www.huntny.us/images/_195.jpg
http://www.huntny.us/images/_358.jpg
http://www.huntny.us/images/_366.jpg
http://www.huntny.us/images/_514.jpg
http://www.huntny.us/images/_913.jpg
http://www.huntny.us/images/_946.jpg
http://www.huntny.us/images/_156.jpg

danurve
03-06-10, 05:41 PM
Well this probably isn't a TMO issue, tried enabling another mod over stock and the same thing happens, no guns are maned.
Frack. :stare:

Problem solved, hey what did I know about this game ;)

Sandman_28054
03-06-10, 05:58 PM
Sandman - which radio stations did you add? The scripting in those is usually the cause behind the exact error you are describing.

My own station "KNZI"; CBS NEWS; KGBM, and KNX.

Including the stock Washington station, I have 5 stations.

virtualpender
03-06-10, 08:34 PM
Sandman - double check the start dates/times of any events you have scheduled to play on your station. What usually happens in errors like you describe is that when the specified date/time of a radio event is called for the file can't be found because it is either missing or the name doesn't match the file exactly. Try running your saved game one more time and make note of the date and time the crash happens. Then scour your radio station files to see if you can find the offending file. If that doesn't work deactivate all radio stations and load your saved game to see if the crash goes away. If it does, reactivate your radio stations one by one until you discover which station is causing the problem.

I feel your pain - it is really frustrating to experience those crashes. You might check with Fred8615 over in the Radio Stations thread in this same forum if you require any further assistance as he is the master all of all things radio.

Good luck!

razark
03-07-10, 12:15 AM
Sandman - double check the start dates/times of any events you have scheduled to play on your station.

I had this exact problem myself, once. I finally realized what the problem was, and ran the save again, noted the date it crashed, and started poking through the radio files. I found one file set to play for that date, checked, double checked, triple checked. The name was an exact match, the file was there, but for some reason, the game couldn't handle it. Removed the file from the events.ini, and the problem went away.

It's a pain to track these down, but it's worth it.

My own station "KNZI"; CBS NEWS; KGBM, and KNX.

No offense to your abilities, but I'd suggest you start with your own station. If the others have problems, they probably would have been reported and fixed. You can also check the threads for those stations and see if anyone reported it.

runningdeer
03-07-10, 12:27 PM
I would like to run this mod with TMO v1.9: http://www.subsim.com/radioroom/showthread.php?t=162616


http://www.subsim.com/radioroom/images/icons/icon1.gif
Quote:
Originally Posted by runningdeer http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1299721#post1299721)
I really like this mod. I like the diesel smoke especially. The exhaust gives it a great feel. I would like to personalize some of the textures, for my own game play. And try to gain a good understanding of how it all works, in the process. I stand to learn a lot from this mod. I think its a great mod and possibly a way to enable me to make some excellent skins.

I'm not very good with 3d modeling or working much with the game files but I really enjoy changing the textures and am very good with my photoshop. I want to be able to make exceptional sub skins.

I would like to activate this mod alongside TMO v1.9...to work with together. Could you please instruct me on how to best do this. I know you address this in the description but I need further instructions, please.

Thanx for mod, it's pretty cool :woot:.

The only files you want to port into TMO are the .dat files located in Data\Objects and Data\Submarine\NSS_<ClassName>.
This may have some effect on how the damage model is displayed but I am not sure. They may have also done some work on Bubbles and Seaspray but not sure. You may want to ask in the TMO thread.

Do not port any other files into TMO as it may severely change the TMO gameplay model.

-TheBeast

Does anyone see a problem with these working together? My mods are:

TMO 1.9
TMO patch 25022010
TMO 1.9_ChartsOverhaul

Thanx for your time.

Ducimus
03-07-10, 12:57 PM
Well this probably isn't a TMO issue, tried enabling another mod over stock and the same thing happens, no guns are maned.
Frack. :stare:

Problem solved, hey what did I know about this game ;)

Bad D/L or bad install maybe?

Sandman_28054
03-08-10, 08:06 AM
Sandman - double check the start dates/times of any events you have scheduled to play on your station. What usually happens in errors like you describe is that when the specified date/time of a radio event is called for the file can't be found because it is either missing or the name doesn't match the file exactly. Try running your saved game one more time and make note of the date and time the crash happens. Then scour your radio station files to see if you can find the offending file. If that doesn't work deactivate all radio stations and load your saved game to see if the crash goes away. If it does, reactivate your radio stations one by one until you discover which station is causing the problem.

I feel your pain - it is really frustrating to experience those crashes. You might check with Fred8615 over in the Radio Stations thread in this same forum if you require any further assistance as he is the master all of all things radio.

Good luck!

Yep, that worked.

I deleted my radio files and gradually added ones back until I found the trouble.

I had this exact problem myself, once. I finally realized what the problem was, and ran the save again, noted the date it crashed, and started poking through the radio files. I found one file set to play for that date, checked, double checked, triple checked. The name was an exact match, the file was there, but for some reason, the game couldn't handle it. Removed the file from the events.ini, and the problem went away.

It's a pain to track these down, but it's worth it.



No offense to your abilities, but I'd suggest you start with your own station. If the others have problems, they probably would have been reported and fixed. You can also check the threads for those stations and see if anyone reported it.

And no, it was not my station that caused the trouble.

It was station "KNX" from San Francisco.

danurve
03-08-10, 09:41 AM
Bad D/L or bad install maybe?

Neither, just my own presumtions from the way stock 1.5 was set-up and behaved.
After installing TMO I became aware of adding crew in managment to the gun slots. I appologise for making it sound like a big deal, I didn't know.

I do have a question though, CO2 levels seem to rise quickly. Can't seem to stay submerged as long as I did in SHIII, wondering if that changes later with renown upgrades, more efficient or less crew, or the type of sub?

Managed to start a carrer and complete a patrol in TMO.
Dropped of an Agent. Avoided the patrol planes, then sunk a destroyer, two merchants and gunned up a sampan.

razark
03-08-10, 03:18 PM
And no, it was not my station that caused the trouble.

It was station "KNX" from San Francisco.

I'm glad you got it working. I really wasn't trying to imply that the problem was your fault. I was only suggesting a starting point.

I've created a couple of stations for my own use, and run into the error myself. Fortunately, I was familiar with it from previous experience.

danurve
03-09-10, 11:36 AM
OK wow, so fishing boats were armed in early 42`?
Any advice or info on CO2 levels btw would be helpfull. I get about 5-6 hours submerged.

Ducimus
03-09-10, 12:13 PM
Any advice or info on CO2 levels btw would be helpfull. I get about 5-6 hours submerged.

Ignore the warning icon, just look at the gauge itself on the orders bar (surface before the its 100%. lol) , and don't alt tab. That tends to cause the CO2 bug people encounter (ive never encountered it, but i don't alt tab while playing either. :O: )

Ducimus
03-09-10, 01:13 PM
RAAAWWWRRR!!

Squeeky wheel gets the kick. Ubi's got me fightin mad. Back to work.

virtualpender
03-09-10, 01:26 PM
Dear Ubisoft:

On behalf of all TMO players we thank you for frustrating Ducimus enough to drive him back into modding SH4.

Best regards,
SH4 + TMO + RSRDC

Sandman_28054
03-09-10, 01:57 PM
Dear Ubisoft:

On behalf of all TMO players we thank you for frustrating Ducimus enough to drive him back into modding SH4.

Best regards,
SH4 + TMO + RSRDC

My apologies if I added to it.

Mine was a very simple fix.

Ducimus
03-10-10, 01:29 AM
Out of curiosity, are people happy, or unhappy i moved the pearl harbor flotilla to midway in 6/42?

I've been thinking about reverting that change and restoring to where the pearl harbor flotlla remained at pearl, with the out of harbor starting point at midway.






As an aside, dont expect any major work. Im just tidying up a little, the next build will be more of a final compile so everything is in one D/L and no file overwrites.

As i started to dig into the files, its occured to me that i am well and truly, and probably irreversably burnt out. Im tired of modding, and id rather be playing a game.


Whats i plan on being in the final compile.

- Patch 25012010

- All interior revamps by vickers

- Increase of boat range by 30% to account for Sh4's flat projection that increases distance between point A to point B by the same amount. ( In other words, in real life, the distance between tokyo and San fran is 30% less then what it is in game.)

- Change tench have twin mounted 5/25 deck guns

- increase HP's of diesal engine damage zones to be extra sure nobody gets stranded with destroyed engines. (relatiively impossible in a fleet boat since they had 4. but SH4 only models two)


- update documentation if my patience allows it.

- Maybe the new narwhal model keltos et all have been working on, if they allow it.

That'll be a wrap i think.

Capt. Morgan
03-10-10, 04:48 AM
Firstly, hello all, and thanks Ducimus for all the trouble - both that you've taken to make this mod - and that I've gotten myself into when playing it.

Maybe I've been seeing things, maybe it's a bug, or maybe it's evil genius, but it looks like some merchants have radar.

With the APR-1 you see a black contact line intermittently leading back to the ship as their radar sweeps you, Correct?

This was in mid '44, a small convoy with 3 escorts (none using active radar before the attack). I took out two Maru's, evaded the DD's for about 4 hrs game time, then came up to eventually find the remainder of the convoy in the process of steaming away from their escorts:D.

I guess they felt they'd be better off without them, because they turned out to not be easy pickings at all. Anyway, I know the Merchies are all well armed in this mod. Can they be radar equiped as well?

Schroeder
03-10-10, 12:12 PM
I don't think so. At least I've never come across any radar equipped Marus. They can however be equipped with hydrophones so that they will hear you when you are getting into position and you are not rigged for silent running with a maximum speed setting of 2/3rd ahead.

Ducimus
03-10-10, 12:14 PM
Some maru's may have hydrophones, but none have radar.

virtualpender
03-10-10, 12:20 PM
Ducimus - 1 vote for returning SUBPAC to Pearl from Midway.

Sandman - my comment was in response to Ducimus' previous post expressing frustration with SH5 and not directed to you. Sorry for any confusion!

badger_ken
03-10-10, 02:12 PM
Out of curiosity, are people happy, or unhappy i moved the pearl harbor flotilla to midway in 6/42? .....

That'll be a wrap i think.

I'm happy with it. anything that cuts down on transit time to/from the action is good.

Wilcke
03-10-10, 03:26 PM
Pearl, with the out of harbor start option at Midway.

Thanks!

Bubblehead1980
03-10-10, 03:57 PM
[QUOTE=Ducimus;1305512]Out of curiosity, are people happy, or unhappy i moved the pearl harbor flotilla to midway in 6/42?

I've been thinking about reverting that change and restoring to where the pearl harbor flotlla remained at pearl, with the out of harbor starting point at midway.


Ducimus, I am glad you asked this.How you had it before, based at Pearl and if started outside of harbor you started at Midway was best.One thing about RSRD that kills me is how it forces you to be based at Midway which is historically inaccurate.Subs made stops at Midway and did R and R there now and then but Pearl Harbor was homeplate until Saipan and Guam became operational around August or September 44 and Lockwood moved out there himself.Still Pearl remained a major base.

I say move it back to Pearl from Midway, if you started outside harbor, it just has you start at Midway, that works best for those who do not want to travel from Pearl to Midway.I have a suggestion, if not too much work, perhaps you could make a transfer to Saipan or Guam in late 44 an OPTION.Also, would it be possible to make it where Subic Bay was an option in 1945? Many subs began to operate from there in 45 or atleast have a refuel station.

Bottom line, a move back to Pearl for SubPac would be awseome, dont care for being based at Midway, takes away from things in my view.Thanks for all your work.

Bubblehead1980
03-10-10, 03:58 PM
I'm happy with it. anything that cuts down on transit time to/from the action is good.


Then back to Pearl and if you start outside the harbor you start at Midway should be fine, right?

Ducimus
03-10-10, 06:19 PM
M'kay. The Aye's have it. Makes my job easier too. :yeah:

Bubblehead1980
03-10-10, 08:43 PM
awseome.ducimus, links for the FM sonar you made for TMO, would like to use it sometime.

Ducimus
03-10-10, 10:56 PM
awseome.ducimus, links for the FM sonar you made for TMO, would like to use it sometime.

If i still have it. I'll try and remember to FTP into my site to see if its still there.

danurve
03-11-10, 09:16 AM
Having a good run with this game & mod.
Noticed something I don't remember in a stock carrer, wondering what it might be about; patroling at 70-90 feet down with maybe a little 64-126 t/c all of a sudden the boat is down - engines destroyed, tubes destroyed, men down on the deck, heavy flooding. No ships / destroyers around, thought it might me mines but there's 1000+ feet below. I'd restart from a save point and it would happen again, not at the exact same spot.
What's up with that? :o

TH0R
03-11-10, 09:50 AM
Sound about right, mines. But since it is TMO, it might very well be enemy planes. 70-90ft isn't deep enough to avoid them. ;)

Ducimus
03-11-10, 12:25 PM
Do NOT cruise submerged at any depth shallower then 160 feet. :D

Sub Sailor
03-11-10, 12:31 PM
There was a refueling stop at Midway for most of the war. The Fremantle Boats had a fueling barge at Ex mouth Gulf a base was tried the and failed because of conditions. I also read a post about radar on marus, I don't know if Marus ever got radar, but in reading Blair's "Silent Victory" the Japanese did develop radar in the latter stages of the war, so Marus sailing with escorts would have some radar protections. I just read in the last two or three days one Sub Commander report a CV with a "Bed Spring Antenna on the Truck"

Ron Banks MMCM(SS), USN(Ret)

danurve
03-11-10, 12:32 PM
:o
So I'm 30 feet deeper then periscope depth and patrol planes can detect & blast me with precision depth charges. Not sure I'm too crazy about that, I've had them buzz right by me at p/d before. Well at least there's no mystery.

keltos01
03-11-10, 12:38 PM
the Pacific Ocean isn't the Atlantic : clear waters mean you're visible quite deep..


just my 2 cents

keltos

Ducimus
03-11-10, 04:36 PM
the Pacific Ocean isn't the Atlantic : clear waters mean you're visible quite deep..


just my 2 cents

keltos

One of two reasons i developed those "evil airplanes". :D

Bubblehead1980
03-11-10, 04:50 PM
Cruising shallow is a risk in TMO.I cruise with my scope up at 512 TC max so if a plane is spotted, can quickly drop scope and go deep, it works.You can also extend your SD radar mast(T key) and SD radar will pick up planes, giving you even more time to dive down if you want to patrol submerged.Otherwise I usually got to 200 feet They usually wont spot you there and def cant touch you there.

Still waiting on someone to develop a version of MAD for late war IJN aircraft.Suppose best way to simulate it would be they could detect you as far as 250 feet or so, plus soem depth charges that could reach you.Would be pretty intense and cause some cursing.

Ducimus
03-11-10, 09:02 PM
BTW, next update to TMO isn't going to be 1.94.

It will be version 2.0, and the last one i publish. (yeah i know ive said that three times before)

Hydra
03-11-10, 11:24 PM
Ducimus, it can't be the last one you publish, you have to continue to make SHIV better until SHVI comes out..... and then you can fix that one!:har:

Ducimus
03-11-10, 11:28 PM
I'm a gamer and sub nut just like the rest of you guys. I'd like to play too.

Bubblehead1980
03-11-10, 11:57 PM
lol ducimus, i actually hope you will leave modding alone for a while and enjoy SH 4, enjoy your work.Just hope ONE day you may return.Having said that, since this is last for a long while, maybe a suggestion if you dont mind.Up to you entirely of course but since last TMO update, would like to put it out there.

Make it so magnetic detonators are never reliable.Since they were never reliable in RL, should be reliable no matter what period of war.Make torpedo dud rate very high until say 1 September 43? From everything I have read that was around the time the issue was fixed.Unless its changed think duds are fixed in TMO in June or July 43, too early so may want to adjust that.Currently i've found the premature rate to be realistic(although if i save and shut down game and reload, never get prematures, even in heavy seas, any idea?)

Anyway, if you feel like it maybe adjust it.I know TMO isnt only about realism but doubt you want people bagging tons and tons of shipping in mid 43 before torpedo bugs were fixed.

of course if you happen to have the FM sonar laying around, wouldnt mind that either:salute:


anyway, glad to hear you are going to take a break and actually play the game and enjoy your labor.

keltos01
03-12-10, 02:50 AM
I'm a gamer and sub nut just like the rest of you guys. I'd like to play too.

I concur here ! I'd like to play too :03:

keltos

Ducimus
03-12-10, 03:07 AM
of course if you happen to have the FM sonar laying around, wouldnt mind that either:salute:
.

Oh yeah, i forgot.. .. again.

Right click on the link and "Save as" or "save target as" or "save link as", whichever the case may be for your browser. Do not click directly on the link, as it will only try and load in your browser.

http://www.ducimus.net/sh415/release/TMO_detectMineSubnet.7z

Anyone who uses that, does so at their own descretion. I have never "officially" released that mod because it would cause me a schittstorm of complaints because it can really lag down your system in big mindfields, and i didn't feel it worked well enough to really navigate through a minefield. It will tell you where minefields are, but after awhile, it's all blended together and your ears are bleeding. lol

virtualpender
03-12-10, 12:02 PM
Ducimus - are you going to roll in your WIP Sinking Mechanics mod into TMO 2.0? I experienced it last night for the first time and it was a pretty neat effect - took almost a hour for the merchant to sink (AKITA MARU?) although I got the "She's going down" message long before. I think it is worth adding, especially with only the ships you have completed so far as it will increase the variability of damage effects.

Ducimus
03-12-10, 05:30 PM
No, i won't. That was nowhere near done, and would require through testing of each individual shp. It's acutaly a large project in and of itself.

danurve
03-13-10, 11:01 AM
Hey guys, I got a problem with the Obs Scope on my current boat;
Porpoise Class. The scope will only go up so far, not as high as the attack scope. And so it never gets a clear view of anything. Can anything be done about that?

TheBeast
03-13-10, 12:40 PM
Hey guys, I got a problem with the Obs Scope on my current boat;
Porpoise Class. The scope will only go up so far, not as high as the attack scope. And so it never gets a clear view of anything. Can anything be done about that?

That is normal on some boats. Porpoise is one of those that the periscopes dont both go same hight.
The Porpoise Obs Scope is in the Command Room and the Attack scope is in the Tower.
You just need to manually adjust depth when using the Obs Scope.

When I was commanding a Porpoise Class, I really only used the Obs Scope to view Mines, Nets and to esimate Depth Under Keal.

-TheBeast

Ducimus
03-14-10, 03:00 PM
The obs scope (aka "night scope") not extending equally with the attack scope only effects the early war conning towers, and is as far as i know, historically correct..


In other news if it wasn't for ubi, id never get anything done. Just changed the Tench around. now comes with duel 5/25's. Only boat other then the narwhal that will have twin deck guns in this mod.

Hylander_1314
03-14-10, 06:17 PM
Thanks Ducimus for working on a new version! I was settled in with the last version being the last one.

This is good news! Always liked and preferred the TMO series.

OMS
03-14-10, 10:34 PM
Hey guys.

I have a problem with aa and deck gun ammunition when I load TMO 1.9. I have no ammunition with any of the US subs. I tried digging through the save games to figure out if I could fix it there but I had no luck. I also looked through the TMO documentation but found nothing that speaks to this issue.

The German subs have ammunition.

Any ideas?

Mourning_Lord
03-14-10, 11:21 PM
Hey guys.

I have a problem with aa and deck gun ammunition when I load TMO 1.9. I have no ammunition with any of the US subs. I tried digging through the save games to figure out if I could fix it there but I had no luck. I also looked through the TMO documentation but found nothing that speaks to this issue.

The German subs have ammunition.

Any ideas?

You have no amunition at all? If I remember right, you have to load the ammo up into the weapon for the first time after leaving port.

Schroeder
03-15-10, 07:33 AM
@OMS
If you man the deck gun yourself you have a selection of ammo types on the right side of the screen. You have to manually select the HE ammo as the other types where edited out for realism I guess.

OMS
03-15-10, 11:42 AM
Much thanks SCHROEDER. I'll try that when I get home tonight.

Nordmann
03-16-10, 05:55 PM
Just wanted to drop in, and say how much I like this mod. It's everything SH4 should have been, and a bit more besides!

Great work, I haven't enjoyed SH4 this much in a long, long time.

Ducimus
03-16-10, 07:29 PM
Thanks for the compliment. Still one more update to do. Most of it is NOT my work, just some really cool stuff that NEEDS to be included for this project to be considered "well enough" for posterity.

shinji
03-17-10, 11:52 AM
I have a problem with TMO 1.9 , I only encounter planes. I have been playing for 4 days now (a year in the game) and no ships at all! help me please. an I outside of the merchant courses? year is 1941 just after pearl harbor. The actual date in game i Feb 7th 1942.

No ship! unless I go to enemy port and get attacked by DD and sub seekers.

please help

danurve
03-17-10, 12:15 PM
If you go to the extras tab and select the gramaphone and pull that out of the top left corner it has a huge map with the shipping lanes.

edit Wait, maybe that's the radio icon, not in front of my PC at the moment, someone verify that?

shinji
03-17-10, 12:27 PM
well I went there ... and I'm encountering like 50 planes in 15 minutes real life time. I know which one you are talking about. Nothing man! I opened the map saw that the Philippine sea is where the convoys pass and there is no planes coverage. so I went there. planes are a pain in ze butt! and no ships for a "YEAR!!" That is what made me disable the mod. I have stoped playing SH4 for 2 years now and was dreaming about the new TMO 1.9! I have it now but it's making me crazy!

I just found out that I had not installed the patch for 1.9! is this why It's messed up?

Karbo
03-17-10, 03:16 PM
Thanks alot Ducimus for all your hard work. TMO Rocks :yeah:

Immacolata
03-17-10, 03:45 PM
I installed 1.9 with JGSME - but how can I tell that the mod is actually enabled when launching SH IV 1.5?

shinji
03-17-10, 03:49 PM
the splash screen is different and you will have in the main menu Trigger Maru Overhauled 1.9 (http://www.subsim.com/radioroom/showthread.php?p=1320896#post1320896) where if you click you get a wonderful poem!

any help for my problem plz ...

magic452
03-17-10, 11:49 PM
shinji What base are you playing from? If it's Pearl Harbor that is pretty much how it is.
Try starting out in Manila at the start of the war. Most of the action is near that area early. Manila will fall and your base will change so watch your fuel.
Stay in the area of the Philippians, Borneo and Java , lots of shipping there and not too many planes.

Magic

Immacolata
03-18-10, 12:35 AM
the splash screen is different and you will have in the main menu Trigger Maru Overhauled 1.9 (http://www.subsim.com/radioroom/showthread.php?p=1320896#post1320896) where if you click you get a wonderful poem!

any help for my problem plz ...

Hm. Then my mod didn't install. Strange. I installed JGSME to the SH IV folder and extracted the mods into the \Silent Hunter 4\MODS\ location and enabled it with JGSME.

razark
03-18-10, 08:23 AM
Hm. Then my mod didn't install. Strange. I installed JGSME to the SH IV folder and extracted the mods into the \Silent Hunter 4\MODS\ location and enabled it with JGSME.

Look in the TMO folder in the MODS directory. My guess is you'll find another TMO folder inside it. Rename the TMO folder in MODS, move the TMO folder out of the renamed folder, and delete the original. Enable with JSGME, and it should work.

floundericiousWA
03-18-10, 04:34 PM
(@Ducimus for TMO, in general...)

May I just say :salute: fantastic dedication and effort, sir!!

I've just reinstalled SH4 after having some aggravating problems with GFO and will now try Trigger Maru... work like this is the reason I choose subsim!!!

Killer-Carrot
03-19-10, 12:50 AM
thank you for the great mod. I just encountered something weird in my 2nd patrol. I spent some time submerged and not moving with time compression to wait for the night. The problem emerged when I surfaced - the CO2 level did not stop rising. I tried going to periscope depth again and then resurfacing, even tried emergency surface. the CO2 level still kept rising and I eventually died when just cruising towards my home harbor. Any ideas to the cause?

VonGlaus
03-19-10, 01:13 AM
Look in the TMO folder in the MODS directory. My guess is you'll find another TMO folder inside it. Rename the TMO folder in MODS, move the TMO folder out of the renamed folder, and delete the original. Enable with JSGME, and it should work.

Yes. I've been caught by this before. If installed correctly you get a new splash screen on startup, no way to miss it.

Sub Sailor
03-19-10, 11:10 AM
OK don't laugh, but I need some help. I am running TMO 1.9 and the latest patch but darn if I can figure out how to man the Anti-Aircraft positions. The 3 gauges are always expanding and when I final do get one manned I have the same problem getting them out. I am sure it is something simply but it gets by me.

Thanks,

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

danurve
03-19-10, 11:41 AM
Sub Sailor; that had me for a spin when I first loaded TMO. Sounds like the same thing, you have to go into crew management and make sure the gun slots are filled. Then the command - mouse actions worked fine.

magic452
03-19-10, 07:08 PM
Sub Sailor: The number pad ./del key will take off the dials and then you can manage your gun crews. :up:

Magic

Sonic
03-20-10, 04:22 PM
First off: great mod. I was absent some time, showed back in, TMO and RFB had a new version. I was strictly RFB before, but after i red about TMO i really wanted to try this.

Had to reinstall SH4, something messed, but after a couple of days i found my cd and went for it. The possibility to have emblem really got me. (yeah, no game without eye-candy ;)

But i have to ask: are there still the photo and pilot rescue missions? Kinda miss them - "just" hunting ships doesnt do for me i guess (it does, but i liked these, too. Guess i'm easily distracted.)

And talk about distraction: will OM - without the OMEGU patch, because i think lurker s/where said OMEGU wont work with any other mod - still work? liked RFB+OM, because you were able to play "parallel lives". I believe the german campaign in TMO is still "stock".

eers75
03-20-10, 07:06 PM
Hello, I absolutely love tmo and appreciate all the hard work that has been involved by the modders here. I have a question that ive searched this thread on and cant find an answer to. I am having a problem with certain availability of torps, deck guns, and radar.

Let me try to explain. I have played several campaigns all starting at Dec 8, 1941, 100% realism, and I play so that if my sub gets destroyed then I start a new campaign over. I am new to sh4 but I love playing this way, bit brutal but its fun for me. Well, the furthest I have gotten is to Dec of 1943. My problem im having is that some torpedoes, radar, and deck guns become available at different dates. Im not sure when certain items should come available but I have a feeling that im getting bugs or something. Is there a list somewhere that maybe I could see when items are available? For instance im in March 12, 1942 and for the first time in any of my campaigns I have available to me mk-23's, cuties, surface radar, and 4-50 deck gun. Im simply not sure if its a bug or not because its never happened before and not sure if it not happening is a bug either lol.

I have only installed TMO1.9/patch, max optics, dial fix, and interior overhauls. I am currently using sargo class asiatic fleet 1. Thanks in advance to all who may help.

danurve
03-20-10, 07:40 PM
From Midway with the new Gato SS-228
Tankers Sunk: 1
Cargo ships Sunk: 3
Warships Sunk: 5
Total Tonnage: 76768

Ise Battleship
Naka Light Cruiser
Maya Heavy Cruiser
(Surface search radar found a Task force I managed to intercept)
Aux Sub-chaser
Nagara Maru
Nagara Maru
(Off mainland patrol)
Kiturin Maru
Mihekaze Destroyer
Buzyun Maru - out of fish -deck gun action
(East China Sea)

Slammin` :ping:

Ruahrc
03-20-10, 07:46 PM
Hey guys

I installed TMO 1.9 a couple of days ago but I noticed something was missing.

I used to play with TMO 1.7 but then stopped playing SH4 for a while. I came back and saw there was a new 1.9 out so I removed the 1.7 and restored everything to stock, then put in 1.9.

I was under the understanding that SCAF was included in 1.7 already, and presumably also in 1.9? I remember there used to be red marks on the ship pictures in the RM telling me where to set the stadimeter to. Because the SCAF changed those values. In 1.9 I don't see those red lines anymore. I looked at the correct .dds files in the 1.9 folder and verified that they were not there. The download of SCAF for the stock SH$ v1.5 though shows the modified textures with the red marks.

Is SCAF in 1.9? I.e. have all the values been changed in the game files, but for some reason the updated textures with the red indicators are missing?

Ruahrc

cgjimeneza
03-21-10, 09:06 AM
From Midway with the new Gato SS-228
Tankers Sunk: 1
Cargo ships Sunk: 3
Warships Sunk: 5
Total Tonnage: 76768

Ise Battleship
Naka Light Cruiser
Maya Heavy Cruiser
(Surface search radar found a Task force I managed to intercept)
Aux Sub-chaser
Nagara Maru
Nagara Maru
(Off mainland patrol)
Kiturin Maru
Mihekaze Destroyer
Buzyun Maru - out of fish -deck gun action
(East China Sea)

Slammin` :ping:

what was your jgsme setup for that patrol, date and realism used.... that was one hell of a trip to Tojoland :cool:

danurve
03-21-10, 11:52 AM
jsgme TMO 1.9, tmo patch 25012010, tmo aft deck guns
Sept 30 - Nov 29 - '42
57%

cgjimeneza
03-21-10, 12:01 PM
damm... I wish to be that late in 42... my torpedoes only seem to be ballast (im playing by the book, dec 41, shooting with magnetic exploders and 10 ft below keel depth)... so nada amigo, cant seem to hit a thing and loving it

TMO rocks!

EDIT:
however, a small Hunter Killer grp of two watakabe DDs and an aux subchaser sank my boat in the luzon strait, I detected them by sound and went ahead, but they did hear me at over 3000 yds while at 1/3rd ahead and PD.... managed to sink one DD (with a mk-10) but the other two killed me after about 1 hr of realtime evasion....

Keelbuster
03-21-10, 05:13 PM
I started TMO 1.9 and was really getting into it. I started the early campaign, and went out looking for action. Then I found a convoy - a couple ships with a couple escorts, worked ahead and made my approach. It's hard to say how far from the intercept point i was (still getting used to the american distance units), but by SH3 standards it was a good approach. I was probably 5 NM away or so, running at ahead standard at PD. When they started to getting closer, I went to ahead 1/3 (but not silent, but at that distance it shouldn't matter). Amazingly, the escorts must have heard my run at ahead standard (while they basically dots on the horizon) and came running straight for me. Seeing that I had been detected, I pulled my tactic from SH3 which is to 'clear the datum' with a flank run while they are moving very fast (and deaf) and then go silent and let them search in the hole i just left. Yet, when they got close, they were still heading right at me (suggesting that they were _not_ deaf when traveling very fast). They proceeded to detect me at silent running/PD. Then they start pinging me. They couldn't seem to hit anything, but away they went pinging. This my first patrol of the war. Did the allies even have ASDIC in '41? I sortof doubt that the japs did. But I'm not sure. This kinda of AI sensor behaviour is akin to the kind of allied AI you get in GWX 3.0 in 1944.

I guess what I'm asking is - can I expect this kind of uber DD action from TMO or did I just happen to come across the two freaky genius jap dds that were terrorizing the pacific in '41? I didn't see anything in the FAQ about uber DDs, and when I searched no one else seemed bothered about it. But I feel like it's a bit weird to have the only safe approach being to sit at like 250 ft all stop, silent and wait for them to drive over you. Typically I would expect that at distances of several miles, you could make an approach at PD at ahead standard without detection. By way of comparison, in RFB, the same approach technique goes undetected in 41. I'm just wondering if the uber sensors are an intended feature of TMO; if so, maybe I'd be more happy with RFB?

Ruahrc
03-21-10, 06:03 PM
Okay I answered my own question. If I read the release notes right, Ducimus took SCAF out but he did fix the mast heights, so as long as you stadimeter to the highest point on the ship you should get correct ranges? That's fine with me my problem with the exclusion of SCAF was that I wasn't sure if I still needed to measure to the highest funnel, or the mast, or whatever (the red lines helped tell you what you were supposed to measure) but with the new method as long as you measure to the highest point of the ship, be it funnel, mast, or flag, then you're good to go.

My last question, does anyone here think the water is way too clear? I understand the part about being able to see the sub really deep from above, but in TMO 1.9 you can see the sub FAR too easily from the side as well. And, the transition from being visible to invisible from the side is way too sharp. If you look at the right angle, the front of the conning tower is visible plain as day through crystal clear water, but the rear of the conning tower dissapears into the water. That's too sharp of a transition. IMO it just does not look natural. I know there must be parts of the ocean that are actually this clear, but I think for most scenarios it is not accurate at all. I have never seen any photos depicting what is shown in the game. My old TMO1.7 did not have water this clear, and looked a lot better IMO. Also I tried RE4 out as well and they have god a very good balance of being visible from the air even when deep and providing a realistic amount of fade-away as you look from an angle or as you get deeper.

I want to change it out for a different set of water effects but am concerned about the effect it has on contact detection (friendly or foe). I am willing to accept some degradation of planes' ability to see you (would help make things a bit more fun too as I am not a pro skipper) in tradeoff for some more eye-candy. What exactly "breaks" when you swap in RE4 into TMO? I am guessing that since your sub becomes harder to see from above the water, it means that the AI aircraft will not spot you as often when you dive? But I am just guessing on that because I don't know much about the in-depth mechanics of contact detection. Is it possible just to import the "water shader" portion of RE4 which defines the underwater visibility as opposed to the whole package (textures, fog, etc), in order to minimize the impact?

I know it sounds like complaining I'm not trying to do that (TMO is a brilliant work!) but just trying to "flavor" it to taste :)

Norman

danurve
03-22-10, 09:31 AM
Keelbuster; I have found by comming in somewhat parellel to the lead escort just outside of it's inner detection cone and making an attack just before one of the outter escorts can detect me works well, even in mildly calm seas. Just sank two liners escorted by 4 -DD's and I escaped unscathed. Did you have your scope fully extended or radar antenna up? I go to Silent Running and make sure just under 1 knot. Damn planes seem more of a threat then the escorts.

Keelbuster
03-22-10, 09:52 AM
Keelbuster; I have found by comming in somewhat parellel to the lead escort just outside of it's inner detection cone and making an attack just before one of the outter escorts can detect me works well, even in mildly calm seas. Just sank two liners escorted by 4 -DD's and I escaped unscathed. Did you have your scope fully extended or radar antenna up? I go to Silent Running and make sure just under 1 knot. Damn planes seem more of a threat then the escorts.

I think I was being a bit balsy, thinking that it was early war and all. I came in pretty fast at PD to close the distance (initially Flank, then ahead standard, then ahead 2/3). Thing is, they detected me from a long long way away, by hydrophone i guess - reminds me of the super-sensitive DDs in GWX3.0 around 1944. The thing that bothered me was the sonar - I never expected to hear it from jap DDs in '41. On the other hand, I can sympathize with the need for danger; if the DDs were deaf, it would be a turkey shoot. I think I'll give TMO another shot. I'm playing RFB to get a feel of it now, but I liked the interface better with TMO. Last night in my second RFB patrol I intercepted a large convoy in like 130ft of water. I hit two ships, and had an escort drive right over me without detecting me. I suspect that the same scenario in TMO would have played out a _lot_ differently. And yes, the planes in TMO were a serious pain - I had to adopt the strategy I used in SH3 around late '41 in Biscay - only run on the surface at night. Worked like a charm in TMO, '41, and when I got SD radar, I could usually crash dive in time.

Anybody know if you can switch supermods (RFB + RSRD -> TMO + RSRD or vice versa) when in port?

Ducimus
03-22-10, 01:24 PM
If the escorts are giving you issues. go to the sim.cfg and in the hydrophones section, change:
Noise factor=0.25
to say.... 0.5

Keelbuster
03-22-10, 01:56 PM
If the escorts are giving you issues. go to the sim.cfg and in the hydrophones section, change:
Noise factor=0.25
to say.... 0.5

Thanks for the tweak,

KB

billko
03-22-10, 03:44 PM
Thanks!

TH0R
03-22-10, 03:48 PM
Anybody know if you can switch supermods (RFB + RSRD -> TMO + RSRD or vice versa) when in port?

I wouldn't recommend that. I did it when I first started playing, switched to TMO for one patrol and then went back to RFB. Had some bugs later on.

Best to do a clean install if you want to switch.

Ducimus
03-22-10, 05:01 PM
Just FYI, some of you may have noticed this:
http://www.subsim.com/radioroom/announcement.php?f=202

TMO will include this model next update. I have some work to do to it to adapt it to TMO so it runs how the current "pseudo narwhal" does, just with the proper 3d model this time.


I have no ETA, ive been strapped down helping luke with RUB for Sh5, and im going camping this week starting wednesday. Im also waiting to see what vickers03 does for the S boat interior. All told i may not have the next update ready for another month or so.

And to reiterate...

If the escorts are giving you issues, the easiest way to rachet down the difficulty is to go to the sim.cfg and in the hydrophones section, change:

Noise factor=0.25 to 0.5 or higher.

Stock value is 1 if i remember correctly.

banjo
03-23-10, 10:30 AM
At last! A way to tone down the escorts! I can go back to TMO.

Sub Sailor
03-23-10, 01:25 PM
I have TMO 1.9 and the Patch 2010. Yesterday I loaded the Max Otics which according to my splash screen it now shows TMO Overhaul and Max Optics IV, so I guess it's right. The simulation works, I have completed one Mission and I am on #2 an agent insertion which I have completed and now looking for targets. My boat is a Sargo Class "Saury", so here is my question or problem. When I launch the game it loads so far according to the loading bar on the splash screen, about 75% and then Beep and it stops until I hit escape and it goes on and loads; I load mission and everything works as far as I can tell. Is that pause, freeze, normal? I have also noted that during a mission if I save-I always save after completing an objective or sink a ship I have to hit return to course before the next way point otherwise I wander off course until I hit return to course, Which I did not have to do before I istalled Max Optics.
Have I messed up or am I ok.


Ron Banks MMCM(SS), USN(Ret)

TheBeast
03-23-10, 01:41 PM
When I launch the game it loads so far according to the loading bar on the splash screen, about 75% and then Beep and it stops until I hit escape and it goes on and loads; I load mission and everything works as far as I can tell. Is that pause, freeze, normal?

Sounds like you are missing a file... Do you get a small pop-up window when your game beeps and pauses?:06:

If so, the pop-up window tells you what file(s) the game can not find. If you run in Windowed Mode, the pop-up can be be viewed by selecting the pop-up on your taskbar.

I have also noted that during a mission if I save-I always save after completing an objective or sink a ship I have to hit return to course before the next way point otherwise I wander off course until I hit return to course, Which I did not have to do before I istalled Max Optics.
Have I messed up or am I ok.

I have always had to use "Return to course" when reloading a American Carreer save game myself. So not really sure about that issue.:timeout:

-TheBeast

cgjimeneza
03-23-10, 01:45 PM
At last! A way to tone down the escorts! I can go back to TMO.

good!, I will implement that.. any one has a long enough winch to raise poor old Porpoise from the bottom of Luzon Strait? shouldnt be too rusty, it was sunk only 4 days ago...

Ducimus
03-23-10, 07:31 PM
I think i'll tone the AI hydrophones down a spit next update.

SH4 will be getting my full attention starting next week. Hopefully starting sunday. Im going camping tommrrow, and won't be back tell saturday.

It occurs to me that one of the beautiful things about SH4, is its two sim's in one. I'd really like to flesh out the uboat side, but i question if i have the energy. I don't think i do, because it's all i can do to finish whats currently on my plate.

kylesplanet
03-23-10, 08:44 PM
Well once again Bungo Pete has ended my career. :shifty: I'm 0-6 against him and as far as I'm concerned, thats what the record will remain because I'm not going back in there.
From now on, if I get that mission, I'm sailing right passed and not thinking another thing about it.

My first match with him (a long time ago)I was using an external camera and the wonderful MK14 bounced off his side. All my other encounters with that jackass has been without the external cam and I don't think I've been close. :nope:

So long Bungo Pete. May a thousand B-29's rain bombs down on you. You sorry jackass. :dead:

Ducimus
03-23-10, 08:48 PM
kylesplanet,

I modded the bastard, and even I wouldn't go there. :haha:

kylesplanet
03-23-10, 08:58 PM
kylesplanet,

I modded the bastard, and even I wouldn't go there. :haha:

Man he is ruthless. I fired two fish at him, of course they missed, :x and he made a beeline for me and covered me up in DC's. If you do manage to evade a couple of runs, he's relentless. They just keep coming.

Oh well, he's seen the last of this skipper. :salute:

Quagmire
03-23-10, 09:46 PM
While we are on the subject of career ending events how about those nasty minefields. There is nothing more depressing than coming out of 1024x TC to a demolished boat.

However.....

http://img52.imageshack.us/img52/203/minesg.jpg

Is it realistic for a minefield to be in over 1000 ft of open ocean? That must be one heck of an anchor chain for each mine! I would expect the shallows to be heavily mined but this seems a little far fetched.

Or I could be wrong. Opinions anyone?

Mod list follows...
TriggerMaru_Overhaul_19
TMO_Aft_deckguns
TMO19_Patch_25012010
TMO19_interior3d_GATO_overhaul
TMO_Sample_Emblem
.

Keelbuster
03-24-10, 12:14 AM
Back to TMO + RSRD....getting used to things. Starting to LOVE SH4. Sunk a Kongo in the channel north of Timor, Feb/March 42.

P.S.

Kongo was one of 4 Kongos, part of a TF moving North east up the channel with an additional 4 (5?) carriers, 2 (3?) cruisers, and who knows how many destroyers. Biggest TF I've ever seen. Insane.

TheBeast
03-24-10, 06:53 AM
Well once again Bungo Pete has ended my career. :shifty: I'm 0-6 against him and as far as I'm concerned, thats what the record will remain because I'm not going back in there.
From now on, if I get that mission, I'm sailing right passed and not thinking another thing about it.

My first match with him (a long time ago)I was using an external camera and the wonderful MK14 bounced off his side. All my other encounters with that jackass has been without the external cam and I don't think I've been close. :nope:

So long Bungo Pete. May a thousand B-29's rain bombs down on you. You sorry jackass. :dead:

Bungo Pete is easy. Wait for fowl weather with medium to heavy fog and do a night surfaced gun attack on him. Stay 1000+ yards away and aim for the spotlight.:yeah:

-TheBeast

Sub Sailor
03-24-10, 08:23 AM
Sir I do want to give you a huge Bravo/Zulu for your excellent work in making SH4 a real great Sim. I am a former Sub Sailor (not Diesel Boats) but I have read about everything that is out about the Submarine War in the Pacific. You have captured that with TMO. I have one complaint with TMO, and that is with the awarding of medals. TMO is to hard but it does not affect the sim or my enjoyment in playing it.
I would like to recommend a truly great book about the sub war "We were Pirates" it is, in my opinion one of the best out. It is told from the view point of enlisted torpedo man who made 12 patrols on the Tambor. It is an honest read about the war and liberty.. Also, if you have not read Blair's book "Silent Victory" please do so. Ducimus portrays the problems faced by the Silent Service in TMO that is told in this book. Both of these books are available through USNI Books.

Thank you again Ducimus and enjoy your camping trip,:up:


Ron Banks MMCM(SS), USN(Ret)

danurve
03-24-10, 09:04 AM
Quagmire; I would bet your boat was lost to planes. I quickly discovered in TMO 1.9 they are accurate, relentless, and can spot you unless your 160 down.
You can still cruise at Periscope depth but use your raised antenna and be ready to dive. You get a break at night. Didn't care for that whole parade at first, still not to crazy about how they are so accurate, but - if you dive to say, 100 feet and get a good camera view from up above, you can see how visible your sub realy is in clear water.

danurve
03-24-10, 09:27 AM
I think i'll tone the AI hydrophones down a spit next update.

SH4 will be getting my full attention starting next week. Hopefully starting sunday. Im going camping tommrrow, and won't be back tell saturday.

It occurs to me that one of the beautiful things about SH4, is its two sim's in one. I'd really like to flesh out the uboat side, but i question if i have the energy. I don't think i do, because it's all i can do to finish whats currently on my plate.

Appriciate you pointing out where to edit that, so if you tone the AI down we can tone it back up! Q, - is every Tojo pilot that gets a shot at me with DC's elite?
Yes we can play the U-boat side, and I agree IV's potential for that is there. But since there seems to be little call for a VIIB-C/41 in the Pacific I for one am glad for what TMO does for the fleet boats. :salute:

Have fun camping, I'm into that myself for days at a time. We're talking being somewhat secluded, in the woods, no undiciplined crowd or obnoxious barking dogs to annoy me. After all, the silence makes it easier to hold the crosshair steady.

Quagmire
03-24-10, 10:23 AM
Quagmire; I would bet your boat was lost to planes. I quickly discovered in TMO 1.9 they are accurate, relentless, and can spot you unless your 160 down.
You can still cruise at Periscope depth but use your raised antenna and be ready to dive. You get a break at night. Didn't care for that whole parade at first, still not to crazy about how they are so accurate, but - if you dive to say, 100 feet and get a good camera view from up above, you can see how visible your sub realy is in clear water.

I thought that at first but to be sure I took a look at the Jap_Minefields.mis file with the SHIV Mission Editor you will see that there is a HUGE minefield extending way out into deep water. Besides I am well aware of the TMO planes and I always cruise below 200ft if I can.

I was just wondering if Ducimus meant them to be there or if this is something goofy left over from stock.

It just seems crazy to have anchored mines in over 1000ft of water. I have been trying to find some evidence that this was done but I can't. If someone has WWII evidence that the Japanese were able to lay hundreds of miles of mines in very deep water I live with it but for now I'm not sure.

That being said TMO is awesome and I salute the hard work it took to get us this far. BTW, good times on the camping trip Ducimus. Have a safe trip.
.

rex_umbrarum
03-25-10, 01:35 PM
Thanks to Ducimus for all his hard work. I'm coming back to SH4 after some years in the wilderness and it's great to see this mod still active. :up:

Sadly, I'm having the same issue as Sub Sailor above. The loading screen gets to about 75%, at which point I get a modal warning message:

There is a new (not implemented) page: <Page ChooseLoadSave> !I'm only running TMO 1.9 and the patch, using GME. My install of SH4 v1.5 comes via Steam and I'm on Win7. I did a manual install of DX9, just to be doubly certain that wasn't the issue.

Any tips?

PS: If I install the mods using GME in Run as Administrator, the loading bar gets to 100% before giving me the warning. Such a tease! :hmmm:

Armistead
03-25-10, 02:52 PM
Duc, if you ever come back and wonder if others have the issue. I saw one complain that he got 6 of the same special abil. guys in a row. I keep getting 4 in a row, just got 4 more meds..I didn't have this issue in 1.7, is it a simple fix....I also get a lot of them. Seems the balance was better in 1.7

TheBeast
03-25-10, 05:30 PM
Thanks to Ducimus for all his hard work. I'm coming back to SH4 after some years in the wilderness and it's great to see this mod still active. :up:

Sadly, I'm having the same issue as Sub Sailor above. The loading screen gets to about 75%, at which point I get a modal warning message:
I'm only running TMO 1.9 and the patch, using GME. My install of SH4 v1.5 comes via Steam and I'm on Win7. I did a manual install of DX9, just to be doubly certain that wasn't the issue.

Any tips?

PS: If I install the mods using GME in Run as Administrator, the loading bar gets to 100% before giving me the warning. Such a tease! :hmmm:

Did you install SHIV to your "Program Files" folder? If so, there are some funcky permissions issues there. You may want to reinstall to another location, e.g. C:\Games\Ubisoft\SHIV

ShadowWolf Kell
03-29-10, 08:28 AM
Perhaps due to SH5, I decided to take a break from the ATO for awhile.

So... I turned to TMO. My confidence in the ruthlessness of the IJN has been returned. Getting spotted by Jap DDs in light fog, at night from 18,000 yards... yeah, that was interesting! :D

One thing that took me a bit to get used to (though I like) is having to plan ahead a bit when it comes to diving as well as turning while underwater. USN boats definitely aren't VIIBs and TMO pulls this off rather well.

I can't begin to express how much improved it is over 1.6 and how much fun I've been having. I didn't realize how much the ATO lacks in comparison. Less pitch and rolling. No damage modelling on the sub at all. Less interesting explosions and secondaries. There are a lot of subtle things that now I really wished OM had. While not essential, it's what really helps polish something up.

My only problem thus far is I'm still with my initial Sargo boat from Dec. 1941 and I'm now in Feb of 1943. The problem is that I've had no CT refit. I get offered a Gato upgrade every other patrol, but as yet have not been given a refit for my boat. My tonnage per patrol varies a bit, but it averages between 40-50k tons.

In comparison, I don't recall ever having this issue in 1.6 with a Tambor. Do I need to head to Pearl for the refit, or perhaps not do so well on a patrol because the Gato upgrade is interfering with the refit?

Ducimus
03-29-10, 04:15 PM
Correction:

I will not be including the new Narwhal into TMO 2.0.

There has been some confusion on my part, which was clarified for me the other day. The files were entrusted to me for the sole purpose of making a TMO compatible version for the donation download. They were not given to me for the purpose of including it in the mod, therego i do not have permission to adapt them. Since it is not my work, and the files were given to me with that caveat, i must abide.

Ducimus
03-29-10, 04:21 PM
My only problem thus far is I'm still with my initial Sargo boat from Dec. 1941 and I'm now in Feb of 1943. The problem is that I've had no CT refit. I get offered a Gato upgrade every other patrol, but as yet have not been given a refit for my boat.

You have to make one good/excellent patrol, earning 600 renown if i remember the number correctly. Obviously easy to do. The only other thing i can think of is when testing refits many, many, months ago, i remember making the observation that the game seems to offer a refit, OR a new command. I don't think it does both, it's an A or B type of thing. SO if it offers a new command, it probably won't offer a refit, or vice versa. I'm not entirely sure, but i believe thats how it works.

razark
03-29-10, 04:21 PM
Correction:

I will not be including the new Narwhal into TMO 2.0.

There has been some confusion on my part, which was clarified for me the other day. The files were entrusted to me for the sole purpose of making a TMO compatible version for the donation download. They were not given to me for the purpose of including it in the mod, therego i do not have permission to adapt them. Since it is not my work, and the files were given to me with that caveat, i must abide.

Will you be adapting the Narwhal to be compatible with TMO for those who do donate and download it?

Ducimus
03-29-10, 04:27 PM
Will you be adapting the Narwhal to be compatible with TMO for those who do donate and download it?

Yeah thats the general idea. I'm not sure of the details, but i suspect there will be 3 versions of the Donation download Narwhal. Stock, RFB, and TMO versions.

If one has already d/led the stock version, and want the TMO version when its up, that's something you'll have to take up with Neal. Having said that, you CAN run the stock version over TMO, and it will run fine. You just won't have any of the extra bells and whistles added by TMO.

This donation download thingy something completely out of my hands, i have no involvement in this other then being asked to make a TMO compatible version.

ShadowWolf Kell
03-29-10, 05:17 PM
You have to make one good/excellent patrol, earning 600 renown if i remember the number correctly. Obviously easy to do. The only other thing i can think of is when testing refits many, many, months ago, i remember making the observation that the game seems to offer a refit, OR a new command. I don't think it does both, it's an A or B type of thing. SO if it offers a new command, it probably won't offer a refit, or vice versa. I'm not entirely sure, but i believe thats how it works.


That makes sense and I kind of half expected that actually. I get offered commands all the time, but keep declining. I wanted to see how far I could get with a Sargo (no, not the Sculpin!)

While it's not exactly essential to get a CT refit or two (OM taught me NOT to play with planes), my sub does look kind of odd now that I'm in July of 1943. Even the fleet boats in port have the refits lol.

gutted
03-30-10, 08:10 AM
Figured i'd re-install SHIV while waiting for the next SH5 patch.

Noticed TMO had a new version. But theres one thing... i prefer the environment from the previous version i was using (an early 1.8 beta).

How can i get it back?

If not... can i install one of the envirnment mods ontop of this without messing things up?

Immacolata
03-30-10, 09:22 AM
On my 2nd patrol with TMO 1.9 and I am enjoying it.

Have a few questions:

1)

There are a few questions on missions. I got assigned
"Conduct anti-shipping operations in the East China Sea".

First, is there some place where you can see what missions mean and how to complete them? East China Sea is a vaguely defined area at best.

Problem is, the East China sea is completely empty save for two destroyers scooting up and down the coast off Shanghai and down to Formosa. I sank two cargoes in the Formosa strait - didn't count as Completed towards my objective.

Went to one of the Ryukuu islands and popped a tethered tanker. That didn't count towards it either.

I can't catch the damn destroyers, they are too fast for me and the water is very shallow. I used some shipping lane maps I found but they seem to strike against my luck.

Down to 50% fuel - should I give it up and turn back home? I already bagged 4 merchants and that I am quite happy with - just nags the heck out of me that Im told to sink ships in a sea that hasn't got any ships in them! And when I sink some ships they arent counting, maybe because I was out of the East China Sea. But that is a bit hard to tell!

2) What is the range of hydrophones?

sergei
03-30-10, 09:25 AM
Question 1 answered in your other thread :DL
http://www.subsim.com/radioroom/showthread.php?t=166493

Immacolata
03-30-10, 09:35 AM
Yes and no, even after having visited the patrol star I am unable to get the change to Completed in spite of having sunk over 10.000 tons worth of shipping. Something is afoot.

BillBam
03-30-10, 10:52 AM
Yes and no, even after having visited the patrol star I am unable to get the change to Completed in spite of having sunk over 10.000 tons worth of shipping. Something is afoot.

Are you spending enough time within the patrol area? If you leave your area to sink ships you will need to renter your area and redo the patrol time factor. As stated in your other post I generally draw a circle around the star of 100 nm and stay in there for 72-96 hrs and the mission will usually complete.

sergei
03-30-10, 12:52 PM
Yes and no, even after having visited the patrol star I am unable to get the change to Completed in spite of having sunk over 10.000 tons worth of shipping. Something is afoot.

Sorry Immacolata, didn't realise.

Hitman
03-30-10, 01:40 PM
Yeah thats the general idea. I'm not sure of the details, but i suspect there will be 3 versions of the Donation download Narwhal. Stock, RFB, and TMO versions.

If one has already d/led the stock version, and want the TMO version when its up, that's something you'll have to take up with Neal. Having said that, you CAN run the stock version over TMO, and it will run fine. You just won't have any of the extra bells and whistles added by TMO.

This donation download thingy something completely out of my hands, i have no involvement in this other then being asked to make a TMO compatible version.

Actually the idea would be to have you and the RFB team release respectively a set of files that, enabled over the ordinary Narwhal downloaded from subsim.com, allow it to be used in those respective mods. The only thing needed to actually preserve the mod as bonus one is to not redistribute a key file, like f.e. the DAT ones where the hull, the conning tower or the 6 inch guns. That way the users can download freely the compatibility files and simply 1) Install subsim's Narwhal, 2) Overwrite her with the compatibility files. Should be the easiest solution for everyone :up:

Ducimus
03-30-10, 03:35 PM
Oh joy. More confusion. Sorry to say that if i was to give the narwhal all the bells and whistles like a fuller deck gun crew, or to give it the right engine noise (so it doesn't sound like a fairbanks morse), i MUST edit the DAT and DSD files to insert/change nodes. I had no intention of distrubuting those files, only handing them back over to neal when done with them.

Morpheus
04-01-10, 08:36 AM
I have one question regarding TMO: I noticed there aren't any map contact informations anymore (like in SH4 Stock). You keep steering through a plain emty worldmap, hoping to hit something. Therefore i was somewhat confused and also installed 3 RSRDC_TMO_V502 with Patch1, hoping this would bring me back some more life on the worldmap. Nada. Yesterday i made a patrol from Pearl Harbor to the south of Japan, down the Luzon straight, passing Manila and the north coast of Borneo down into Java seas. Nothing. Not one single ship ...

Someone give me a clue. I was used to calculate possible interception routes from contacts given to me on the worldmap.

ShadowWolf Kell
04-01-10, 01:54 PM
I'm not sure how TMO models the traffic since I've never played it standalone.

With RSRDC installed, traffic is historically represented. Unless you manage to get within the shipping lanes that the Japanese used within that time period, pickings will be slim. Fortunately, Ducimus has added in a transit route map to the radio. Just move it to the lower right end of the screen to display the whole map.

danurve
04-01-10, 03:42 PM
Well I don't know how helpfull this will be but even TMO 1.9 on it's own is very unlike stock, for a reason.
Out of Perl getting sent near Tojo home waters reported traffic is seldom early on. Then, it does seem to pick up. Now, if you want more, transfer to Brisbane (Asiatic Fleet). Then try getting past the Bismark Sea (n/w of Rabaul) without getting contact reports. At least there is a Tender near the Canal.

Ducimus
04-01-10, 04:56 PM
Just because you don't see contact reports, doesn't mean there isn't any traffic. Early war, you'll see more single merchants then convoys. As the war progresses, you'll see more convoys and less singles.

Quagmire
04-01-10, 09:58 PM
While we are on the subject of career ending events how about those nasty minefields. There is nothing more depressing than coming out of 1024x TC to a demolished boat.

However.....

http://img52.imageshack.us/img52/203/minesg.jpg

Is it realistic for a minefield to be in over 1000 ft of open ocean? That must be one heck of an anchor chain for each mine! I would expect the shallows to be heavily mined but this seems a little far fetched.

Or I could be wrong. Opinions anyone?

Mod list follows...
TriggerMaru_Overhaul_19
TMO_Aft_deckguns
TMO19_Patch_25012010
TMO19_interior3d_GATO_overhaul
TMO_Sample_Emblem
.

Hey Ducimus, I hope your camping trip went well. While you were out I was wondering about all the mines in deep water off the coast of Japan. What are your thoughts on this? Was this your intention or is it left over from stock?

Thanks again dude!
.

Ducimus
04-01-10, 10:04 PM
Honestly, im not sure if i want to yank 'em out or not. I opened the file the other day, had my finger hovering above the delete key, then changed my mind at the last minute and closed the file. The minefields were placed there in stock, i reworked them later on. It's hard to find info on historic minefield location, but what i have been able to find on my own, they might be correct. So i have to wonder if the location is correct, but the map elevations are not. I really don't know. So im undecided on it, believe it or not.

Morpheus
04-01-10, 10:10 PM
Just because you don't see contact reports, doesn't mean there isn't any traffic. Early war, you'll see more single merchants then convoys. As the war progresses, you'll see more convoys and less singles.
Well, i didn't see one single mark on the map within over one month of gameplay...

... does that sound unusual?

br morph

ShadowWolf Kell
04-02-10, 07:52 AM
Well, i didn't see one single mark on the map within over one month of gameplay...

... does that sound unusual?

br morph


Not necessarily.

I just finished a patrol in a Porpoise in early '42 and spent some time doing barrier patrols (basically defensive) near Java. I ran into several CLs and escorts initially, but went over a month with no contacts afterwards.

I set course towards the northern tip of Borneo so I could come back down through the Celebes and the Makassar Strait enroute to my last patrol objective. The only contacts I ran into turned out to be friendlies. It was till I got further south that I started to run into enemy shipping. I spent all of Feb with nothing to shoot at.

The irony was near the map point Flag (just south of it) and encountering a massive IJN task force. Heavy rain. Heavy fog. No torpedos (I bet they'd have been duds anyway!) At least 2-3 BBs, 4 CLs and 4 CAs heading west toward Java. Never seen IJN forces that far south near Australia before. A few days just shy of April 1st (March 29th to be exact.)

ShadowWolf Kell
04-02-10, 07:54 AM
Ducimus, I noticed something interesting with how the game handles new commands.

When I get one, I try to pick one from the list that corresponds to the date in the game. I just browse the roster file and then look at the commisioning date, then double check online for the time period. The problem here is that the game actually seems to go by comissioning date, rather than the actual date it arrived in Hawaii (which often was months later.)

I know it's a minor nitpick, but I figured I'd bring it up.

trebby
04-02-10, 08:06 AM
Thanks Ducimus,

After being away from the game for some time, TMO got me playing again.:up: Thanks,

trebb.

TheBeast
04-02-10, 10:08 AM
Well, i didn't see one single mark on the map within over one month of gameplay...

... does that sound unusual?

br morph
Historically there was not many Merchant ships sunk from War start to late 1942. This may have been because Merchant Raiding was not really accepted by the US Submarine Commanders until late 1942 or early 1943 time period rather then lack of target availability. The order was given within hours of the Pearl Harbor attack. to attack any Japanese ships but Sub Commanders, more often then not, did not actively hunt merchant shipping in the early war time period. There are several sources that can confirm this.
ALL ship logs I have seen online have been doctored. These online logs only show patrol highlights and are missing days and even weeks at a time from the logs and I know that the ship log is updated when anything happens, even when Parker farts. Every Dive/Surface Date/Time, amount of time surfaced, amount of time submerged, course change, contact etc. is logged.

razark
04-02-10, 11:02 AM
Historically there was not many Merchant ships sunk from War start to late 1942. This may have been because Merchant Raiding was not really accepted by the US Submarine Commanders until late 1942 or early 1943 time period rather then lack of target availability. The order was given within hours of the Pearl Harbor attack. to attack any Japanese ships but Sub Commanders, more often then not, did not actively hunt merchant shipping in the early war time period. There are several sources that can confirm this.
ALL ship logs I have seen online have been doctored. These online logs only show patrol highlights and are missing days and even weeks at a time from the logs and I know that the ship log is updated when anything happens, even when Parker farts. Every Dive/Surface Date/Time, amount of time surfaced, amount of time submerged, course change, contact etc. is logged.

The commanders during the opening months of the war were also trained with pre-war doctrine. These were the guys who were trained with submarines being thought of as scouting units, to remain hidden. I've read accounts that during training, a commander that allowed his scope to be seen during an attack was quite likely to be relieved of his command. They were trained to make completely submerged attacks based on sonar data, which did not lead to much, if any, success.

After these commanders started moving up, or were relieved for lack of success, etc., they were replaced by younger officers. The younger officers were less ingrained with the "hide, don't get spotted" mentality. They were more aggressive, more willing to take risks, more willing to do what needed to be done to sink enemy ships.

In addition, as the war developed, so did intelligence gathering. The commanders were better able to predict where to find the targets. Furthermore, the later commanders built upon what success the earlier commanders had. They had been the junior officers on early patrols. They had seen what worked, and what didn't. They had the benefit of trying new things, because they knew the old methods weren't bringing in the tonnage. They knew how different a war patrol was from a training cruise. Those in command at the beginning of the war only knew peacetime operations.

However, I'm sure the pre-war commanders did have some of the aversion to merchant raiding you mentioned. The fleet boats were designed, built, and trained for a completely different mission. While the boats were capable of their new missions, it took some time for the men to adjust to it.

Try this book (http://www.amazon.com/Unrestricted-Warfare-Officers-Submarine-Victory/dp/0785821821/ref=sr_1_3?ie=UTF8&s=books&qid=1270224250&sr=8-3) for a look at some of these issues. It covers the early patrols of the Wahoo, before Morton took command. It discusses the problems the younger officers had with the commander, and how things changed when Morton took over.

TheBeast
04-02-10, 11:03 AM
I noticed that you are able to navigate with pin point accuracy. There are no roads, no street signs, no paths to follow at sea. There is no GPS in place during this time period. In reality ships could be several miles off course after crossing the pacific but in game, navigation is almost perfect. Tracking course, speed and Ocean currents on the Navigation Charts give a close estimate to actual position (within a several miles). Ships most likely also had a Sextant, Clock and Compass (Also not to accurate) but the best way to get a fix on their current location was to surface and use the radio directional antenna to triangulate their position from known, fixed point location radio stations. Even using the directional antenna, navigation could be off by a few miles.
Is there any way to do something about Navigation accuracy in game?

-TheBeast

razark
04-02-10, 11:17 AM
I remember reading something about this in the original Silent Hunter. Someone came up with the idea of doing it.

Basically, you only view the map at high zoom levels, so that you cannot locate your position. You use paper charts to plot your position based on a known fix, and dead reckon based off of course and speed. I imagine that this was easier to do with SH1, as there were patrol areas scattered about the Pacific, each with it's own map. SH4 would be a problem, because your charts would need to cover a much larger area, and would need to be large enough to be useful. That's a lot of paper.

To obtain a known position fix, you would need to simulate sun/star sightings. When the sky is clear, of course, you zoom out far enough, or you look up your latitude/longitude, and plot the correct position on the paper chart.

ShadowWolf Kell
04-02-10, 12:28 PM
Try this book (http://www.amazon.com/Unrestricted-Warfare-Officers-Submarine-Victory/dp/0785821821/ref=sr_1_3?ie=UTF8&s=books&qid=1270224250&sr=8-3) for a look at some of these issues. It covers the early patrols of the Wahoo, before Morton took command. It discusses the problems the younger officers had with the commander, and how things changed when Morton took over.


That's a great way to describe it. Especially since Wahoo later ended up becoming infamous within the US Submarine Force that many looked up to.

Morton blended a lot of abilities together that really fit the nature of the Pacific war, most notably his aggressiveness. That's a pivotal point compared to the old guard and is really the deciding factor of what shaped the Submarine force into what it eventually became.

Ironically, Morton's own XO was relieved of command for some of the same reasons mentioned, and was replaced with Dick O'Kane who was even more aggressive than Morton was.

Carriers suffered a similar situation prior to the war, even after demonstrating that a single carrier could recon and effectively destroy an entire BB task force. That was even despite the early limitations of carrier aircraft.

Nimitz taking command of the Pacific, and specific key events really helped brush aside many old ways of thinking. It just took awhile. Midway was the turning point in a great many ways.

Sub Sailor
04-02-10, 08:22 PM
If you read Clay Blair Jr. excellent book Silent Victory, avilable from the USNI Library and possibly Amzon you will find that in the earlier months that Sub Skippers were extremely conservative. They spent a lot of time submerged, made sonar attacks from a fairly deep depth.
When Lockwood, Christie, and Fife began to relieve CO's and replace them with younger CO's the sinkings went up. They were still plagued with the lousey torpedoes but were more successful as the younger aggressive CO's took over.

Ron Banks MMCM(SS), USN(Ret)

Armistead
04-03-10, 04:50 AM
That's a great way to describe it. Especially since Wahoo later ended up becoming infamous within the US Submarine Force that many looked up to.

Morton blended a lot of abilities together that really fit the nature of the Pacific war, most notably his aggressiveness. That's a pivotal point compared to the old guard and is really the deciding factor of what shaped the Submarine force into what it eventually became.

Ironically, Morton's own XO was relieved of command for some of the same reasons mentioned, and was replaced with Dick O'Kane who was even more aggressive than Morton was.

Carriers suffered a similar situation prior to the war, even after demonstrating that a single carrier could recon and effectively destroy an entire BB task force. That was even despite the early limitations of carrier aircraft.

Nimitz taking command of the Pacific, and specific key events really helped brush aside many old ways of thinking. It just took awhile. Midway was the turning point in a great many ways.


As I recall Morton came on the Wahoo when O'Kane was already XO to do his PCO under the skipper of the Wahoo. I can't remember his name, but O'Kane thought him cautious on the patrol before Mush arrived. That patrol the Skipper actually sunk a jap sub and a few others, but it took a severe emotional toll on him. He still let some ships pass. O'Kane almost pushed his luck too much with this skipper and Mush had to keep him calm. The skipper on the way back talked to O'Kane and told him it was his last patrol, that he didn't have it in him and Mush took over the Wahoo with O'Kane as his XO.

CaptianT
04-03-10, 09:01 AM
I can't seem to find the the range and milage icons on the TMO 1.9 version that I just installed. Were these taken out or do I have something messed up in my install? Everything else seems to be working fine execpt this one item. Without these icons, I don't have any idea as to when I need to head back to port so I don't run out of fuel.

Thanks in advance.

Best regards.

sergei
04-03-10, 09:16 AM
It's in there, under the Navigation section.

http://img638.imageshack.us/img638/8715/ranged.jpg

trebby
04-03-10, 03:48 PM
Yo Ducimus and crew,

Still immensely enjoying TMO....

3 questions tough:

1. How to get back the clicking sound when turning TDC or PERI?
(I remember it was in an readme, cannot find it anymore..):damn:

2. Somehow the stopwatch is clickable in the bottom menu (turns red), but does not show up?:-?

3. Where to change parameters for murkier/less visibility underwater?:o


Any answers highly appreciated, trebb

CaptianT
04-04-10, 12:24 AM
Thanks for your help Sergei!

cgjimeneza
04-04-10, 09:14 AM
are the keel depth data written on the recognition manual correct?

if not, does anyone has a list of ships and keel depth to share?

muchas gracias.

trebby
04-04-10, 04:36 PM
Anybody with this problem:

SH4 1.5 vanilla Stopwatch and radio work.

Enabling TMO 1.9, with patch 25012010, (JGSME) makes both functions unaccessable/unusable. (NO further mods installed)
Neither with "X", nor in bottom menu bar (altough it lights up red)...

Any ideas?:hmmm:

Thanks trebb

EDIT:
I compared stopwatch function with JSGME install of RFB 2.0 patch1.
Stopwatch works normal when RFB is mounted...!

Quagmire
04-04-10, 09:44 PM
Honestly, im not sure if i want to yank 'em out or not. I opened the file the other day, had my finger hovering above the delete key, then changed my mind at the last minute and closed the file. The minefields were placed there in stock, i reworked them later on. It's hard to find info on historic minefield location, but what i have been able to find on my own, they might be correct. So i have to wonder if the location is correct, but the map elevations are not. I really don't know. So im undecided on it, believe it or not.

Sorry to throw you a curve ball. I guess my argument against such a huge deep water mine field is that it would require a lot of anchor chain. In game we dont know how much deeper the ocean is after 1000ft but even assuming that the depth is 1000ft everywhere were talking miles of chain.

By the way, the trick to navigating these deep water mine fields is to transit them as deep as possible. In game if you hit the chain the mine goes off so if you hit it deep the mine will detonate harmlessly above you. That is to say it needs to be at least 100ft above. I had one pop that close and all I had was some deck gun repair to do once topside.

Also, I just stumbled upon the MK 16 torpedo last time I was in port. Nice touch! Could this be a TMO Easter Egg? I wish they werent so darned expensive though!
.

TheBeast
04-04-10, 11:55 PM
Anybody with this problem:

SH4 1.5 vanilla Stopwatch and radio work.

Enabling TMO 1.9, with patch 25012010, (JGSME) makes both functions unaccessable/unusable. (NO further mods installed)
Neither with "X", nor in bottom menu bar (altough it lights up red)...

Any ideas?:hmmm:

Thanks trebb

EDIT:
I compared stopwatch function with JSGME install of RFB 2.0 patch1.
Stopwatch works normal when RFB is mounted...!
I'm not sure what is wrong but with those 2 items, adding your current resolution setting would help. They may be appearing off screen.

trebby
04-05-10, 03:54 AM
Yo TheBeast,

Eeehm:D, where to change these resolution settings?
Running at 2560*1600 normally....

At some ini? or specifically sumthing for the watch?

Thanks, trebb

EDIT:
I lowered my resolution and the watch is visible!
What file do I edit to get it at 2560*1600?

Still lookin for little edit to get peri clicking sound back,
any clues?

danurve
04-05-10, 10:13 AM
Ran into one of those 'what the heck this can't be right' thoughts on the last patrol. It might not be a TMO thing, maybe some setting that just seemed to high or low for my taste, here it goes;
Situation - light rain, light fog, radar is going off, got a small convoy headed my way - time to intercept.
Get into position, periscope depth, silent running, battle stations. Boat is about 1400 from a parrellel course to the column.
No visual detection, nothing.
Had saved the game once the convoy was detected, loaded the save, approached the same except closer, 8-900. Still nothing, no detection, no lock. But wait - I can see them.
Ok, lets try this again, load the save, approach the convoy, on the surface - to 400. I'm on the bridge, I can see them, ok I can see them, but can't get a lock, unless - I'm about 150 or so close. The escort and maru's go right by.
What gives?

Currently running just TMO 1.9 & patch.

TheBeast
04-05-10, 01:33 PM
Ran into one of those 'what the heck this can't be right' thoughts on the last patrol. It might not be a TMO thing, maybe some setting that just seemed to high or low for my taste, here it goes;
Situation - light rain, light fog, radar is going off, got a small convoy headed my way - time to intercept.
Get into position, periscope depth, silent running, battle stations. Boat is about 1400 from a parrellel course to the column.
No visual detection, nothing.
Had saved the game once the convoy was detected, loaded the save, approached the same except closer, 8-900. Still nothing, no detection, no lock. But wait - I can see them.
Ok, lets try this again, load the save, approach the convoy, on the surface - to 400. I'm on the bridge, I can see them, ok I can see them, but can't get a lock, unless - I'm about 150 or so close. The escort and maru's go right by.
What gives?

Currently running just TMO 1.9 & patch.
This sounds like that game bug when you pass the equater that was supposed to be fixed but they were not sure.

Ducimus
04-05-10, 03:40 PM
Might be the light fog settings in the scene.dat. I've reworked it for TMO 2.0.

edit:
As an aside, just to randomly bitch.... i hate writing documentation. It sucks the will to live right out of me.

danurve
04-05-10, 07:58 PM
Might be the light fog settings in the scene.dat. I've reworked it for TMO 2.0.

edit:
As an aside, just to randomly bitch.... i hate writing documentation. It sucks the will to live right out of me.

I will look forward to the new release. It doesn't sound like there's anything to tweak in the meantime.

By the way, I understand about not enjoying having to do documents and letters. Suggestion; don't write them! Speak them, just as I browse and post to this forum completely hands free using Windows 7 speech recognition.

Ducimus
04-05-10, 08:44 PM
Next release is FINAL. No bull. Which is why im attempting to write a manual for TMO, and this after doing a fair bit of work on updating things, has left me a little fed up with things at the moment. Regardless, I'd hate to finally drop the ball on an ongoing work since 2007, without that informative bit for prosperity. From the time i next post it, the mod will languash on various download servers until whatever server admins or cron job finally delete's it months or years hence.

SH4 fan
04-05-10, 11:28 PM
Hi and thank you Ducimus for all your hard work!

I have been having an issue When ever I play with the mod an RSRD with all the patches I will get a guaranteed crash. I am running a Steam installation of SH4. I was hoping I could confirm the JS installation order with everyone.

In JS I have, in order:
Trigger Maru 1.9
TMO 1.9 25012010
RSRD TMO v502
RSRD v5xxx patch 1

I have tried a fresh install and restart and it is the same issue.

Any help is greatly appreciated.

Regards

SH4 fan

Update: Seems to be related to external view and route execution. Plotted a course. Went to bridge view, all was well, "Following plotted course" then I hit Ahead Flank and it crashed.
--
Vista Ultimate Q6600 2.4, 3gigs of ram, Nvidia 8800GTX, 1680x1050x32

alexradu89
04-06-10, 08:56 AM
Hi everyone, it's been a looooooooooong while since I've played fleet boats and my question is what other mods must I use along with TMO ? RSRDC maybe ? and besides that must I apply any environment mods ? I'm looking for a mod combo similar to OM+OMEGU :up: 10x

virtualpender
04-06-10, 09:52 AM
Ducimus - look forward to 2.0 and appreciate you putting togther the documentation piece. Just wanted to let you know I love your WIP sinking model. It has made it a lot more fun not knowing how many torpedoes each Maru can take. I'm also learning that some ships are doomed even though they don't sink right away. It feels a lot more authentic. I don't know if it is practical but maybe you could include as an optional mod in 2.0?

Ducimus
04-06-10, 11:33 AM
Ducimus - look forward to 2.0 and appreciate you putting togther the documentation piece. Just wanted to let you know I love your WIP sinking model. It has made it a lot more fun not knowing how many torpedoes each Maru can take. I'm also learning that some ships are doomed even though they don't sink right away. It feels a lot more authentic. I don't know if it is practical but maybe you could include as an optional mod in 2.0?

Did i really get that close with one posting of some files? :haha: Your right on the optional mod bit, i think i may have to do that.

Ducimus
04-06-10, 11:35 AM
I am running a Steam installation of SH4. I

Does that version include the Uboat Mission add on?

ShadowWolf Kell
04-06-10, 03:05 PM
Does that version include the Uboat Mission add on?

As far as I know, the only SH4 versions they offer all include UBM since it also updates the game to 1.5.

ShadowWolf Kell
04-06-10, 03:10 PM
Hi everyone, it's been a looooooooooong while since I've played fleet boats and my question is what other mods must I use along with TMO ? RSRDC maybe ? and besides that must I apply any environment mods ? I'm looking for a mod combo similar to OM+OMEGU :up: 10x


The fleet boat equiv of OM+OMEGU would be TMO + RSRDC or RFB + RSRDC (also by Lurker :DL). TMO and RFB include their own environment files and adding another one would probably be incompatible.

SH4 fan
04-06-10, 08:23 PM
Does that version include the Uboat Mission add on?

It is with the UBM add-on. I do not know of another way to obtain and install the 1.5 patch to 1.4.

Thank you for all the help

Regards
SH4 fan

Ducimus
04-06-10, 08:56 PM
This post may be of interest to you. I don't know.
http://www.subsim.com/radioroom/showthread.php?t=167206

SH4 fan
04-06-10, 09:11 PM
I will most def. give that a try. I am running cable at 6+ right now but that brings up some very interesting points. Thank you again for the help. :yeah:

Regards

SH4 fan

SH4 fan
04-08-10, 11:52 AM
After 2 days and 5 or 6 installations. I think I have a stable installation now. I had to do a full uninstall + regristry key deletion for it to work.

1) run a reg clean program, and defrag
2) install SH4
3) verify
4) restart
5) defrag
6) reg clean
7) test game w/o changing game settings
8) install UBM
9) repeat 3-7
10) Install mods one at a time
11) test after each mod is enabled w/o changing game settings
12) repeat 10-11 until all mods are in and tested.

I did come across a crash last night and sound.act was listed as the faulted module. I was trying to establish visual contact with the ship and used the periscope. sound.act seems to be faulting more than anything. Any ideas what might cause it to fault?

Thanks for all the help.

Best regards,
SH4 fan

danurve
04-08-10, 02:55 PM
SH4 fan; WoW that is :o .. if I had to do all that jazz to play SHIV, there would be much more alcohol involved.
All your drivers up to date?

SH4 fan
04-08-10, 03:13 PM
all drivers current and accounted for. I seem to have a special gift when it comes to electronics. I have been working on computers for the better part of 6 years now as a hobby and know my way around quite well.

To most Murphy's law is a probability, for me it is a universal constant. I just adapted another one of my procedures to minimize the law :rotfl2:If it works when I am using it, the computer won't have an issue with most other people

sound.act seems to give me trouble and I think I have a gremlin in there somewhere. SH4 will crash showing the fault module as sound.act but I don't have a clue.

Sandman_28054
04-09-10, 01:15 PM
Current date: June 4 1944

Assigned: Asiatic Fleet Div. 2

Home Port: Perth-Fremantle

Every time I return to base, I return to Fremantle, yet when I depart, I'm at a small depot above Fremantle.

I'm not complaining, because its a shorter trip to the strait near Java.

Question is, is this supposed to happen, departure from the small base and not Fremantle?

Ducimus
04-09-10, 01:42 PM
Current date: June 4 1944

Assigned: Asiatic Fleet Div. 2

Home Port: Perth-Fremantle

Every time I return to base, I return to Fremantle, yet when I depart, I'm at a small depot above Fremantle.

I'm not complaining, because its a shorter trip to the strait near Java.

Question is, is this supposed to happen, departure from the small base and not Fremantle?

If your using "Out of harbor" its intended. If you want to start in harbor, select in harbor.

Here's a bit from the unpublished manual im still working on.


1.Asiatic Fleet: Standard flotilla based in Fremantle, Australia. Patrols the south west Pacific. Starting in harbor will place you in Fremantle at the start of a war patrol. Starting out of harbor will place you in Exmouth Gulf at the start of a war patrol. Exmouth Gulf was a standard location for Fremantle boats to top off their fuel tanks before proceeding on patrol. Regardless of where you choose to start your patrol, it will always end at Fremantle.

Submarine availability dates:
S-18 class: 1941 – 15Apr42
S-42 class: N/A
Narwhal class: always available
Porpoise class: always available
Salmon class: always available
Sargo class: always available
Tambor class: 01May42 - 1945
Gar class: 01May42 - 1945
Gato class: 01Jun43 - 1945
Balao class: 01Jul43 - 1945
Tench class: N/A

SH4 fan
04-09-10, 08:48 PM
I may have been wrong. I noticed that several hundred files have gone missing now from SH4 causing instant crashes now. I wonder if this is the DRM of Steam? I am contacting steam now to see what they say about this issue.

alexradu89
04-10-10, 02:40 AM
Ducimus, is there an ETA on the final TMO release ? like a month ? 2 weeks ?:up:

BillBam
04-10-10, 07:23 AM
Ducimus, is there an ETA on the final TMO release ? like a month ? 2 weeks ?:up:
3-4 weeks

Armistead
04-10-10, 11:53 AM
After 2 days and 5 or 6 installations. I think I have a stable installation now. I had to do a full uninstall + regristry key deletion for it to work.

1) run a reg clean program, and defrag
2) install SH4
3) verify
4) restart
5) defrag
6) reg clean
7) test game w/o changing game settings
8) install UBM
9) repeat 3-7
10) Install mods one at a time
11) test after each mod is enabled w/o changing game settings
12) repeat 10-11 until all mods are in and tested.

I did come across a crash last night and sound.act was listed as the faulted module. I was trying to establish visual contact with the ship and used the periscope. sound.act seems to be faulting more than anything. Any ideas what might cause it to fault?

Thanks for all the help.

Best regards,
SH4 fan

I use to get that one a lot, I tried new drivers, everything. Seems I had old residue files from uninstalled sound drivers that also effected my video card somehow. Once I cleaned the residue out of my registry and reinstalled sound and video drivers, never saw it again.

Deephunter
04-10-10, 03:29 PM
Question....Does TMOwTw need to be patched..?? I have version 170_Final, running on SHIV 1.5/Vista 32.

Thanks for any info.

Ducimus
04-10-10, 08:06 PM
Dgrayson on ubi's SH4 forum is the man responsible for TMOwTw. You'll have to ask him.

Deephunter
04-10-10, 08:40 PM
Thx.....

alexradu89
04-11-10, 05:02 AM
Not sure if this is a known bug or just me but, I was playing the Gato and this is how the attack periscope looks like when it's not raised.It's not the black thing in the middle that annoys me, but seeing the blue/water on the sides...It's no biggy though, if it's just me I'll reinstall the mods.
Note: this is the periscope unraised, and the observation periscope, antennas or anything else WERE NOT raised in front of the periscope
http://img685.imageshack.us/i/sh4img20100411125429578.png/http://img685.imageshack.us/i/sh4img20100411125429578.png/http://img685.imageshack.us/img685/5594/sh4img20100411125429578.png
The mods I'm using:
TriggerMaru_Overhaul_19
TMO19_Patch_25012010
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Merchant Skinpack v2 TMO
TMO19_interior3d_GATO_overhaul
TMO19_interior3d_PORPOISE_overhaul
TMO19_interior3d_SALMON_overhaul
MaxOptics IV for TMO 1.9
Nav Map Make-Over
Poul-Sound for SH4
EAXsoundsim_with_WebstersManeuver_TMO19
Medals Fix IV for v1.5 - TMO by Latency

BillBam
04-11-10, 07:33 AM
I would get this exact same display error when I had MaxOptics installed and another mod was installed "after" MO. I found I had to install MO last to get rid of the problem.

gutted
04-12-10, 01:05 AM
Wow, i forgot how scary the AI is in TMO.

After playing nothing but SH5 for the last month. I took a quick trip in TMO (1941 asiatic fleet) and got my arse thoroughly kicked.

First i was spotted by a plane, crash dive.. booom! depth charge landed close by. Minor damage. So i decided to cruise the rest of the day underwater. But i guess i wasn't deep enough because i got DC'd again by a plane LOL. It was scary as hell.. light bulbs blowing up etc. etc. I was like wtf was that??

Days later.. i attacked a task force at night on the surface. All is going well. Launch 4 torpedoes at a cruiser.. 3 hits all duds. Disappointed but accepting the situation.. i turned away but was spotted as i made my retreat.

Crash dive!!

Hours later, i still could not shake them.. and at around almost 350ft... the depth charges finally landed close enough.. and that was it.

Was a humbling experience. If only SH5 was this scary.

keltos01
04-12-10, 07:32 AM
later in the war the IJN devellopped the M.A.D. for their planes... deeper set DC(45 m)... anti-submarine artillery shells :o
ever scarrier ! :wah:

keltos

Sub Sailor
04-12-10, 09:36 AM
A base was set up at Exmouth Gulf to shorten the transient to patrol areas it was figured to extend time on patrol by two days. It turned out to be a bad location and the tender was pulled out, but a refueling barge was stationed there and they rotated the crews (on the barge) that manned it. Blair's book "Silent Victory" provides an excellent of this issue. This idea was fostered by Admiral Lockwood.
This bay is or was very remote, extreme weather conditions, winds etc.
That is the Gulf you are starting out in, but you need to return to Fremantle to complete the patrol.

Ron Banks MMCM(SS), USN(Ret)

gutted
04-13-10, 02:50 AM
Ugh.. not sure i can stomache this anymore.

I just got chased for like 14 hours.

Sargo Class, Jan 1942. Accidently ran into a two ship passing patrol (Wasak-something & a sub chaser).

Crash dive to silent running @ 450ft (was too scared to try any deeper). Had the enemy at my rear as much as possible. They hounded me for nearly 20+km & like 14 hours. Time at contact 2:00am. Time of final surface 17:50pm (i could still see him off in the distance circling).

Yeah yeah.. i know getting DC'd is supposed to be scary, but son of b1tch! I feel like a U-Boat in 1945. Did TMO getting harder since the last time i played it? (TMO 1.7). I'm all for a challenge.. but daaaaamn. Last patrol ended with me getting b1tch slapped 350ft LOL.

alexradu89
04-13-10, 03:11 AM
Wooo! Just had my 1st official complete patrol yesterday. I'm in a S-18 sub, started in 41 just when the campaign starts. Sank me a seaplane tender and a 9-10k ton merchant. Both ships were encountered in small 4-5 ship groups. Evidently these were the biggest of the ships:arrgh!:. However I managed to get undetected by minesweepers, subchasers, and some "whatchamacallit" destroyer. Took my sub down to 200-250 feet I think (I'm european so I'm not acquainted with the imperial system, but I have to use it because the torpedo ranges are written in yards:damn:). Nevertheless this mod is simply amazing and immersive.:up:

gutted
04-13-10, 04:08 AM
yeah it was nice when i used to play it last year.. but im having a hard time wrapping my head around whats different now.

AI is deadly... no surprise there. Just wasn't expecting it to be even more deadly than it was hehe.

But... what's really got me irked is how dead the map feels now. I've been patrolling for months and the only thing i've really seen are 2 ship anti-sub patrols. I'm so bored ive been taking pot shots at them... and paying for it LOL.

If i wanted the map this devoid of activity i would have installed RSRD.

bleh.

I've restarted campaign about 4 times now. Playing up till about march 42 before i die... usualy because after like 3 hours of RL time im so bored i shoot at a passing patrol or let a plane attack me so i can shoot at it. I've only seen 1 merchant so far. I've been patrolling mostly around convoy college. But i've also gone through the celebes sea (from java), and towards palau islands, then up towards saipan.. then back and up the western side of the philipines.. then through the formosa straight.. and then down through the china sea.

No contact reports.... nothing. Just the odd patrolling warship(s) or speeding task force.

zzZzzzZ

Where's the traffic?

alexradu89
04-13-10, 05:29 AM
Yeah I just started 2nd patrol today. It went like crap. :dead: I ONLY encountered a group of 4 merchants escorted by 2 destroyers, but due to weather, getting spotted slightly I couldn't engage... when coming back home I kept getting attacked by those annoying freaking planes (radio contact messages annoy me) 2 times with minor reparable damage. When I arrived at Manila (I think) I discovered that homebase had changed due to the japs conquering the island :damn:. Needless to say i was at 24% fuel (not enough to go to the new home port, or reach any other refueling port) but at least I tried my luck. Got attacked again by some planes and even though I repaired the damage and dove to 100feet. The bloody engines wouldn't start. (fuel and batteries had emptied:doh:) Stranded in the middle of the sea was forced to dive again (and also tried starting the electric engines) and finally due to hull damage the boat started sinking very fast. Surprisingly I stopped diving at 750+ feet :o blew ballast (several times) but everything was damaged, and while going up at around 650 feet the death screen appeared. Speaking of death screen is there a mod for that to get rid of it ? Even though I probably wouldn't have stood a chance I kinda wished I could at least resurface and see if I can repair and recover.

NOTE: 750 feet in an S-18! gotta love those tiny lil boats

cgjimeneza
04-13-10, 07:21 AM
Ugh.. not sure i can stomache this anymore.

I just got chased for like 14 hours.

Sargo Class, Jan 1942. Accidently ran into a two ship passing patrol (Wasak-something & a sub chaser).

Crash dive to silent running @ 450ft (was too scared to try any deeper). Had the enemy at my rear as much as possible. They hounded me for nearly 20+km & like 14 hours. Time at contact 2:00am. Time of final surface 17:50pm (i could still see him off in the distance circling).

Yeah yeah.. i know getting DC'd is supposed to be scary, but son of b1tch! I feel like a U-Boat in 1945. Did TMO getting harder since the last time i played it? (TMO 1.7). I'm all for a challenge.. but daaaaamn. Last patrol ended with me getting b1tch slapped 350ft LOL.

are you usign TMO with the latest patch? that should lower the hydrophones rating of the IJN

its amazing isnt it?

Ducimus
04-13-10, 11:12 AM
Traffic was redone. Obviously.

Singe merchants, you'll find closer inshore.
http://www.ducimus.net/sh415/merchants.jpg
Those entries you see there, are just the singles, and have a chance to spawn every 2 days.


Merchant convoys you want see much of early war. The Japs didn't start to implement those tell later. The way the traffic is arranged, youll see mostly singles at the beginning of the war and mostly convoys at the end.


>>750 feet in an S-18! gotta love those tiny lil boats

If you were 750 feet in an S boat, you were already dead.


As an aside, i'm glad im at the point where im doing some patrols before i release the final version to make sure everything is ok, because i can't handle this anymore


edit:
There was an error with the S boat, it's crash speed was set way too low. Thats fixed now.
Also noticed that contact reports on convoys is turned off for some reason. I don't know why, but im fixing it.

EDIT:
Belay that, i know why i did that now. The maru code. It wasn't broken tell a few months into the war.

edit:
Yup, just looked it up again. The maru code wasn't broken tell November 1942 if my information is correct. So until then, you wont recieve any radio reports.

edit:
I should know better then to 2nd guess myself.

Ducimus
04-13-10, 12:07 PM
Ok here's the status report on TMO 2.0

It will be released when..........

I run a career game from december 1941, to 1943. However long that takes me. Since this is the final version, i need to take my time about this, and there are some transitions i need to see first hand to make sure they're working correctly.


Here's the changelog thus far (this includes the patch):

-- format wordwrap


// ------------ Player sub/torp/sensor

- 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.

- crew should now properly repeat orders for directional and depth changes.
- slightly decreased the effects of darkness and rough seas effecting your watch crews ability to spot targets.

- Damage zones for diesal and electric engines increased from 200 to 400 hit points
- reworked how SJ radar behaves. See manual.
- Added Interior overhauls by vickers03.
- tench now comes with twin 5/25' deck guns.
- Tambor/gar now comes with 5/51 caliber deck gun.
- Tambor gar now stern deck gun mounts only due heftyness of 5/51
- changed periscope zoom levels from 1 and 4 to 1.5 and 6
- removed fuel ballast passive ability from officers.
- adjusted sub fuel to account for fuel ballast and flat map projection
- fixed S boat recharge time
- fixed error in S boat crash speed.


// --------------- campaign changes

- increased dynamic mission requirements minimum fuel percentage from 35% to 40%. 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.

- 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)

- slighly increased range at which radio contacts will be recieved
- added extra messages by danurve
- good patrol rating renown requirements from 500 to 600
- Added Sofu Gan (Lot's wife) by aanker
- expanded aleution patrol assigments
- increased spawn rate on aluetion convoys
- added tokyo express
- renamed the Div 2 flotilla to task force. Moved the Pearl div 2 to midway.
- better scripted out pearl harbor and fremantle flotillas.
- better scripted out alaksan command
- Tambor/gar/gato now get assigment to attu in 7/42
- fixed typo in honshu mission


// --------------- enviromental

- 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.

- changed windspeed from 0,4,8,15, to 0,5,10,15
- changed Underwater coloring to look more correct
- changed fog settings to look good, but not hamper visuals to an extreme with light fog.

- lowered cloud height from 700 to 400
- added cloud shaders from W_clears EE5.
- added Seafoam from Real enviorments
- add terrain textures from Pacific environments 4 Final


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

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

- San pans and life boats will no longer explode
- added ship debris with bodies from Pacific Environment 4
- added warships retextured from Real Environments
- added merchant skinpack v 2 by Sergei

//------------------------ AI sensors
- GREATLY reduced JP type22 surface radars max range.
- Slightly lowered range of mid and late war jap passive sonar.
- adjusted fog factor to be in tune with environmental changes
- decreased sensitity of AI hydrophones, but also reduced the effectiveness of thermal layers against passsive sonar.


// ----------------- menu/ gui
- changed some menu art
- added some elemnts of Nbjackso nav Map makeover
- slighly increased camera panning in career room.


Why yes margret, ive been busy. There's also a 56 page manual. (god i hate documentation)

alexradu89
04-13-10, 12:17 PM
Dude I'm telling you i dropped at 750 feet in the S-18 (all components were damaged) and yet I managed to blow ballast and go up to 650, at which point I got the death screen.:doh:
Anyway, today I did a barrel roll! :rotfl2:
Well actually I did 4 barrel rolls... got attacked by some planes and somehow I ended rolling around in the submarine.
http://img543.imageshack.us/img543/601/sh4img20100413190743562.png

Ducimus
04-13-10, 12:31 PM
Neat screenshot. :haha:

On a somewhat related note as it goes to traffic, i just got an idea to put in a crap ton more singles, and still keep to the design theme i had in mind. :|\\

Ducimus
04-13-10, 01:08 PM
Here.

This will most defiantly solve the traffic problem:
http://www.filefront.com/16113165/TMO_More_Merchant_Traffic.7z

alexradu89
04-13-10, 01:38 PM
I hope when you launch TMO 2.0 you could maybe make a list of the small mods that are contained in it, because atm I'm running on quite a mod soup.:up:
TriggerMaru_Overhaul_19
TMO19_Patch_25012010
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Alternative Ship Reflections for TMO 1.9 & RSRDC v502
Poul-Sound for SH4
EAXsoundsim_with_WebstersManeuver_TMO19
SCAF for RSRDC v502
MaxOptics IV for TMO 1.9
Nav Map Make-Over
Merchant Skinpack v2 TMO
TMO19_interior3d_GATO_overhaul
TMO19_interior3d_PORPOISE_overhaul
TMO19_interior3d_SALMON_overhaul

Ducimus
04-13-10, 02:06 PM
No, im not adding anything else. At some point i have to stop adding/fixing stuff, and test it. If i keep adding stuff, ill never get it tested.

gutted
04-13-10, 02:15 PM
Traffic was redone. Obviously.

Singe merchants, you'll find closer inshore.

Thanks for the pic.. i saved it. Pretty much everywhere i went except for convoy college looks like it was a waste of time LOL. Except for maybe the NW route from saipan. I did travel that once.


Will check out the more merchant download. I think if maybe if i found more merchants to sink, it would make the scary AI not so annoying. Right now, i just felt like i was driving around for hours (real life) with the only purpose of getting a DC on my head.

alexradu89
04-13-10, 02:32 PM
Hey that's cheating! :nope: Hehe

gutted
04-13-10, 02:41 PM
edit:
Yup, just looked it up again. The maru code wasn't broken tell November 1942 if my information is correct. So until then, you wont recieve any radio reports.

ohhhh.. that makes sense. :rock:

gutted
04-13-10, 02:59 PM
One question before i go off and try again....

One thing that always annoyed me is that i prefer operating out of the asiatic fleet. But in games past.. anytime i had a chance to upgrade to a better Sub, i got shipped to the Pacific Fleet and having to take missions out of Pearl Harbor.

Is there any way to get an upgrade without leaving the Asiatic Fleet?

Ducimus
04-13-10, 03:13 PM
Will check out the more merchant download. I think if maybe if i found more merchants to sink, it would make the scary AI not so annoying.

It will more then double the merchant traffic coverage.

Is there any way to get an upgrade without leaving the Asiatic Fleet?

I'm not sure. What boat were you in, what command was the game offering, and when?

gutted
04-13-10, 03:17 PM
Well it was sometime last year the last time i played SHIV much.

I think i was in a Sargo and it offered a Gato.

Ducimus
04-13-10, 03:56 PM
I'm not sure if its something i can fix or not, although I am sure that i'm pretty much tuckered out.

Quagmire
04-13-10, 09:13 PM
So no decision yet on the deep water minefields around Japan? Not complaining, just wondering where your mind landed on this.

Also any chance the working TDC that Ngensis created will be included? That is probably the biggest "WOW" factor right now. That aside from TMO in general.

Good luck and thanks!
.

SH4 fan
04-13-10, 10:08 PM
I did a search and didnt come up with anything particularly useful. Is there a way to have the ship length displayed in the recognition manual? I prefer not to have to go out of game to find the info. Unfortunately printing isn't an option. I need to get a new toner cartridge.

Thanks for the help

Regards
SH4 Fan

gutted
04-13-10, 10:09 PM
Also any chance the working TDC that Ngensis created will be included? That is probably the biggest "WOW" factor right now. That aside from TMO in general.
.

eh? link?

Im looking.. never heard of it.

virtualpender
04-13-10, 10:29 PM
Ducimus - your rundown of the contents of TMO 2.0 sound awesome. I cannot wait for the release! :D

Quagmire
04-14-10, 12:27 AM
eh? link?

Im looking.. never heard of it.

Here you go. Completely unbelievable work going on here. The testers are very pleased with what has been done so far. I cant wait!

http://forum.kickinbak.com/viewtopic.php?f=70&t=1884
.

theguardian
04-14-10, 02:19 AM
Here.

This will most defiantly solve the traffic problem:
http://www.filefront.com/16113165/TMO_More_Merchant_Traffic.7z

Ducimus thank you for your excellent work. TMO is really a must-have mod.
I am relatively happy with the current traffic in the game but I'm still curious ... I would like to try this patch but I do not want to make a mistake: Is it compatible with RSRD?

alexradu89
04-14-10, 02:24 AM
Yes you can use TMO with RSRDC (install RSRDC after TMO).

theguardian
04-14-10, 02:36 AM
Yes you can use TMO with RSRDC (install RSRDC after TMO).

Alexradu89 thank you for your answer. However, my question was on the patch solving the problems of traffic and not using RSRD with TMO.
Specifically: Can I install the traffic patch after RSRD and it's own patch ? It seems to me that RSRD also changes things in traffic and I do not want to make mistakes.

Another solution would be to install the patch after TMO and before RSRD. But I would need to reinstall everything and I'd rather not.

Thanks a lot.

alexradu89
04-14-10, 03:38 AM
You have to install it AFTER RSRD, if you install it before, RSRD will do nothing but overwrite the campaign files, thus giving you the usual "limited"(but realistic) traffic of RSRD.

Tobias99
04-14-10, 05:26 AM
Hello guys,

i have a paranormal activity in my campaign..
I became a message from my sonarman "warship, increased speed, medium range" and i have took a ping to the contact because i want know how far away this ship is..
Sonarman tells me 3440 (?) what? feet?, yards?
The Reason is, i jumped to the bridge, it was night clear visibility and i see nothing (?)
The i listen myself to the sonar, it sounds like the contact is very near..

I have "authentic" in my Options.

Can anyone that explain me? Japanese Sub?

Greetings Tobias

gmuno
04-14-10, 06:23 AM
You might have found Davey Jones doing his cruise...
I've had this sometimes myself. After the the somewhat-times i decided that it's a glitch.

theguardian
04-14-10, 06:42 AM
You have to install it AFTER RSRD, if you install it before, RSRD will do nothing but overwrite the campaign files, thus giving you the usual "limited"(but realistic) traffic of RSRD.

Thanks a lot. It's not always easy to cope with the mods.

Tobias99
04-14-10, 06:51 AM
You might have found Davey Jones doing his cruise...
I've had this sometimes myself. After the the somewhat-times i decided that it's a glitch.

many thx for reply..

Now i have made the torpedo-school, target is the japanese cruiser..
First, i give the sonarmann the order to ping the target and he says 2440..
Then i make with help from the stadimeter to get the range... i have the results 1250..
Then- once again i give the sonarman to ping the target, NOW he told 1250..

Now will i know, what goes wrong, i get the range of 10000...
And the sonarman pings 10000 too:damn::damn:

Can the sonarman not from alone find a right solution to the target?
Must i do all from myself??

gmuno
04-14-10, 07:44 AM
I do my approaches either by eye or later by radar, approaching by sonar is, when the sonarguy is green, not to be recommended. You see how good your personal is, when you're going to the crew rooster and activate a crewmember. With sonar, go to the conning tower section and look what ratings the guys have. A sonarman with something below 30 can't discrimminate between an explosion and a fast warship.
I learned this while attacking a small (1 CL with 12 DD's-DE's, must have been a important CL) taskforce. 3000 yards and Unknown Contact... :damn:

alexradu89
04-14-10, 03:18 PM
Flank speed + blowing ballast from 600 feet. :yeah:
http://img696.imageshack.us/i/sh4img20100414230857498.pnghttp://img696.imageshack.us/i/sh4img20100414230934311.png/http://img696.imageshack.us/img696/310/sh4img20100414230934311.th.png (http://img696.imageshack.us/i/sh4img20100414230934311.png/)
http://img72.imageshack.us/img72/6080/sh4img20100414230906639.th.png (http://img72.imageshack.us/i/sh4img20100414230906639.png/)
http://img696.imageshack.us/img696/8750/sh4img20100414230857498.th.png (http://img696.imageshack.us/i/sh4img20100414230857498.png/)

http://img696.imageshack.us/i/sh4img20100414230934311.png

Sub Sailor
04-14-10, 05:08 PM
Ducimus,
I truly like your work and applaud what you have done with SH4 U-Boat Mod with TMO 1.9.
Would it be possible to return the awarding of medal back to the original requirement? I sank 6 ships on my last patrol for 21K + tons, received the Asian Pacific Medal, my 3rd and only 1250 bonus points. The ships were two freighters, 1 tanker, a DD and two Aux Sub Chasers. Needless to say I was disappointed.
If it can't be done without causing you a lot of work I understand. It will not stop me from playing.
Since I installed the Max Optics IV I have to hit enter to start the sim. it loads so far and stops. Some one replied I was probably missing a file, but if I am I can not find which one. I re-installed Max Optics twice no change, but sim seems to play OK.


Thank you for all your work,


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

Ducimus
04-14-10, 05:19 PM
>>I sank 6 ships on my last patrol for 21K + tons, received the Asian Pacific Medal, my 3rd and only 1250 bonus points

So how much renown did you earn that patrol total? just 1250?

Sub Sailor
04-14-10, 07:33 PM
Yes 1250 is all I recieved.

Ron Banks MMCM(SS), USN(Ret}

Sub Sailor
04-14-10, 07:35 PM
1250 renown points.


Sub Sailor

Ducimus
04-14-10, 07:48 PM
M'kay, ill check the upc file when i get home from work and see where the numbers fall.

edit:

You know its a pity the game doesn't have medal devices. You'd have 3 oak leaf clusters on some of those medals. lol.

sarofax69
04-15-10, 03:24 AM
http://yfrog.com/7bsh4img20100414222314580p

im running:
tmo overhaul 1.9
tmo1.9 patch 25012010
rsrdc tmo v502
rsrdc v5xx patch1

i got a icore 5 8g ram and radeon 5800
every time i torp or fire a shell at them this is what happens, it would appear to happen both to merchants and navy ships. ive got all the sliders maxed for graphics in the game and all post process effects and suchlike ticked ive loaded latest drivers for the graphics card and run the game at 1920 by whatever it is basically maxed out. this is the only thing to what is absolutely outstanding mod. thanks for all your hard work on this.

cheers in advance for a solution

TheBeast
04-15-10, 06:40 AM
http://yfrog.com/7bsh4img20100414222314580p

im running:
tmo overhaul 1.9
tmo1.9 patch 25012010
rsrdc tmo v502
rsrdc v5xx patch1

i got a icore 5 8g ram and radeon 5800
every time i torp or fire a shell at them this is what happens, it would appear to happen both to merchants and navy ships. ive got all the sliders maxed for graphics in the game and all post process effects and suchlike ticked ive loaded latest drivers for the graphics card and run the game at 1920 by whatever it is basically maxed out. this is the only thing to what is absolutely outstanding mod. thanks for all your hard work on this.

cheers in advance for a solution
Did you load the Slightly Sub-Nuclear Torpedo and Gun MOD? If you did, it strips the ships hull like that some times. I use to use it and stopped because ships falling out of the sky sank me a few times.

sarofax69
04-15-10, 10:58 AM
no matey just as i put in the post as far as mods go. nothing extra but thanks for your reply. everything else seems to work fine it's just the graphics

Aramike
04-16-10, 01:54 AM
Okay, I hope I haven't miss anything but I have read and read for a couple of days now and I'm wondering:

I'm using the lastest patched TMO and it seems as though everytime I add PE4 everything works great ... except for when I click on the Captain's Cabin hatch and the world just turns green.

Obviously no big deal, but my OCD is kicking in. Am I missing anything?

Aramike
04-16-10, 02:39 AM
OK, nevermind, fixed. :doh:

texastc
04-16-10, 03:07 AM
eeeeeeeyyyaaaaaaaaaarggggh.
I feel for the submariners and the damn dud torpedoes!!!! Been using TMO 1.9 for a week now, I cant stop. Great mod, best Ive tried so far. Ive been reading this thread for 3 days, Im only half way through. Seems alot of fixes and upgrades thtough the last couple of years, plus I think 3 "retirements" by Ducimus in that span. I dont see how you do it bro, but you have got some talent. I didnt see TMO from the start, I guess I started spoiled with 1.9, if 2.0 tops it, then I dont know what to say. I started a few years ago with vanilla SH4. Didnt even know about mods, shelved the game til a few weeks ago because of constant crashes. Alot of people talk on some other boards (Aces High and Rise of Flight) about the greatness of SH4, so I DLd it again and UBM. DLd a few super mods including TMOwtw. Finally got around to TMO 1.9 and now no looking back. This is the best. Go steal a beer truck, and enjoy. You have more than earned it.

vickers03
04-16-10, 05:23 AM
http://yfrog.com/7bsh4img20100414222314580p

im running:
tmo overhaul 1.9
tmo1.9 patch 25012010
rsrdc tmo v502
rsrdc v5xx patch1

i got a icore 5 8g ram and radeon 5800
every time i torp or fire a shell at them this is what happens, it would appear to happen both to merchants and navy ships. ive got all the sliders maxed for graphics in the game and all post process effects and suchlike ticked ive loaded latest drivers for the graphics card and run the game at 1920 by whatever it is basically maxed out. this is the only thing to what is absolutely outstanding mod. thanks for all your hard work on this.

cheers in advance for a solution

do you have anti aliasing turned on? if yes don't go higher than 4x
and i think adaptive anti-aliasing should be turned off.

sarofax69
04-16-10, 07:02 AM
cheers will give it a try

sarofax69
04-16-10, 07:27 AM
cheers matey fixed problem set all antialiasing to application and hey presto cheers for fix going to enjoy the game now

Ducimus
04-16-10, 06:27 PM
Status update:

Currently im testing, by... playing. Novel concept. Since this is the final version im doing, im trying to take my time and make sure it plays smoothly and annoyances are ironed out.

Currently commanding USS Grayback. Started on 8th dec 41. It is now june, 1942, and I've completed 3 war patrols, sank 29,000 tons of shipping (a troop convoy with an ocean liner i stumbled into helped with that), was nearly sunk by 3 escorts on the 3rd patrol, turned down a new command for a gato (love my gar) and have now aquired SJ radar and am about to go on patrol number 4.

During each patrol im taking notes on things i see wrong, or just annoy me. Usually 1 or 2 items per patrol, and addressing them before i head out again. Gonna wait tell i get to early or mid 1943 before i think about releasing anything.

virtualpender
04-16-10, 09:19 PM
That is what is known as a tease.