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View Full Version : [rel] TMO Service Packs 1C and 2B


Ducimus
04-08-08, 03:30 AM
SP's removed, full version updated.

The General
04-08-08, 03:42 AM
Thanks Ducimus, here's hoping you don't retire completely ;)

THE_MASK
04-08-08, 04:00 AM
Great work buddy . Quote "Too Much for just one person to manage. I am not going to promise that i am quiting, nor that i am continuing, only that im brunt out and taking a long break. How long is anyones guess." About a month tops i reckon . Cheers . sober out .

SteveW1
04-08-08, 04:11 AM
Thanks Ducimus for the updates your work is always appreciated, now take that break and just play for awhile you need it.

claybirdd
04-08-08, 04:29 AM
Thanks again Duci. Your work is astounding and I really cant believe that 98% of it was done by one person. :o :up:


My guess :hmm: three weeks.


P.S. Out of curiosity why did you discontinue the airbases being shown on the nav map?

W_clear
04-08-08, 05:10 AM
I continuously thought. TMO is the best MOD. I am using TMO all the time. I like it.

DrBeast
04-08-08, 05:19 AM
//fixed player medals

*DrBeast lures Ducimus with a keg of Guinness

Care to elaborate how it was done? ;)

kriller2
04-08-08, 05:22 AM
Nice work Ducimus! :up: , I understand if you need a break :yep: all these pieces of your mod is a big workload for just one person, why don't you join with some others in the future?

lurker_hlb3
04-08-08, 06:45 AM
RSRDC V371 Patch 4 is up for the TMO. You will find links in the first post of the RSRDC thread


http://www.subsim.com/radioroom/showpost.php?p=667498&postcount=1

DrBeast
04-08-08, 06:52 AM
RSRDC V371 Patch 4 is up for the TMO. You will find links in the first post of the RSRDC thread


http://www.subsim.com/radioroom/showpost.php?p=667498&postcount=1

Holy cripes, lurker, you're FAST! :up:

ReallyDedPoet
04-08-08, 06:56 AM
Nice work Ducimus, and lurker for the update :up:


RDP

linerkiller
04-08-08, 07:29 AM
Thank you again Duci:D ...now i have to wait 4 hours to try it:damn:

3h 59m 59s :roll:

3h 59m 58s :stare:

3h 59m 57s :dead:

---------------uuughhhh!!!:nope: :nope:

scrapser
04-08-08, 08:27 AM
If I'm not mistaken, this latest patch makes the escorts a little more difficult to evade...is that correct? I'm still learning their tactics and find them pretty tough right now so I wonder if I can tweak them back after applying these updates if necessary. I may not and just go for it as is but it would be nice to know I have the option.

I'm still "practicing" on the Task Force I saved at convoy college. I sank an Ise and an escort carrier...damaged the second Ise and now doing an end around to finish it off and maybe hit a heavy cruiser while I'm at it. The escorts are really spread out making it a long trip.

nautilus42
04-08-08, 09:59 AM
Thanks Duci for TMO, it`s a "must have". :up: :up: :up:

JREX53
04-08-08, 10:04 AM
Thanks Duci. Have a NICE break, you deserve it!:up:

Thanks Lurker, you've got to be the fastest guy around with
updates to other mods.

Wilcke
04-08-08, 10:13 AM
Have fun on that cruise!

Lt commander lare
04-08-08, 10:26 AM
hi ducimus can you release the medals fix you did for the update for just the stock version i was just wondering if that was possible


lt commander lare

Ducimus
04-08-08, 11:26 AM
RSRDC V371 Patch 4 is up for the TMO. You will find links in the first post of the RSRDC thread


http://www.subsim.com/radioroom/showpost.php?p=667498&postcount=1

Holy cripes, lurker, you're FAST! :up:


Thats called collaborative work. Lurkers had the updated files for a couple days now. :D



hi ducimus can you release the medals fix you did for the update for just the stock version i was just wondering if that was possible


lt commander lare

Luckily, i uploaded the medal fixes for the RFB folks to use before i merged it into the update.

http://www.ducimus.net/sh4/Medal_Fix.7z
You'll need to make some changes in the menu.ini file and txt file. Ive included what changes you need to make in the support directory of this D/L.

TDK1044
04-08-08, 11:44 AM
"am not going to promise that i am quiting, nor that i am continuing, only that im brunt out and taking a long break. How long is anyones guess."



8 minutes and 4 seconds!

Ducimus
04-08-08, 12:13 PM
Ok, since its not 2AM, i have my coffee, and some sleep, ill try and explain some of the changes i made the notes ive made in the changelog might not be sufficent enough to understand.

1.) The holy loch sub flotilla is open again. I disabled it because it was confusing people, but decided to renable it because i didnt take the time to create and script stuff for it for nothing. It is though, a "bare bones" theater. A basic foundation, nothing more. It could use alot more fluff and traffic scripting. This option was created so our friends in the UK could fight a little closer to home, as i thinking being interested in what happened closer to home a natural instinct with everyone. So ive tried to accomidate that. It was also my intention that hopefully someone with more time, patience, and knowledge of the area then i do, would become inspired and expand on it. Word of caution: If you go to this flotilla, the game assigns missions as you dock. So if you go on a patrol, dock, transfer to pearl, and leave pearl, your next assigment will still be in the atlantic somewhere. You'll have to dock again and take a "bad patrol" to gain a new assigment.


2.) Ive created mirror images of the submarine flotillas of Fremantle and Pearl harbor. Ive annotated them as for example, "Pacific fleet /Div 2", where as the default is "pacific Fleet". This "2nd division" of these flotillas offers a more gamey mission assignment. Its primarly meant for people burnt out and tired of doing the same old thing, most every patrol. These "new" flotillas are hard scripted to rotate what mission area is avaialbe every 2 months, and your garunteed a special ops assigment every other patrol. You may even get them more often then that, but every other patrol, you should be doing something other then a patrol or deploy mission.

3.) Ive reworked most of the traffic layers. There was some issues with the previous campaign layers that were niggiling at me. Perhaps i was staring at something too long, and the pet peeve grew from a anthill to a mountain, but i just HAD to do something. So i started over with the stock layers which are new to version 1.5 (yes, the devs redid the stock traffic for the pacific campaign - but the changes were minor). I did alot of mass changes. But heres the bulleted version of it:

- Reduced traffic spawn frequency, but The net effect is at the beginning you'll see few convoys and alot of merchants at the begining of the war, and towards the end, you'll see very few single merchants and more convoys.

- Contact reports have been greatly reduced.

- Convoy composition has been changed to have anywhere between 4 and 9 ships, although i think i may have a few 12 ship convoys in there. Dont remember. I do remembr that escort composition will range from 2 to 4 escorts.

- zig zags were redone for single merchants and convoys. It is less then before, but greater in frequency then RSRD. My hope in this reduction is to cut down the amount of scriptinig the game has to proccess.

- sometime between 6/43 and 12/44, ive made the traffic in the sea of japan a smorgesborge of single ships. Their coming out of the various ports in the west coast of japan, enroute to Korea. It will be a field day - IF you can get in to it. Ive increased minefield density and added patrols to the la periouse straights. You can brave these patrols, or the minefields, choice is yours.

- Aleutians traffic i redid, You should see icebergs now.

- im sure theres more stuff to mention, but id rather move on to the next topic.


4.) You will find, or rather should find.. that once detected, the AI harder to shake loose. Now, if the AI runs off in one direction when you attack from another, nothing i can do about that, but at any rate, they should be a bit more tenacious once they latch on to you.

5.) You will find more air traffic. I think i cut it down too much in the past. They will annoy you to some degree, that is after all, they're job. :rotfl:


6.) Tambor/Gar skins. Ive cloned the gato version, and renamed it to the Tambors version, thus overwritting the existing 2nd Tambor conning tower with the cut down AA deck and periscope shears. (I didnt like the tambors model cause it didnt have the cut down shears). The texture for this conning tower remains the same. However the lightmap texture is different. It is named NSS_TamborTower_O02a.dds
Skinners: All you need to do, is take the gato version of this, and rename it to this name.

I also cloned the "elite" late war version of the gatos conning tower since the Tambor gar didnt have one. It uses the same texture as the late war tambor conning tower, only with the addition of this lightmap texture: NSS_TamborTower_O04.dds

The net result is now, no sub, shares a skin with another. Every sub skin is now unique, and applying a skin to one, will not effect any other.


7.) Yes i did rebalance the deck guns. You'll find that 3'/50 cal really sucks, and the 5"/25 is fairly decent, with the 4"50 somewhere in between. Historically, The 3"/50 fired a 13 pound shell. The 4"/50 fired a 33 pound shell, and the 5"/25 fired a 65 pound shell. Ive adjusted shell damage to reflect this varience. You'll find that all you carry now, is HE.

I think thats all that comes to mind, the rest of the readme, as terse as it is, i thought pretty self explanitory.

rrmelend
04-08-08, 12:23 PM
Like always, thanks for the amazing work.:rock:

tedhealy
04-08-08, 12:53 PM
Sounds great, specially more planes. I'll definitely give your traffic a try too :rock:

Maybe this is stock behavior, but I've found that quite a few convoy escorts after searching and depth charging an area like to go stationary for some time. Maybe they are baiting me to do something dumb. You can't actually hear them on the hydrophone, but the green light does light up letting you know something is there. They make for some rather easy destroyer kills as you leave the area.

Just wondering what's up with that :hmm:

TDK1044
04-08-08, 12:58 PM
Great stuff, Duci! :D

Ducimus
04-08-08, 01:13 PM
Maybe this is stock behavior, but I've found that quite a few convoy escorts after searching and depth charging an area like to go stationary for some time.


Stock behavior, not much i can do about that. As AI goes, all a modder can do is make its sensors, more or less sensitive to player detection in order to illicet a response. How the AI responds to stimuli or lack of, is totally out of the modders hands.



As for the traffic thats included in TMO, it exists for a few reasons:

1.) I wanted to keep the campaign as clean as possible. So whoever comes in behind me, isnt faced with a monumental headache. (I dont intend to do this forever you know) Ive used copius amounts of "generic" entries where convoys are concerned.

Ship classification such as Destroyer escort for example, i use only on convoys. Its an indirect way i can randomize what ships appear, and only have a set number of ships that are possible to appear. You will for example, fine very few fleet destroyers that only ran with major japanease task forces.

So for example, if you have a new tin can you want escorting convoys, all you have to do is put it in the sea directory, and add it to the roster as a DE, and there you go. Adding ships to the game couldnt be easier!

Corvettes for example, i have doing H/K sub patrol work. So if you want to add a ship that does this function, same deal. No muss, no fuss.

Usually shunned by other modders, but i find generic entries by function very useful in SH4. It makes campaign layers essentually "reusable code" that isn't roster specific. Making additions to the game is much easier.


2.) As a more realistic then stock option for people who don't want to run RSRD. All ive done here, aside from keeping a clean campaign for others to work on if they want, is provide a choice to the end user. On this note, it is my intention that once i upload the compiled version of TMO 1.5, that i'll also upload TMO 1.5 with RSRD intergrated into it, without any changes by me. This is to provide a choice siince many love Lurkers work, and it cuts out the "mod overlayed on a mod" kinid of thing.

3.) In the event there is another patch. I'll need TM as clean as possible with just the files that i can barely keep track of. If i tossed out the campaign for Lurkers much more complex work on the same, id be in for a birdsnest that would be impossible to sort out in any reasonable amount of time should a patch occur.

tedhealy
04-08-08, 01:16 PM
Stock behavior, not much i can do about that. As AI goes, all a modder can do is make its sensors, more or less sensitive to player detection in order to illicet a response. How the AI responds to stimuli or lack of, is totally out of the modders hands.


OK, that's what I assumed. Just wanted to make sure.

By the way, the new camera position in the command room threw me for a loop at first. Great decision on the placement.

Ducimus
04-08-08, 01:20 PM
By the way, the new camera position in the command room threw me for a loop at first. Great decision on the placement.

Heheh ya i like it too. its much more natural and the positioning is more atmospheric. I also got tired of looking at the diving officers fugly mug every time i went into the CR.

Unfortunatly i had to fix it as a stationary camera in order to do that. (camera did some really funky things as a free cam). However, SHIFT+ F2 free cam (or is that cntrl + F2?) is still there, and working. So you can still move about in free view in the control room - just not by default.

The conning tower however, remains as a free cam by default.

Ducimus
04-08-08, 02:37 PM
Since i didnt make any documentation on 'TMO_Enable_Uboat_ver3" (its something i whipped up in a couple hours)

heres quick run down. (any adjustments made on a uboat was made to the type9D2. (The walter fantasy uboat never got out of experimentation, and subsquently is not supported)

- Culled down the massive number of aircraft

- applied TM's visual sensor to allied aircraft that didn't already have it.

- F9 now brings you to the radio/hydrophone room, and not the conning tower.

- all Goback to previous views associated with radar and hydrophones should nowreturn you to the radio/hydrophone room and not the conning tower.

- made hydrophone and radar operators clickable

- Made CE clickable

- you shoudlnt have any more black screens when goign to certain views.

- Bridge, CT, and CR rooms are now free views by default

- Fixed radar view so it functions as it should

- Crash dive and battle stations now plays a submarine bell instead of a fleet boat klaxon.

- Diving alarm now plays doors and hatchs shutting instead of a fleet boat diving alarm.

- Passing thermal layers notification has been muted so its inaudeible. The Germans knew very little about thermal layers and did not ever the equipment to detect them.

- Throttle rates have been adjusted to that used in TM. "Ahead standard" should be the normal crusiing speed.

- Engine sound is more appropriate to a uboat. You wont hear a fairbanks morse engine.

- Hit points on hull has been brought down to more realistic terms.

- Crush depth has been changed to the exact number of the type9D2 from stock Sh3.



Unfortunatly, the physics of the type9D2 is not cooperating, and will take longer to get it to behave more realistically. Right now it can crash dive in about 15 seconds or less when it should be around 47 seconds, give or take.

TDK1044
04-08-08, 06:02 PM
Downloaded and out on a mission. Great work as always. :D

SteveHump
04-08-08, 09:52 PM
...fantastic job! You have made this a real simulation instead of arcade shooting. Last night, several encounters with friendlies in mid-1944, then a convoy of ten and sunk them all like Mush. Appreciate your continuing efforts and if I meet you at Subsim 2008 in Tx, the drinks are on me and I'll make sure you get to your room if you get stinking drunk. Stay focused, but take a break now and then. This game is going to continue to demand your talents.

Lt commander lare
04-08-08, 09:59 PM
thanks ducimus i downloaded it but where do i put the files and how can you give me a rundown on what to do and how and then i will get it but im not sure what goes where

lt cmdr lare

Ducimus
04-08-08, 10:24 PM
thanks ducimus i downloaded it but where do i put the files and how can you give me a rundown on what to do and how and then i will get it but im not sure what goes where

lt cmdr lare

uhh... :88)

Who , what, when where? :88)

If you mean the TMO enable uboat version 3, that is optional. Do not run that unless you r planing to play in a type9 uboat, and always install that one, after the Service packs.

DrBeast
04-09-08, 07:28 AM
Regarding the medal fix:
I think I must've taken a wrong turn in Albuquerque... I thought this remedied the stupid bug where you'd get a medal as the skipper of the very first boat you got, no matter if it's the end of the war and you've changed a dozen fleet boats ever since. Probably related to the game's inability to store correct date in the save(s). Or something similar.

I took a peek at the files and changes involved, this looks like a remedy for bad placement of graphics item/medal name bug. Shipped with 1.5, I presume? Don't have the add-on, so sorry if I'm stating something blatantly obvious, here.

Lt commander lare
04-09-08, 09:21 AM
yeah i would like a fix so that when you get the medal of honor its the medal of honor not the purple heart i didnt get shot i got the medal of honor for standards beyond the call of duty

lt commander lare

Ducimus
04-09-08, 11:58 AM
The adjustments to medals are for 1.5 only.

I have yet to recieve an CMOH in any career game ive had. Only silver and bronze stars. That, lead me to beleive that the devs adjusted what awards are given.

NKVD-crazyivan
04-11-08, 08:08 AM
Hi Duci......

Applyed the latest SP's but alas where has the sub exhaust smoke gone i can't see it ........have you removed it.......


thanks for a fantastic mode love it ...:up:

Vorkapitan
04-11-08, 11:42 PM
Ducimus,

Another great piece of work....I've been using TM for quite awhile and enjoying every minute of it. :lol:

Ducimus
04-12-08, 12:05 AM
Hi Duci......

Applyed the latest SP's but alas where has the sub exhaust smoke gone i can't see it ........have you removed it.......


thanks for a fantastic mode love it ...:up:


It's there. Trouble is, the wind blows it around. If the wind direction is right, you'll see it on one side but not the other. Obviously that aspect of TM could use some more fine tuning. Im just not sure if im going to work on it further or not.

Ducimus
04-12-08, 11:30 AM
Im surpised, No complaints yet about the AI when forced under and trying to evade?

I thought for sure id be tarred and feathered.

Either i got it right on the money, OR....... it's still too easy? An inquiring mind wants to know which. :rotfl:

DrBeast
04-12-08, 11:33 AM
*DrBeast tars and feathers Ducimus

There, feeling better now? :rotfl:

claybirdd
04-12-08, 12:14 PM
detected a task force of 2 carriers 2 battleships and MANY DD of Gudalcanal Oct '42. One of the DD's spotted me and alerted the TF. The DD then charged straight at me at 32 kts. TF began Zigging but remained on base course. I was in a Sargo and hit 300ft. waited until favorable shot and loosed 4 fish into a Shokaku Fleet Carier. 1 dud 3 hits. immediatly dive after firing and she goes down just a little slower than I do. eased right on at silent running and the DD's never knew exactly where I was. Sonar looked like they were searching a pretty big area around where I was initally spotted. ash cans never even got close.

Only diffrence i noticed was mabye they can spot me further away. I always go deep and make like a hole in the water, mabye im just a badass captin. anyways I LOVE THE MOD

was using RSRD

DedEye
04-13-08, 10:01 AM
Like a fine wine gets better with age :)

Using the RSRD campaign.

My first patrol sank a lone ship ~4k tonnes, no medals.

2nd patrol was off the Aleutians. I did get orders to attack a Japanese resupply convoy, but couldn't find it and so didn't make contact. Poked around then ordered home. No ships sunk.

3rd patrol was huge. Initially patrolled South of the Bungo Straights. Ended up sinking 3 tankers, 4 Junks, and 4 merchants for a total of over 29k tonnes with all fish spent. I did win the CMOH for this patrol and also got a new boat. In my experience to date however ths patrol was the exception rather than the rule.

I love it! Thanks so much Ducimus! :up: