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View Full Version : On NSM4 and TMO and RFB


cavvie
04-17-08, 01:07 PM
BTW, I'm playing on SH4 v1.4

If I understand correctly, both TMO and RFB keep hit points for ships? I thought TM incorporates /some/ version of NSM.

I was looking at the torpedo files and I noticed that NSM keeps the magnetic pistols = TRUE for the torpedoes throughout the whole war whereas the other two mods tend to make it =FALSE after June 1943 (or is it '44?). I think I prefer the latter. What is the practical difference? I want to make sure I understand the obvious.

Also, if a torpedo is assigned a FALSE value for magnetic pistol, can you still switch the influence switch in the game? I assume the switch actually has an effect normally. Comments? Suggestions? The only thing I can think of is to tweak the NSM value that concerns me (The rest of the mod, of course, is top of the line).

Ducimus
04-17-08, 06:32 PM
As far as i know, NSM is not 1.5 compatible, therego you are advised (by its author) to not run it.

TM did include an earlier version of NSM at one time, but i pulled that mechanic out of the mod later on as development progressed. Said earlier version proved to be problematic so i took it out. It remains credited in TMs readme for the simple fact that at one point in time, i did use it, regardless, it is currently not included.

cavvie
04-18-08, 12:49 PM
Thanks for the reply, Ducimus. I'll just do a few patrols with and without NSM4 tacked on the end and see what I think.

swdw
04-18-08, 09:53 PM
For RFB, if you follow the install order and DON'T install the RFB zones file you get RFB with the RFB torpedoes which were modded to work with NSM.

For TMO, Ducimus included his own mods to the zones file that gives more realistic sinking times. So your idea of trying TMO without NSM will work well.