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Interpol
11-24-09, 07:31 PM
I just bought Silent Hunter IV of amazon yesterday and waiting for it come so in the mean time while it comes ive been doing alittle bit of research on SH4 (Youtube) and downloading some Mods to improve SH4, Obviously i will try SH4 before i go ahead and start putting Mods on it.

Im not a total fool when it comes to subsims has i played SH2 back in the day.

My question is, Is there a complete list of everything that is in the TMO Mod?

Ive scoured this Forums & Google for such a list but have come up against a brick wall :damn: I have had a look at the 1.3 TMO Mod list and there is a few things in there that i dont like so seeing a full complete list would be awesome.

Thnx

Interpol :salute:

Ducimus
11-24-09, 07:52 PM
Your killing me smalls! A complete list? Even I don't have one of those. The entire history of the mod is in the support directory in the form of changelogs. This is something of a challenge, to come up with a complete list, but I really hate documentation. :haha: ( hardly anyone reads it anyway :shifty: )

Offhand, changes can be classified into these categories:

- Campaign & flotilla
- Sea/Air Units
- Air power changes
- Player submarine
- Interior & crew
- AI unit and player damage model
- Deck gun and torpedo
- AI & ASW
- User interface & commands
- Menu/shell
- Graphics & sound
- Stock game bug fixes


I could probably fill a page or two listing changes in any one of those items except the menu/shell. :doh:

Interpol
11-24-09, 08:08 PM
Trigger Maru is what some would call a "supermod". It is an all in one package that touches on many areas of the game. Features include, but are not limited to:


*AI Adjustments
- Mulitple visual nodes to vary visibility for warships, merchants, and aircraft.
- Aircraft can spot submerged submarines.
- Improved sensors for escorts vessels for a more responsive AI
- Depth charges adjusted for more realistic performance over stock.



*Aircraft adjustments
- spawn frequency greatly reduced from stock
- afore mentioned ablitiy to spot submarines
- deadly bombs carried.
- harder to shoot down


*Campaign adjustments
- Taters improved campaign layers for more historical zig zagging traffic.
- Dutch harbor flotilla available
- greatly reduced "spam" contact reports.
- New construction/ sea trail options for Gato and Balao
- Patrol missions area of operations expanded to 200 to 250 KM.
- Sink missions now require only 4,000 tons of any ship type, to include warships.
- Photo missions to tokyo bay moved to more accessable areas.
- added a few new ships to japanese inventory
- Addition of German Type 9 uboat which will appear in the south west pacific in historically correct areas in 1944.

* Submarine adjustments
- Battery endurance greatly improved over the stock game
- Improved dive times
- improved pitch and roll motions
- Radar depth
- overall toughness of submarines adjusted to more realistic levels.
- Fuel levels adjusted to be a little more realistic
- more realistic default crews
- Deck guns reduced to a more realistic effectiveness level
- Narwhal submarine added (this is a psuedo model and does not look like the real Narwhal, but behaves like one theortically would have)
- Submarine Torpedo's more susceptible to failures, being a little more realistic then stock.

*User Interface adjustments
- Command layout similar to Sh3 for familiarity.
- Addition of commands present in Sh3, but not normally active in Sh4, such as weather reports, nearest visual contact, maximum range at current speed, etc etc.
- Nomograph
- speed/ range chart to aid in plotting intercepts.
- Misc graphical improvements to the UI.
- Navigation map with more labels for easier idenfication of geographical areas in the pacific.

*Misc graphical and sound improvements

1.) folded in hotfix 041709

2.) AA guns
- adjusted shell damage on 20MM and 40MMs
- changed sound
- increased shell storage capacity
- got AA shells working
- changed 40MM shell type from AP and HE to HE and AA
- changed 20MM shell type from AP to HE
- Added 3rd AA gun mount on main deck. Supports 20MM only. (See conning towers.)
- moved 40MM availibity date from 6/43 to 2/43 in order to work around a crew position bug.

3.) Conning towers
- Added 3rd AA mount on Conning 3 and 4 only. (1 and 2 did not have them)
- Added Rear mounted TBT on conning towers 3 and 4 only.
- installed 40MM as default AA gun on all two platform conning towers for tambor, gar, gato, balao, and tench
- changed 3rd CT configuration to mount one 40MM only. 4th CT remains with two 40MM.

4.) Interiors
- added lights to the starboard side electrical panels that were previously lifeless.
- added control room dive angle fix by Vickers03
- all control dials and telegraphs in the control room are now clickable.
- add a pseudo captains cabin and ships Yeoman's office. Clipboard on Yoemans desk is clickable crew management page.
- all boats now have a clickable 600 ft depth gauge in the conning tower. (see control/UI changes)


5.) Control and UI changes
- Dive planes set to deep dive functionality has been removed. To dive below 450 feet, use the clickable depth gauge in the conning tower.

- Balao and tench class boats no longer level off at 160 feet when crash diving. Instead they level off at their saftey depth of 400 feet. Setting dive planes to normal dive (aka the D key), will put the boat in a dive condition and it will not stop until you order it to stop via the A key. This is to allow some of the deep diving jockey's the ability to get around the 600 ft depth gauge if they so choose.

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


6.) Submarine changes

- The time it takes to crash dive has been increased. All boats should be under in about 58 seconds or less. This is more historically accurate then previous settings.

- Maximum speeds have been adjusted to be more in historical parameters. Top speeds are now thus:
* Porpoise: 18 knots
* Salmon: 17 knots
* Sargo: 20 knots
* Tambor and Gar: 20 knots
* Gato, Balao, Tench: 20.25 knots

Note: a 5 kt wind or greater will slow your boat down.

- Surface endurance has been adjusted to a setting that does not account for fuel ballast tanks, which as i understand it, was a development sometime after the war started.

- All boats now have a berthing compartment, affectiontley (and historically as far as crew slang is concerned) known as "Hogans alley".
- Reduced size of the damage control team
- reduced size of Psuedo Narwhals deck gun teams, so they are managable in the UI now.

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

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

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


7.) Crew Changes
- Officers will now occasionally wear a T shirt and Kahki shorts.
- CPO's now have their own cover. (I hear Humphy bogart wan't his hat back)
- fixed OD's animation while at battle stations.
- fixed report nearest warship contact on sonarman graph file.
- No more staring zombie eyed crew.
- Radar depth vocalizations by Vickers03

8.) Crew Special abilities
- All special abilities have been reworked, rebalanced, or dropped entirely to be more inline to represent the improvements brought about by an experienced crew.

- increased likelyhood of special abilities being aquired.

Descriptions are as follows:

MASTER ENGINEER
Required compartment: ENGINES ROOM, CONTROL ROOM
Description: When it comes to repairs, this barnacle encrusted Chief has rung more salt water from his socks then most sailors have sailed over. He can effect repairs faster, pump water out sooner, and make operational unserviceable equipment.
Effect: Repair and pump speed increased 38%, can repair destroyed items.


TIN CAN CROSSOVER
Required compartment: DECK GUN
Description: This man spent some time on destroyers as a Gunnery officer. His skill in naval gunnery will increase the accuracy of your deck gun.
Effect: Increases accuracy of deck gun by 50%

MASTER TORPEDOMAN
Required compartment: BOW TORPEDO ROOM, STERN TORPEDO ROOM
Description: This Chief knows how to run a torpedo room like a well oiled machine. His expertise makes for faster reloading of torpedos.
Effect: Time it takes to reload torpedos reduced by 40%.

TORPEDO EXPERT
Required compartment: BOW TORPEDO ROOM, STERN TORPEDO ROOM
Description: Defying orders from BuOrd not to touch anything, this Chief is constantly disassembeling and maintaining the torpedos. Torpedo malfunction's occur slightly less frequently as a result.
Effect: Torpedo malfunctions reduced by 25%.

PHARMACIST'S MATE
Required compartment: ANY|
Description: Submarines were not large enough to merit physicians, so they had corpsman instead. Often called quack, voo doo man, pill pusher, or witch doctor by the crew. From lancing butt boils, killing crabs, or the rare appendectomy with kitchen implements, he is able to reduce the resting time and remove all the wounds of the crew.
Effect: Heal speed increased by 50%, fatigue reduced by 50%.

ENGINES EXPERT
Required compartment: ENGINES ROOM
Description: This Chief knows his job well enough to take a few unorthodoxed shotcuts on diving proceedures, decreasing the time it takes to dive the boat.
Effect: Increases dive speed by 65.
Speical note: I have tuned this so that with 3 of them, your fastest dive will be 35 seconds, which was obtainable by experienced crews. This skill is subject to diminishing returns.

MASTER ELECTRICIAN
Required compartment: ENGINES ROOM
Description: This Chief knows how best to maintain the batteries and draw the most amps, reducing battery consumption as a result.
Effect: Reduces battery consumption by 25%.

COMMAND PRESENCE
Required compartment: CONTROL ROOM
Description: This Officer has great courage and charisma. He inspires all around him, and seems destined for great things. While on board, the entire crew will receive a strong boost to experience gained. You as captain will benefit from his work by getting a major bonus to renown.
Effect: 15% bonus in renown.

FUEL BALLAST
Required compartment: CONTROL ROOM
Description: This innovative officer has reworked No. 6 and 7 ballast tanks to carry fuel. As the fuel in the tanks is consumed, they are converted back to normal ballast tanks. The surface endurance of your boat is increased as a result.
Effect: Reduces fuel consumption by 20%.
Special note: Your navigator (aka OOD), will incorrectly report the same maximum range at current speed regardless if you have this ability or not.

AHEAD EMERGENCY
Required compartment: CONTROL ROOM
Description: Your officer orders the denizens of the engineering spaces to ignore saftey protocols and push all four main engines to the absolute maximum power. Increases your maximum surface speed by 1 and 1/2 knots.|Duration: 6 hour|Available: 1 day
Effect: Maximum speed increased by 35%, which comes out to be 1.5 kts.



9.) Upgrade packs
- MS/9 paint scheme upgrade pack that was available later in the war has been removed via post dating it after the war.

- Ms/32 Paint scheme upgrade pack will now come equpied at the apporpiate date. This is to make sure the deck guns get the proper skin applied to them. (i hate having an Ms/32 boat, with black guns)

- fixed typo in Radar counter measures

Special note: If your using custom sub skins, select the "wartime default" paint upgrade.


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

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


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


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

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

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

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

Interpol
11-24-09, 08:09 PM
Well i just merged both the posts from 1.3 & 1.5 - 1.4 on the "Lists of Modifications" are them 2 the only posts for TMO or have i missed any? :P

Would i be correct in saying that these 2 posts are the full list or have i missed anything?

Ducimus
11-24-09, 08:14 PM
Yeah thats a summary, and the changes to just the last update. I thought you meant a complete list.

edit:

Would i be correct in saying that these 2 posts are the full list or have i missed anything?

It's what i would call a synopsis or a summary. A complete list of every change made would be rather hard to come up with.

Interpol
11-24-09, 08:16 PM
I did but i dont want to bother you for a COMPLETE list especialy if the stuff i have just posted is very close with only a few bits 'n' bobs missing from it :yeah:

Webster
11-24-09, 08:30 PM
A complete list of every change made would be rather hard to come up with.


Ducimus, all you gotta do is have your secretary type it up for you :yeah:


:har:


wow, a complete list.... good luck with that :hmmm:

Task Force
11-24-09, 08:38 PM
yep, tmo includes alot of stuff...
Also, welcome to SS.

Interpol
11-24-09, 08:40 PM
Ok no worries, I'll go by this list.

Thnx :up:

Ducimus
11-24-09, 08:42 PM
Ducimus, all you gotta do is have your secretary type it up for you :yeah:


Can i get one at Office Depot? I want the one that's a leggy buxom blond with high heels and nylons. :O:

Interpol
11-24-09, 08:53 PM
[quote=Interpol;1208628]*Aircraft adjustments
- spawn frequency greatly reduced from stock

Does this mean that Aircraft will be a rare sight?


- Fuel levels adjusted to be a little more realistic

I havent seen in here but i think i saw it on Fileplanet, Does this include the navigator telling you at you certain fuel consumption/speed ect how far you can travel on the ammount of fuel you have remaining?

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

Is this Enviroment 5.0?

sergei
11-25-09, 06:12 AM
Aircraft spawn rates are down from stock.
The stock spawn rates were ridiculously high in my opinion.
Aircraft are now deadly however. You really don't wanna be caught on the surface (or at periscope depth).
There is a 'Range at current speed' button, very useful.
I think the environment is a tweaked version of Env 5.
The environment in 1.9 is beautiful.

Interpol
11-25-09, 09:46 AM
Aircraft spawn rates are down from stock.
The stock spawn rates were ridiculously high in my opinion.
Aircraft are now deadly however. You really don't wanna be caught on the surface (or at periscope depth).
There is a 'Range at current speed' button, very useful.
I think the environment is a tweaked version of Env 5.
The environment in 1.9 is beautiful.

Thnx for the info Sergie :up:

Sailor Steve
11-25-09, 10:43 AM
Can i get one at Office Depot? I want the one that's a leggy buxom blond with high heels and nylons. :O:
No way do I come close to that category, but I work for free.

Just send me a complete list and I'll type it up for ya.:rotfl2:

AVGWarhawk
11-25-09, 11:12 AM
Welcome aboard Interpol.

Munchausen
11-25-09, 12:05 PM
I just bought Silent Hunter IV of amazon yesterday....

:cool: Which version did you buy?

Interpol
11-25-09, 01:13 PM
Gold Edition for £9.95

Interpol
11-25-09, 01:14 PM
Also thanks everyone for the warm welcomes :rock:

DES_SNIPER
11-25-09, 01:17 PM
:06:..."interpol"?
The name scares me, just like someone with "fed" or "FBI" in there name.
(hidding all my pirated games and movies)...damn you ebay, you make it too easy to buy bad stuff!

Interpol
11-25-09, 01:21 PM
The lighbulb on your ceiling has a mini-camera in it and im spying on you now. Also there is a few agents looking through the window at you RIGHT NOW :cool:

Webster
11-25-09, 04:41 PM
:06:..."interpol"?
The name scares me, just like someone with "fed" or "FBI" in there name.
(hidding all my pirated games and movies)...damn you ebay, you make it too easy to buy bad stuff!


even when joking you shouldnt mention pirated games and movies or you can get in trouble.

its against subsim policy to allow any talk of it, joking or otherwise

I'm goin' down
11-25-09, 10:55 PM
Pretty funny ducimus!! My favorite movie quote, unfortunately, is not applicable, but here it is:

Flounder (http://www.subsim.com/name/nm0299122/): May I have ten thousand marbles, please?

G2B
11-25-09, 11:19 PM
The lighbulb on your ceiling has a mini-camera in it and im spying on you now. Also there is a few agents looking through the window at you RIGHT NOW :cool:


:har:
Just cause the light on the webcam is not on does not mean its off :o

Interpol
11-26-09, 08:16 AM
:har:
Just cause the light on the webcam is not on does not mean its off :o

exactly hehehe :up:

Interpol
11-26-09, 09:45 AM
Just got in an the game is on the mat waiting for me to start hunting :yeah:

SteveUK
11-26-09, 11:00 AM
Congrats and happy hunting!

Just beware if you lose your sub expect a knock on door from some men in suits from the Navy department :haha:

Interpol
11-26-09, 11:54 AM
Congrats and happy hunting!

Just beware if you lose your sub expect a knock on door from some men in suits from the Navy department :haha:

Lol funny you should say that cos strangly enougth the first Torpedo i released was a Circular torpedo and i havent edited any of the files. Luckly it missed by about 3 meters.

Or my caluclations for the torpedo was horribly wrong :o

Interpol
11-26-09, 11:55 AM
Btw the best £10 worth i have spent in a loooong looooong time :up:

Interpol
11-26-09, 03:05 PM
Well ive just tried installing TMO with RSRD mod installed before trying TMO with JSGME and its saying it wants to alter files that RSRD has already altered.

Can this 2 mods work in conjunction with one another?

sergei
11-26-09, 03:37 PM
They do work together, but there are 2 very important things to note.

1. Enable TMO first, then RSRD on top of it.
2. There are 3 versions of RSRD. One for stock, one for TMO, one for RFB. Make sure you have the right version.

Interpol
11-26-09, 03:41 PM
Never mind just found it lol :up: :damn: