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Bleiente
04-01-16, 02:21 PM
http://fs5.directupload.net/images/160707/temp/4f3opja8.png (http://www.directupload.net/file/d/4409/4f3opja8_png.htm)


1. Ralles RealModPack V1.2final full
https://workupload.com/file/cQjXAQh

2. Ralles ModPack for TMO_RSRDC_OTC V1.3single Update
https://workupload.com/file/dybLZ7s

3. Unofficial patch regarding the aircraft AI incl. Bubbles ship compilation
https://workupload.com/file/CHazvzZ


http://fs5.directupload.net/images/160707/temp/85ym8baf.png (http://www.directupload.net/file/d/4409/85ym8baf_png.htm)


SH4 V1.5 BasicToolBox(4GBPatch, JSGME and MultiSh4)
https://workupload.com/file/4LWqqpxY (https://workupload.com/file/4LWqqpxY)

Ralles RealModPack V1.2final for Silent Hunter4 V1.5
This is a total package consisting of TriggerMaru_Overhaul_2-5 + RSRDC_TMO_V502 + OpticalTargetingCorrection031312forRSRDCv502, and summary of various modifications.
The purpose of this compilation is to summarize all the good and appreciative modifications of the SH4 Modder scene into a playable package in order to make it easier for others to search and test the many available modes.
Only a few sounds, graphics and shaders have been added by myself, and to make the game as realistic as possible, various files are edited.

Installation via JSGM:
1.0 TMO_RSRDC_OTC
1.5 OTC OptionalGoodys *1
2.0 Ralles ModPack for TMO_RSRDC_OTC *2

*1
Please note!
In the "OTC OptionalGoodys" folder are various folders for the respective resolution, the periscope view, and the IJN-AI. These must be copied and activated individually into the game.
For me it looks like this for example:
1.0 TMO_RSRDC_OTC
1.5_OTC_Realistic Scopes for 16 to 9 RSRDCv502
1.5_OTC_Tokko's Revenge for RSRDCv502
2.0 Ralles ModPack for TMO_RSRDC_OTC
2.1 TMO_Sample_Emblem
2.1 TMO_Sub_Pirate_flag

*2
A NEW CAMPAIGN MUST BE BEGINN!


Special thanks / credits go to:
- Ducimus
- lurker_hlb3
- CapnScurvy
- TorpX
- SilentPrey
- iambecomelife
- Bubblehead1980
- MadMax
- AOTD|Rhonen
- Nbjackso
- Frederick J. Barnett
- Serg
- dallatorre
- Kriller2
- W_clear
- Caustic
- Stanger
- Bilge_Rat

If I have accidentally forgotten someone, I apologize as well as notification.

Have fun and fat booty.
The Ralfhttp://fs5.directupload.net/images/160706/temp/hpzylsr5.png (http://www.directupload.net/file/d/4408/hpzylsr5_png.htm)


To recap, the main contents of my ModSuppe, there is / are playing influential with include:
- ISP (without the problematic scene.dat only the relevant files)
- NewDepthCharges
- TDW
- Many very beautiful sounds of FORTS and other modifications, as well as new to me mixed and edited sound files
- TMO Smoke Mod
- Nav_Map makeover V2.1
and much more

I myself have the adapted sensor.cfg -the guard now looks as good as the players and the self sim.cfg - the IJN see now toward more accurate.

Since TorpX had modeled in the original ISP Porpoise class so chic with their limited Sea endurance of 6000nm at 10kn, I have the boats improved P-class (Perch) away.
Accordingly, I have also set up / edited that only the following boats P-class are available:
SS 172-173 with riveted hull (USS Porpoise and USS Pike)
SS 174-175 welded (USS Shark and USS Tarpon)
The boats of the improved Porpoise (also called Perch class) thus no longer be so available.
The use of Manila (especially as the Philippines relatively promptly fall) I imagine there before exciting ... especially when `then the diesel becomes scarce.


The flak was -both reasonably adapted for ammunition and effect- towards reality and reworked the ammunition for the deck guns.
this means that the deck gun:
3"/50 - 180 Granaten HE
4"/50 - 140 Granaten HE
5"/25 - 100 Granaten HE
5"/51 - 100 Granaten HE
antiaircraft gun
cal .50 single - 1.400 AP
Oerlikon single - 600 AP + 600 HE
Bofors single - 300 AA + 300 HE

Just let's clarify that sub-carriages to the guns used did not permit it to use selbige as Flak, apart from the Mark 40 for the 5 "/ 25 gun. However, then this could at max. Elevation of 40 degrees to shoot for 13 km, where ultimately diving was both tactically strategically more sense.
In addition, a submarine is not a destroyer or even cruisers, it is possible to operate in secret and therefore there is no armor-piercing ammunition (they had in reality not).
...

http://fs5.directupload.net/images/160707/temp/8mes9iff.jpg (http://www.directupload.net/file/d/4409/8mes9iff_jpg.htm)

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This area/dll will remain for people with bad Internet connection or regulation!


Ralles ModPack for TMO_RSRDC_OTC V1.3single
https://workupload.com/file/dybLZ7s

Real Environment RSRDC_TMO by Kriller + Caustic
http://workupload.com/file/kdwbDXp

I apologize in advance for my deficient English ... I use a Translator.
This is a compilation of different modifications, which work with TMO V2.5 + RSRDC V502 + OTC for TMO and harmony.
Meaning and content of this compilation is all sensible and appreciation in modifications by third parties to take a playable package together to facilitate other search and testing of the many available modes or to spare.
From myself only a few sounds have been added and edited several files to promote a most realistic game.

The correct sequence via JSGME would be as follows:

1. TriggerMaru_Overhaul_2-5 (with or without the optional modes)
1a Real Environment RSRDC_TMO by Kriller + Caustic
2. RSRDC_TMO_V502 (and patch)
3. 1.5_Optical Targeting Correction 031312 for RSRDCv502
3a 1.5_OTC_Realistic Scopes (or Aspect Ratio) RSRDCv502
3b 1.5_OTC_Tokko's Revenge for RSRDCv502 (better aircraft and improved AI)
4. Ralles ModPack for TMO_RSRDC_OTC

IT MUST A NEW CAMPAIGN STARTED TO BE!


Special thanks/Credits go to:
- Ducimus
- lurker_hlb3
- CapnScurvy
- TorpX
- SilentPrey
- iambecomelife
- Bubblehead1980
- MadMax
- AOTD|Rhonen
- Nbjackso
- Frederick J. Barnett
- Serg
- dallatorre
- Kriller2
- W_clear
- Caustic
- stanger
- Bilge_Rat

Should I someone accidentally miss, I apologize and alerts.

Have fun and rich booty.
Bleiente-Ralf
http://fs5.directupload.net/images/160706/temp/lj6bqogv.png (http://www.directupload.net/file/d/4408/lj6bqogv_png.htm)

AVGWarhawk
04-01-16, 02:27 PM
:yeah:


The translation is just fine!

Nice work putting this together for the community.

I will give it a try this evening!

james_nix
04-02-16, 02:12 AM
Thanks for putting this together! It will be helpful for new people.

Rockin Robbins
04-02-16, 08:39 AM
Ralles RealModSoup for SH4 TMO_RSRDC_OTC V1.1
http://workupload.com/file/r8qbfvd

I apologize in advance for my deficient English ... I use a Translator.
This is a compilation of different modifications, which work with TMO V2.5 + RSRDC V502 + OTC for TMO and harmony.
Meaning and content of this compilation is all sensible and appreciation in modifications by third parties to take a playable package together to facilitate other search and testing of the many available modes or to spare.
From myself only a few sounds have been added and edited several files to promote a most realistic game.

Install. via JSGM:
1. TMO2.5
2. RSRDC V502
3. OTC for TMO_RSRDC
4. Ralles RealModSuppe für TMO_RSRDC_OTC V1.1

IT MUST A NEW CAMPAIGN STARTED TO BE!


Special thanks/Credits go to:
- Ducimus
- lurker_hlb3
- CapnScurvy
- TorpX
- SilentPrey
- iambecomelife
- Bubblehead1980
- MadMax
- Nbjackso
- Frederick J. Barnett
- Serg
- dallatorre

Should I someone accidentally miss, I apologize and alerts.

Have fun and rich booty.
Bleiente
Bleiente, I want to encourage you to upload to the Subsim Download area in the Supermod section. Neal is serious about wanting to preserve Silent Hunter mods and you can guarantee it isn't going to be lost here.:up:

fitzcarraldo
04-02-16, 10:30 AM
Ralles RealModSoup for SH4 TMO_RSRDC_OTC V1.1
http://workupload.com/file/r8qbfvd

I apologize in advance for my deficient English ... I use a Translator.
This is a compilation of different modifications, which work with TMO V2.5 + RSRDC V502 + OTC for TMO and harmony.
Meaning and content of this compilation is all sensible and appreciation in modifications by third parties to take a playable package together to facilitate other search and testing of the many available modes or to spare.
From myself only a few sounds have been added and edited several files to promote a most realistic game.

Install. via JSGM:
1. TMO2.5
2. RSRDC V502
3. OTC for TMO_RSRDC
4. Ralles RealModSuppe für TMO_RSRDC_OTC V1.1

IT MUST A NEW CAMPAIGN STARTED TO BE!


Special thanks/Credits go to:
- Ducimus
- lurker_hlb3
- CapnScurvy
- TorpX
- SilentPrey
- iambecomelife
- Bubblehead1980
- MadMax
- Nbjackso
- Frederick J. Barnett
- Serg
- dallatorre

Should I someone accidentally miss, I apologize and alerts.

Have fun and rich booty.
Bleiente

Many thanks for your work!

Could you explain us what modifications are included? It would be interesting a readme with a few words explaining the main carachteristics.

Best regards!

Fitzcarraldo :salute:

Bleiente
04-02-16, 01:05 PM
@fitzcarraldo

Well ... that is now not easy to follow up. :hmm2:
I have since the Install. SH4 V1.5 with TMO_RSRDC_OTC (which I consider to be the most sensible Combo) 5-6 weeks before spending any time making my game more this -if at all possible actual in terms of realism to trim and form.
All available and important to me Modifierungen for SH4 struck me as very convenient, so I started, how to test the devil in delusion, but was so not really to play. :o

How a few days ago finally had finished with my search and very complacent campaign began, it occurred to me that this stony and time-consuming for me search for the "Holy Grail" was so time-consuming that I -if it accessible to others mache- then not just have to go this route.
Therefore, I have now here my worn "sublime" findings to the market and asked that my Mod soup to enjoy all available.

To recap, the main contents of my ModSuppe, there is / are playing influential with include:
- ISP (without the problematic scene.dat only the relevant files)
- NewDepthCharges
- TDW
- Many very beautiful sounds of FORTS and other modifications, as well as new to me mixed and edited sound files
- TMO Smoke Mod
- Nav_Map makeover V2.1
and much more

I myself have the adapted sensor.cfg -the guard now looks as good as the players and the self sim.cfg - the IJN see now toward more accurate.
Since TorpX had modeled in the original ISP Porpoise class so chic with their limited Sea endurance of 6000nm at 10kn, I have the boats improved P-class (Perch) away.
The flak was -both reasonably adapted for ammunition and effect- towards reality and reworked the ammunition for the deck guns back on Ducimus-Standart.

Now I'm whether the letter but exhausted ... :rock:
Hope my remarks have at least partly satisfy your demand. :hmm2:

cheers :arrgh!:



@fitzcarraldo

Nun... das wird jetzt im Nachgang nicht ganz einfach. :hmm2:
Ich habe seit der Install. von SH4 V1.5 mit TMO_RSRDC_OTC (welche ich für die sinnvollste Combo erachte) vor ca. 5-6 Wochen sämtliche Zeit damit verbracht, mein Spiel noch mehr -sofern dies überhaupt möglich ist- in Sachen Realismus zu trimmen sowie zu formen.
Sämtliche verfügbare und mir wichtige Modifierungen für SH4 kamen mir da sehr gelegen, also habe ich angefangen, wie der Teufel im Wahn zu testen, kam aber deswegen nicht wirklich zum Spielen. :o

Wie ich nun vor ein paar Tagen endlich mit meiner Suche fertig war und überaus selbstzufrieden eine Kampagne begann, kam mir der Gedanke, daß diese für mich steinige sowie zeitaufwendige Suche nach dem "heiligen Gral" so zeitintensiv war, dass -wenn ich es anderen zugänglich mache- diese dann nicht eben diesen Weg gehen müssen.
Daher habe ich nun hier meine "erhabenen" Erkenntnisse zu Markte getragen und diese meine Mod-Suppe zum Genuss aller zur Verfügung gestellt.

Um die wichtigsten Inhalte meiner ModSuppe zu rekapitulieren, es ist/sind spielprägend mit enthalten:
- ISP (nur die relevanten Dateien ohne die problembehaftete scene.dat)
- NewDepthCharges
- TDW
- viele sehr schöne Sounds von FORTS und anderen Modifizierungen, als auch von mir neu gemischte sowie editierte Soundfiles
- TMO Smoke Mod
- Nav_Map Make-Over V2.1
und vieles mehr

Selber habe ich die sensor.cfg angepasst -die Wache sieht jetzt genauso gut wie der Spieler selbst- und die sim.cfg - die IJN sehen jetzt auch genauer hin.
Da TorpX in ISP die ursprüngliche Porpoise-Klasse so schick mit ihrer eingeschränkten Seeausdauer von 6000nm bei 10kn modelliert hatte, habe ich die Boote der verbesserten P-Klasse (Perch) entfernt.
Die Flak wurde -sowohl bei Munition als auch Wirkung- halbwegs in Richtung Realität angepasst und die Munition für die Deckgeschütze wieder auf Ducimus-Standart reworked.

Jetzt bin ich ob des Schreibens aber erschöpft... :rock:
Hoffe, meine Ausführungen haben Deine Nachfrage zumindest ansatzweise befriedigt. :hmm2:

Prost :arrgh!:

fitzcarraldo
04-02-16, 05:02 PM
Many thanks for your answer. I could understand the changes. I will try the mod.

Best regards!

Fitzcarraldo :salute:

Bleiente
04-02-16, 10:45 PM
Yes always - test your my soup, your judgment as an experienced and fearless users in terms of modes would be me already important. :yeah:

Here are a few pictures from a German forum ...
http://www.marinesims.de/wbb2/thread.php?threadid=8683&threadview=0&hilight=&hilightuser=0&page=8



cheers :03:




------------------------------------------------------------------------------
Ja immerzu - teste diese meine Suppe, Dein Urteil als erfahrener und riskierfreudiger User in Sachen Modi wäre mir schon wichtig. :yeah:

Hier nun noch ein paar Bilder aus einem deutschen Forum...
http://www.marinesims.de/wbb2/thread.php?threadid=8683&threadview=0&hilight=&hilightuser=0&page=8

Prost :03:

fitzcarraldo
04-03-16, 08:33 AM
Yes always - test your my soup, your judgment as an experienced and fearless users in terms of modes would be me already important. :yeah:

Here are a few pictures from a German forum ...
http://www.marinesims.de/wbb2/thread.php?threadid=8683&threadview=0&hilight=&hilightuser=0&page=8



cheers :03:




------------------------------------------------------------------------------
Ja immerzu - teste diese meine Suppe, Dein Urteil als erfahrener und riskierfreudiger User in Sachen Modi wäre mir schon wichtig. :yeah:

Hier nun noch ein paar Bilder aus einem deutschen Forum...
http://www.marinesims.de/wbb2/thread.php?threadid=8683&threadview=0&hilight=&hilightuser=0&page=8

Prost :03:


I recommend you the RUIM uniforms and awards, and - as an optional - an alternative environment. I dislike the original TMO 25 enviro, so I use RealEnvironment + ISE v2 (not v3) + ISE Realistic colours. This combination works fine with the sensors of TMO.

Best regards and many thanks!

Fitzcarraldo :salute:

Bleiente
04-03-16, 12:29 PM
Yes - I myself have the Real Environment FOTRS V2.0 by Killer combines v3 running on with the files from the ISE.
However, these files are not actually relevant for the game, so I had not attached, since each player has their own preference regarding. Of graphics.
In point of compatibility in terms of the sensor I agree with you, however, quite.
I could the Env still deploy than alternative DL, but he is not relevant for the game.
-------------------------------------------------------------------------------------
Ja - ich habe selber den Real Environment FOTRS V2.0_byKriller vereint mit den Dateien aus der ISE v3 am laufen.
Allerdings sind diese Dateien nicht tatsächlich spielrelevant, daher hatte ich sie nicht beigefügt, zumal jeder Spieler eigene Vorlieben bzgl. der Grafik hat.

Im Punkt der Verträglichkeit in Sachen der Sensorik gebe ich Dir allerdings recht.
Ich könnte den Env ja noch als alternativen DL bereitstellen, spielrelevant ist er jedoch nicht.

Bleiente
04-03-16, 04:09 PM
@Fitzcarraldo

Have they the set of my visual sensor tested especially in bad weather and at night, or?

I am quite satisfied with the current level, but I would have this maybe another readjust ...

Bera
04-03-16, 05:48 PM
I dunno what this guy did, really, but I´ve been testing it and it´s marvelous! Just the stuff I wanted in SH4!

Thank you very much!

Bleiente
04-04-16, 03:00 AM
DL link and credits in the first post updated.

Gruß
Bleiente

Bleiente
04-04-16, 03:50 PM
Hmmm ... no further reviews or perhaps complaints, works because everything according to the perhaps desired and realistic proposals?
A little feedback would be really nice and helpful.

greeting

fitzcarraldo
04-04-16, 05:59 PM
I tried your mod and works fine. It is a nice combination of mods.

But...I added more mods to your combination (my taste).

My list:

Generic Mod Enabler - v2.6.0.157
[E:\SH4\MODS]

1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
1.5_Optical Targeting Correction 031312 for RSRDCv502
1.5_OTC_Realistic Scopes for 16 to 9_TMO
Ralles ModSoup for TMO_RSRDC_OTC V1.1
LST_TMO_v2
SMALLER SEABED ROCKS
SMALLER SEA PLANTS SMALL
Snarf_WoodModel
sobers better rock Ver 2 mod
TorpedoupdateV2
#4 PE4 Ship_debris_SH4_with bodies
Webster's Torpedo Test Missions for v1.5
(1) RUIM v1.0 for SH4v1.5 (Hi-res)
(2) RUIM v1.0 for SH4v1.5 Enlisted Ranks add-on (Hi-res)
Aircraft Demo mission
Corrected_Oar_Colors
Eye Patch for TMO v1.7
#4 Warships retextured
#1 E5.0 Install main
EE5.0_Patch_2.0
FJB Brown Navigation Map

As you see, I put Environmental 5.0 and patch as environment and other mods, specially RUIM, LST and PE4 Ships debris with Bodies. The rest is cosmetical.

Positive feedback here! I like the integration of ISP with OTC.

Best regards.

Fitzcarraldo :salute:

Bleiente
04-08-16, 11:24 AM
@fitzcarraldo

Thanks for your positive feedback.
However, I see a few mod in your list, which may cause problems or are not needed.

Greeting Bleiente

Bera
04-08-16, 11:59 AM
@fitzcarraldo

Thanks for your positive feedback.
However, I see a few mod in your list, which may cause problems or are not needed.

Greeting Bleiente

Hi Bleiente!

I´ve made a mix with your mod and Fitzcarraldo´s sugestions:

1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
1.5_Optical Targeting Correction 031312 for RSRDCv502
1.5_OTC_Realistic Scopes for 16 to 9_TMO
Ralles ModSoup for TMO_RSRDC_OTC V1.1
#4 PE4 Ship_debris_SH4_with bodies
Corrected_Oar_Colors
Eye Patch for TMO v1.7
#1 E5.0 Install main
EE5.0_Patch_2.0

So far (mid-43), it´s being a wonderful experience!

Tks

Bleiente
04-08-16, 02:16 PM
I am pleased if far everything works and the game is fun.
As the first and major problem I see in scene.dat Env 5.0.
My question is - how far and well, for example, see your team and work with Env 5.0 nor the sensory intake by the enemy?

I had a Env.Combo of Kriller and Caustic uploaded separately in my first post, where I am sure that all sensors work properly.

Sometimes "less" hell of a lot more.

Good hunting and fat booty. :arrgh!:

flaminus
04-17-16, 03:13 AM
Thanks a lot. It must be a new experience to tweak the mods! I'm trying it.:up:

Another question: the environment mod in your first post should be added at last, right? Because you didn't mentioned it.

Bleiente
04-18-16, 08:50 AM
Another question: the environment mod in your first post should be added at last, right? Because you didn't mentioned it.

For safety's sake, I would advise to activate the environmental Mod equal to TMO in JSGM.

Install. via JSGM:
1. TMO2.5
1a Real Environment RSRDC_TMO by Kriller + Caustic
2. RSRDC V502
3. OTC for TMO_RSRDC
4. Ralles RealModSuppe für TMO_RSRDC_OTC V1.1

I would be so interested to know who is using all the mod-soup and that everything is working as desired or if there are problems or criticisms.

greetings Bleiente

flaminus
04-18-16, 09:17 AM
For safety's sake, I would advise to activate the environmental Mod equal to TMO in JSGM.

Install. via JSGM:
1. TMO2.5
1a Real Environment RSRDC_TMO by Kriller + Caustic
2. RSRDC V502
3. OTC for TMO_RSRDC
4. Ralles RealModSuppe für TMO_RSRDC_OTC V1.1

I would be so interested to know who is using all the mod-soup and that everything is working as desired or if there are problems or criticisms.

greetings Bleiente


Thanks for the reply. :salute:
I'm now using the "Improved Stock Environment_v3_TMO&RFB" Mod. This one is relatively simple and only change some colors, so i think that would be the safest environmental mod. How do you think? (Besides, i deleted all the sounds from original ISE mod to preserve yours )

By the way, do you have any idea of these mods below? I don't know whether it is necessary to install them?
--------------------------------
Fixed CD sonar RSRDC
Fixed Zero Bomb Load RSRDC
IJN Radar Fix for TMO v1
TMO Visuals for RSRDC
--------------------------------

Bleiente
04-18-16, 11:02 AM
Thanks for the reply. :salute:
I'm now using the "Improved Stock Environment_v3_TMO&RFB" Mod. This one is relatively simple and only change some colors, so i think that would be the safest environmental mod. How do you think? (Besides, i deleted all the sounds from original ISE mod to preserve yours )

This would also work, but the Real Environment RSRDC TMO by Kriller + Caustic is beautiful.
The important thing is that they are activated after TMO.

Here you can see exactly what I posted as Der Ralf in another forum a few pictures:
http://www.marinesims.de/wbb2/thread.php?threadid=8683&threadview=0&hilight=&hilightuser=0&page=8


By the way, do you have any idea of these mods below? I don't know whether it is necessary to install them?
--------------------------------
Fixed CD sonar RSRDC
Fixed Zero Bomb Load RSRDC
IJN Radar Fix for TMO v1
TMO Visuals for RSRDC
--------------------------------
Do not you need - is already contained in OTC.

Greetings

flaminus
04-18-16, 09:17 PM
This would also work, but the Real Environment RSRDC TMO by Kriller + Caustic is beautiful.
The important thing is that they are activated after TMO.

Here you can see exactly what I posted as Der Ralf in another forum a few pictures:
http://www.marinesims.de/wbb2/thread.php?threadid=8683&threadview=0&hilight=&hilightuser=0&page=8


Do not you need - is already contained in OTC.

Greetings



Great! Thanks a lot.
Yes, the "Real Environment" is wonderful! Can't wait to see it in the game!

Bleiente
04-19-16, 09:55 AM
Great! Thanks a lot.
Yes, the "Real Environment" is wonderful! Can't wait to see it in the game!

Well good luck and rich booty.
You can even give feedback as it runs so on occasion.

Greetings Bleiente

fitzcarraldo
04-19-16, 12:22 PM
Note OTC have a skypac.tga file added. This could modify the look of the environment. I delete the file from OTC and I have the RE Caustic/Kriller in pure form.

Regards.

Fitzcarraldo :salute:

Bleiente
04-19-16, 01:09 PM
Thanks for the hint, but OTC has for TMO_RSRDC no Sky folder.
Perhaps I have also misunderstood, my English is atrocious ... where is said file exactly are?

fitzcarraldo
04-19-16, 06:16 PM
I'm not in my machine now so - if I remember well - is in the "misc" folder. It is the tga file with an image of diverse colours of skies. I told it to CapnScurvy and he recommended me to delete the file. If you leave it in TMO 25 standard the colour of the sea is seen more light blue than the original.

Best regards.

Fitzcarraldo :salute:

Berserker
04-19-16, 10:08 PM
Tried your mod and it is nice...But..No umark,no sounds from the enemy ships,x used to make the chrono appear doesn't now,torpedoed ships sink fast,and I cannot use the sonar as the operator..:hmmm:

Bleiente
04-19-16, 11:05 PM
I'm not in my machine now so - if I remember well - is in the "misc" folder. It is the tga file with an image of diverse colours of skies. I told it to CapnScurvy and he recommended me to delete the file. If you leave it in TMO 25 standard the colour of the sea is seen more light blue than the original.

Ok - then tell me to what specific file in which folder and which Mod is later, did really interest me.

thank you :salute:



Tried your mod and it is nice...But..No umark,no sounds from the enemy ships,x used to make the chrono appear doesn't now,torpedoed ships sink fast,and I cannot use the sonar as the operator...

If I now understand correctly, you have problems with the Mod soup ... :hmmm:

1. To limit your problem - what modifications and the order in which you have activated via JSGM?

2. Have you started a new campaign and/or SH4 deleted the folder under c:/documents/...?

greetings

flaminus
04-20-16, 05:05 AM
Ok - then tell me to what specific file in which folder and which Mod is later, did really interest me.

thank you :salute:



Hmm...:hmmm: I've checked the OTC folder and find no sky thing. there are only some radar images in the "misc" folder. And I searched through the entire OTC Data and no "skypac.tga" found neither.

fitzcarraldo
04-20-16, 07:58 AM
Ok - then tell me to what specific file in which folder and which Mod is later, did really interest me.

thank you :salute:




The file is "reflex_pac.tga" (I´m sorry for my previous error).

It is in OTC.....\Data\Textures\TNormal\tex

And:

OTC....\Data\Textures\TLowRes\tex

These files affect the colours of the TMO 25 environment (it has his reflex_pac file). The sea is mostly light blue with this file and are modified also sunsets, etc.

Best regards.

Fitzcarraldo :salute:

Bleiente
04-20-16, 03:12 PM
Excellent Note @fitzcarraldo ... I test it up, the graphics are really much better.
However, I must then adjust the visual settings in the CFG again under certain circumstances.

I have the effect new left images in the German Navy Sims Forum ...
http://www.marinesims.de/wbb2/thread.php?postid=307751#post307751

Thank you - Greetings :arrgh!:

bybyx
05-01-16, 02:36 AM
Hello,
Can you make a list of the mods included in this mod soup?:up:
How did you managed to make it work with TMO?

Lt commander lare
05-02-16, 06:17 PM
Hi I was wondering if this will work for stock 1.5

Thank
Lt Commander lare

Bleiente
05-03-16, 07:37 AM
Hello,
Can you make a list of the mods included in this mod soup?:up:
How did you managed to make it work with TMO?
To recap, the main contents of my ModSuppe, there is / are playing influential with include:
- ISP (without the problematic scene.dat only the relevant files)
- NewDepthCharges
- TDW
- Many very beautiful sounds of FORTS and other modifications, as well as new to me mixed and edited sound files
- TMO Smoke Mod
- Nav_Map makeover V2.1
and much more

I myself have the adapted sensor.cfg -the guard now looks as good as the players and the self sim.cfg - the IJN see now toward more accurate.

Since TorpX had modeled in the original ISP Porpoise class so chic with their limited Sea endurance of 6000nm at 10kn, I have the boats improved P-class (Perch) away.
Accordingly, I have also set up / edited that only the following boats P-class are available:
SS 172-173 with riveted hull (USS Porpoise and USS Pike)
SS 174-175 welded (USS Shark and USS Tarpon)
The boats of the improved Porpoise (also called Perch class) thus no longer be so available.
The use of Manila (especially as the Philippines relatively promptly fall) I imagine there before exciting ... especially when `then the diesel becomes scarce.


The flak was -both reasonably adapted for ammunition and effect- towards reality and reworked the ammunition for the deck guns back on Ducimus-Standart.
this means that the deck gun:
3"/50 - 180 Granaten HE
4"/50 - 150 Granaten HE
5"/25 - 110 Granaten HE

Just let's clarify that sub-carriages to the guns used did not permit it to use selbige as Flak, apart from the Mark 40 for the 5 "/ 25 gun. However, then this could at max. Elevation of 40 degrees to shoot for 13 km, where ultimately diving was both tactically strategically more sense.
In addition, a submarine is not a destroyer or even cruisers, it is possible to operate in secret and therefore there is no armor-piercing ammunition (they had in reality not).
...

Hi I was wondering if this will work for stock 1.5

Thank
Lt Commander lare
I do not believe that the Mod soup with SH4 V1.5 Vanilla works because most of the content to specifically TMO_RSRDC_OTC (the best combo for me) are matched.
The included sound folder you can use without restrictions but surely.

As I said, my English is very bad.
Please forgive me this ...

regards :arrgh!:

Lt commander lare
05-03-16, 03:36 PM
No worries

bybyx
05-06-16, 07:09 AM
Hello Bleiente!
I have the following mods. What is the proper order of activation?
I also have a couple of questions:
1.Ralles mod soup makes the game easy compare with a pure TMO install? TMO gives quite a challenge. The escorts, the airplanes are not easy in TMO.
2. The Real Evironment mod is the same as it was released years ago? It looks to me smaller in size than the original mod. I have the one from subsim and it is alot larger than the one from your download link.
3. What other mods could you suggest that could work with what i already got.



http://i917.photobucket.com/albums/ad20/Smaranda_floryn/mods_zpsbgy1arly.jpg (http://s917.photobucket.com/user/Smaranda_floryn/media/mods_zpsbgy1arly.jpg.html)

Bleiente
05-06-16, 12:19 PM
The correct sequence via JSGME would be as follows:

1. TriggerMaru_Overhaul_2-5 (with or without the optional modes)
2. Real Environment RSRDC_TMO by Kriller + Caustic
3. RSRDC_TMO_V502 (and patch)
4. 1.5_Optical Targeting Correction 031312 for RSRDCv502
4a 1.5_OTC_Realistic Scopes for 16 to 9 RSRDCv502
4b 1.5_OTC_Tokko's Revenge for RSRDCv502 (more aircraft and improved AI)
5. Ralles ModSoup for TMO_RSRDC_OTC V1.1

Pure graphic and / or sound modes can be at any time to enable / disable.

As already explained at the beginning, my mod packet is called ModSoup a merging of many small modifications other modders who work with TMO_RSRDC_OTC and harmony.
The aim of this package is to move the game a little more towards realism.

Hope my comments help.

regards :arrgh!:

bybyx
05-08-16, 01:18 AM
Thanks for your reply.:up: One more thing. Can you tell me more about the following mod:
Real Environment RSRDC_TMO by Kriller + Caustic.
It is a variant of the original Real Environment? What are the differences? If I use it, will change the visuals in TMO and the way enemy reacts or it is just eye candy?
Thanks!:D

Bleiente
05-08-16, 01:44 AM
Real Environment RSRDC_TMO by Kriller + Caustic.

This is a hybrid of "Real Environment FOTRS V2.0_byKriller" and "Improved Stock Environment_v3_TMO&RFB".
This hybrid is specially adapted to TMO and works without any limitations with the sensors ... so pure feast for the eyes.

regards :arrgh!:

Bleiente
05-13-16, 11:27 PM
Have again a few photos posted by my current campaign with TMO_RSRDC_OTC and Ralles ModSoup in dt. Forum of MarineSims.de
http://www.marinesims.de/wbb2/thread.php?postid=308198#post308198

Until now, in June 1942, the hunt is still easy.

flaminus
05-22-16, 05:56 AM
@Bleiente

I find a small bug in your current mod, maybe you can fix it in your next version:

In the "NSS_Tench.upc" file, the "UpgradeClass=" should be 4 rather than 3, otherwise we won't get a tench upgrade from a Balao.

Bleiente
05-23-16, 06:23 AM
This is not an error but as intentional - there is no change within the same class... the Tench is a Balao ~improved~.

The change of an individual classes is subject to availability as follows:
S-/Porpoise --> Salmon/Sargo --> Tambor(Gar)/Gato --> Balao/Tench
-------------------------------------------------------------------------------------------------------------------

But there is a sensor patch, which fixes the hydrophone error at surface running.
The deck and anti-aircraft guns were again slightly more optimized towards reality.

http://workupload.com/file/qEvjGwe

It must be started a new campaign .

greetings

CapnScurvy
05-23-16, 07:00 AM
However, there is again optimized towards reality a sensor patch, which fixes the hydrophone error on water ride and the deck- / anti-aircraft guns.


I'm not sure what your "error" of the hydrophone sensor is regarding an American sub at the surface?

Except for the early S-Class boats, all other American subs had their hydrophone receivers on the bottom of the hull......allowing for surfaced hydrophone use. Unlike the German's, which required the sub to be submerged.

Bleiente
05-23-16, 07:22 AM
Yes that's right. However, in surface ride was under favorable conditions only max. 5nm and from mid-1943 (WAC modified) max. 7,5nm possible.
I have the effect trying to find some compromise ... and it works.

CapnScurvy
05-23-16, 01:50 PM
.........in surface ride was under favorable conditions only max. 5nm and from mid-1943 (WAC modified) max. 7,5nm possible.
I have the effect trying to find some compromise ... and it works.

Ok, got it.

flaminus
05-24-16, 10:39 AM
Yes that's right. However, in surface ride was under favorable conditions only max. 5nm and from mid-1943 (WAC modified) max. 7,5nm possible.
I have the effect trying to find some compromise ... and it works.

Eh... what do you mean of "compromise", do you mean that the hydrophone is too powerful and you need to reduce the range of it, because i remember in my early war game, the WAC could detect very long range.

And what is the change of AA guns?

Bleiente
05-24-16, 11:39 AM
Yes - the hydrophone had significantly too much good properties previously at surface running.
I tried to find a compromise to be reasonably reflect reality.
It is the same with the deck armament.

We must not forget - Ducimus, lurker_hlb3, CapnScurvy and TorpX have created with their great works only SH4 an interesting and useful game, so my greatest respect.

My ModSoup is just a summary of many small modifications (also thanks to their creators) adapted to my ideas of "reality" in consideration of the game engine.

Bleiente
05-25-16, 01:47 AM
Updated first post.

Here are a few pictures from my campaign at MarineSims.de:
http://www.marinesims.de/wbb2/thread.php?postid=308397#post308397

regards :arrgh!:

flaminus
05-25-16, 11:31 PM
Hi, @Bleiente, I remember that in your #32 post of this thread, you mentioned that the graphics will be greatly improved by deleting the "reflex_pac.tga" in OTC. And you said that visual settings in the CFG also need to be adjusted.

So how to tweak the visual settings? do you have another patch for this?

Bleiente
05-25-16, 11:41 PM
I had assumed that I must "adjust" the Cfg new.
However, it was not necessary - I am quite happy with the visual sensors.

Why do you ask - did you come across a problem?

flaminus
05-26-16, 02:11 AM
I had assumed that I must "adjust" the Cfg new.
However, it was not necessary - I am quite happy with the visual sensors.

Why do you ask - did you come across a problem?

No, I just want to have a try to delete the "reflex_pac.tga", in case of any problem, i ask this question firstly.

So you mean that there is no need to adjust any file, just delete the "reflex_pac.tga" in OTC then everything is still OK, right?

By the way, i noticed that you modsoup contains the "TDW_Ship_Plane_Fire_Damage_v1_3_SH4", while does't contain the "TheDarkWraith_DC_Water_Disturbance_v2_0_SH4". In my game, i think the "water disturbance mod" will cause some bug, see this thread below for more details. Do you have any idea about that problem? Is this the reason why you didn't put this mod into your modsoup?

http://www.subsim.com/radioroom/showthread.php?t=225854

==================
Besides, I also want to post some of my screen shots with your mod. Very beautiful in deed! The first one is my favourite~ :woot:

http://i862.photobucket.com/albums/ab188/Flamininus/SH4Img2016-05-09_22.07.47_383_zpsjb0c6cnx.png

http://i862.photobucket.com/albums/ab188/Flamininus/SH4Img2016-05-15_14.11.58_824_zps6tcmz3ol.png

http://i862.photobucket.com/albums/ab188/Flamininus/SH4Img2016-05-16_15.23.30_806_zpsxquslqs9.png

http://i862.photobucket.com/albums/ab188/Flamininus/SH4Img2016-05-08_19.32.53_650_zpsmahd95nc.png

Bleiente
05-26-16, 02:32 AM
Yes - the ModSoup and OTC disable, then delete the following files ...

The file is "reflex_pac.tga"

It is in OTC.....\Data\Textures\TNormal\tex

And:

OTC....\Data\Textures\TLowRes\tex

These files affect the colours of the TMO 25 environment (it has his reflex_pac file). The sea is mostly light blue with this file and are modified also sunsets...

"TheDarkWraith_DC_Water_Disturbance_v2_0_SH4" - I have not tried ... no idea.

"TDW_Ship_Plane_Fire_Damage_v1_3_SH4" - makes no problems, works well with TMO_RSRDC_OTC and RallesModSoup.

-----------------------------------------------------------------------------------
Have you seen my pictures - I was met with the Solomon on a Destroyer Squadron ... it was very exciting ... who have actually seen me at night to about 6 nm.
I think I had pretty lucky ... :hmmm:

flaminus
05-26-16, 02:56 AM
Have you seen my pictures - I was met with the Solomon on a Destroyer Squadron ... it was very exciting ... who have actually seen me at night to about 6 nm.
I think I had pretty lucky ... :hmmm:[/I]

Yes i saw them. the Destroyer Squadron should be the famous "Tokyo Express"!
As for the visual detect range of 6nm in night, that's strange. I usually be detected by about 5nm at night.:hmmm:

Bleiente
05-26-16, 03:06 AM
As for the visual detect range of 6nm in night, that's strange. I usually be detected by about 5nm at night.:hmmm:

I have the distance only appreciated ... it was pretty hectic, as they opened fire (have the sensor patch of ModSoup the fire distance of 10,000 to 16,000 increase).

I think that one of the destroyers equipped with radar - to simulate the high visual skill of Jap (probably part of "Toccos Revenge" from OTC).

XTBilly
05-26-16, 03:29 AM
These screenshots are unbelievably beautiful!!:o
Great job Bleiente!!

Bleiente
05-30-16, 12:19 PM
Has it turns out that LURKER had in 2008 created a stunning good "fire and smoke Mod".
Test images in MarineSims.de:
http://www.marinesims.de/wbb2/thread.php?postid=308505#post308505

cdrsubron7
05-30-16, 01:09 PM
Has it turns out that LURKER had in 2008 created a stunning good "fire and smoke Mod".
Test images in MarineSims.de:
http://www.marinesims.de/wbb2/thread.php?postid=308505#post308505


Is this mod still available?

Bleiente
05-30-16, 01:50 PM
Yes - otherwise it comes in my next "update" (it is not really improving) for "Ralles ModSoup" ... it was built by LURKER for TMO_RSRDC ... OM.
I am myself about to open the LOD, without fear of compromising computer gamers ... this is at least my goal.

Bleiente
05-31-16, 04:17 AM
Those who can not wait or want - there are explicitly following files under MOD / Data / Library from LURKER's OMEGU for TMO_RSRDC_OM:
Materials.dat
particles.dat

Works fully with TMO_RSRDC_OTC_RMS (Ralles ModSoup).

Mahlzeit :arrgh!:

Bleiente
06-22-16, 08:52 AM
Updated first post.

regards :arrgh!:

Bleiente
07-06-16, 09:19 AM
http://fs5.directupload.net/images/160706/temp/qdvpy9h5.png (http://www.directupload.net/file/d/4408/qdvpy9h5_png.htm)

http://fs5.directupload.net/images/160706/temp/9i96n2vd.png (http://www.directupload.net/file/d/4408/9i96n2vd_png.htm)

http://fs5.directupload.net/images/160706/temp/lj7lv7ib.png (http://www.directupload.net/file/d/4408/lj7lv7ib_png.htm)

http://fs5.directupload.net/images/160706/temp/2jkcmtzg.png (http://www.directupload.net/file/d/4408/2jkcmtzg_png.htm)

http://fs5.directupload.net/images/160706/temp/p6jfwou6.png (http://www.directupload.net/file/d/4408/p6jfwou6_png.htm)

http://fs5.directupload.net/images/160706/temp/ijxmstur.png (http://www.directupload.net/file/d/4408/ijxmstur_png.htm)

http://fs5.directupload.net/images/160706/temp/4rvf9fgr.png (http://www.directupload.net/file/d/4408/4rvf9fgr_png.htm)

http://fs5.directupload.net/images/160706/temp/qdzqipjg.png (http://www.directupload.net/file/d/4408/qdzqipjg_png.htm)

http://fs5.directupload.net/images/160706/temp/rh7y7v83.png (http://www.directupload.net/file/d/4408/rh7y7v83_png.htm)

http://fs5.directupload.net/images/160706/temp/c8738jnt.png (http://www.directupload.net/file/d/4408/c8738jnt_png.htm)

Bleiente
07-07-16, 08:08 AM
http://fs5.directupload.net/images/160707/temp/x9m3qv23.jpg (http://www.directupload.net/file/d/4409/x9m3qv23_jpg.htm)

http://fs5.directupload.net/images/160707/temp/42mhcs7y.jpg (http://www.directupload.net/file/d/4409/42mhcs7y_jpg.htm)

http://fs5.directupload.net/images/160707/temp/7ly4grvq.jpg (http://www.directupload.net/file/d/4409/7ly4grvq_jpg.htm)

http://fs5.directupload.net/images/160707/temp/z6wz9yw5.jpg (http://www.directupload.net/file/d/4409/z6wz9yw5_jpg.htm)

http://fs5.directupload.net/images/160707/temp/xvb87qut.jpg (http://www.directupload.net/file/d/4409/xvb87qut_jpg.htm)

http://fs5.directupload.net/images/160707/temp/5brbdgqn.jpg (http://www.directupload.net/file/d/4409/5brbdgqn_jpg.htm)

http://fs5.directupload.net/images/160707/temp/z8qhlwxv.jpg (http://www.directupload.net/file/d/4409/z8qhlwxv_jpg.htm)

http://fs5.directupload.net/images/160707/temp/qxfzqoaj.png (http://www.directupload.net/file/d/4409/qxfzqoaj_png.htm)

http://fs5.directupload.net/images/160707/temp/zj4g4z5b.png (http://www.directupload.net/file/d/4409/zj4g4z5b_png.htm)

http://fs5.directupload.net/images/160706/temp/4pqnivoc.png (http://www.directupload.net/file/d/4408/4pqnivoc_png.htm)

jldjs
07-07-16, 02:17 PM
Can your MODs be applied to an SH4 1.5 modded to TMO without RSRDC?

Bleiente
07-07-16, 03:23 PM
Can your MODs be applied to an SH4 1.5 modded to TMO without RSRDC?
Almost everything is tuned to TMO_RSRDC_OTC.
However... the sounds of ModSoup and the "Real Environment RSRDC_TMO by Kriller + Caustic" should certainly work.

bybyx
08-20-16, 07:31 AM
Hello,
What can you tell us about the latest 2 mods: graphic patch and sensor patch?

Bleiente
08-27-16, 11:58 AM
Hello,
What can you tell us about the latest 2 mods: graphic patch and sensor patch?

Sorry that I only now reply - I am currently seldom online. The sensor patch restricts primarily a the hydrophones at surface running, simultaneously I have adapted even the ammunition for the deck gun and the anti-aircraft guns on a halfway realistic level ie reduced; it is so to speak a realism patch. The graphics patch for Real Environment RSRDC_TMO by Kriller + Caustic improves fire and smoke animations. regards

chrysanthos
08-29-16, 11:22 AM
does that replace oll the textures from stock ships and subs? do i need to do a backup before replace?

Bleiente
09-02-16, 08:55 AM
It is generally not a mistake to have a separate backup of SH4.

Bleiente
11-05-16, 03:12 PM
*bump :D

jscharpf
12-04-16, 12:05 PM
I know this may sound like a silly question, but can I run your mods if I don't use OTC?

Cobra5150
12-22-16, 03:44 PM
Im getting ready to use Ralles Mod Soup, but I have some questions regarding which Graphics Environment mod to use.

The original post shows Real Environment RSRDC_TMO by Kriller + Caustic being used. Along with Ralles ModSoup V1.1 GrafikPatc.

Farther down the thread Fitzcaraldo shows a mod list using Environment Mod 5.0, without Ralles ModSoup V1.1 GrafikPatc.

Do both of these Mods work with the TMO RSRDC sensors? What is the difference? Is one newer, more optimized, better looking or does it come down to personal taste?

Cobra5150
12-23-16, 06:20 AM
Also what is this mod that is referenced in Fitzcaraldo's mod soup, TorpedoupdateV2?

Bleiente
01-07-17, 09:24 PM
I know this may sound like a silly question, but can I run your mods if I don't use OTC?
No - OTC is a very necessary and important mod for my mod soup.
Special thanks to CapnScurvy.

Im getting ready to use Ralles Mod Soup, but I have some questions regarding which Graphics Environment mod to use.

The original post shows Real Environment RSRDC_TMO by Kriller + Caustic being used. Along with Ralles ModSoup V1.1 GrafikPatc.

Farther down the thread Fitzcaraldo shows a mod list using Environment Mod 5.0, without Ralles ModSoup V1.1 GrafikPatc.

Do both of these Mods work with the TMO RSRDC sensors? What is the difference? Is one newer, more optimized, better looking or does it come down to personal taste?
Just try it with my prescriptions - I was / am so very satisfied, especially since I can guarantee the appropriate functions - especially in the field of sensor technology.

Gruß Ralle :D

Bleiente
01-10-17, 04:06 PM
I have a small request ...
Since I myself have not played for about 6 months, I would be very happy here about game pictures Campaign from SH4 with RallesModSoup from users.

It serves once for the functional control over the soup as well as the acknowledgment against the many modders, which have made this soup possible and forced by me into a fertile Gang Bang Party.

I would also like to emphasize - this my ModSoup is not in any competition with FortSU ... MadMax FortS is a big evil animal, it is Moby Dick and his conquest requires great skill ... it will significantly influence the future of SH4.

Thanks and Greetings
Ralle

propbeanie
01-10-17, 06:36 PM
I have a small request ...
Since I myself have not played for about 6 months, I would be very happy here about game pictures Campaign from SH4 with RallesModSoup from users.

It serves once for the functional control over the soup as well as the acknowledgment against the many modders, which have made this soup possible and forced by me into a fertile Gang Bang Party.

I would also like to emphasize - this my ModSoup is not in any competition with FortSU ... MadMax FortS is a big evil animal, it is Moby Dick and his conquest requires great skill ... it will significantly influence the future of SH4.

Thanks and Greetings
Ralle

You want some screen grabs from someone playing your soup? I'll have to change a few things up, but I do have it on my other computer, and can get it activated again by tomorrow probably. Do you have any special requests, or just anything?

Edit: I made the mistake of trying to activate the list for it tonight Ralle, and I think I've trashed the install with all the power outages we've had tonight... I might have to try to bring in a "Pristine" SH4 and start over again... This is NOT cool to have my install mangled like this because of 3rd world electricity in the US...

Bleiente
01-11-17, 02:05 PM
I made the mistake of trying to activate the list for it tonight Ralle, and I think I've trashed the install with all the power outages we've had tonight... I might have to try to bring in a "Pristine" SH4 and start over again... This is NOT cool to have my install mangled like this because of 3rd world electricity in the US...
Ohhh - I'm really sorry... Hope you could restore your SH4.
Are the power outages due to grid overloading or is it in the winter weather?

You want some screen grabs from someone playing your soup? I'll have to change a few things up, but I do have it on my other computer, and can get it activated again by tomorrow probably. Do you have any special requests, or just anything?
Pictures can be posted from the career, which please the respective player.
Actually, I need some motivation to continue working on the ModSoup for TMO_RSRDC_OTC.

I had the past 6 months no time as well as desire, however, are still some corrections as well as adjustments on my part necessary as well as desirable.

In addition, I also do not know whether the soup is still played at all and thus further effort is also worthwhile.

Gruß Ralle :D

propbeanie
01-11-17, 02:57 PM
The power grid in my area is overloaded. When I first moved into the area 20+ years ago, the power was fine. The cost since then has increased almost 10-fold. All sorts of residential construction has been going on in the area for the last 20 years, including new schools, and they've even run a couple of high-tension power lines nearby, but our service drop and feed out front are still the same. To put icing on the cake, there's only one direction for the feed, so if something gets in the line, we're out. That is what happened last night, with just a little bit of rain, and a bit of wind. They have not improved the service any, and they do not properly maintain what they have. We had a stretch last night where we were only getting 102 volts on each "leg" into the house - about 15 volts low each of two sides. Everything still worked, but the motors were making strange buzzing noises...

Anyway, my big computer is down for the count right now, with Windows 7 for some reason "restoring" itself last night from a system image (not from my prompting... ??) that is several months old, and is missing some of my data... I had just recovered from a Windows Update mess a few weeks ago, and now have this... But I have stuff to pull from, if I can't bend Windows back to my will... I know this little dual core I'm on right now won't run RMS, as it won't hardly do FotRSU...

Bleiente
01-25-17, 03:01 AM
The Foreplay...

http://www2.pic-upload.de/thumb/32551556/1SH4Img2017-01-23_16.21.27_388.jpg (http://www.pic-upload.de/view-32551556/1SH4Img2017-01-23_16.21.27_388.jpg.html)

http://www2.pic-upload.de/thumb/32551566/2SH4Img2017-01-23_16.16.14_497.jpg (http://www.pic-upload.de/view-32551566/2SH4Img2017-01-23_16.16.14_497.jpg.html)

http://www2.pic-upload.de/thumb/32551579/3SH4Img2017-01-23_16.49.55_923.jpg (http://www.pic-upload.de/view-32551579/3SH4Img2017-01-23_16.49.55_923.jpg.html)

http://www2.pic-upload.de/thumb/32551585/4SH4Img2017-01-24_09.14.33_971.jpg (http://www.pic-upload.de/view-32551585/4SH4Img2017-01-24_09.14.33_971.jpg.html)

http://www2.pic-upload.de/thumb/32551587/5SH4Img2017-01-24_18.39.58_224.jpg (http://www.pic-upload.de/view-32551587/5SH4Img2017-01-24_18.39.58_224.jpg.html)

http://www2.pic-upload.de/thumb/32551591/6SH4Img2017-01-24_18.37.24_271.jpg (http://www.pic-upload.de/view-32551591/6SH4Img2017-01-24_18.37.24_271.jpg.html)

http://www2.pic-upload.de/thumb/32551595/7SH4Img2017-01-24_14.16.14_228.jpg (http://www.pic-upload.de/view-32551595/7SH4Img2017-01-24_14.16.14_228.jpg.html)

http://www2.pic-upload.de/thumb/32551596/8SH4Img2017-01-24_14.51.54_247.jpg (http://www.pic-upload.de/view-32551596/8SH4Img2017-01-24_14.51.54_247.jpg.html)

http://www2.pic-upload.de/thumb/32551599/9SH4Img2017-01-24_14.50.45_138.jpg (http://www.pic-upload.de/view-32551599/9SH4Img2017-01-24_14.50.45_138.jpg.html)

http://www2.pic-upload.de/thumb/32551602/10SH4Img2017-01-24_14.53.38_576.jpg (http://www.pic-upload.de/view-32551602/10SH4Img2017-01-24_14.53.38_576.jpg.html)

http://www2.pic-upload.de/thumb/32551605/11SH4Img2017-01-24_14.54.13_123.jpg (http://www.pic-upload.de/view-32551605/11SH4Img2017-01-24_14.54.13_123.jpg.html)

http://www2.pic-upload.de/thumb/32551611/12SH4Img2017-01-24_14.56.04_357.jpg (http://www.pic-upload.de/view-32551611/12SH4Img2017-01-24_14.56.04_357.jpg.html)

http://www2.pic-upload.de/thumb/32551613/13SH4Img2017-01-24_14.58.59_608.jpg (http://www.pic-upload.de/view-32551613/13SH4Img2017-01-24_14.58.59_608.jpg.html)

http://www2.pic-upload.de/thumb/32551617/14SH4Img2017-01-24_17.15.13_980.jpg (http://www.pic-upload.de/view-32551617/14SH4Img2017-01-24_17.15.13_980.jpg.html)

http://www2.pic-upload.de/thumb/32551619/15SH4Img2017-01-24_17.49.55_734.jpg (http://www.pic-upload.de/view-32551619/15SH4Img2017-01-24_17.49.55_734.jpg.html)

http://www2.pic-upload.de/thumb/32551620/16SH4Img2017-01-24_17.39.56_717.jpg (http://www.pic-upload.de/view-32551620/16SH4Img2017-01-24_17.39.56_717.jpg.html)

http://www2.pic-upload.de/thumb/32551623/17SH4Img2017-01-24_17.41.08_827.jpg (http://www.pic-upload.de/view-32551623/17SH4Img2017-01-24_17.41.08_827.jpg.html)

Sequel follows... :arrgh!:

Bleiente
02-22-17, 04:51 PM
Is there interest that I upload the compilation of TMO_RSRDC_OTC together with my Modi-merge as a single package?

The question is only - where I can upload such a large package and can load JSGMS at all such a package error-free in SH4... :hmmm:

propbeanie
02-22-17, 08:10 PM
It would probably save users a bit of install grief if you did that, and it'd minimize the chance of error on our part as users, for you to have to dig through to figure out what we did incorrectly when activating your mod. Neal has a FAQ around here somewhere about how to get permission and upload your files here... ehhh, I can't find it right away, so just PM him (http://www.subsim.com/radioroom/private.php?do=newpm&u=209959) (I bet he loves me for that... :doh:) and ask him. Don't forget that with 7-zip and some of the other archive proggies that you can make the archive, and then split it based upon size. Unfortunately, most folks mess that up when they go to "join" the archive back together... (:roll:) :salute:

Rockin Robbins
02-22-17, 09:50 PM
I'm with propbeanie. Ask Neal for FTP site access. Having the complete package available in one piece will really increase the number of people who can enjoy your soup!

Bleiente
02-24-17, 02:49 PM
Updated first post. :D

propbeanie
02-24-17, 03:35 PM
1.03 gig is on its way to my computer... I'll let you know about the install later this evening bleiente. Thanks for that. Oooohh, why did I all of a sudden go from an eighteen minute download, now to a 42 minute one... ratz...

Edit 2100 Local: Works really nice like Bleiente. It might be my imagination, but it might look better now too... but that may have been that I messed-up my first couple tries of getting it installed before... All I've done thus far is a couple of Single Missions. I'll try and start me a career here soon.

Bleiente
02-24-17, 10:42 PM
Edit 2100 Local: Works really nice like Bleiente. It might be my imagination, but it might look better now too... but that may have been that I messed-up my first couple tries of getting it installed before... All I've done thus far is a couple of Single Missions. I'll try and start me a career here soon.

I have played something with other environmental colors, looks in my opinion so better.

In fact, it depends not only on the optical atmosphere but also on the depth of play. Hope that I have already found a useful "realistic" oriented gameplay.

Yes - if you like, test a career Dec. 1941 with a Porpoise class from Manila. But note, the original "Porpoise" has only a range of 6000nm at 10kn (in the game rounded to 8000nm).

Otherwise - for further criticism and suggestions I am open.
Had the package today relatively hastily put together, but since my old game stands function, everything seems to be ok.

Ahoy :arrgh!:

Bleiente
02-26-17, 04:52 PM
@propbeanie

Even new insights, everything works as it should ..., or do not like this pack you?!?

:06:

propbeanie
02-26-17, 05:11 PM
I like it very much. I've only had time to run a couple of single missions, and just left on my first career patrol yesterday afternoon. I'll do me some screen grabs here tomorrow or Tuesday, post back with how it goes.

keltos01
02-27-17, 08:53 AM
I like it very much. I've only had time to run a couple of single missions, and just left on my first career patrol yesterday afternoon. I'll do me some screen grabs here tomorrow or Tuesday, post back with how it goes.

what do you use for screen grabs ? prtSc doesn't work ingame on win 7..

k

propbeanie
02-27-17, 10:38 AM
I usually use the game's <Ctrl> <F11> combo. If you end up "trashing" the keyboard, which has happened to me a bit lately (I suspect mod soup again), then that combo doesn't always work, or you might accidentally start a screen grab series, which can be a real bother... :lol:

Bleiente
02-28-17, 06:42 AM
Updated first post. :salute:

Ralles RealModPack V1.2final
This is the currently final version.
What changed to betaversion:
- Installation history cleaned up
- Documentation supplemented
- ModPack extended
- added optional extensions
- small bugs fixed

Greetings Ralle

Rockin Robbins
02-28-17, 09:01 AM
Updated first post. :salute:

Ralles RealModPack V1.2final
This is the currently final version.
What changed to betaversion:
- Installation history cleaned up
- Documentation supplemented
- ModPack extended
- added optional extensions
- small bugs fixed

Greetings Ralle
Great job, Bleiente. Look forward to checking it out.

propbeanie
03-05-17, 12:18 AM
I've been meaning to give Bleiente some feedback on this, and have been having trouble with Photobucket quite a bit lately. I did finally manage to get these more recent shots up and linked to, but that actually took twice as long to do as setting up a new career and playing a whole mission...

I've done two single missions, successful at both of those, but of course, you don't have to get away from the enemy in a Single Mission... :03: you complete the objective, and it matters little that you've got 6 DDs buzzing above you, you just hit the OK and exit... :lol: A career is different, especially after you've been "testing" another mod, and trying to hurry along through actually testing the thing to see what happens if you surface in the middle of a Japanese Task Force with an American S-18 Sugar Boat...

Needless to say, when actually playing my first career in Bleiente's Mod Soup, I died in my first encounter. Mostly due to impatience. There was a nice big tanker plugging along at about 9 knots... who cares about those DD? I didn't even count how many there were. What's it matter anyway? I was mesmerized by the blue sea, the wailing of the gulls, the idyllic fishing vessels that all of a sudden started shooting machine guns at me!... Crash Dive!... anyway, saw the tanker not long after that, attacked it at like 1006 am, dead calm sea, and before the first "Boom!" the point DD was after me. I think they ended up with 3 on me, but I died after like their 2nd pass.

So I started another career this evening, and noticed that Bleiente has a pre-PH start, so I did that. Here's some shots:

Intro screen, got impatient, so you'll notice the assignment isn't finished...
http://i1381.photobucket.com/albums/ah223/propbeanie/Bleiente%20and%20More/Bleiente13_zps11z6tusv.jpg

Navigation map, Oahu overview
http://i1381.photobucket.com/albums/ah223/propbeanie/Bleiente%20and%20More/Bleiente09_zpsgjkvdfr7.jpg

Leaving the dock, slightly zoomed navigation map
http://i1381.photobucket.com/albums/ah223/propbeanie/Bleiente%20and%20More/Bleiente08_zpsl7ctkmmq.jpg

Look across toward Ford Island
http://i1381.photobucket.com/albums/ah223/propbeanie/Bleiente%20and%20More/Bleiente11_zpsm4obqslp.jpg

Through the binoculars
http://i1381.photobucket.com/albums/ah223/propbeanie/Bleiente%20and%20More/Bleiente07_zpsg2y0pguu.jpg

Getting around the bend, looking over the left shoulder
http://i1381.photobucket.com/albums/ah223/propbeanie/Bleiente%20and%20More/Bleiente10_zpsrilxlvqx.jpg

Zoomed out a bit as we're leaving
http://i1381.photobucket.com/albums/ah223/propbeanie/Bleiente%20and%20More/Bleiente06_zpskdjd6moi.jpg

On my way to the patrol area for some sea trials
http://i1381.photobucket.com/albums/ah223/propbeanie/Bleiente%20and%20More/Bleiente05_zpsp7vfivqf.jpg

Shot of the periscope station. you might notice the "Flank" speed. I've done a test Crash Dive with the crew...
http://i1381.photobucket.com/albums/ah223/propbeanie/Bleiente%20and%20More/Bleiente03_zpsdfgleoqh.jpg

Sunday morning, December 7th, 1941 at about 0352 hours local - Sound contact bearing 9, and after "traveling" a while with the camera, look what I saw:
http://i1381.photobucket.com/albums/ah223/propbeanie/Bleiente%20and%20More/Bleiente02_zpsdjdjr5lx.jpg

... and a little further along:
http://i1381.photobucket.com/albums/ah223/propbeanie/Bleiente%20and%20More/Bleiente01_zpso7pusodk.jpg

They ended up being over 10k away from me, and going too fast for a Porpoise to catch. I did radio in a contact report, but since I'd fulfilled my patrol assignment requirements, they just told me "Good job. Continue with what you're doing, or return to base"... hmmm. Let's see, bunch of soon-to-be enemy ships out here, but I am down to less than 25% of my fuel... I lost them anyway before 0600 hours on the sound contact, and never did re-establish, so they got away...

Of course, the jpg format ruins the color a bit, and "flattens" things, so the shots aren't quite true. But it is a nice little mix that Bleiente has put together. Just don't forget to load the guns if you have to use them... Kind of hard to shoot 'em if they're empty... Shtinking fishermensezz... Good job Bleiente! I give it two thumbs up! :yeah: Thank you sir! :salute:

Bleiente
03-10-17, 01:06 PM
@propbeanie
Thanks for your nice criticism. :Kaleun_Cheers:

Now a few pictures - Ralles "fairy tale book" ...
"Rendezvous with fate ..."
Part 1 :doh:

Best regards :arrgh!:

Bleiente
03-15-17, 04:28 AM
Since I'm constantly looking for appropriate extensions and improvements for my ModSoup aka ModPack, I've looked at the last big work of w_clear.
However, since its RealEnvMod was designed for SH5, it can not run with SH4 without corresponding adjustment.

Here first my first impressions ...

https://image.ibb.co/hChPbF/1_SH4_Img_2017_03_15_05_18_21_956.png (https://ibb.co/cvMviv)

https://image.ibb.co/bTLXVa/2_SH4_Img_2017_03_15_05_17_11_940.png (https://ibb.co/fgFcwF)

https://image.ibb.co/c444bF/3_SH4_Img_2017_03_15_05_19_48_034.png (https://ibb.co/goqzAa)

https://image.ibb.co/kLSwqa/4_SH4_Img_2017_03_15_05_44_24_202.png (https://ibb.co/gDX7wF)

https://image.ibb.co/dHvubF/5_SH4_Img_2017_03_15_05_50_31_671.png (https://ibb.co/c0kGqa)

https://image.ibb.co/mXf5iv/6_SH4_Img_2017_03_15_05_53_13_906.png (https://ibb.co/c8PnwF)

https://image.ibb.co/gSBZbF/7_SH4_Img_2017_03_15_06_05_01_579.png (https://ibb.co/j1WpAa)

https://image.ibb.co/i4txwF/8_SH4_Img_2017_03_15_06_12_08_158.png (https://ibb.co/fNrjbF)

https://image.ibb.co/bZgviv/9_SH4_Img_2017_03_15_06_15_48_377.png (https://ibb.co/m5fAGF)

https://image.ibb.co/m3R6qa/10_SH4_Img_2017_03_15_06_16_27_737.png (https://ibb.co/ejcCVa)

https://image.ibb.co/dFOEbF/11_SH4_Img_2017_03_15_06_22_36_363.png (https://ibb.co/edX7wF)

https://image.ibb.co/dpgNVa/12_SH4_Img_2017_03_15_06_23_11_378.png (https://ibb.co/g2aSwF)

https://image.ibb.co/mSf5iv/13_SH4_Img_2017_03_15_06_33_38_522.png (https://ibb.co/c3PnwF)

I'm wondering if other features of this great work of w_clear can also be activated in SH4 ... :hmmm:

DicheBach
03-16-17, 10:41 AM
This looks fantastic. Now that I'm getting Robbin's MultiSH thing working, I will consider installing this as a separate install. I've already played with Fall of the Rising Sun a bit and really enjoyed it.

I then embarked on the ill-fated course of attempting to slop together TMO, RSRDC, Crew Fix, and FOTRS using nothing more than JSGME . . . without full comprehension of what I was doing, I said "Yes! Overwrite my stuff!" in response to JSGME warning me that trying to activate TMO on top of FOTRS could "adversely affect my game."

Needless to say it did! :)

So I back up, cleaned up directories, deactivated mods, rechecked validity of the vanilla game files, and I'm now doing it "the right way" (I think) using Multi-SH from the very beginning so that I have a simple tool for having multiple mod installs.

I assume I'm on the right track here eh?

Meaning: Ralles RealModSoup needs to be a separate install from Fall of the Rising Sun?

Bleiente
03-16-17, 04:03 PM
Meaning: Ralles RealModSoup needs to be a separate install from Fall of the Rising Sun?

My ModPack is for a pure SH4 V1.5 (vanilla) installation.

So Ralles RealModPack V1.2final full download and how to activate in the first post via JSGME.
And do not worry - the corresponding parts of the ModSoup may and should override.

My goal is to create a balanced gameplay against the game-engine as well as a touch of realism.

Hope you enjoy my compilation.

Best regards :salute:

DicheBach
03-22-17, 06:56 PM
I am beginning to sample your soup now!

Once I got your archive unpacked I figured all I want to install for sure is:

2.0 Ralles ModPack for TMO_RSRDC_OTC

I use JSGME and a

X:\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS\2.0 Ralles ModPack for TMO_RSRDC_OTC

kind of installation.

MultiSH creates alternate save file directories for me, for example:

H:\Users\DicheBach\Documents\FRS\data for my "Fall of the Rising Sun" install versus

H:\Users\DicheBach\Documents\RAL\data for my "Ralles Mod Soup" install.


ADDIT: By the way: thanks a lot for making this package! As I said before, my efforts to get TMO+RSRDC running previously had failed, so it was nice to just plug in your soup package and have it load up (and obviously the TMO changes active). Very handy!

DicheBach
03-22-17, 07:19 PM
Having problems.

Game loads up fine, and I can get through the opening screens for a new American career, but then when my boat spawns outside the port, any time I attempt to give my crew an order to move the boat (e.g., follow plotted course, or new speed 10 knots) they say "Cannot Comply."

Bleiente
03-22-17, 07:20 PM
Once I got your archive unpacked I figured all I want to install for sure is:

2.0 Ralles ModPack for TMO_RSRDC_OTC

I use JSGME and a

X:\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\MODS\2.0 Ralles ModPack for TMO_RSRDC_OTC


Follow the installation instructions ...

Installation via JSGM:
1.0 TMO_RSRDC_OTC
1.5 OTC OptionalGoodys *1
2.0 Ralles ModPack for TMO_RSRDC_OTC *2

*1
Please note!
In the "OTC OptionalGoodys" folder are various folders for the respective resolution, the periscope view, and the IJN-AI. These must be copied and activated individually into the game.
For me it looks like this for example:
1.0 TMO_RSRDC_OTC
1.5_OTC_Realistic Scopes for 16 to 9 RSRDCv502
1.5_OTC_Tokko's Revenge for RSRDCv502
2.0 Ralles ModPack for TMO_RSRDC_OTC
2.1 TMO_Sample_Emblem
2.1 TMO_Sub_Pirate_flag

*2
A NEW CAMPAIGN MUST BE BEGINN!


Having problems.

Game loads up fine, and I can get through the opening screens for a new American career, but then when my boat spawns outside the port, any time I attempt to give my crew an order to move the boat (e.g., follow plotted course, or new speed 10 knots) they say "Cannot Comply."

Did you follow my installation sequence correctly?

propbeanie
03-22-17, 07:28 PM
Now, before you get too far there DicheBach, you use Rockin Robbin's SH4CMS (http://www.subsim.com/radioroom/showthread.php?t=229395) for your various install foldes - first things first though, make a pristine backup copy of the fresh install... You use MultiSH to make separate "Save" folders for your games. MultiSH is small enough, I put a separate copy in each "root" game folder, and likewise with JSGME, leaving the "ini" files for each. So I've got a "D:\Games\FotRSU\etc.", a "D:\Games\Ralles\etc.", a "D:\Games\GFO+\etc.", a "D:\Games\SH4v15\etc.", and a "D:\Games\TMO25\etc."... That's on this little dual-core, which when I have to use RR's SH4CMS (FotRSU changes more often than my underwear!), it brings me back "Silent Hunter: Wolves of the Pacific", which I then move and rename. My other computer is set-up "fully CMS-compliant"... tic :03: - The MultiSH in each of those folders then directs those particular "game sets" to the respective directory, such that the FotRS is set to "Save" in "C:\My Documents\FRS", Ralles goes into "RMS", GFO goes to "GFO", and Stock goes to "SH4" (how inventive, eh?) and TMO goes into "TMO"...

DicheBach
03-22-17, 09:01 PM
Did you follow my installation sequence correctly?

Nope! But I will :)

Now, before you get too far there DicheBach, you use Rockin Robbin's SH4CMS (http://www.subsim.com/radioroom/showthread.php?t=229395) for your various install foldes - first things first though, make a pristine backup copy of the fresh install... You use MultiSH to make separate "Save" folders for your games. MultiSH is small enough, I put a separate copy in each "root" game folder, and likewise with JSGME, leaving the "ini" files for each. So I've got a "D:\Games\FotRSU\etc.", a "D:\Games\Ralles\etc.", a "D:\Games\GFO+\etc.", a "D:\Games\SH4v15\etc.", and a "D:\Games\TMO25\etc."... That's on this little dual-core, which when I have to use RR's SH4CMS (FotRSU changes more often than my underwear!), it brings me back "Silent Hunter: Wolves of the Pacific", which I then move and rename. My other computer is set-up "fully CMS-compliant"... tic :03: - The MultiSH in each of those folders then directs those particular "game sets" to the respective directory, such that the FotRS is set to "Save" in "C:\My Documents\FRS", Ralles goes into "RMS", GFO goes to "GFO", and Stock goes to "SH4" (how inventive, eh?) and TMO goes into "TMO"...

I did follow Robbin's directions for installing SH4CMS (the second or third time, after my gut intuition led me astray! ;) ). My install sounds very similar to yours except . . . I think when you say you have a "D:\Games\FotRSU\etc.", a "D:\Games\Ralles\etc.", a "D:\Games\GFO+\etc.", a "D:\Games\SH4v15\etc.", you mean that you have multiple copies of the game installed. I could do that, but I would think it would take up more disk space, which I'm a bit short on till I get off my ass and plug in that TB HD I bought years ago and have yet to use . . . That said, I think effectively what I'm doing is the same. I've got a MOD folder inside my SH4 game directory. I use JSGME to activate FOTRS when I want to play that one (and tell SH4CMS to point at the corresponding save directory) and then deactivate/reactivate a different mod (and point to a different location) when I want to try some other permutation of mods.

Please advise if the way I'm doing is pointless and I could get away with only one copy of all the core assets.

ADDIT: Awrigteee! Lookin' a lot better with this install! Thanks for reposting those directions Bleiente.
http://tw.greywool.com/i/HEuMs.gif

Seeing a different intro screen (with TMO and RSRDC listed) and different background slides, etc. so I'm probably good to go.

DicheBach
03-22-17, 09:43 PM
A really great mod soup!

propbeanie
03-23-17, 05:34 AM
Bleiente did a nice job on his soup - ~good~ soup, unlike the kind I make... :lol: - but "Yes, I do have multiple copies of the install of Silent Hunter", each one approximately 5 gig in size at a minimum. My FotRSU folder happens to be almost 30 gig from screen shots and like 15 different versions of the mod we're working on. Most desktop computers can hold at least two hard drives, or if you're like some of us, you build your own so you can put at least 3 drives (plut two optical) in each box, sometimes more (:roll:). Just make sure you have enough power for them all...

Bleiente
03-23-17, 05:03 PM
First post updated.
There is a HotFix ...

:salute:

DicheBach
03-23-17, 09:40 PM
I guess the Japanese escort sub detection levels are turned up pretty high?

I made early for Battle of Sunda Strait and was really pleased when the "convoy" comes along. I was lingering on the fringe, no engine on at all, 70 ft depth, silent running, no scope up. Just waiting on about 32 speed as the convoy pulled up. I had been submerged for an hour so I don't think they had spotted me before I submerged.

The enemy escort nearest to me just honed in like a blood hound.

It was still daylight (last couple hours of it) and it was shallow water, so I suppose there might have been a shadow or silhouette that was spotted.

Can active sonar discern a boat sitting nearly on the bottom in this era?

I don't know if he used any active or not, I was on 32 or 64 speed and didn't realize he was depth charging me till it paused down to 8 speed.

propbeanie
03-24-17, 08:54 AM
I guess the Japanese escort sub detection levels are turned up pretty high?

I made early for Battle of Sunda Strait and was really pleased when the "convoy" comes along. I was lingering on the fringe, no engine on at all, 70 ft depth, silent running, no scope up. Just waiting on about 32 speed as the convoy pulled up. I had been submerged for an hour so I don't think they had spotted me before I submerged.

The enemy escort nearest to me just honed in like a blood hound.

It was still daylight (last couple hours of it) and it was shallow water, so I suppose there might have been a shadow or silhouette that was spotted.

Can active sonar discern a boat sitting nearly on the bottom in this era?

I don't know if he used any active or not, I was on 32 or 64 speed and didn't realize he was depth charging me till it paused down to 8 speed.
Most of the Task Forces will have a couple of escorts doing active sonar, while the others listen with passive (or so it seems), and your boat stuck out like a sore thumb against the "background". One thing about SH4, is that it does not / can not model a boat sitting on or near the bottom. I don't know as the AI can even "see" the bottom... they just see YOU!... I can't remember SH1 in this regard... but I do remember my DC days with SH2, and it was the same... Bleiente's Mod Soup is a bit tougher than plain TMO, as is FotRSU. Bleiente's is probably tougher than FotRSU even...

Bleiente
03-24-17, 10:12 AM
...but I do remember my DC days with SH2, ...

Oh, how I miss the - with my destroyer online humane-controlled submarine hunt.
And then always these rookies... "What was that, why am I dead?!?" :haha:

Nice comments were also in the online game:
- Newcomer Uboot-Commandant: "Something is wrong with the game... I suddenly see my submarine from the outside and can not get in. We have no outside view in the realism settings... :timeout:"
- Senior DD-Commandant: "Harharhar... :arrgh!:"


Bleiente's Mod Soup is a bit tougher than plain TMO, as is FotRSU. Bleiente's is probably tougher than FotRSU even...

No - the soup is not really tougher than TMO or FortsU.
I have tried to create a certain balance between "realism" and gameplay.
Until now, I am actually quite satisfied.

Last night I finally tried to attack the Tokyo Express.
However, my attack was unsuccessful - the 8 destroyers kept me then more than 2 hours real time under water ...

https://preview.ibb.co/c0pmtv/SH4_Img_2017_03_24_01_33_00_427.png (https://ibb.co/bUxvmF)

https://preview.ibb.co/kfrc0a/SH4_Img_2017_03_24_01_21_02_535.png (https://ibb.co/eWC6tv)

https://preview.ibb.co/kYAgRF/SH4_Img_2017_03_24_01_58_16_867.png (https://ibb.co/knsvmF)

https://preview.ibb.co/dtH6tv/SH4_Img_2017_03_24_02_06_31_181.png (https://ibb.co/iQ4VLa)

https://preview.ibb.co/eX8eDv/SH4_Img_2017_03_24_02_09_20_165.png (https://ibb.co/g5iCYv)

https://preview.ibb.co/ebteDv/SH4_Img_2017_03_24_02_31_57_198.png (https://ibb.co/mKqRtv)

https://preview.ibb.co/h89mtv/SH4_Img_2017_03_24_02_35_46_511.png (https://ibb.co/fTqFmF)

https://preview.ibb.co/j1teDv/SH4_Img_2017_03_24_02_44_21_856.png (https://ibb.co/bACvmF)

https://preview.ibb.co/jUWhYv/SH4_Img_2017_03_24_03_44_03_936.png (https://ibb.co/c2zrRF)

https://preview.ibb.co/jCmufa/SH4_Img_2017_03_24_03_47_44_624.png (https://ibb.co/hG1S0a)

https://preview.ibb.co/c909Dv/SH4_Img_2017_03_24_03_48_07_202.png (https://ibb.co/kF7pDv)

https://preview.ibb.co/dNJJ6F/SH4_Img_2017_03_24_03_49_09_936.png (https://ibb.co/jmOkmF)

Dark is the night... :O:

DicheBach
03-25-17, 11:07 AM
I've got a bit better with the cat-n-mouse game. In the Gar, at Kiska, I tried to attack an incoming transport and didn't realize the lead one was an escort.

As I was getting my "textbook" shot setup (so that it could be duly ruined by those wonderful whacked out torpedoes smoking crack) the destroyer detected me. It coulda been any number of things: my periscope, my wake (I was only at about 55ft depth) my engines (backing up at Emergency speed . . . yeah . . . like I said, I thought he was a freighter) whatever, he came at me.

I fired all 10 torps at him and they went spinning off like 5 year olds letting go from a merry go round . . . no hits.

The little depression in the bay at Kiska is in the 300 ft-Plus depth so I went deep and he did bomb me a bit, but little damage. Thermal layer at 85 feet so I realized I could speed around deep and he couldn't tell where I was.

I backed out toward the northeast, let off silent running, reloaded, and spent another couple hours real time slowly edging closer and observing him doing his laps. Finally all my (mostly dud and screwball) torpedos spent, I retired to Midway. I did sink something along somewhere on that mission with the deck gun though.

Love/hating the dud rate in the Soup: I hit one big ass freighter with 4 of six shots (the other two just plain missed). This was one of those rare instances where I had six torpedos that did NOT veer off to port and/or go into a circular run.

Torpedo missed sir.
Torpedo was a dud sir.
Torpedo was a dud sir.
Torpedo was a dud sir.
Torpedo was a dud sir.
Torpedo missed sir.

:k_confused:
:)

I don't know if the actual rate of non-defective torpedos is exactly historic or not (I'd say it is in the ballpark of 70% either duds or screwball . . . I try to mitigate the premature detonation and deep running by NEVER using the contact+Influence setting and ALWAYS setting depth to shallowest possible). So for every ten torpedoes I fire, and assuming a a 50/50 hit rate . . . I get one hit.

Not sure if that is historically accurate or not, but it does convey the "quality" that the crews had to deal with, and it makes the game surprisingly interesting. So probably 75% of my sinkings are achieved almost exclusively with the deck gun.

Elsewhere in the news: I managed to infiltrate Rabaul harbor (I had sank a harbor patrol there with the deck several weeks earlier and not sure if they just decided it was pointless to replace him or what . . . no ASW patrols in the harbor) slipping past the radar-duided sub-nuclear cannon positions by hugging the southern shore of the harbor for 2/3 of the total distance (at night) at flank speed then going to periscope to sneak in the last third.

I began this operation at just after sunset, and exited the harbor just at sunrise:

http://tw.greywool.com/i/RSzwE.jpg

http://tw.greywool.com/i/07K2m.jpg

Got lucky and had very few duds in that raid. Sank everything in the harbor except for a subchaser that was hiding behind the western pier.

That was fun! :up:

After that raid, I headed back to Tulagi to rearm, and then proceeded on to my patrol area west of Okinawa. Spent several hours in a storm fiddling around evading a ****less harbor patrol and trying to sink a large modern passenger liner that was parked at a perfect right angle to the north of the pier. Not a single effective torpedo in that entire set (Gar so I forget the total number 20?): mostly screwballs that veered off to port but perhaps half-dozen duds that made contact but didn't explode.

Visibility was under 750 yards with this night-time storm so in desperation I finally tried to lure the escort into a running gun battle. He couldn't find me and kept lurking on the edge of visibility (radar made this possible). I managed half-dozen hits (expending probably 30 shells) with a 5" 51Cal (very slow loader), which seemed to reduce his enthusiasm for pursuing/patrolling but didn't sink him.

I went back to periscope backed up almost right into the liner. moved away just to the edge of visibility, surfaced and peltered him with my last 35 shells: Sank him after about 20 hits! :D

That patrol netted me a new Balao class sub (nice to get in summer 1942 :03:)

Great soup!

DicheBach
03-25-17, 11:42 AM
Just posted a question in my DicheBach Questions thread that you guys might be able to reflect on . . .

http://www.subsim.com/radioroom/showpost.php?p=2475062&postcount=34

Bleiente
03-25-17, 12:24 PM
Nice report @DicheBach

but...


That patrol netted me a new Balao class sub (nice to get in summer 1942 :03:)

This is a problem - in my ModSoup a boat of the Balao class is not available before the beginning of 1943.
Something is wrong with your installation and/or campaign... :hmmm:

DicheBach
03-26-17, 01:19 PM
Nice report @DicheBach

but...



This is a problem - in my ModSoup a boat of the Balao class is not available before the beginning of 1943.
Something is wrong with your installation and/or campaign... :hmmm:

That is interesting. I did change the max officers and petty officers in most all the boats (so that chief petty don't count as "officers"). But other than that, all I did was install.

If you can point me at the file I can look at the timestamp on it and also look inside it.

Bleiente
03-27-17, 06:14 PM
I just wanted to point out that there might be a problem with your installation or campaign ... these might get even stronger.
Perhaps you have other modes installed via Ralles ModPack, which change the UPC files?

Greetings :salute:

DicheBach
03-28-17, 06:24 PM
Nope. Just the RAL pack, and the small changes I made to the crew max values.

But I guess if you are positive that the Balao in 42 is IMPOSSIBLE with your mix, then it must be something on my end. I find that hard to imagine though as I did a complete reinstall of the vanilla game. Then used that multi-mod app of Robbins to create the separate save directories for different mod sets and then used JSGME to activate ONLY RAL.

propbeanie
03-28-17, 10:11 PM
Did you take a snapshot of the game's files before doing any modding? If you did, you could run the "Compare" feature in JSGME, and see if something is amiss in there. Sort your results by clicking on the column headings. It generally takes about five minutes for that utility to run. Did you happen to use Rockin Robbins SH4CMS (http://www.subsim.com/radioroom/showthread.php?p=2460009#post2460009) utility? It sure makes fixing bad soup much easier...

DicheBach
03-29-17, 10:36 AM
Did you take a snapshot of the game's files before doing any modding? If you did, you could run the "Compare" feature in JSGME, and see if something is amiss in there. Sort your results by clicking on the column headings. It generally takes about five minutes for that utility to run. Did you happen to use Rockin Robbins SH4CMS (http://www.subsim.com/radioroom/showthread.php?p=2460009#post2460009) utility? It sure makes fixing bad soup much easier...

I did take a snapshot

LOTS of "DIFFERENT", quite a few "NEW" and a lot more "SAME" and of course all the Balao files are "DIFFERENT." But that doesn't really seem to prove anything cause we expect the files to be differnet given I have the four modules for the Ralles Mod soup installed, i.e., they are different from the vanilla snapshot.

The real question here is: are the files I have which control the earliest availability date for Balao subs "different" than those which Bleinte has, and/or are the one's Bleinte has either (a) the same as the ones in the download or (b) the same as what he expects/intends them to be?

Comparing files as at 3/29/2017 11:50:08 AM to snapshot taken at 3/16/2017 11:45:06 AM.
C:\Steam\steamapps\common\Silent Hunters Wolves of the Pacific\

Data\Air\ADB_B5N2_Kate\ADB_B5N2_Kate.cfg DIFFERENT
Data\Air\ADB_B5N2_Kate\ADB_B5N2_Kate.dat DIFFERENT
Data\Air\ADB_B5N2_Kate\ADB_B5N2_Kate.eqp DIFFERENT
Data\Air\ADB_B5N2_Kate\ADB_B5N2_Kate.sim DIFFERENT
Data\Air\ADB_B5N2_Kate\ADB_B5N2_Kate.sns DIFFERENT
Data\Air\ADB_D3A1_VAL\ADB_D3A1_VAL.cfg DIFFERENT
Data\Air\ADB_D3A1_VAL\ADB_D3A1_VAL.dat DIFFERENT
Data\Air\ADB_D3A1_VAL\ADB_D3A1_VAL.eqp DIFFERENT
Data\Air\ADB_D3A1_VAL\ADB_D3A1_VAL.sim DIFFERENT
Data\Air\ADB_D3A1_VAL\ADB_D3A1_VAL.sns DIFFERENT
Data\Air\ADB_D3A1_VAL\ADB_D3A1_VAL.zon DIFFERENT
Data\Air\ADB_D4Y3\ADB_D4Y3.dat DIFFERENT
Data\Air\ADB_D4Y3\ADB_D4Y3.dsd DIFFERENT
Data\Air\ADB_D4Y3\ADB_D4Y3.eqp DIFFERENT
Data\Air\ADB_D4Y3\ADB_D4Y3.sns DIFFERENT
Data\Air\ADB_D4Y3\ADB_D4Y3_shp.dds DIFFERENT
Data\Air\ADB_G4M_Betty\ADB_G4M_Betty.dat DIFFERENT
Data\Air\ADB_G4M_Betty\ADB_G4M_Betty.eqp DIFFERENT
Data\Air\ADB_Kamikaze\ADB_Kamikaze.cfg DIFFERENT
Data\Air\ADB_Kamikaze\ADB_Kamikaze.dat DIFFERENT
Data\Air\ADB_Kamikaze\ADB_Kamikaze.eqp DIFFERENT
Data\Air\ADB_Kamikaze\ADB_Kamikaze.sim DIFFERENT
Data\Air\ADB_Kamikaze\ADB_Kamikaze.sns DIFFERENT
Data\Air\ADB_Kamikaze\ADB_Kamikaze.zon DIFFERENT
Data\Air\ADB_Kamikaze\ADB_Kamikaze_shp.dds DIFFERENT
Data\Air\ADB_Kyushu_Q1W1\ADB_Kyushu_Q1W1.cfg DIFFERENT
Data\Air\ADB_Kyushu_Q1W1\ADB_Kyushu_Q1W1.dat DIFFERENT
Data\Air\ADB_Kyushu_Q1W1\ADB_Kyushu_Q1W1.eqp DIFFERENT
Data\Air\ADB_Kyushu_Q1W1\ADB_Kyushu_Q1W1.sim DIFFERENT
Data\Air\ADB_Kyushu_Q1W1\ADB_Kyushu_Q1W1.sns DIFFERENT
Data\Air\ADB_Kyushu_Q1W1\ADB_Kyushu_Q1W1.zon DIFFERENT
Data\Air\ADB_USDiveBomber\ADB_USDiveBomber.cfg DIFFERENT
Data\Air\ADB_USDiveBomber\ADB_USDiveBomber.dat DIFFERENT
Data\Air\ADB_USDiveBomber\ADB_USDiveBomber.eqp DIFFERENT
Data\Air\ADB_USDiveBomber\ADB_USDiveBomber.sns DIFFERENT
Data\Air\AFB_A6M2_Zero\AFB_A6M2_Zero.cfg DIFFERENT
Data\Air\AFB_A6M2_Zero\AFB_A6M2_Zero.dat DIFFERENT
Data\Air\AFB_A6M2_Zero\AFB_A6M2_Zero.dsd DIFFERENT
Data\Air\AFB_A6M2_Zero\AFB_A6M2_Zero.eqp DIFFERENT
Data\Air\AFB_A6M2_Zero\AFB_A6M2_Zero.sim DIFFERENT
Data\Air\AFB_A6M2_Zero\AFB_A6M2_Zero.sns DIFFERENT
Data\Air\AFB_A6M2_Zero\AFB_A6M2_Zero.zon DIFFERENT
Data\Air\AFB_Beaufighter\AFB_Beaufighter.sns DIFFERENT
Data\Air\AFB_F4U_Corsair\AFB_F4U_Corsair.dat DIFFERENT
Data\Air\AFB_F4U_Corsair\AFB_F4U_Corsair.dsd DIFFERENT
Data\Air\AFB_F4U_Corsair\AFB_F4U_Corsair.sim DIFFERENT
Data\Air\AFB_F4U_Corsair\AFB_F4U_Corsair.zon DIFFERENT
Data\Air\AFB_Ki44\AFB_Ki44.cfg DIFFERENT
Data\Air\AFB_Ki44\AFB_Ki44.dat DIFFERENT
Data\Air\AFB_Ki44\AFB_Ki44.sns DIFFERENT
Data\Air\AFB_Ki84\AFB_Ki84.cfg DIFFERENT
Data\Air\AFB_Ki84\AFB_Ki84.dat DIFFERENT
Data\Air\AFB_Ki84\AFB_Ki84.dsd DIFFERENT
Data\Air\AFB_Ki84\AFB_Ki84.eqp DIFFERENT
Data\Air\AFB_Ki84\AFB_Ki84.sim DIFFERENT
Data\Air\AFB_Ki84\AFB_Ki84.sns DIFFERENT
Data\Air\AFB_NakajimaN\AFB_NakajimaN.cfg DIFFERENT
Data\Air\AFB_NakajimaN\AFB_NakajimaN.dat DIFFERENT
Data\Air\AFB_NakajimaN\AFB_NakajimaN.eqp DIFFERENT
Data\Air\AFB_p38j\AFB_P38J.cfg DIFFERENT
Data\Air\AFB_p38j\AFB_P38J.dat DIFFERENT
Data\Air\AFB_p38j\AFB_P38J.dsd DIFFERENT
Data\Air\AFB_p38j\AFB_P38J.eqp DIFFERENT
Data\Air\AFB_p38j\AFB_P38J.sim DIFFERENT
Data\Air\AFB_p38j\AFB_P38J.sns DIFFERENT
Data\Air\AFB_p38j\AFB_P38J.zon DIFFERENT
Data\Air\AFB_p38j\AFB_P38J_shp.dds DIFFERENT
Data\Air\AFB_USFighter\AFB_USFighter.cfg DIFFERENT
Data\Air\AFB_USFighter\AFB_USFighter.sns DIFFERENT
Data\Air\AFB_Wildcat\AFB_Wildcat.cfg DIFFERENT
Data\Air\AFB_Wildcat\AFB_Wildcat.dat DIFFERENT
Data\Air\AFB_Wildcat\AFB_Wildcat.dsd DIFFERENT
Data\Air\AFB_Wildcat\AFB_Wildcat.eqp DIFFERENT
Data\Air\AFB_Wildcat\AFB_Wildcat.sim DIFFERENT
Data\Air\AFB_Wildcat\AFB_Wildcat.zon DIFFERENT
Data\Air\AFS_F1M_Pete\AFS_F1M_Pete.cfg DIFFERENT
Data\Air\AFS_F1M_Pete\AFS_F1M_Pete.dat DIFFERENT
Data\Air\AFS_F1M_Pete\AFS_F1M_Pete.eqp DIFFERENT
Data\Air\AFS_F1M_Pete\AFS_F1M_Pete.sim DIFFERENT
Data\Air\AFS_F1M_Pete\AFS_F1M_Pete.sns DIFFERENT
Data\Air\ALBS_G4M_Betty\ALBS_G4M_Betty.cfg DIFFERENT
Data\Air\ALBS_G4M_Betty\ALBS_G4M_Betty.eqp DIFFERENT
Data\Air\ALBS_G4M_Betty\ALBS_G4M_Betty.sim DIFFERENT
Data\Air\ALBS_G4M_Betty\ALBS_G4M_Betty.sns DIFFERENT
Data\Air\ALBS_G4M_Betty\ALBS_G4M_Betty.zon DIFFERENT
Data\Air\ALBS_H6K\ALBS_H6K.cfg DIFFERENT
Data\Air\ALBS_H6K\ALBS_H6K.dat DIFFERENT
Data\Air\ALBS_H6K\ALBS_H6K.eqp DIFFERENT
Data\Air\ALBS_H6K\ALBS_H6K.sim DIFFERENT
Data\Air\ALBS_H6K\ALBS_H6K.sns DIFFERENT
Data\Air\ALBS_H6K\ALBS_H6K.zon DIFFERENT
Data\Air\ALBS_H8K\ALBS_H8K.cfg DIFFERENT
Data\Air\ALBS_H8K\ALBS_H8K.dat DIFFERENT
Data\Air\ALBS_H8K\ALBS_H8K.eqp DIFFERENT
Data\Air\ALBS_H8K\ALBS_H8K.sim DIFFERENT
Data\Air\ALBS_H8K\ALBS_H8K.sns DIFFERENT
Data\Air\ALBS_H8K\ALBS_H8K.zon DIFFERENT
Data\Air\ALBS_PBY5A\ALBS_PBY5A.cfg DIFFERENT
Data\Air\ALBS_PBY5A\ALBS_PBY5A.dat DIFFERENT
Data\Air\ALBS_PBY5A\ALBS_PBY5A.dsd DIFFERENT
Data\Air\ALBS_PBY5A\ALBS_PBY5A.eqp DIFFERENT
Data\Air\ALBS_PBY5A\ALBS_PBY5A.sim DIFFERENT
Data\Air\ALBS_PBY5A\ALBS_PBY5A.zon DIFFERENT
Data\Air\ALBS_PBY5\ALBS_PBY5.cfg DIFFERENT
Data\Air\ALBS_PBY5\ALBS_PBY5.dat DIFFERENT
Data\Air\ALBS_PBY5\ALBS_PBY5.dsd DIFFERENT
Data\Air\ALBS_PBY5\ALBS_PBY5.eqp DIFFERENT
Data\Air\ALBS_PBY5\ALBS_PBY5.sim DIFFERENT
Data\Air\ALBS_PBY5\ALBS_PBY5.zon DIFFERENT
Data\Air\ALBS_USSearchPlane\ALBS_USSearchPlane.sns DIFFERENT
Data\Air\ALB_B24LevelBomb\ALB_B24LevelBomb.cfg DIFFERENT
Data\Air\ALB_B24LevelBomb\ALB_B24LevelBomb.dat DIFFERENT
Data\Air\ALB_B24LevelBomb\ALB_B24LevelBomb.sim DIFFERENT
Data\Air\ALB_B24LevelBomb\ALB_B24LevelBomb.sns DIFFERENT
Data\Air\ALB_HeavyBomber\ALB_HeavyBomber.sns DIFFERENT
Data\Air\ALB_PV1\ALB_PV1.cfg DIFFERENT
Data\Air\ALB_PV1\ALB_PV1.dat DIFFERENT
Data\Air\ALB_PV1\ALB_PV1.dsd DIFFERENT
Data\Air\ALB_PV1\ALB_PV1.eqp DIFFERENT
Data\Air\ALB_PV1\ALB_PV1.sim DIFFERENT
Data\Air\ALB_PV1\ALB_PV1.sns DIFFERENT
Data\Air\ALB_PV1\ALB_PV1_shp.dds DIFFERENT
Data\Air\ALB_PV2\ALB_PV2.cfg DIFFERENT
Data\Air\ALB_PV2\ALB_PV2.dat DIFFERENT
Data\Air\ALB_PV2\ALB_PV2.dsd DIFFERENT
Data\Air\ALB_PV2\ALB_PV2.eqp DIFFERENT
Data\Air\ALB_PV2\ALB_PV2.sim DIFFERENT
Data\Air\ALB_PV2\ALB_PV2.sns DIFFERENT
Data\Air\ALB_PV2\ALB_PV2_shp.dds DIFFERENT
Data\Air\ASW_B6N2\ASW_B6N2.dat DIFFERENT
Data\Air\ASW_B6N2\ASW_B6N2.dsd DIFFERENT
Data\Air\ASW_B6N2\ASW_B6N2.eqp DIFFERENT
Data\Air\ASW_B6N2\ASW_B6N2.sns DIFFERENT
Data\Air\ASW_B6N2\ASW_B6N2_shp.dds DIFFERENT
Data\Air\AS_Ar_196\AS_Ar_196.sns DIFFERENT
Data\Air\AS_Sunderland\AS_Sunderland.sns DIFFERENT
Data\Air\AS_Sunderland\AS_Sunderland_shp.dds DIFFERENT
Data\Air\ATB_Avenger\ATB_Avenger.cfg DIFFERENT
Data\Air\ATB_Avenger\ATB_Avenger.dat DIFFERENT
Data\Air\ATB_Avenger\ATB_Avenger.dsd DIFFERENT
Data\Air\ATB_Avenger\ATB_Avenger.eqp DIFFERENT
Data\Air\ATB_Avenger\ATB_Avenger.sim DIFFERENT
Data\Air\ATB_Avenger\ATB_Avenger.sns DIFFERENT
Data\Air\ATB_Avenger\ATB_Avenger.zon DIFFERENT
Data\Air\ATB_USTorpedoBomber\ATB_USTorpedoBomber.e qp DIFFERENT
Data\Air\ATB_USTorpedoBomber\ATB_USTorpedoBomber.s ns DIFFERENT
Data\Air\ATB_USTorpedoBomber\ATB_USTorpedoBomber_T 01.dds DIFFERENT
Data\Air\ATB_USTorpedoBomber\ATB_USTorpedoBomber_T 01_lr.dds DIFFERENT
Data\Campaigns\CampaignGE\CampaignGE.cfg DIFFERENT
Data\Campaigns\Campaign\41a_Jap_CoastalTraffic.mis DIFFERENT
Data\Campaigns\Campaign\41a_Jap_Convoys.mis DIFFERENT
Data\Campaigns\Campaign\41a_Jap_Merchants.mis DIFFERENT
Data\Campaigns\Campaign\41a_Jap_SubHunters.mis DIFFERENT
Data\Campaigns\Campaign\41a_Jap_TaskForce.mis DIFFERENT
Data\Campaigns\Campaign\41a_Jap_TroopConvoys.mis DIFFERENT
Data\Campaigns\Campaign\41a_Others_CoastalTraffic. mis DIFFERENT
Data\Campaigns\Campaign\41a_Others_Merchants.mis DIFFERENT
Data\Campaigns\Campaign\41a_US_CoastalTraffic.mis DIFFERENT
Data\Campaigns\Campaign\41a_US_Merchants.mis DIFFERENT
Data\Campaigns\Campaign\41a_US_TaskForce.mis DIFFERENT
Data\Campaigns\Campaign\42a_Jap_CoastalTraffic.mis DIFFERENT
Data\Campaigns\Campaign\42a_Jap_Convoys.mis DIFFERENT
Data\Campaigns\Campaign\42a_Jap_Merchants.mis DIFFERENT
Data\Campaigns\Campaign\42a_Jap_Subhunters.mis DIFFERENT
Data\Campaigns\Campaign\42a_Jap_TaskForce.mis DIFFERENT
Data\Campaigns\Campaign\42a_Jap_TroopConvoys.mis DIFFERENT
Data\Campaigns\Campaign\42a_Others_CoastalTraffic. mis DIFFERENT
Data\Campaigns\Campaign\42a_Others_Merchants.mis DIFFERENT
Data\Campaigns\Campaign\42a_US_CoastalTraffic.mis DIFFERENT
Data\Campaigns\Campaign\42a_US_Merchants.mis DIFFERENT
Data\Campaigns\Campaign\42a_US_TaskForce.mis DIFFERENT
Data\Campaigns\Campaign\42b_Jap_CoastalTraffic.mis DIFFERENT
Data\Campaigns\Campaign\42b_Jap_Convoys.mis DIFFERENT
Data\Campaigns\Campaign\42b_Jap_Merchants.mis DIFFERENT
Data\Campaigns\Campaign\42b_Jap_SubHunters.mis DIFFERENT
Data\Campaigns\Campaign\42b_Jap_TaskForce.mis DIFFERENT
Data\Campaigns\Campaign\42b_Jap_TroopConvoys.mis DIFFERENT
Data\Campaigns\Campaign\42b_Others_CoastalTraffic. mis DIFFERENT
Data\Campaigns\Campaign\42b_Others_Merchants.mis DIFFERENT
Data\Campaigns\Campaign\42b_US_Merchants.mis DIFFERENT
Data\Campaigns\Campaign\42b_US_TaskForce.mis DIFFERENT
Data\Campaigns\Campaign\43a_Jap_CoastalTraffic.mis DIFFERENT
Data\Campaigns\Campaign\43a_Jap_Convoys.mis DIFFERENT
Data\Campaigns\Campaign\43a_Jap_Merchants.mis DIFFERENT
Data\Campaigns\Campaign\43a_Jap_SubHunters.mis DIFFERENT
Data\Campaigns\Campaign\43a_Jap_TaskForce.mis DIFFERENT
Data\Campaigns\Campaign\43a_Jap_TroopConvoys.mis DIFFERENT
Data\Campaigns\Campaign\43a_Others_CoastalTraffic. mis DIFFERENT
Data\Campaigns\Campaign\43a_Others_Merchants.mis DIFFERENT
Data\Campaigns\Campaign\43a_US_CoastalTraffic.mis DIFFERENT
Data\Campaigns\Campaign\43a_US_Merchants.mis DIFFERENT
Data\Campaigns\Campaign\43a_US_TaskForce.mis DIFFERENT
Data\Campaigns\Campaign\44a_Jap_CoastalTraffic.mis DIFFERENT
Data\Campaigns\Campaign\44a_Jap_Convoys.mis DIFFERENT
Data\Campaigns\Campaign\44a_Jap_Merchants.mis DIFFERENT
Data\Campaigns\Campaign\44a_Jap_SubHunters.mis DIFFERENT
Data\Campaigns\Campaign\44a_Jap_TaskForce.mis DIFFERENT
Data\Campaigns\Campaign\44a_Jap_TroopConvoys.mis DIFFERENT
Data\Campaigns\Campaign\44a_Others_CoastalTraffic. mis DIFFERENT
Data\Campaigns\Campaign\44a_Others_Merchants.mis DIFFERENT
Data\Campaigns\Campaign\44a_US_CoastalTraffic.mis DIFFERENT
Data\Campaigns\Campaign\44a_US_Merchants.mis DIFFERENT
Data\Campaigns\Campaign\44a_US_TaskForce.mis DIFFERENT
Data\Campaigns\Campaign\44b_Jap_CoastalTraffic.mis DIFFERENT
Data\Campaigns\Campaign\44b_Jap_Convoys.mis DIFFERENT
Data\Campaigns\Campaign\44b_Jap_Merchants.mis DIFFERENT
Data\Campaigns\Campaign\44b_Jap_SubHunters.mis DIFFERENT
Data\Campaigns\Campaign\44b_Jap_TaskForce.mis DIFFERENT
Data\Campaigns\Campaign\44b_Jap_TroopConvoys.mis DIFFERENT
Data\Campaigns\Campaign\44b_Others_CoastalTraffic. mis DIFFERENT
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Data\Campaigns\Campaign\PatrolObjectives\Patrol Hokkaido 01\Patrol Hokkaido 01d.tsr DIFFERENT
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Data\Campaigns\Campaign\PatrolObjectives\Patrol Honshu 08\Patrol Honshu 08.tsr DIFFERENT
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Data\Campaigns\Campaign\PatrolObjectives\Patrol Korea Strait 02\Patrol Korea Strait 02.tsr DIFFERENT
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Data\Campaigns\Campaign\PatrolObjectives\Patrol Luzon Strait 03\Patrol Luzon Strait 03.tsr DIFFERENT
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Data\Campaigns\Campaign\PatrolObjectives\Patrol Luzon Strait 05\Patrol Luzon Strait 05.tsr DIFFERENT
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Data\Campaigns\Campaign\PatrolObjectives\Patrol Mariana Islands 02\Patrol Mariana Islands 02.tsr DIFFERENT
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Data\Campaigns\Campaign\PatrolObjectives\Patrol Mariana Islands 03\Patrol Mariana Islands 03.tsr DIFFERENT
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Data\Campaigns\Campaign\PatrolObjectives\Patrol Palau Island 02\Patrol Palau Island 02.tsr DIFFERENT
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Data\Campaigns\Campaign\PatrolObjectives\Patrol Palau Island 03\Patrol Palau Island 03.tsr DIFFERENT
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Data\Campaigns\Campaign\PatrolObjectives\Patrol Philippines 05\Patrol Philippines 05.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol Philippines 06\Patrol Philippines 06.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol Philippines 06\Patrol Philippines 06.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol Philippines 07\Patrol Philippines 07.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol Philippines 07\Patrol Philippines 07.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol Sea of Japan 01\Patrol Sea of Japan 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol Sea of Japan 01\Patrol Sea of Japan 01.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol Sea of Japan 02\Patrol Sea of Japan 02.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol Sea of Japan 02\Patrol Sea of Japan 02.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol Sea of Japan 03\Patrol Sea of Japan 03.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol Sea of Japan 03\Patrol Sea of Japan 03.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol Sea of Japan 04\Patrol Sea of Japan 04.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol Sea of Japan 04\Patrol Sea of Japan 04.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol Solomon Islands 01\Patrol Solomon Islands 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol Solomon Islands 01\Patrol Solomon Islands 01.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol South China Sea 01\Patrol South China Sea 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol South China Sea 01\Patrol South China Sea 01.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol South China Sea 02\Patrol South China Sea 02.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol South China Sea 02\Patrol South China Sea 02.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol South China Sea 03\Patrol South China Sea 03.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol South China Sea 03\Patrol South China Sea 03.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol South China Sea 04\Patrol South China Sea 04.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol South China Sea 04\Patrol South China Sea 04.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol South China Sea 05\Patrol South China Sea 05.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol South China Sea 05\Patrol South China Sea 05.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol South China Sea 06\Patrol South China Sea 06.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol South China Sea 06\Patrol South China Sea 06.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol South China Sea 07\Patrol South China Sea 07.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol South China Sea 07\Patrol South China Sea 07.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol Sulu Sea 01\Patrol Sulu Sea 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol Sulu Sea 01\Patrol Sulu Sea 01.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol Sulu Sea 02\Patrol Sulu Sea 02.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol Sulu Sea 02\Patrol Sulu Sea 02.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol Sulu Sea 03\Patrol Sulu Sea 03.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol Sulu Sea 03\Patrol Sulu Sea 03.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol Sulu Sea 04\Patrol Sulu Sea 04.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol Sulu Sea 04\Patrol Sulu Sea 04.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol Sulu Sea 05\Patrol Sulu Sea 05.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol Sulu Sea 05\Patrol Sulu Sea 05.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol Yellow Sea 01\Patrol Yellow Sea 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol Yellow Sea 01\Patrol Yellow Sea 01.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol Yellow Sea 02\Patrol Yellow Sea 02.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Patrol Yellow Sea 02\Patrol Yellow Sea 02.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Photo Bismark Sea 01\Photo Bismark Sea 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Photo Honshu 01\Photo Honshu 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Photo Honshu 01\Photo Honshu 01.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Photo Honshu 02\Photo Honshu 02.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Photo Honshu 02\Photo Honshu 02.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Photo Java Sea 01\Photo Java Sea 01.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Photo Palau Island 01\Photo Palau Island 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Photo Philippines 01\Photo Philippines 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Photo South China Sea 02\Photo South China Sea 02.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Photo Yellow Sea 01\Photo Yellow Sea 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\SeaTrial_ 01\SeaTrial_01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\SeaTrial_ 01\SeaTrial_01.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\SeaTrial_ 02\SeaTrial_02.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\SeaTrial_ 02\SeaTrial_02.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Bismark Sea 01\Sink Bismark Sea 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Bismark Sea 01\Sink Bismark Sea 01.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Bismark Sea 02\Sink Bismark Sea 02.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Bismark Sea 02\Sink Bismark Sea 02.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Caroline Islands 01\Sink Caroline Islands 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Caroline Islands 01\Sink Caroline Islands 01.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Caroline Islands 02\Sink Caroline Islands 02.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Caroline Islands 02\Sink Caroline Islands 02.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Caroline Islands 03\Sink Caroline Islands 03.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Caroline Islands 03\Sink Caroline Islands 03.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Caroline Islands 04\Sink Caroline Islands 04.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Caroline Islands 04\Sink Caroline Islands 04.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Celebes Sea 01\Sink Celebes Sea 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Celebes Sea 01\Sink Celebes Sea 01.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Celebes Sea 02\Sink Celebes Sea 02.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Celebes Sea 02\Sink Celebes Sea 02.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Celebes Sea 03\Sink Celebes Sea 03.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Celebes Sea 03\Sink Celebes Sea 03.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Celebes Sea 04\Sink Celebes Sea 04.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Celebes Sea 04\Sink Celebes Sea 04.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Celebes Sea 05\Sink Celebes Sea 05.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Celebes Sea 05\Sink Celebes Sea 05.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Celebes Sea 06\Sink Celebes Sea 06.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Celebes Sea 06\Sink Celebes Sea 06.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Celebes Sea 07\Sink Celebes Sea 07.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Celebes Sea 07\Sink Celebes Sea 07.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Celebes Sea 08\Sink Celebes Sea 08.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Celebes Sea 08\Sink Celebes Sea 08.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink East China Sea 01\Sink East China Sea 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink East China Sea 01\Sink East China Sea 01.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink East China Sea 02\Sink East China Sea 02.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink East China Sea 02\Sink East China Sea 02.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink East China Sea 03\Sink East China Sea 03.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink East China Sea 03\Sink East China Sea 03.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink East China Sea 04\Sink East China Sea 04.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink East China Sea 04\Sink East China Sea 04.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink East China Sea 05\Sink East China Sea 05.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink East China Sea 05\Sink East China Sea 05.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink East China Sea 06\Sink East China Sea 06.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink East China Sea 06\Sink East China Sea 06.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Formosa Strait 01\Sink Formosa Strait 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Formosa Strait 01\Sink Formosa Strait 01.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Formosa Strait 02\Sink Formosa Strait 02.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Formosa Strait 02\Sink Formosa Strait 02.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Gilbert Islands 01\Sink Gilbert Islands 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Gilbert Islands 01\Sink Gilbert Islands 01.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Hokkaido 01\Sink Hokkaido 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Hokkaido 01\Sink Hokkaido 01.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Honshu 01\Sink Honshu 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Honshu 01\Sink Honshu 01.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Honshu 02\Sink Honshu 02.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Honshu 02\Sink Honshu 02.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Honshu 03\Sink Honshu 03.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Honshu 03\Sink Honshu 03.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Honshu 04\Sink Honshu 04.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Honshu 04\Sink Honshu 04.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Honshu 05\Sink Honshu 05.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Honshu 05\Sink Honshu 05.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Honshu 06\Sink Honshu 06.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Honshu 06\Sink Honshu 06.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Honshu 07\Sink Honshu 07.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Honshu 07\Sink Honshu 07.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Honshu 08\Sink Honshu 08.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Honshu 08\Sink Honshu 08.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Iwo Jima 01\Sink Iwo Jima 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Iwo Jima 01\Sink Iwo Jima 01.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Iwo Jima 02\Sink Iwo Jima 02.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Iwo Jima 02\Sink Iwo Jima 02.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Java Sea 01\Sink Java Sea 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Java Sea 01\Sink Java Sea 01.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Java Sea 02\Sink Java Sea 02.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Java Sea 02\Sink Java Sea 02.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Java Sea 03\Sink Java Sea 03.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Java Sea 03\Sink Java Sea 03.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Java Sea 04\Sink Java Sea 04.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Java Sea 04\Sink Java Sea 04.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Java Sea 05\Sink Java Sea 05.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Java Sea 05\Sink Java Sea 05.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Korea Strait 01\Sink Korea Strait 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Korea Strait 01\Sink Korea Strait 01.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Korea Strait 02\Sink Korea Strait 02.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Korea Strait 02\Sink Korea Strait 02.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Luzon Strait 01\Sink Luzon Strait 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Luzon Strait 01\Sink Luzon Strait 01.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Luzon Strait 02\Sink Luzon Strait 02.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Luzon Strait 02\Sink Luzon Strait 02.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Luzon Strait 03\Sink Luzon Strait 03.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Luzon Strait 03\Sink Luzon Strait 03.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Luzon Strait 04\Sink Luzon Strait 04.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Luzon Strait 04\Sink Luzon Strait 04.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Luzon Strait 05\Sink Luzon Strait 05.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Luzon Strait 05\Sink Luzon Strait 05.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Makasar Strait 01\Sink Makasar Strait 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Makasar Strait 01\Sink Makasar Strait 01.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Makasar Strait 02\Sink Makasar Strait 02.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Makasar Strait 02\Sink Makasar Strait 02.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Makasar Strait 03\Sink Makasar Strait 03.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Makasar Strait 03\Sink Makasar Strait 03.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Mariana Islands 01\Sink Mariana Islands 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Mariana Islands 01\Sink Mariana Islands 01.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Mariana Islands 02\Sink Mariana Islands 02.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Mariana Islands 02\Sink Mariana Islands 02.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Mariana Islands 03\Sink Mariana Islands 03.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Mariana Islands 03\Sink Mariana Islands 03.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Marshall Islands 01\Sink Marshall Islands 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Marshall Islands 01\Sink Marshall Islands 01.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Marshall Islands 02\Sink Marshall Islands 02.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Marshall Islands 02\Sink Marshall Islands 02.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Molucca Sea 01\Sink Molucca Sea 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Molucca Sea 01\Sink Molucca Sea 01.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Molucca Sea 02\Sink Molucca Sea 02.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Molucca Sea 02\Sink Molucca Sea 02.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Molucca Sea 03\Sink Molucca Sea 03.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Molucca Sea 03\Sink Molucca Sea 03.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Palau Island 01\Sink Palau Island 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Palau Island 01\Sink Palau Island 01.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Palau Island 02\Sink Palau Island 02.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Palau Island 02\Sink Palau Island 02.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Palau Island 03\Sink Palau Island 03.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Palau Island 03\Sink Palau Island 03.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Philippines 01\Sink Philippines 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Philippines 01\Sink Philippines 01.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Philippines 02\Sink Philippines 02.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Philippines 02\Sink Philippines 02.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Philippines 03\Sink Philippines 03.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Philippines 03\Sink Philippines 03.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Philippines 04\Sink Philippines 04.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Philippines 04\Sink Philippines 04.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Philippines 05\Sink Philippines 05.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Philippines 05\Sink Philippines 05.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Philippines 06\Sink Philippines 06.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Philippines 06\Sink Philippines 06.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Philippines 07\Sink Philippines 07.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Philippines 07\Sink Philippines 07.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Sea of Japan 01\Sink Sea of Japan 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Sea of Japan 01\Sink Sea of Japan 01.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Sea of Japan 02\Sink Sea of Japan 02.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Sea of Japan 02\Sink Sea of Japan 02.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Sea of Japan 03\Sink Sea of Japan 03.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Sea of Japan 03\Sink Sea of Japan 03.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Sea of Japan 04\Sink Sea of Japan 04.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Sea of Japan 04\Sink Sea of Japan 04.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Solomon Islands 01\Sink Solomon Islands 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Solomon Islands 01\Sink Solomon Islands 01.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink South China Sea 01\Sink South China Sea 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink South China Sea 01\Sink South China Sea 01.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink South China Sea 02\Sink South China Sea 02.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink South China Sea 02\Sink South China Sea 02.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink South China Sea 03\Sink South China Sea 03.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink South China Sea 03\Sink South China Sea 03.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink South China Sea 04\Sink South China Sea 04.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink South China Sea 04\Sink South China Sea 04.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink South China Sea 05\Sink South China Sea 05.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink South China Sea 05\Sink South China Sea 05.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink South China Sea 06\Sink South China Sea 06.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink South China Sea 06\Sink South China Sea 06.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink South China Sea 07\Sink South China Sea 07.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink South China Sea 07\Sink South China Sea 07.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Sulu Sea 01\Sink Sulu Sea 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Sulu Sea 01\Sink Sulu Sea 01.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Sulu Sea 02\Sink Sulu Sea 02.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Sulu Sea 02\Sink Sulu Sea 02.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Sulu Sea 03\Sink Sulu Sea 03.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Sulu Sea 03\Sink Sulu Sea 03.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Sulu Sea 04\Sink Sulu Sea 04.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Sulu Sea 04\Sink Sulu Sea 04.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Sulu Sea 05\Sink Sulu Sea 05.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Sulu Sea 05\Sink Sulu Sea 05.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Yellow Sea 01\Sink Yellow Sea 01.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Yellow Sea 01\Sink Yellow Sea 01.tsr DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Yellow Sea 02\Sink Yellow Sea 02.mis DIFFERENT
Data\Campaigns\Campaign\PatrolObjectives\Sink Yellow Sea 02\Sink Yellow Sea 02.tsr DIFFERENT
Data\Campaigns\Campaign\PearlHarborAttack.mis DIFFERENT
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Data\Campaigns\Campaign\US_CoastalBattery.mis DIFFERENT
Data\Campaigns\Campaign\US_HarborTraffic.mis DIFFERENT
Data\Campaigns\Campaign\US_NavalBases.mis DIFFERENT
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Data\Interior\CaptainRoom\CaptainRoom.dat DIFFERENT
Data\Interior\CaptainRoom\CaptainRoom.sim DIFFERENT
Data\Interior\NSS_Gato\NSS_Gato_CR.cam DIFFERENT
Data\Interior\NSS_Gato\NSS_Gato_CR.dat DIFFERENT
Data\Interior\NSS_Gato\NSS_Gato_CR.dsd DIFFERENT
Data\Interior\NSS_Gato\NSS_Gato_CR.sim DIFFERENT
Data\Interior\NSS_Gato\NSS_Gato_CT.cam DIFFERENT
Data\Interior\NSS_Gato\NSS_Gato_CT.dat DIFFERENT
Data\Interior\NSS_Gato\NSS_Gato_CT.dsd DIFFERENT
Data\Interior\NSS_Gato\NSS_Gato_CT.sim DIFFERENT
Data\Interior\NSS_Porpoise\NSS_Porpoise_CR.cam DIFFERENT
Data\Interior\NSS_Porpoise\NSS_Porpoise_CR.dat DIFFERENT
Data\Interior\NSS_Porpoise\NSS_Porpoise_CR.dsd DIFFERENT
Data\Interior\NSS_Porpoise\NSS_Porpoise_CR.sim DIFFERENT
Data\Interior\NSS_Porpoise\NSS_Porpoise_CT.cam DIFFERENT
Data\Interior\NSS_Porpoise\NSS_Porpoise_CT.dat DIFFERENT
Data\Interior\NSS_Porpoise\NSS_Porpoise_CT.dsd DIFFERENT
Data\Interior\NSS_Porpoise\NSS_Porpoise_CT.sim DIFFERENT
Data\Interior\NSS_Salmon\NSS_Salmon_CR.cam DIFFERENT
Data\Interior\NSS_Salmon\NSS_Salmon_CR.dat DIFFERENT
Data\Interior\NSS_Salmon\NSS_Salmon_CR.dsd DIFFERENT
Data\Interior\NSS_Salmon\NSS_Salmon_CR.sim DIFFERENT
Data\Interior\NSS_Salmon\NSS_Salmon_CT.cam DIFFERENT
Data\Interior\NSS_Salmon\NSS_Salmon_CT.dat DIFFERENT
Data\Interior\NSS_Salmon\NSS_Salmon_CT.dsd DIFFERENT
Data\Interior\NSS_Salmon\NSS_Salmon_CT.sim DIFFERENT
Data\Interior\NSS_SClass\NSS_Sclass42_CR.cam DIFFERENT
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Data\Interior\NSS_SClass\NSS_Sclass_CR.cam DIFFERENT
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Data\Interior\NSS_SClass\NSS_Sclass_CR.sim DIFFERENT
Data\Interior\NSS_Uboat21\NSS_Uboat21_CR.cam DIFFERENT
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Data\Interior\NSS_Uboat9\NSS_Uboat9_CR.cam DIFFERENT
Data\Interior\NSS_Uboat9\NSS_Uboat9_CR.dat DIFFERENT
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Data\Interior\NSS_Uboat9\NSS_Uboat9_CT.dat DIFFERENT
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Data\Interior\NSS_Uboat9\NSS_Uboat9_RR.cam DIFFERENT
Data\Interior\NSS_Uboat9\NSS_Uboat9_RR.dat DIFFERENT
Data\Interior\NSS_Uboat9\NSS_Uboat9_RR.sim DIFFERENT
Data\Land\LAB_LargeAirBaseCa\LAB_LargeAirBaseCa.cf g DIFFERENT
Data\Land\LAB_LargeAirBaseGB\LAB_LargeAirBaseGB.cf g DIFFERENT
Data\Land\LAB_LargeAirBaseJP\LAB_LargeAirBaseJP.cf g DIFFERENT
Data\Land\LAB_LargeAirBaseUS\LAB_LargeAirBaseUS.cf g DIFFERENT
Data\Land\LAB_NormalAirBaseCa\LAB_NormalAirBaseCa. cfg DIFFERENT
Data\Land\LAB_NormalAirBaseGB\LAB_NormalAirBaseGB. cfg DIFFERENT
Data\Land\LAB_NormalAirBaseJP\LAB_NormalAirBaseJP. cfg DIFFERENT
Data\Land\LAB_NormalAirBaseUS\LAB_NormalAirBaseUS. cfg DIFFERENT
Data\Land\LAB_SmallAirBaseCa\LAB_SmallAirBaseCa.cf g DIFFERENT
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Data\Land\LAB_SmallAirBaseJP\LAB_SmallAirBaseJP.cf g DIFFERENT
Data\Land\LAB_SmallAirBaseUS\LAB_SmallAirBaseUS.cf g DIFFERENT
Data\Land\LAB_SmallFloatplaneBaseJP\LAB_SmallFloat planeBaseJP.cfg DIFFERENT
Data\Land\LCD_SearchLight\LCD_SearchLight.dat DIFFERENT
Data\Land\LCD_SearchLight\LCD_SearchLight.sim DIFFERENT
Data\Library\4_Officers.dat DIFFERENT
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Data\Library\AI_Deck_Gun_4_50.sim DIFFERENT
Data\Library\AI_Sensors.dat DIFFERENT
Data\Library\AnimGraphs\HA.dat DIFFERENT
Data\Library\AnimGraphs\MC01.dat DIFFERENT
Data\Library\AnimGraphs\NA.dat DIFFERENT
Data\Library\AnimGraphs\PL.dat DIFFERENT
Data\Library\AnimGraphs\SA2.dat DIFFERENT
Data\Library\AnimGraphs\SO.dat DIFFERENT
Data\Library\AnimGraphs\SON.dat DIFFERENT
Data\Library\AnimGraphs\WCO.dat DIFFERENT
Data\Library\Bombs.dat DIFFERENT
Data\Library\Bombs.sim DIFFERENT
Data\Library\Bombs.zon DIFFERENT
Data\Library\Cameras.dat DIFFERENT
Data\Library\Characters\MARINE.dat DIFFERENT
Data\Library\debris.dat DIFFERENT
Data\Library\DepthCharges.sim DIFFERENT
Data\Library\DepthCharges.zon DIFFERENT
Data\Library\GerSubParts\Deck_Gun_GE20mmSingle.dat DIFFERENT
Data\Library\GerSubParts\Deck_Gun_GE20mmSingle.sim DIFFERENT
Data\Library\GerSubParts\Deck_Gun_GE20mmSingle_Shi eld.dat DIFFERENT
Data\Library\GerSubParts\Deck_Gun_GE20mmSingle_Shi eld.sim DIFFERENT
Data\Library\GerSubParts\Deck_Gun_GE20mmTwin.dat DIFFERENT
Data\Library\GerSubParts\Deck_Gun_GE20mmTwin.sim DIFFERENT
Data\Library\GerSubParts\Deck_Gun_GE20mmTwin_Shiel d.dat DIFFERENT
Data\Library\GerSubParts\Deck_Gun_GE20mmTwin_Shiel d.sim DIFFERENT
Data\Library\GerSubParts\Deck_Gun_GE20mm_Turret.da t DIFFERENT
Data\Library\GerSubParts\Deck_Gun_GE20mm_Turret.si m DIFFERENT
Data\Library\GerSubParts\Deck_Gun_GE20mm_Vierling. dat DIFFERENT
Data\Library\GerSubParts\Deck_Gun_GE20mm_Vierling. sim DIFFERENT
Data\Library\GerSubParts\Deck_Gun_GE30mm_Turret.da t DIFFERENT
Data\Library\GerSubParts\Senzori_UBoot.sim DIFFERENT
Data\Library\guns.dat DIFFERENT
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Data\Library\guns.zon DIFFERENT
Data\Library\Harbor_kit.dat DIFFERENT
Data\Library\Materials.dat DIFFERENT
Data\Library\NavalMine.dat DIFFERENT
Data\Library\NavalMine.zon DIFFERENT
Data\Library\particles.dat DIFFERENT
Data\Library\particles.dsd DIFFERENT
Data\Library\Search_Lights.dat DIFFERENT
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Data\Library\Sensors.dat DIFFERENT
Data\Library\sensorvisualsub.sim DIFFERENT
Data\Library\Shells.dat DIFFERENT
Data\Library\Shells.sim DIFFERENT
Data\Library\Shells.zon DIFFERENT
Data\Library\ShipParts\gunsNagato.dat DIFFERENT
Data\Library\ShipParts\gunsNagato.sim DIFFERENT
Data\Library\ShipParts\gunsNagato.zon DIFFERENT
Data\Library\ShipParts\guns_radars.dat DIFFERENT
Data\Library\ShipParts\guns_radars.sim DIFFERENT
Data\Library\ShipParts\guns_radars.zon DIFFERENT
Data\Library\ShipParts\guns_radars_04.dat DIFFERENT
Data\Library\ShipParts\guns_radars_04.sim DIFFERENT
Data\Library\ShipParts\guns_radars_04.zon DIFFERENT
Data\Library\Torpedoes_US.dat DIFFERENT
Data\Library\Torpedoes_US.dsd DIFFERENT
Data\Library\Torpedoes_US.sim DIFFERENT
Data\Library\Torpedoes_US.zon DIFFERENT
Data\Library\Torpedo_Air_US.dat DIFFERENT
Data\Library\undersea.dat DIFFERENT
Data\Library\USSubParts\20mm_Oerlikon_Single.dat DIFFERENT
Data\Library\USSubParts\20mm_Oerlikon_Single.sim DIFFERENT
Data\Library\USSubParts\20mm_Oerlikon_Twin.dat DIFFERENT
Data\Library\USSubParts\20mm_Oerlikon_Twin.sim DIFFERENT
Data\Library\USSubParts\AI_Deck_Gun_4_50.sim DIFFERENT
Data\Library\USSubParts\Deck_Gun_12mm_Browning.sim DIFFERENT
Data\Library\USSubParts\Deck_Gun_3_50.dat DIFFERENT
Data\Library\USSubParts\Deck_Gun_3_50.sim DIFFERENT
Data\Library\USSubParts\Deck_Gun_40mm_Single.dat DIFFERENT
Data\Library\USSubParts\Deck_Gun_40mm_Single.sim DIFFERENT
Data\Library\USSubParts\Deck_Gun_40mm_Twin.dat DIFFERENT
Data\Library\USSubParts\Deck_Gun_40mm_Twin.sim DIFFERENT
Data\Library\USSubParts\Deck_Gun_4_50.dat DIFFERENT
Data\Library\USSubParts\Deck_Gun_4_50.sim DIFFERENT
Data\Library\USSubParts\Deck_Gun_5_25.dat DIFFERENT
Data\Library\USSubParts\Deck_Gun_5_25.sim DIFFERENT
Data\Library\USSubParts\Sensors_sub_US.dat DIFFERENT
Data\Library\USSubParts\Sensors_sub_US.sim DIFFERENT
Data\Library\Vegetation_kit.dat DIFFERENT
Data\Menu\cfg\Dials.cfg DIFFERENT
Data\Menu\cfg\Maps.cfg DIFFERENT
Data\Menu\cfg\OrdersBar.cfg DIFFERENT
Data\Menu\credits.txt DIFFERENT
Data\Menu\Data\AwardsItems_1.dds DIFFERENT
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Data\Menu\Data\MainMenuArtwork\Head_11.dds DIFFERENT
Data\Menu\Data\MainMenuArtwork\Head_12.dds DIFFERENT
Data\Menu\Data\SubmarineClasses\Balao_Class_01.dds DIFFERENT
Data\Menu\Data\SubmarineClasses\Balao_Class_02.dds DIFFERENT
Data\Menu\Data\SubmarineClasses\Balao_Class_03.dds DIFFERENT
Data\Menu\Data\SubmarineClasses\Gato_Class_01.dds DIFFERENT
Data\Menu\Data\SubmarineClasses\Gato_Class_02.dds DIFFERENT
Data\Menu\Data\SubmarineClasses\Gato_Class_03.dds DIFFERENT
Data\Menu\Data\SubmarineClasses\Gato_Class_04.dds DIFFERENT
Data\Menu\Data\SubmarineClasses\Gato_Class_05.dds DIFFERENT
Data\Menu\Data\SubmarineClasses\P_Class_01.dds DIFFERENT
Data\Menu\Data\SubmarineClasses\P_Class_02.dds DIFFERENT
Data\Menu\Data\SubmarineClasses\P_Class_03.dds DIFFERENT

****gigantic Snip to get this under the board's character limit for posts****

Anyway, I got that complete snapshot.txt file saved so can put it in the cloud somewhere if it is useful.

Bleiente
03-29-17, 11:49 AM
Maybe it's my fault ... :oops:
If you have installed my "HotFix" during the running campaign, it could cause problems (without new C-start).
This contains an SH4 experimental-adapted EnvMod of W_clear for SH5, which also contains new weather cycles and climate zones.

But no problem - I'm just making an update for the soup, where you have to start a new campaign anyway.

DLL is still in this hour ... :03:

DicheBach
03-29-17, 12:34 PM
Maybe it's my fault ... :oops:
If you have installed my "HotFix" during the running campaign, it could cause problems (without new C-start).
This contains an SH4 experimental-adapted EnvMod of W_clear for SH5, which also contains new weather cycles and climate zones.

But no problem - I'm just making an update for the soup, where you have to start a new campaign anyway.

DLL is still in this hour ... :03:

If memory serves, I did not install a hotfix.

I'm pretty far into a career playthrough using "REALISTIC" mode in which I started in an S-18 in Cavite. I'm trying to get as far into the war as I can without dying--allowing a certain minimal degree of reloading. So I probably won't change my configuration until I either die in a way I cannot rationalize myself into reloading an old ave from or I finish the war.

That said, I'm not too worried about the early appearing Balaos :03:

It is a game after all! :)

Bleiente
03-29-17, 12:35 PM
Ralles ModPack V1.3beta Update

What has changed or has been added:
1. Enhanced EnvMod experimental; Derived from W_clear's EnvMod for SH5 with new weather cycles and climate zones
2. AI shoots torpedoes - this allows enemy pt boats and destroyers to shoot torpedos at you while your on the service...
3. Tambor class (including the Gar`s) now has a test depth of 300 feet
Background - the Tambors are identical to the Gatos in terms of construction, material and quality. The Gato class differs only by an additional bulkhead in the engine room

A NEW CAMPAIGN MUST BE BEGINN!

I'll go play then ... :salute:

propbeanie
03-29-17, 02:37 PM
Oh boy! Sorry FotRSU and CMN team... for just a little while!... :lol:

james_nix
04-25-17, 07:13 AM
I have a weird problem. A fresh install of SH4 and just the soup, but some keys are acting funky.

When I press 'b' battle stations, there is a delay of about 3 seconds. The F12 external camera almost never works, but will sometimes work once. Same with the side views.

I checked the .cfg and no cameras are disabled. I tried a different install I have of RFB and that works fine (I have 3 different versions of SH4, STEAM, UBIPlay, and disc, I'm using the disc for the soup).

Any ideas?

Bleiente
04-25-17, 07:35 AM
Oh ... this is actually a rather unusual problem.

Please excuse my following questions - they are exclusively for systematic troubleshooting.
1. Which version of SH4 is installed?
2. Has a new SH4 folder been created under "My Documents"?
3. Was the 4GB_Patch or alternatively LAA installed?
4. Was my installation sequence kept via JSGME? (A snapshot of the JSGME would be helpful)
...

james_nix
04-25-17, 07:57 AM
Oh ... this is actually a rather unusual problem.

Please excuse my following questions - they are exclusively for systematic troubleshooting.
1. Which version of SH4 is installed?
2. Has a new SH4 folder been created under "My Documents"?
3. Was the 4GB_Patch or alternatively LAA installed?
4. Was my installation sequence kept via JSGME? (A snapshot of the JSGME would be helpful)
...

1. 1.5
2. Yes, with MultiSH4
3. Yes
4.
1.0 TMO_RSRDC_OTC
1.5_OTC for 8 to 5 Aspect Ratio RSRDCv502
2.0 Ralles ModPack for TMO_RSRDC_OTC
2.1 TMO_SubTextures_FooSkin
Ralles ModPack V1.3beta Update
strategic_map_symbols
3000 Yard Bearing Tool (1920x)
Bigger Better Protractors

Thanks for such a great mod! :Kaleun_Applaud:

Bleiente
04-25-17, 08:06 AM
1. 1.5
2. Yes, with MultiSH4
3. Yes
4.
1.0 TMO_RSRDC_OTC
1.5_OTC for 8 to 5 Aspect Ratio RSRDCv502
2.0 Ralles ModPack for TMO_RSRDC_OTC
2.1 TMO_SubTextures_FooSkin
Ralles ModPack V1.3beta Update
strategic_map_symbols
3000 Yard Bearing Tool (1920x)
Bigger Better Protractors
The red marked modes - I do not know and could cause problems...
Test the pack better first without these modes. :03:
Thanks for such a great mod! :Kaleun_Applaud:
Is everything going now? :hmmm:

james_nix
04-26-17, 02:07 AM
The red marked modes - I do not know and could cause problems...
Test the pack better first without these modes. :03:

Is everything going now? :hmmm:

No unfortunately. I disabled the unnecessary mods and the same thing is still happening. :(

I'll keep troubleshooting.

Bleiente
04-26-17, 05:37 AM
What kind of hardware do you have?

It could be that my ModPack takes the hardware strong claim in its entirety.
Alternative, you can disable the BetaUpdate from ModPack, it is experimental and needs a revision...

Further ideas...?

james_nix
04-27-17, 03:26 AM
Got it working! I had to run it in administrative mode.

Don't know why or how that makes a difference. It's not in Program Files but it's own directory.

Cheers!

Bleiente
04-27-17, 06:20 AM
Good to hear - I'm glad it's going now.
Had also had no idea why it did not work properly before...

Hope you like the compilation.
Have fun - Cheers :Kaleun_Cheers:

Bleiente
05-12-17, 03:46 PM
Revision Ralles ModPack V1.3
https://workupload.com/file/dybLZ7s
Replaces all previous versions of Ralles ModPack for TMO_RSRDC_OTC.
Please note installation instructions in the first post.

Remark:
This replaces only the ModPack for TMO_RSRDC_OTC.
The proper installation of TMO_RSRDC_OTC before the ModPack is therefore absolutely necessary for the function.

So far it was known:

Ralles ModPack V1.3beta Update
What has changed or has been added:
1. Enhanced EnvMod experimental; Derived from W_clear's EnvMod for SH5 with new weather cycles and climate zones
2. AI shoots torpedoes - this allows enemy pt boats and destroyers to shoot torpedos at you while your on the service
3. Tambor class (including the Gar`s) now has a test depth of 300 feet
Background - the Tambors are identical to the Gatos in terms of construction, material and quality; The Gato class differs only by an additional bulkhead in the engine room
4. New is the damage model of Bilge_Rat`s Longer Sinking Times
5. OfficeLinks, InfoBoxes, and 50 cal V2.1 by Frederick J. Barnett
6. TMO torpedoes reactivated (if you like TorpedoUpdate, you can now enable it individually)
7. Equipment and ammunition for deck guns and anti-aircraft weapons revised
8. various small adjustments

https://preview.ibb.co/cDZrvk/SH4_Img_2017_05_09_20_10_55_119.png (https://ibb.co/kg6h1Q)

:salute:

propbeanie
05-12-17, 04:19 PM
Wow, Bleiente, I've got to quit doing all this "end of school year" stuff for my kids, modding and testing of mods, and just do me some play time - oh wait... gotta go get furniture tomorrow... dunno what we're going to do with the old stuff yet... :lol: - Pray for me. I'm an old man, and shouldn't be doing that kind of stuff... that's my story, and I'm stickin' to it... :roll:

LCQ_SH
05-15-17, 07:51 PM
Hi Beliente,

One question, is the Traveller harder enemy escorts for TMO makes AI escrots ahrder than OTC Tokko's revenge?? :hmmm:

Bleiente
05-15-17, 11:37 PM
This question can not be answered very clearly, since it concerns two entirely different approaches of solution between the Traveller (Harder Enemy AI Escorts) and OTC (Tokko`s Revenge).
1.5_OTC’s Tokko’s Revenge RSRDCv502
March, 2012

This optional mod creates a heightened AI awareness and strength, giving the player a much harder game. Tokko means "special attack" or "tactics" (which also was referred to as “Kamikaze”). There will be additional planes added to the OTC version, but not too many as to make the game unplayable. The actual number of planes will follow the TMO 2.5 parameters. However, the planes will have a greater capacity to hunt you down, and use heavier hitting bombs, without resorting to “seeing” you through deep water.


The Japanese warships will have a higher level of "awareness" to find you and use whatever tools they have to suppress your presence. Their depth charges will be more deadly, and more prolonged. A few other changes that will keep you on your guard when making an attack will be added. All in all, a much harder opponent with deadlier consequences if you let your guard down.Where is the problem, or can you specify your question?

LCQ_SH
05-27-17, 08:45 PM
This question can not be answered very clearly, since it concerns two entirely different approaches of solution between the Traveller (Harder Enemy AI Escorts) and OTC (Tokko`s Revenge).
Where is the problem, or can you specify your question?


No problem at all. Just wondering if they are "compatible".

On a different matter, I was playing my 3rd patrol with many game saves. I exited the game and for no reason at all, ALL of my 3rd patrol saved games became corrput :o :timeout:

Has this ever happened to you before? Is there anyway to recover any of those saved games?? I'm talking about 8 different saves. :doh:


By the way, how normal is to patrol all along Japanese coastlines in March 1942 for days and not been spotted by any plane at all? o.O

Bleiente
05-28-17, 08:35 AM
No problem at all. Just wondering if they are "compatible".
It is not quite compatible.
Try this adjustment, maybe you like it better:
https://workupload.com/file/39dQ7S2

On a different matter, I was playing my 3rd patrol with many game saves. I exited the game and for no reason at all, ALL of my 3rd patrol saved games became corrput :o :timeout:

Has this ever happened to you before? Is there anyway to recover any of those saved games?? I'm talking about 8 different saves. :doh:
Personally, this has not yet happened.
Perhaps with you was already the first safe file defective...

By the way, how normal is to patrol all along Japanese coastlines in March 1942 for days and not been spotted by any plane at all? o.O
How close are you to the Japanese coast patrolled?
The air traffic was actually corrected by OTC, I myself have made no changes.

:salute:

LCQ_SH
05-28-17, 07:43 PM
It is not quite compatible.
Try this adjustment, maybe you like it better:
https://workupload.com/file/39dQ7S2



Thanks!! I'll try it out! :salute:




How close are you to the Japanese coast patrolled?
The air traffic was actually corrected by OTC, I myself have made no changes.

:salute:

Like no more than 100km away from land, throughout all Jap coast. I could day cruise everyday and....isn't that suppose to be weird?


To test that, I changed area, this time I went to the Solomons area and the only thing that appears are sea planes unnarmed!! If I don0t submerge, a lot will come in but completley unarmed and even like that, they dare to attack with slingshots maybe?

I'm used to TMO_RSRD without OTC (years ago), but with the OTC mod, planes and sometimes escorts behave in an unusual way (at least to me). As again, planes with not even a single bomb or 20kg rock to throw? :doh: :timeout:

LCQ_SH
05-28-17, 07:45 PM
Another example, in the Solomons area, I engaged a Fubuki DD , failed to sink and I said "damn...time to run". The DD just made two runs, 8 DC thrown max, and then just circled around like if it would have ran out. I even try to test him at periscope depth ahead flank. He knew where I was but no trying to kill me :doh: o.O

james_nix
05-28-17, 08:32 PM
I have a problem where my sonar guy hears a ship, but I can't. Since I play with no contacts it makes it impossible to play.

I wonder if it just to game bug, not the mod bug, where a merchant ship sometimes cannot be heard?

propbeanie
05-29-17, 09:01 AM
Stock game issue most likely. For some reason, they decided that a ship traveling less than half of its maximum rated speed would be invisibly silent to the player... I don't know if that's to encourage them to use their assigned sonar "man", or what... so if you've got a DD rated at 37 knots top speed, and it does anything less than 18.5 knots, it becomes "invisible" to your ears. Of course, the average convoy travels at about 9 knots, so... If a vessel has a rated top speed of 15 knots, and they're doing 9 knots, you can hear them. They slow down to 7 knots while turning though, and they'll "disappear" to you... CapnScurvy has been experimenting endlessly with this, and hasn't found an acceptable way around the issue, other than speeding everybody up...

CapnScurvy
05-30-17, 09:01 AM
The lack of "hearing" a ship by the player using passive sonar (hydrophone), yet your Sonarman usually can, is a stock game bug. It's enhanced even more by modding ships to do authentic behavior as both TMO and RSRDC try to do.

If you compare the stock game campaign files to either TMO's or RSRDC you'll find why the modded game preforms worse than its stock counterpart.

As propbeanie points out, the game makes a distinction between what a ships MaxSpeed= figure is (found in its .sim file), compared to its Speed= figure found in its traveling speed between waypoints of the Campaign files. If the ship is set to travel less than half its Maxspeed= figure....you'll not hear it.

In most, if not all stock game campaign ship waypoints, the convoy ships travel at 9 knots or more. Most freighters have a MaxSpeed of less than 18 knots. So, a 9 knot travel speed is either equal to, or greater than, half of an 18 knot MaxSpeed....you'll hear it just fine. Their assigned escorts to those convoys will follow the same speed as the ships their protecting, so the game seems to ignore this speed rule for the escorts when their assigned to slower freighters.

In TMO or RSRDC the Campaign ships travel at all sorts of speeds between waypoints. When they travel less than half their MaxSpeed figure.....you're as deaf as a post to hearing them with passive sonar. That's why this "bug" becomes more prominent with a modded game. It's like the developers knew this shortcoming, and just made sure you didn't notice it by keeping the freighters traveling above half their MaxSpeed figure.

I have a plan to correct this behavioral bug, without increasing the ships traveling speed, but its no small task. Campaign files and ship .sim files will need to work in "sync" with each other to eliminate this bug. Fotrs Ultimate having their huge inventory of ships will be the perfect place to correct this behavior of having deaf hydrophone operation. Much like the elimination of hearing the constant "Yes sir", "Yes sir"...... response heard in the stock game, my correction will have little fan fare outside of simply making the equipment work as expected. :up:

LCQ_SH
05-30-17, 08:34 PM
Hi Capn.

Could I please have your input of my previous comment before James_nix's??

It will be really appreciated :salute:

propbeanie
05-30-17, 09:08 PM
Thanks!! I'll try it out! :salute:
...
Like no more than 100km away from land, throughout all Jap coast. I could day cruise everyday and....isn't that suppose to be weird?


To test that, I changed area, this time I went to the Solomons area and the only thing that appears are sea planes unnarmed!! If I don0t submerge, a lot will come in but completley unarmed and even like that, they dare to attack with slingshots maybe?

I'm used to TMO_RSRD without OTC (years ago), but with the OTC mod, planes and sometimes escorts behave in an unusual way (at least to me). As again, planes with not even a single bomb or 20kg rock to throw? :doh: :timeout:

Another example, in the Solomons area, I engaged a Fubuki DD , failed to sink and I said "damn...time to run". The DD just made two runs, 8 DC thrown max, and then just circled around like if it would have ran out. I even try to test him at periscope depth ahead flank. He knew where I was but no trying to kill me :doh: o.O
Do you mean these? The OTC would have nothing to do with airplane or any ship AI behavior, or equipment load-out. It almost sounds like you've got a bad case of "mod soup", but not the slow roasted, flavorful kind that Bleiente mixed up for us all. I'd try first to de-activate all mods, and then clean out the SH4 Save folder in My Documents. You will lose all campaign files though, so do it when you're finished with a career. When you start the stock game back up, you'll have to re-set your audio and video the way you want them. Exit the game again, and activate the Bleiente Ralles Mod Soup. Be sure to include his "hot fix". Try the game again. Since his version is based on TMO / RSRDC, there should be little difference in the plane or DD behavior. If anything, they are more perniciously persistent... ("wow" say the college grads). If nothing else, Bleiente will be along and comment about his AI mix...

LCQ_SH
05-30-17, 09:35 PM
Do you mean these? The OTC would have nothing to do with airplane or any ship AI behavior, or equipment load-out. It almost sounds like you've got a bad case of "mod soup", but not the slow roasted, flavorful kind that Bleiente mixed up for us all. I'd try first to de-activate all mods, and then clean out the SH4 Save folder in My Documents. You will lose all campaign files though, so do it when you're finished with a career. When you start the stock game back up, you'll have to re-set your audio and video the way you want them. Exit the game again, and activate the Bleiente Ralles Mod Soup. Be sure to include his "hot fix". Try the game again. Since his version is based on TMO / RSRDC, there should be little difference in the plane or DD behavior. If anything, they are more perniciously persistent... ("wow" say the college grads). If nothing else, Bleiente will be along and comment about his AI mix...
:hmmm: If I well remember, OTC does modify air traffic and loadouts as described in the "readme" :timeout:

About that, my last Bleiente mod pack installation was from a complete SH4 restored installation files using the SH4CMS. After setting up video and audio. Then as you mentioned it, activated Beleinte's pack with the corresponding OTC patch. So I was just trying to confirm if what I'm seeing (at least with the aircraft) is somehow normal :doh:

propbeanie
05-31-17, 07:53 AM
From what I remember, he (CapnScurvy) changes the frequency and the range, not the behavior, but maybe that occurs anyway? I dunno. But it is now part of Ralles RealModSoup anyway, and as such would be considered "altered" by Bleiente, so see what he has to say when he stops by.

Bleiente
06-03-17, 07:47 AM
Sorry - I had no time to answer so far.

Like no more than 100km away from land, throughout all Jap coast. I could day cruise everyday and....isn't that suppose to be weird?


To test that, I changed area, this time I went to the Solomons area and the only thing that appears are sea planes unnarmed!! If I don0t submerge, a lot will come in but completley unarmed and even like that, they dare to attack with slingshots maybe?

I'm used to TMO_RSRD without OTC (years ago), but with the OTC mod, planes and sometimes escorts behave in an unusual way (at least to me). As again, planes with not even a single bomb or 20kg rock to throw? :doh: :timeout:
I have not changed anything about the characteristics and equipment of the aircraft.
I just gave them better "eyes"...
Try this adjustment, maybe you like it better:
https://workupload.com/file/39dQ7S2
As a test - how do the aircraft work in the submarine school during artillery training?
Do they work correctly there...?

Another example, in the Solomons area, I engaged a Fubuki DD , failed to sink and I said "damn...time to run". The DD just made two runs, 8 DC thrown max, and then just circled around like if it would have ran out. I even try to test him at periscope depth ahead flank. He knew where I was but no trying to kill me :doh: o.O
It might be possible that the Fubuki had no more water bombs.
As I explained elsewhere, the 1st class destroyers of the IJN were only rudimentarily equipped for ASW.
Until mid-1943 they had only 18 water bombs on board.
https://en.wikipedia.org/wiki/Fubuki-class_destroyer
The only exception are the Akizuki-class as a multipurpose destroyer.

There seems to be a problem with you.
With the adapted, above-mentioned config, he would have been able to attack you on periscope depth also otherwise... :hmmm:

LCQ_SH
06-03-17, 01:44 PM
I have not changed anything about the characteristics and equipment of the aircraft.
I just gave them better "eyes"... :

I can see that now. It is not your modpack but the OTC aircraft settings. I installed manually TMO, RSRD and OTC the way they should work properly together. I started a career mission 1944, went to the Japan coastlines and air traffic was not present at all for few days during daytime!

I went close to Manila and Formosa, no farther than 150 km from land, and the only thing I saw, were these "seaplanes" (again) completely unarmed and still they were "attacking" me, :doh:. I have seen these with your modpack and with the individual mods now. Therefore it is an OTC thing.

http://i.imgur.com/bB6eirn.png

http://i.imgur.com/uz3GDft.png

There seems to be a problem with you.
With the adapted, above-mentioned config, he would have been able to attack you on periscope depth also otherwise... :hmmm:

This is not all, escorts skills are completely below n00b level, seriously. In my "scouting for planes" patrol, I encountered a minekazi DD, I was close enough for him to see me so he shot me. I got hit and then went to radar depth at flank speed. The think just approached a couple of more Kms, and then turned around to the opposite direction "looking for me". Really? He didn't even get to the spot I went underwater. It was a perfect day for him, clear skies, no wind. Maybe the skipper was lazy, wth? the sonar guy was in the head? :doh:

Another example when I was close to Formosa strait, I was close to a convoy with, uhm, type b class escort I think, they spotted me at night, got fired, got their search light on me, and again, went down to radar depth at flank, they turned around looking for something on the opposite site :har: :wah:


The next thing I tried, was fully install Traveller's mod and this "corrected" air trafic (by that I mean, planes will spot you if you are close to land, and they are armed!!, bombs, DC and torps) and DDs are "blood thirsty" now although Traveller's mod has couple of things that forbids me to adopt it with TMO RSRD and OTC :wah:

I really like OTC, but it is simply just way too easy to play. Every single time I have tested mods configuration, they were activated on a fresh copy made by SH4CMS.

I would really like being able to use your modpack, but is there a way I could get back the original TMO/RSRD air traffic and escorts skills and "blood thirstiness"? :hmmm: :timeout:

Mod list for this using a fresh install

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4TMO\MODS]

1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
1.5_Optical Targeting Correction 031312 for RSRDCv502
1.5_OTC_Realistic Scopes for 16 to 9 RSRDCv502
1.5_OTC_Metric Tools
1.5_OTC_Tokko's Revenge for RSRDCv502

CapnScurvy
06-03-17, 04:47 PM
Bleiente, you have my permission to make the game as hard as you can for LCQ_SH!!

LCQ_SH
06-03-17, 05:37 PM
Bleiente, you have my permission to make the game as hard as you can for LCQ_SH!!

CapnScurvy,

Don't get me wrong. I am still not sure if I'm doing something wrong because it is really strange to me that I only encounter unarmed float-planes along and escorts behave like if they wouldn't care if I sink all of the IJN. :/\\!! I have been trying to start a career these past weeks without being successful because of these strange things.

Never meant to criticize your work which I actually like a lot.

Bleiente
06-04-17, 07:33 AM
It would be nice, if other users could report here, if they have similar or even same problems ... before I begin with an elaborate error search. :timeout:

@LCQ_SH
Did you try that again...
As a test - how do the aircraft work in the submarine school during artillery training?
Do they work correctly there...?
and what has come of it?

I had no problems with the escorts myself. They did exactly what I had imagined in the framework of the engine.
Only the lack of water bombs on 1st class destroyer was noticeable, which is so correct as ... as I had already described and explained.

Well ... then I will have to go out today and have a look what's going on.
Since I can test the ModPack adapted ship compilation of Bubblehead ...
Great God - for that I must also adapt the ship's physics. :doh:

CapnScurvy
06-04-17, 08:33 AM
A couple of things LCQ_SH.

I don't think of criticism as being wrong or bad. I actually like it....... to hear other points of view!! So, don't apologize for what you're encountering. :up:

It's entirely possible some of the planes that OTC introduces do not have the capabilities you desire. It's my fault to not know what I know now...... to put armaments on all AI planes and make their detection levels where they should. I've not opened up OTC in quite some time, the last time was 2012. There are probably planes that don't have the proper capabilities.....it's my fault to not update them if that's the issue.

One thing you have to remember, the level of detection/aggressive counter attack behavior of TMO/RSRDC is not exactly authentic. As a matter of fact, Ducimus states so in his introduction of Trigger Maru Overhauled. His idea was to make the game harder beyond reality, to heighten game play...that's fine, just don't expect all of us to follow that idea.

Authentic reality is the fact the Japanese were not as progressive as its German counterpart in its electronic capabilities. They didn't have the desire to update their ASW beyond hydrophone use or visual capabilities. Radar was hardly employed beyond the largest warships. So, comparing what's expected of the games AI within SHIII or SH5 to how SH4 is intended should be considered a stretch in reality.

Nor was their desire to even protect their supply routes/supply convoys with escorts! For the most part, the idea of protecting their merchant fleet was non existent. Here's how it worked. The "Empire" was controlled within regional sections by individual commanders....most of them were Army Generals that wouldn't be bothered with committing escorts to the lowly merchant fleet as they passed through their region of control. Even the escort/destroyer fleet was considered inferior to the larger cruiser/battleship group within the Japanese Navy, giving them the lowest consideration for equipment upgrades or personnel. Someone has to graduate last from Navy School....they were assigned to the escort fleet or merchant marine service. Make no mistake, finding escorts, following large merchant convoys, was a reality in the Atlantic....not in the Pacific from the Japanese side.

LCQ_SH
06-04-17, 10:47 AM
@LCQ_SH
Did you try that again...

and what has come of it?

Well ... then I will have to go out today and have a look what's going on.
Since I can test the ModPack adapted ship compilation of Bubblehead ...
Great God - for that I must also adapt the ship's physics. :doh:

Well what is normal? There only a couple of Mavis with bombs and a bunch of B5N2 unarmed. I have never done the artillery training so I can't tell if they behave normally or not. (BTW, the Mavis they all missed) :har:


A couple of things LCQ_SH.

I don't think of criticism as being wrong or bad. I actually like it....... to hear other points of view!! So, don't apologize for what you're encountering. :up:

It's entirely possible some of the planes that OTC introduces do not have the capabilities you desire.

One thing you have to remember, the level of detection/aggressive counter attack behavior of TMO/RSRDC is not exactly authentic. As a matter of fact, Ducimus states so in his introduction of Trigger Maru Overhauled. His idea was to make the game harder beyond reality, to heighten game play...that's fine, just don't expect all of us to follow that idea.

I wouldn't use those words precisely "desire". I learned to play this game with TMO's difficulty which I find it okay, otherwise the game becomes so easy and unreal in terms of tonnage and how easy is to raid Japan coastal waters which I don't truly believe it was so easy. It is well known that at some points during the war, fleet boats would need to travel submerged during the day and recharge batteries overnight because of the great danger being spotted by an aircraft could represent

Don't get me wrong, I agree in that TMOs air traffic is excessive, but when I read your "read me" file, saying "airplanes are still dangerous if you are just fooling around" and then to be able to patrol the entire Japanese coast without having the need to dive once or just to encounter those unarmed floatplanes, which leads to easy killing, the routine of sinking merchants with no danger, it would be impossible to finish a career without getting bored.


What I wanted to ask you is if it would be possible as an easy fix, to just delete some files from your mod just to be able to keep AI TMO/RSRD awareness of a sub presence (maybe? I have no idea about modding except diving into easy modifiable files), and which would those files be in case it is possible? :salute:

propbeanie
06-04-17, 01:43 PM
Another thing to remember about that Nakajima A6M2-N float plane is that it is basically "Zero" or "Zeke", and might be capable of carrying one little 125 bomb, if there wasn't a "float" in the way... otherwise, machine guns only. They were used as a "scout" plane, and would radio in your position, calling any local-based patrol craft to your locatioin - if they have working radio... You can turn-up the frequency and doggedness of the air AI if you want, and even change the aircrafts' load-outs to "un-realistic" levels, if so desired.

Bleiente
06-05-17, 08:33 AM
I have times Bubblehead`s Ship Compilation rudimentarily adjusted for my ModPack for TMO_RSRDC_OTC.
-I have a bug detected - small moment please.-

@LCQ_SH
For you I have an extra AI_AirTraffic_Patch attached.
The aircraft should now behave as you wish and attack your boat dangerously.
The installation order is actually self-explanatory, but should not be confused.
Hope you like it... :hmmm:

:salute:

CapnScurvy
06-05-17, 08:53 AM
Bleiente is sharp, if he wants to make things harder....he can.

Looks like he's started:

For you I have an extra AI_AirTraffic_Patch attached.

It's entirely possible the "loadout" of the planes need to be revamped to make sure they carry armaments (some don't at all!!). Without a weapon, the planes just fly over. They will detect your position, and if another "airbase" is near enough, will send planes to attack the detection site, but that's about all a weaponless plane will do.

Another thing that OTC didn't do is mess with the "airbases". So, its possible there were no bases near your land position? You have to have an "air base" (either carrier, or land) within a certain distance of a detected sub, in order to have a response from the AI. Actually, that's just one element of a list of things that needs to be checked/confirmed in order for a response to take place.

All in all Bleiente has my permission to make his mod anyway he see's fit. :up:

Bleiente
06-05-17, 09:53 AM
I have times Bubblehead`s Ship Compilation rudimentarily adjusted for my ModPack for TMO_RSRDC_OTC.
-I have a bug detected - small moment please.-

@LCQ_SH
For you I have an extra AI_AirTraffic_Patch attached.
The aircraft should now behave as you wish and attack your boat dangerously.
The installation order is actually self-explanatory, but should not be confused.
Hope you like it... :hmmm:
DLL updated:
-delete-
Hope everything is right now.
I just stole everything... :arrgh!:
All in all Bleiente has my permission to make his mod anyway he see's fit. :up:
Thank you Capn. :D
The really important aspect (the optical correction) of your Mod I would never touch - which is perfect.

:salute:

propbeanie
06-05-17, 11:06 AM
DLL updated:
https://workupload.com/file/CHazvzZ
Hope everything is right now.
I just stole everything... :arrgh!:

Thank you Capn. :D
The really important aspect (the optical correction) of your Mod I would never touch - which is perfect.

:salute:
After proper "authority for use" is obtained, I do believe that the correct term in modding would be "borrowed" or "temporarily appropriated"... - if I'm remembering "proper" etiquitte... :03: :salute:

Bubblehead1980
06-05-17, 03:05 PM
DLL updated:
https://workupload.com/file/CHazvzZ
Hope everything is right now.
I just stole everything... :arrgh!:

Thank you Capn. :D
The really important aspect (the optical correction) of your Mod I would never touch - which is perfect.

:salute:


Curious what the bug was? fixed? I'm guessing has to do with the ships movements? I also just did an upgrade to my ship pack last night lol was about to release. Just added Tonan Maru No 3 since they were large and rare tankers, I am adding them to appear per historical movements have been able to find. I have all of No 2's documented movements in 1944, up to when she was sunk in August 1944. When I worked on 41, 42, 43 her and No 3 will be added as well. No 3 was sunk at Truk in Feb 44.

Same model basically, but different name and shows up as two different ships in the rec manual.Tonnage differences changed to match their respective ships.

Bleiente
06-05-17, 03:37 PM
Curious what the bug was? fixed?
Lol ... I had discovered a serious bug in my "AI_AirTraffic_Patch".
I have to rework this still anyway... I still lack the experience. :oops:

So it was not with your ShipPack. :03:
Small note - the skin of the torpedo boat (Chidori) does not fit.
If you are interested, I could upload a suitable skin...

:salute:

Bubblehead1980
06-05-17, 03:48 PM
Lol ... I had discovered a serious bug in my "AI_AirTraffic_Patch".
I have to rework this still anyway... I still lack the experience. :oops:

So it was not with your ShipPack. :03:
Small note - the skin of the torpedo boat does not fit.
If you are interested, I could upload a suitable skin...

:salute:


Talking about he chidori or the pt boat? Sure go ahead:Kaleun_Salute:

Bleiente
06-22-17, 09:20 AM
After proper "authority for use" is obtained, I do believe that the correct term in modding would be "borrowed" or "temporarily appropriated"... - if I'm remembering "proper" etiquitte... :03: :salute:
It was just a joke - I made fun of myself. :haha:
In fact, I am more of a mod collector than a modder...

The problem with the Japanese airplanes and their traffic I have now -thank Traveller- solved.
Currently I'm still testing.
I think, however, that I will provide a reputable patch this week.

Traveller had sometimes implemented very good ideas in his mod.
However, he had also exaggerated a lot... or went the wrong way.
As an example - one does not need to modify the damage model of the subs of TMO.
This is revealed to the player / tester, if the enemy can suddenly shoot accurately. Then the boat is destroyed within 1-2 minutes by 25mm flak. :03:

Bleiente
09-15-17, 03:25 PM
Mhmm... no one seems to be interested in this post - I could probably delete everything.

I have no desire to be so disinterested... :oops:

propbeanie
09-15-17, 03:47 PM
I for one am interested, as I'm sure there are others. I think you've got a nice mix of a mod. Please don't go deleting any of it or the thread... :salute:

hauangua
09-16-17, 01:45 AM
I for one am interested, as I'm sure there are others. I think you've got a nice mix of a mod. Please don't go deleting any of it or the thread... :salute:

For me too interested No go deleting your work Bleiente
:salute:

p.jakub88
09-16-17, 05:36 AM
Mhmm... no one seems to be interested in this post - I could probably delete everything.

I have no desire to be so disinterested... :oops:


Hello Bleiente,

well, i recently downloaded Your Ralles RealModSoup for TMO_RSRDC_OTC mod pack and i like it. It is very useful to have all the favorite mods put together into a single one - that makes a shorter list of enabled mods in JGSME which is always better for me. I only hope, that i enabled the mods in the right order (see the picture below).

Some time ago i made many new missions add-ons for other game (Hidden & Dangerous Deluxe). For most of the time almost no one was interested in them, not to mention no feedback received. However, in the last few days i was PM by a person who wanted to create a modding team together. There is always a need for patience, but this isn't simple - telling from my personal experience, lol.

Jakub

Bleiente
09-16-17, 01:45 PM
No panic on board - I wrote yesterday only after a few beer too much in my own thread as a troll in the madness. :doh:

But ... in my signature is also clear - I am crazy. :D

p.jakub88
09-16-17, 02:33 PM
No panic on board - I wrote yesterday only after a few beer too much in my own thread as a troll in the madness. :doh:

But ... in my signature is also clear - I am crazy. :D


Lol, nice try :).

Could You tell me please, if the mod order inside my JGSME presented on the picture below is correct? I never played "Ralles RealModSoup for TMO_RSRDC_OTC" before. I followed the instructions written in the 1st post in this thread: http://www.subsim.com/radioroom/showpost.php?p=2394280&postcount=1.

Thank You in advance for reply.

Jakub

Bleiente
09-16-17, 03:26 PM
I think - these addons you do not really need.
Just try it out at the academy. :03:

Otherwise - the link for the air traffic problem is still active.
I certainly have a better solution for this, but unfortunately no time and desire at the moment ... Sorry. :oops:

Bleiente
09-16-17, 03:31 PM
Lol, nice try :).

Could You tell me please, if the mod order inside my JGSME presented on the picture below is correct? I never played "Ralles RealModSoup for TMO_RSRDC_OTC" before. I followed the instructions written in the 1st post in this thread: http://www.subsim.com/radioroom/showpost.php?p=2394280&postcount=1.

Thank You in advance for reply.

Jakub

Yes that is correct.

Good hunt Captain. :arrgh!:

p.jakub88
09-16-17, 03:32 PM
I think - these addons you do not really need.
Just try it out at the academy. :03:

Otherwise - the link for the air traffic problem is still active.
I certainly have a better solution for this, but unfortunately no time and desire at the moment ... Sorry. :oops:


Hello Bleiente,

i don't understand - what "addons" You mean?

I enabled only 3 small additional mods at the end of my list: "Webster's Reduced Radio Traffic", "NMMO Reverse Ocean Colors Add-on" and "Stock Map Icons". They shouldn't do any harm at all. The first one only replaces the messages.txt file from the SH4 Campaign folder, the second one makes a Navigation Map more historically accurate by making shallow water darker and deep water brighter, the third one restores ship silhouettes (icons) on the Navigation and Attack Maps replacing the TMO 2.5 black dots.

What do You mean by "air traffic problem"?

Bleiente
09-16-17, 03:46 PM
air _traffic_patch
https://workupload.com/file/CHazvzZ
other addons ok.

Captain :salute:

p.jakub88
09-16-17, 03:49 PM
Hello Bleiente,

thank You for the download link and explanation.

However, what this "2.3 RMP V1.3 AI_AirTraffic_Patch" does in SH4? There is no readme inside the *.7z file archive - no list of changes, installation instructions, etc. Thank You in advance for reply.

Best wishes

Jakub

Bleiente
09-16-17, 03:56 PM
It makes the existing aircraft armed and thus more aggressive and thus more realistic. :03:

p.jakub88
09-16-17, 04:03 PM
It makes the existing aircraft armed and thus more aggressive and thus more realistic. :03:


Hello Bleiente,

thank You for the quick reply and explanation.

So, i see that those files were taken from Traveller v2.6 TMO mod.

Keep in mind, that his mod has many bugs such incorrect exit dates for Japanese coastal guns (i.e. Iwo Jima - 31.12.1945, lol).

However, the part about making Japanese aircraft more aggressive and dangerous works well :up:.

XenonSurf
12-13-17, 06:44 PM
Thank you Bleiente for this compilation, but unfortunately the huge download size made my download fail. I was good up to 1 GB, then a slight interruption in the network traffic has sent me to repeat all...

Could you please split the files or make a torrent?

Thanks,
:Kaleun_Salute:

propbeanie
12-14-17, 11:23 AM
Where are you located XenonSurf, and what type of internet access do you have? Does your ISP perhaps limit any single download size to that 1Gig limit? Do you know how many splits you would need? ie: what size to make the split files? 512meg?

Red Devil
12-29-17, 07:57 PM
OMG!!! I am going to have to start again .............................

oops! hang on - this is for 1.5 isn't it? I missed that. That's U boats isn't it. Ah well ................................. sorry folks

XenonSurf
01-06-18, 11:14 AM
Hello Bleiente, hello SH4 friends!

Thank you Bleiente to work on a mod and make it available :up:

I play often SH3/SH5 so I'm confident with usage of dials and plotting tools, but not with the SH4 game, so my questions are:

a)
Is your mod suited for beginners? Can I install only some components of your mod when I like to play a 'light realism or easy game', but with the improved RSRDC campaign? And then load everything to enjoy 'full realism' by installing everything? I'm looking for such a mod.

DE:
Können auch Anfänger das Mod benutzen? Ich würde lieber den ganzen 'Realismus-Kram' erst laden, wenn ich mit dem Spiel vertraut bin, vorher lieber nur RSRDC, und dann die 'volle Pulle'; ist das möglich?

b)
Because I'm a noob in SH4 my technical question is: I've heard that the GFO mod corrects most bugs of the stock game, yet it is not included in your mod, does your mod correct these bugs by other means?

DE:
Korrigiert deine Sammlung die gröbsten Fehler von SH4, so wie das GFO mod?

c)
I'm a little confused about what to download exactly to have your full package as follows (quote from your 1st post), is there a single file I can download?

DE:
Also: Welche Datei muss ich nun herunterladen, um dein 'volles' Paket zu bekommen, um die wie unten beschriebene Reihenfolge einzuhalten?

The correct sequence via JSGME would be as follows:

1. TriggerMaru_Overhaul_2-5 (with or without the optional modes)
1a Real Environment RSRDC_TMO by Kriller + Caustic
2. RSRDC_TMO_V502 (and patch)
3. 1.5_Optical Targeting Correction 031312 for RSRDCv502
3a 1.5_OTC_Realistic Scopes (or Aspect Ratio) RSRDCv502
3b 1.5_OTC_Tokko's Revenge for RSRDCv502 (better aircraft and improved AI)
4. Ralles ModPack for TMO_RSRDC_OTC


Thanks very much Bleiente or experts to feedback on these basics!
Cheers, beste Grüsse,
:Kaleun_Salute:

Bleiente
01-06-18, 05:20 PM
I play often SH3/SH5 so I'm confident with usage of dials and plotting tools, but not with the SH4 game, so my questions are:

a)
Is your mod suited for beginners? Can I install only some components of your mod when I like to play a 'light realism or easy game', but with the improved RSRDC campaign? And then load everything to enjoy 'full realism' by installing everything? I'm looking for such a mod.
Yes - just do not activate "Tokko's Revenge" from the folder OTC-Goodys.


b)
Because I'm a noob in SH4 my technical question is: I've heard that the GFO mod corrects most bugs of the stock game, yet it is not included in your mod, does your mod correct these bugs by other means?I can not judge that because I have never used GFO.
But yes - still many different bugs are fixed.


c)
I'm a little confused about what to download exactly to have your full package as follows (quote from your 1st post), is there a single file I can download?
Ralles RealModPack V1.2final full
https://workupload.com/file/cQjXAQh

Ralles ModPack for TMO_RSRDC_OTC V1.3single Update
https://workupload.com/file/dybLZ7s

Installation via JSGM:
1.0 TMO_RSRDC_OTC
1.5 OTC OptionalGoodys *1
2.0 Ralles ModPack for TMO_RSRDC_OTC *2

*1
Please note!
In the "OTC OptionalGoodys" folder are various folders for the respective resolution, the periscope view, and the IJN-AI. These must be copied and activated individually into the game.
For me it looks like this for example:
1.0 TMO_RSRDC_OTC
1.5_OTC_Realistic Scopes for 16 to 9 RSRDCv502
1.5_OTC_Tokko's Revenge for RSRDCv502
2.0 Ralles ModPack for TMO_RSRDC_OTC
2.1 TMO_Sample_Emblem
2.1 TMO_Sub_Pirate_flag

*2
A NEW CAMPAIGN MUST BE BEGINN!



The correct sequence via JSGME would be as follows:

1. TriggerMaru_Overhaul_2-5 (with or without the optional modes)
1a Real Environment RSRDC_TMO by Kriller + Caustic
2. RSRDC_TMO_V502 (and patch)
3. 1.5_Optical Targeting Correction 031312 for RSRDCv502
3a 1.5_OTC_Realistic Scopes (or Aspect Ratio) RSRDCv502
3b 1.5_OTC_Tokko's Revenge for RSRDCv502 (better aircraft and improved AI)
4. Ralles ModPack for TMO_RSRDC_OTC



This area/dll will remain for people with bad Internet connection or regulation


Ralles ModPack for TMO_RSRDC_OTC V1.3single
https://workupload.com/file/dybLZ7s

Real Environment RSRDC_TMO by Kriller + Caustic
http://workupload.com/file/kdwbDXp


The correct sequence via JSGME would be as follows:

1. TriggerMaru_Overhaul_2-5 (with or without the optional modes)
1a Real Environment RSRDC_TMO by Kriller + Caustic
2. RSRDC_TMO_V502 (and patch)
3. 1.5_Optical Targeting Correction 031312 for RSRDCv502
3a 1.5_OTC_Realistic Scopes (or Aspect Ratio) RSRDCv502
3b 1.5_OTC_Tokko's Revenge for RSRDCv502 (better aircraft and improved AI)
4. Ralles ModPack for TMO_RSRDC_OTC

IT MUST A NEW CAMPAIGN STARTED TO BE!

XenonSurf
01-06-18, 08:14 PM
Hi Bleiente,
Found and downloaded the full package now - via download manager to avoid interruptions, so my post above is not a problem anymore.

So for the....Also: wenn ich ein leichteres Spiel haben will, einfach 'Tokko's Revenge' auslassen. Perfekt! Ich probier's bald aus, besten Dank :)

Cheers, Beste Grüsse!
:Kaleun_Cheers:

Bleiente
01-11-18, 06:29 AM
Und - läuft alles gut, oder brauchste Hilfe zwecks Installation? :hmmm:

Mal sehen, vielleicht habe ich in den nächsten Tagen Lust auf nen Update... habe die "neuen" Sachen schon seit nen halben Jahr auf der Festplatte brach liegen. :oops:
-----------------------------------------------------------------------------------------------------------------------------------
And - is everything fine, or do you need help with installation?

Let's see, maybe I have in the next few days feel like another update ... have the "new" stuff for half a year on the hard drive.

:salute:

XenonSurf
01-11-18, 11:49 AM
Hi Bleiente,
Ich hab' deine Sammlung geladen wie in deinem Liesmich beschrieben, läuft alles prima, hab allerdings nur einen ersten Überblick durch Laden des 1. Tutorials gewonnen.
Ich spiele nicht oft SH4, zocke lieber mit SH3, SH5, somit kann ich nichts über Mod-Veränderungen gegenüber dem Standard-Spiel 1.5 (U-Boot Expansion) berichten.

Hier meine Eindrücke nach laden im JSGME:

- Die Innenräume des Boots sind besser, alles durch Mausklicks zu erreichen. Gut!

- Klick auf UZO funzt nach wie vor nicht (auch nicht im vanilla)

- Ich erinnere mich: Es gab einen Shortcut mit dem du frei im ganzen Boot herumgehen kannst (aber welcher?). Das wäre nützlich wenn man dann immer noch die einzelnen Stationen ankicken kann um dahin zu wechseln (Karte, Mannschaftsverwaltung, oberen Bereich, Sonar, Periskop usw.)

- Der Zoom-Faktor der neuen Optiken bei den Seerohren funzt nicht, mein Mausrad zeigt nur ab und zu Wirkung, das nervt enorm...
Ich sehe keinen Unterschied zwischen diesen beiden:

1.5_OTC_ for 16 to 9 Aspect Ratio RSRDC v502
1.5_OTC_ Realistic Scopes for 16 to 9 RSRDC v502

Auch wenn ich beide nicht installiere sehen die Seerohre gleich aus, und der Zoom funzt immer noch nicht.

Besonders erfreulich ist der neue Kartentyp mit Tiefenfärbung, sehr nützlich.

Ich muss bei diesem Spiel bei Null anfangen, hab vor vielen Jahren damit gezockt, war aber nicht begeistert, der vielen Shortcuts wegen. Lieber hätte ich es wie in SH3, wo du einfach per Mausklicks durch die Stationen jagst. Das is hier nur in kleinem Rahmen gegeben, doch mit Hilfe deiner Sammlung funktionniert das viel besser. Soviel ich weiss macht TMO das Spiel realistischer, wogegen RSRDC die Kampagne wesentlich verberssert. Gesehen und gespielt habe ich diese feinen Unterschiede allerdings nicht.

Besten Dank für die Sammlung, beste Grüsse!
:Kaleun_Cheers:

Bleiente
01-11-18, 12:32 PM
Ich weis - der Zoom für die Seerohre über das Mausrad hängt manchmal, daher benutze besser die Tab-Taste Deiner Tastatur.
Frei durchs Boot bewegst Du dich via Groß- und den Pfeiltasten - eine entsprechende Tastaturbelegung solltest Du in der OTC-Dokumentation finden.
Noch eines als Rat - der Sicherheitsfaktor für US-Boote bträgt nur 1,5x Testtauchtiefe, nicht das Du versehentlich dein Boot selber versenkst. :03:

Ich hatte noch einen fixen Patch gemerged, da es diverse Probleme mit einigen Flugzeugen gab wie z.B. fehlende Bewaffnung.
Außerdem ist Bubblehead`s Ship-Pack mit enthalten.
air _traffic_patch
https://workupload.com/file/CHazvzZ

Ansonsten erstmal viel Spaß. Kannst ja mal -falls Du Lust dazu hast- nen Feedback geben u/o Bilder posten... quasi für mich als "Qualitätskontrolle".

:salute:

XenonSurf
01-11-18, 02:09 PM
Danke Bleiente für die zusätzlichen Tipps! Bin sehr froh dass der Zoomfaktor doch klappt, ganz einfach mit TAB wie du sagst.

Die freie Kamera im U-boot mit den SHIFT-CURSOR-Tasten (nur einmal SHIFT betätigen) find ich toll: Hier die Beschreibung:

EN:
If you use the SHIFT-CURSOR keys one time you activate free camera inside the boat, you can move inside the sub like you want and place your ego in a specific position. Still you can click the different stations for accessing them. The game will remember this position if you return to that station afterwards, that's very fine.

DE:
Die Spielerbewegungen im U-Boot werden durch einmaliges drücken der SHIFT-CURSOR-Tasten aktiviert, man kann sich dadurch beliebig im U-boot bewegen und das Spiel merkt sich deine letzte Position beim Zurückkehren auf die Station, sehr gut !

Das sind alles sehr gute Verbesserungen des Grundspiels :up:
Ich denke ich werde doch öfters SH4 spielen, jetzt wo die ganze Oberfläche und Innengrafik doch viel besser ist. Bin schon sehr auf die Kampagne gespannt, aber zunächst muss ich durch die Tutorials um meine Kenntinisse aufzufrischen :)

Werde hier möglichst weiterhin mit Feedbacks dienlich sein.
Tschüss bis dahin,
:Kaleun_Salute:

Bleiente
01-15-18, 03:09 AM
@XenonSurf
Um evtl. Mißverständnisse vorzubeugen, muß ich noch anmerken, daß meine ModSoljanka aka ModPack ausschließlich den US-amerikanischen Pazifik-Krieg und dessen Submarine-Kampagne betrifft als auch behandelt; d.h. für die Erweiterung "U-Boot Expansion" auf dt. Seite wurden keine maßgeblichen Änderungen vorgenommen.

:salute:

Bleiente
02-13-18, 01:26 PM
Ähmm... Hallo?!? :hmmm:

propbeanie
02-13-18, 03:40 PM
Hallo! Bleiente! You mod is still as good as ever... I don't have much time to play in it, what with modding FotRSU and CMN, but I do really enjoy what you did when I do get the chance to play it. We've gotta figure-out a way to drum-up some business for your mod! :salute:

hauangua
02-14-18, 03:07 AM
Ähmm... Hallo?!? :hmmm:

I play often with your mod, and I have to say only positive things.
You did a great job Bleiente !

I ask the forum administrators if it is possible to make this thread "Sticky"

:salute:

Geoff then
02-15-18, 10:05 PM
Hey there! Today, I came across your tasty soup, and I had to try it out.
Install worked and everything seems to be working as it should. I especially like the physics.
Just one thing confuses me. All conning towers seem to be moved further back? Is that intended?
greetz!

Bleiente
02-16-18, 05:56 AM
Just one thing confuses me. All conning towers seem to be moved further back? Is that intended?
greetz!
Yes that is correct.
This change or adaptation of the conning towers was necessary in my memory for the Optical Targeting Correction (OTC) by CapnScurvy.
http://www.subsim.com/radioroom/showthread.php?t=181172

:salute:

Geoff then
02-16-18, 06:31 AM
Ah, I see.
Well it seems you cannot have it all in Silent Hunter 4. ;)
Love that ISP mod though! Finally it feels like you are driving a steel tube and not a plastic one. :Kaleun_Cheers:

(If someone could make such an ISP mod working for the nine delta two or OM i would be so happy)

Bleiente
02-16-18, 09:18 AM
If someone could make such an ISP mod working for the nine delta two or OM i would be so happy
That would be a lot of work (especially for OM) because all sim files of all ships and submarines would have to be edited and reconfigured. :doh:

Now a special question to all users of my ModSoljanka:
Who uses the experimental and makeshift merged AI_AIR_Patch and if so, are there any abnormalities or even disturbances? :hmmm:

propbeanie
02-16-18, 09:50 AM
I'm on my android tablet for a time yet, but as soon as I get home, I'll check my PC and let you know. If memory serves me correctly, I downloaded it, but I don't remember activating it. But I had never noticed an issue with planes before. I am one though that thinks planes should be numerous and deadly, and that submarines should not be seen by them... :o ... :har: :salute:


Edit 1240 Eastern: OK, Bleiente, I have the "HotFix for Ralles RealModPack", but I do not have the "AI_AIR_Patch" specifically named in my install...

Bleiente
02-16-18, 02:27 PM
OK, Bleiente, I have the "HotFix for Ralles RealModPack", but I do not have the "AI_AIR_Patch" specifically named in my install...
No - this "hot fix" was still for V1.2 of Soljanka or for the beta version of V1.3.
I meant this:
AI_Air_Patch inkl. Bubbles_ShipComp
https://workupload.com/file/CHazvzZ

PS.: Why am I grinning so stupidly with my avatar in the optics on offense Attack?!? :har: :Kaleun_Cheers:

propbeanie
02-16-18, 05:31 PM
Alright, I now have AI_Air_Patch inkl. Bubbles_ShipComp downloaded and activated :salute: I have a plan for some testing time later this evening, unless the Admiral changes my mind for me, and let me tell you, she outranks me! :salute:

I think that strange grin comes from your avatar having made "Commander" at such a young age... Either that, or he's off Waikiki Beach and watching the sunbathers on high-zoom... :roll:

GOZO
03-29-18, 11:42 AM
Now this will be interresting. Have picked up SHIV again thanks to the fine mods avaliable.:Kaleun_Salute:

Of course I still play SHIII LSH as well and have tried getting SHV but the latter was a used copy I found at e-bay with the key already registred ha ha. Got fooled did I not.:o

Gozo
:Kaleun_Cheers:

GOZO
03-30-18, 06:54 AM
Just wondering about the patch plus if anyone have tested if "rescue sub mod" is working with it all? Update It does not but is not important. Just dont forget to remove the mod using JSGME ;-)

Part from that this is a wonderful mod!!!!!!!!!


G:03:

GOZO
04-04-18, 04:31 AM
Just found thjat getting the sub up to speed takes some effort. You cannot just order "Flank" and reaching that speed. Speed reches only 16 kts in calm weather. Same when submerged creeping at 400 ft and wish to avoid DC:s you only get 6 kts.

BUT: If you do it in steps (like going from standard via full and finally flank) you get the speed you want after a while.
Have tested it on surface at zero winds and submerged.

Is it a result of the "ship acceleration mod" included or is there something I missed? Can the crew skills be a factor?

GOZO:hmmm:


RESOLVED When making new install and removing non compatible mods it all works again!

GOZO
04-04-18, 10:03 AM
getting a new assignment 15 July I travel towards Luzon Straits.
After a while the home base is changed from Majuro to Saipan. Nothing strange about that.
At exactly 20:00 215 nm w of Saipan the game crash!!!!:doh:

Repeated it several times. Has anyone seen this before?

Have not TC:d but after reloading saves Saipan is not home base but just port for refuelling. plus the island still in Japanese hands.
After a while home base appears as home but still jap?????

Thinking of restarting in Majuro in base, exit and deinstall/reinstall the mods from RSRD to Ralles special to see what happens.
Part from this all is ok

GOZO:03:

Bleiente
04-04-18, 01:28 PM
To be honest, this is the first time anyone has reported a CTD in my Soljanka.

1. What does your mod list look like?
2. Did you use old scores?

:hmmm:

GOZO
04-04-18, 03:27 PM
To be honest, this is the first time anyone has reported a CTD in my Soljanka.

1. What does your mod list look like?
2. Did you use old scores?

:hmmm:

Resolved!!!!!:yeah:

I returned to Majuro. Left game and using JSGME to remove all mods after 1.0 TMO_RSRDC_OTC.

When doing that I saw that an early experiment with the "Rescue sub" mod was still there although never worked. So "sloppy me" for not noticing that:oops:

By this I had an idea that this odd mod could be the culprit since it affects the RSRD-files!!!!

So, added the RSRD-patch, the pirate flag and your eminent Ralles ModPack for TMO_RSRDC_OTC I continued from Majuro, setting up the patrol and going for Saipan. It went very smooth and finally (22 July 17:00) I decided to dock (end patrol) there.

No extra renown and no slapping of fingers as well. Got the old orders and departed 12 aug.

Saipan is now populated with mostly civilan ships as if building the new base waiting for the rest to arrive.

Conclusion: IT WORKS!!!

Really enjoying the mod and again thanks for your work.:Kaleun_Salute:

GOZO

Bleiente
04-07-18, 05:49 PM
The RSRDC patch was usually included in my pack.
But I am glad that your game is running again.

Soon everything will be more active and dangerous; you should think about what you usually do with your submarine ...

https://s14.postimg.org/4a8x09d35/SH4_Img_2018-04-07_21.36.17_594.png (https://postimg.org/image/n2ks3u9h9/)

https://s14.postimg.org/7h3gjzczl/SH4_Img_2018-04-07_21.36.56_000.png (https://postimg.org/image/q9fbnk9dp/)

https://s14.postimg.org/s18aihnlt/SH4_Img_2018-04-07_21.37.54_969.png (https://postimg.org/image/6rko7n7b1/)

https://s14.postimg.org/4n0b6lvep/SH4_Img_2018-04-07_21.43.52_704.png (https://postimg.org/image/jiyue76t9/)

https://s14.postimg.org/n2ks42u4h/SH4_Img_2018-04-07_21.44.51_532.png (https://postimg.org/image/74c2dxzwd/)

https://s14.postimg.org/v9crvqk81/SH4_Img_2018-04-07_21.50.53_689.png (https://postimg.org/image/u72ld71el/)picture upload (https://postimages.org/)

https://s14.postimg.org/401eh3tdt/SH4_Img_2018-04-07_21.52.40_346.png (https://postimg.org/image/i6h5cc48t/)

https://s14.postimg.org/dkl1410q9/SH4_Img_2018-04-07_21.54.15_221.png (https://postimg.org/image/vne3v8wkt/)

https://s14.postimg.org/kcbg6ja6p/SH4_Img_2018-04-07_21.57.16_627.png (https://postimg.org/image/m44f1ftjh/)

:salute:

GOZO
04-10-18, 12:52 PM
:Kaleun_Cheers:

Sunk jap konv of three in storm, heavy rain and dense fog in the formosa strait. Used only radar and finally sonar to feed TDC.

LOVE THIS MOD!!!!:salute:


Interresting note: During operations in that stormy,rainy and foggy weather the bridge crew never put on their raingear. Mabye hardened sailors ;-)

KingKenny04
06-24-18, 05:33 AM
I'm having some trouble with auto-aim. I recently reinstalled SH4 after not playing for a few years. I installed this modpack on the recommendation of a friend.

My trouble is that my torpedoes always crank hard left after firing. I'm using the auto-aim, and I have not touched the PK button. Doesn't seem to matter what distance I am from the target. I lock the target, wait until the little pipper turns green, and fire, but the torpedoes go out a bit and immediately crank hard left, about 75 degrees or so (the target is only about 10 degrees left). What am I doing wrong here? I've already checked and double checked that I haven't accidentally set an offset or anything. Is this a bug?

propbeanie
06-24-18, 08:18 AM
First of all, just to be certain, when you start the game again KingKenny04, go to the Options page and make certain you have the Game Play settings the way you want them, including un-ticking the manual targeting. That controls the Single (Quick) Missions and other non-career modes of the game. When you load an existing career, or do a new career and you are in the Captain's Office again, click on the wooden radio icon toward the left of the room view, and choose those Game Play options again, and make certain they are set the way you want them. Those control the Career mode only of the game. You might have to check that every new career, depending upon what you choose for the "Easy, Normal, Hard" settings for the CareerStart. Finally, after you "Lock" the target, turn that PK on so that the TDC "tracks" your intended target, else you'll be like me on manual targeting, and miss 90% of the time... and just a minor detail, make certain that you have an appropriate tube selected - just sayin'... I have been known to attempt to shoot at my intended victim, traveling across right-to-left on a 15 bearing, and as I'm shooting, I realize that I have an aft tube selected... that doesn't work too well either... :salute:

Now, prepare for greetings from the other old-heads, welcoming you back after a long, silent run... "Welcome back, old-head!" :subsim:

KingKenny04
06-24-18, 12:21 PM
I appreciate the help. I loaded the OnEnteringBase save for that career and looked at the options. Manual Targeting was not checked before I started that patrol. I reloaded the save with my target, opened tubes, locked target, set torpedo settings, and toggled the PK on. Same result. My torpedoes are still cranking hard left about 75 degrees (my target is heading left-to-right in relation to the front of my sub).

KingKenny04
06-24-18, 12:39 PM
I've uploaded a quick webm demonstrating what's going on, in case that helps:

https://streamable.com/bk7p6

propbeanie
06-24-18, 03:35 PM
The video helps alot for someone looking to help you. One thing I notice, is that you are shooting from over 4100 yards away. The torps will need a LOT of lead angle from where you are, especially if you have them set on "Slow" speed to make it that far, so that may well be the intersection shot. Next time, look at your Attack Map view, and see if you don't see an "X" marking the spot where the TDC is expecting to impact the target. It may well be way out there... It is better to get in closer, like take what you have there distance wise, and divide it by 3... so get into like 1200 or so yards and try. Just be careful, especially in Bleiente's mix here, of escorts, daylight, and smooth water... :o - It appears from the scope view in your video that you should be fine attacking this lone ship, but it's usually better to pick a good time to attack under other circumstances, so you can 'live' to shoot another day... :salute:

KingKenny04
06-24-18, 08:55 PM
The problem is that's NOT an intersection shot. The ship in that video is moving from left to right, so the torpedoes are turning to a point several thousand yards astern of the target ship.

propbeanie
06-24-18, 09:46 PM
yup, that'd be "backwards". When you installed the mod, had you emptied the My Documents / SH4 folder, which is where the Saved games go? Or was it brand new with the game install on this particular computer?

Open JSGME, and click on the blue "Tasks..." in the middle, under the buttons, and if you have v2.6, choose "Export activated mod list to..." and then "Clipboard". If you have v2.3, choose "Export activated mod list".Click on the OK in the next pop-up window, select and copy the text to the clipboard. When you do your next post, use <Ctrl><V> to paste the text into the text box here. Oh! Which boat do you have?

I wish I could see your needles as you push the PK, but I don't see them move at all. On Auto-targeting, you should see your needles move. You lock the target, push the PK, and the TDC calculates the solution, needles should move... Let me do one real quick, and I'll show you... be right back...

propbeanie
06-24-18, 11:23 PM
(SpongeBob announcer) "Three Hours Later..."

I made a quick test mission (loaded the tanker with fuel for loud noises if / when I hit it). It moves left to right. My intention was for a 90 shot, but I got tired of waiting, and was probably going to be a pinch too close anyway, so I shot early. Two mags, and one impact trigger, and all 3 worked. I'll usually get at least one dud out of a spread... anyway, I only did 2 degrees (check that on yours - about the 35 sec mark... :hmmm: ), because I forgot to un-zoom the scope, and I think I did that backwards anyway... Opened doors, up scope, find 'em again, then I did "L" for lock, "S" button, and to be certain, the PK button. Shot shot and shot... Now, this is FotRSU, not Ralles, but similar in design (lots of ships, pretty, fun to play :roll: ). My Ralles is on a different computer, and I can't do captures very well on it, and it doesn't have video editing... :salute:

https://www.youtube.com/watch?v=uVGzyXU3jXY


Check the Off-set Angle dial, and if your boat still won't shoot straight, don't use that "S" button, and only shoot singles. See what it does... :salute:

Bleiente
06-25-18, 08:02 AM
Ahoy @KingKenny04!



I've uploaded a quick webm demonstrating what's going on, in case that helps:

https://streamable.com/bk7p6


Small question: Did you happen to activate the additional modes "TorpedoupdateV2" from the folder "2.1 ModPack_Optionals"?

With this mod, the torpedoes are even more unpredictabl... just like in your video.


:salute:

Niume
07-07-18, 01:18 PM
I am bit confused If I have only stock and If I still this modpack will I have TMO, RSRDC,OTC or i have to install them seperatly?

Bleiente
07-07-18, 01:28 PM
I am bit confused If I have only stock and If I still this modpack will I have TMO, RSRDC,OTC or i have to install them seperatly?

No - it's a complete package.
Should be so relatively easy to activate a fresh SH4 installation using JSGME.

Please read my first post.


:salute:

Niume
07-07-18, 01:52 PM
wait what to do with Ralles lModPack for TMO_RSRDC_OTC V1.3single?

Bleiente
07-07-18, 02:11 PM
This is the single update of V1.2 Complete to V1.3, so V1.2 is the base.


:salute:

Niume
07-07-18, 03:57 PM
So replace the old 2.0 Ralles ModPack for TMO_RSRDC_OTC with the new one?
BTW. what other mods do you reccomend?

Bleiente
07-08-18, 12:16 AM
So replace the old 2.0 Ralles ModPack for TMO_RSRDC_OTC with the new one?
Correct. :03:
BTW. what other mods do you reccomend?
I still have the unfinished or untested V1.4beta, in which I have not worked for a long time.
If interested and need I would upload them...


:salute:

propbeanie
07-08-18, 10:25 AM
... I still have the unfinished or untested V1.4beta, in which I have not worked for a long time.
If interested and need I would upload them...
Oooohh... I vote in the affirmative for release, good sir. What better way to see if you need to change things than to have people try your mod out, sometimes in ways and places you never thought of... :har:
:salute:

adrians69
07-08-18, 11:24 AM
I can't believe I've only just stumbled across this, but I am impressed with the results. Thanks for this mudpack update, it has everything included and works great!

Bleiente
07-11-18, 06:38 AM
Oooohh... I vote in the affirmative for release, good sir. What better way to see if you need to change things than to have people try your mod out, sometimes in ways and places you never thought of... :har:
:salute:


Damn it - I had once again opened my mouth wide, like a certain Mr. T.... :doh: :hmmm: :oops:

Unfortunately, I have to recreate the update, because after 6 months I do not know where I was editing the files and could not find my notes anymore. :o :wah:

But I already have an idea... :yep:


Edit:
Actually, the ingredients are already there to close the gaps for a credible gameplay.
The biggest problem in my view were the partly toothless aircraft and an almost non-existent defense of the fine ports.

I just look at div. "Organ donor" - then just have to be adjusted to avoid conflicts...

Bleiente
07-11-18, 12:41 PM
#deleted
I can not leave it that way - I have to do it properly.

Sorry...

propbeanie
07-11-18, 01:58 PM
Thank you good sir! Downloading now, and I hope to get to "test" it some this evening, about 6 or 7 hours from now... :salute:

Bleiente
07-12-18, 01:48 PM
@Beanie
Delete V1.4b it immediately, that was just scrap on my part.
I'm bored and somehow no longer feel like it. :wah:

Let's see - maybe I'll criticize and try the mainstream modes just any kind of "Couleur", maybe that helps... :hmmm:

propbeanie
07-12-18, 02:00 PM
Copy that... The next FotRSU should be out "soon" (and we are all familiar with"soon" :03: ). That should give you some inspiration... :salute:

l02turner
07-16-18, 07:36 AM
I have downloaded the MS for SH3 (though I use SH4) and after reading some of the info it appears the mods (all of them?) on the mods list apply to U-Boats (which I assume to be German) and the Atlantic campaigns. Is this accurate? My desire is to fight the Japanese on the Pacific area and I only want US mods to help me fight them more effectively.
What mods should I be considering? Are there any?

Thanks

J0313
07-16-18, 11:33 AM
I have downloaded the MS for SH3 (though I use SH4) and after reading some of the info it appears the mods (all of them?) on the mods list apply to U-Boats (which I assume to be German) and the Atlantic campaigns. Is this accurate? My desire is to fight the Japanese on the Pacific area and I only want US mods to help me fight them more effectively.
What mods should I be considering? Are there any?

Thanks

Dude, seriously? Of course it applies to U-boats and the Atlantic campaign. Thats what SH3 is. A game about U-boats in the Atlantic.:k_confused:

J0313
07-16-18, 11:35 AM
In fact why are you replying about an SH3 related topic in the SH4 mod thread?

GOZO
08-24-18, 06:39 AM
Hmmm A thing just happened. Sailing the USS S-18 outside Luzon when the sim stops att exactly 21:30. Any clues???


UPDATE: Restarted without using CBS Radio and it seems to be working. Maybe the radion is the culprit?

:Kaleun_Salute:

Bleiente
08-24-18, 01:54 PM
Yes - that's correct @GOZO, the CBS mod occasionally causes problems.
So I did not include this radio mod in my compilation.
Usually, however, it is sufficient to load the previous game and simply omit the radio at the time of the problem you mentioned at that time.
Otherwise, I like the CBS mod too - I was just too lazy to correct the small mistakes.

addendum:
Which version of the CBS mod is it?

GOZO
08-26-18, 09:45 AM
Yes - that's correct @GOZO, the CBS mod occasionally causes problems.
So I did not include this radio mod in my compilation.
Usually, however, it is sufficient to load the previous game and simply omit the radio at the time of the problem you mentioned at that time.
Otherwise, I like the CBS mod too - I was just too lazy to correct the small mistakes.

addendum:
Which version of the CBS mod is it?

Thanks. I have heard about this problem and ran without using the radio at all. Went to new base at Surabaya and continued career and the radio works fine now. Have other channels too like "Radio Honolulu", "Radio Tokyo" but also "Radio Seerose" with some added "Charlies Orchestra"-tunes :D

:Kaleun_Cheers:

SubmarinerJoe
09-30-18, 12:28 PM
Apologies in advance, but anyone who reads this is dealing with a very ignorant person when it comes to mods. Someone told me about this mod and I was very excited to try it. However, when I start a campaign, everything seems to go smoothly until I try to go to the deck and then I get a CTD.

I'm not sure what is causing this but I attached my JSGME load order to see if that is the problem. Please don't assume I know or understand something when offering me advice.

https://i.imgur.com/sYLxV29.png

propbeanie
09-30-18, 12:48 PM
When I told you about Ralles in the other thread, I should have told you that Bleiente's mod is an "All-In-One", which includes OTC. You can either use the mod pack he has as a whole, following his instructions, or just put the OTC mod itself from the other link on top of what you already have. The problem you have now is that you have mods activated after other important mods, and that has overwritten some important files. My Ralles ModPack install is an old v1.1 that I've updated several times as Bleiente has updated his pack, so my list will do us nothing but harm here ( :roll: ), so I'm downloading Bleiente's newest version and the update from Page One now, so if he doesn't reply by the time I get back, I'll have something here in a bit... but back off all of the mods for now... :salute:

Edit: Well, my current install confuses even me... (a very short drive though) - I've got
TMO 2.5
RSRDC 502 (TMO)
RSRDC v5xx Patch
Real Environments (a hold-over from the original Ralles ModPack)
v1.5 OTC
OTC Realistic Scopes
OTC US Radar from Start
Tokko's Revenge
... and it looks like I backed-off Bleiente's update, probably because I was going to re-install the whole thing - but I can't really tell because I've got like 17 mod folders in the "Available Mods" side of JSGME... looks somewhat like my old SH3 install... :har: - so I'd say that's my old v1.1 install...

I do know this though, just use one of those Torpedo mods. If you're not based at Fremantle, just use the first one. Also, if you're not playing the German side, you don't need the "German PPI" or the "Metric Tools". Seems to me that you use the full v1.2 zip file, and extract it to a separate folder. Put the "1.0 TMO_RSRDC_OTC" folder in the MODS folder and activate that. He does have the OTC Optionals numbered next, but you'll have to drag what you want out of the main "1.5 OTC OptionalGoodys" folder and put those in the MODS folder. But I thought you were supposed to drag the "2.0 Ralles ModPack for TMO_RSRDC_OTC" folder to the MODS folder and activate it 2nd, then pull the "2.0 Ralles MODPack for TMO_RSRDC_OTC" folder from his v1.3 update "Ralles ModPack for TMO_RSRDC_OTC V1.3single.rar" file and activate it, then activate the optional mods you want, else the ModPack and update overwrite the "optional" mods' settings...

You might be better off waiting on Bleiente to reply, unless you don't mind experimenting with things a lot... One important note about applying mods: When you activate a mod, especially the big ones, do NOT use an old Save Game file. In fact, you are much better off to either save the folder structure temporarily elsewhere for later use with the same sets of mods used to create it, or just delete the contents outright, so that you don't mix the data between mods via a Save file. :salute:

SubmarinerJoe
09-30-18, 02:05 PM
I really appreciate your help. I tried putting them in the same order you have but am getting the same problem. I think I will just uninstall and reinstall to clean everything up, wait a few days for him to reply and go from there.

God only knows what i've done to the game through my ignorance, haha.

EDIT: By waiting a few days I mean before i'll try again, if he responds quicker, then I will definitely try to figure it out sooner.

propbeanie
09-30-18, 02:55 PM
A Save Game folder (C:\ Users \ YourName \ Documents \ SH4) can cause you all sorts of grief. I just re-did my install, using the same files you already downloaded, and this is the way I went with it:
Generic Mod Enabler - v2.6.0.157
[E:\GameSH4\SH4_RallesModSoup1\MODS]

1.0 TMO_RSRDC_OTC
2.0 Ralles ModPack for TMO_RSRDC_OTC
1.5_OTC for 5 to 4 Aspect Ratio RSRDCv502
1.5_OTC_Realistic Scopes for 5 to 4 RSRDCv502
1.5_OTC_Tokko's Revenge for RSRDCv502
2.1 TorpedoupdateV2
Now, my 2nd line there, of "2.0 Ralles ModPack for TMO_RSRDC_OTC" is from the "Ralles lModPack for TMO_RSRDC_OTC V1.3single.rar" download, as is that particular Torpedo mod. If you want to add other Optionals, anywhere in there after the ModPack updateusually works. The OTC Optionals can also go in front of the ModPack, since there is no overwriting of files there. That's probably why Bleiente has them numbered 1.5.

Of note, I have an old LCD monitor that is a 5:4 ratio, running at 1280x1024. Make certain your choice matches your LCD's "Native" resolution, which Windows refers to as "(recommended)" in its "Screen Resolution" dialog for the desktop. Read CapnScurvy's ReadMe txt files for help with whether you should use one of those or not. If you want his Scope mod, pick the correct one of those also. When you first go into the game, it "defaults" to a 1024x768 resolution, so after you start SH4, you'll want to choose the "Options" choice and then the "Graphics Setting". On that page, top line is "Game Resolution". Use the drop-down box to the right of that, and set the game's resolution to match your computer display's "Native" or "Recommended" resolution. Set other things the way you want them. I have everything turned up, and only the "Windowed Mode", "Volumetric Fog" and "Vertical Sync" unchecked. Volumetric fog does strange things on my computer. In the Sound Settings, I always turn the Music way down, and lower the Master a pinch, so I don't blow my ears out too much... Don't forget to "Switch Side" if you go to do a Single Mission, else you'll end up in a U-Boat. :salute:

Edit: If you feel real adventurous, you could go into the "\Game \Data \Roster \Japan \Sea" folder (whatever folder you have the Game in), find the JPGunBoat01.cfg and JPGunBoat02.cfg files, and edit them (Notepad), changing their "UnitType=110" lines to read "UnitType=0" instead, to match the folder in the "Sea" folder. That's something left-over from the RSRDC days... :salute:

SubmarinerJoe
09-30-18, 04:33 PM
I re-installed and put them in the order you suggested. Unfortunately now I get a CTD whenever I attempt to go to the sub.

I'm not quite sure what i'm doing wrong but I don't think my computer likes this mod for some reason.

EDIT: Got it back to just crashing while trying to go on deck by disabling Vsync.

fitzcarraldo
09-30-18, 04:44 PM
The same stupid question ever:

Do you use 4gb patch for your sh4.exe?

Try FOTRSU and see how works in your PC.

Regards.

Fizcarraldo :salute:

SubmarinerJoe
09-30-18, 04:47 PM
The same stupid question ever:

Do you use 4gb patch for your sh4.exe?

Try FOTRSU and see how works in your PC.

Regards.

Fizcarraldo :salute:

Since I don't know what that is i'm going to go with no.

Unless that's included in one of the other mods.

EDIT: I've found it and am doing that suggestion. I'll let you know what happens.

fitzcarraldo
09-30-18, 04:52 PM
Since I don't know what that is i'm going to go with no.

Unless that's included in one of the other mods.

Search in Google for 4 gb patch or Large Adress Aware. It is needed for great supermods. It allows more memory than 2 gb for sh4.exe. Not a mod; it is patch.

Regards.

Fitzcarraldo :salute:

SubmarinerJoe
09-30-18, 04:56 PM
That seems to have fixed it, sir!

Thanks for all the help everyone, I really appreciate it. Don't worry, i'll probably be back with more problems.

Bleiente
09-30-18, 05:04 PM
So I am here.
One small moment please - I have to collect first u / o read the texts.

fitzcarraldo
09-30-18, 05:10 PM
So I am here.
One small moment please - I have to collect first u / o read the texts.

A problem with 4gb patch. Resolved.

Fitzcarraldo :salute:

propbeanie
09-30-18, 05:11 PM
fitzcarraldo to the rescue! I forgot all about that 4 gig patch!

@Bleiente - I now have your latest download version installed, instead of just the update, and can recommend it even more than before! Only issue I've found is the old RSRDC JPGunBoat Type= issue in the Roster folder config file needs to be changed to Type=0... :salute:

Bleiente
09-30-18, 05:27 PM
You might be better off waiting on Bleiente to reply, unless you don't mind experimenting with things a lot...



Ralles RealModPack V1.2final full
https://workupload.com/file/cQjXAQh

Ralles ModPack for TMO_RSRDC_OTC V1.3single Update
https://workupload.com/file/dybLZ7s

Installation via JSGM:
1.0 TMO_RSRDC_OTC
1.5 OTC OptionalGoodys *1
2.0 Ralles ModPack for TMO_RSRDC_OTC *2

*1
Please note!
In the "OTC OptionalGoodys" folder are various folders for the respective resolution, the periscope view, and the IJN-AI. These must be copied and activated individually into the game.
For me it looks like this for example:
1.0 TMO_RSRDC_OTC
1.5_OTC_Realistic Scopes for 16 to 9 RSRDCv502
1.5_OTC_Tokko's Revenge for RSRDCv502
2.0 Ralles ModPack for TMO_RSRDC_OTC
2.1 TMO_Sample_Emblem
2.1 TMO_Sub_Pirate_flag

*2
A NEW CAMPAIGN MUST BE BEGINN!

Then I had an unofficial patch regarding the aircraft AI incl. Bubbles ship compilation:
https://workupload.com/file/CHazvzZ

A problem with 4gb patch. Resolved.

Fitzcarraldo :salute:
Small rescue package (MultiSh4, 4GBPatch and JSGME):
https://workupload.com/file/4LWqqpxY

@Bleiente - I now have your latest download version installed, instead of just the update, and can recommend it even more than before! Only issue I've found is the old RSRDC JPGunBoat Type= issue in the Roster folder config file needs to be changed to Type=0... :salute:
Thanks Beanie - I have to take a look at it tomorrow. In any case, problems should not occur because of this.


What a stress at once... :o...:doh:...:haha:


:salute:

propbeanie
09-30-18, 08:03 PM
:har: Don't you just ~love~ it?... :har:

Did you include that Air AI and Bubbleheads ships in the 1.3? I thought I saw them in there... ?? - wow, that seems to be a big file! :salute:

captcrane
10-01-18, 07:37 AM
[QUOTE=propbeanie
Generic Mod Enabler - v2.6.0.157
[E:\GameSH4\SH4_RallesModSoup1\MODS]

1.0 TMO_RSRDC_OTC
2.0 Ralles ModPack for TMO_RSRDC_OTC
1.5_OTC for 5 to 4 Aspect Ratio RSRDCv502
1.5_OTC_Realistic Scopes for 5 to 4 RSRDCv502
1.5_OTC_Tokko's Revenge for RSRDCv502
2.1 TorpedoupdateV2




I read Bleiente's readme me file and to me this mod install is incorrect Ralles ModPack should be 5th in the activation order. Did I get that wrong? I thought the #'s were for Installation order. my list is as follows

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\MODS]

1.0 TMO_RSRDC_OTC
1.5_OTC for 16 to 9 Aspect Ratio RSRDCv502
1.5_OTC_Realistic Scopes for 16 to 9 RSRDCv502
2.0 Ralles ModPack for TMO_RSRDC_OTC
2.1 TMO_Sub_Pirate_flag
2.1 TMO_SubTextures_FooSkin

propbeanie
10-01-18, 08:13 AM
Yes, the order you have is fine. There are no over-writes either way, so keep yours like that. I've changed mine since. :salute:

captcrane
10-01-18, 08:31 AM
Thanks man you always come thru in a flash

propbeanie
10-01-18, 08:52 AM
You are welcome. Notice how you never see The Flash and me at the same time?... I'm that fast... just ask the wife. :o

- sorry kids if that's tmi :salute:

Bleiente
10-01-18, 12:51 PM
:har: Don't you just ~love~ it?... :har:

I am a very nice and reserved person.
But sometimes my evil twin brother comes home and takes my keyboard away to write scandalous things on my behalf in this forum... :o :doh:



Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\MODS]

1.0 TMO_RSRDC_OTC
1.5_OTC for 16 to 9 Aspect Ratio RSRDCv502
1.5_OTC_Realistic Scopes for 16 to 9 RSRDCv502
2.0 Ralles ModPack for TMO_RSRDC_OTC
2.1 TMO_Sub_Pirate_flag
2.1 TMO_SubTextures_FooSkin

The order would be correct so far.
I have marked red, where you only need one version at a time.

If you want a more aggressive opponent, you could for example activate "Tokko's Revenge".
Later after "2.0 Ralles ModPack for TMO_RSRDC_OTC" you can also activate the AI_Air_Patch, which should make the planes more evil.


:salute:

Fearless
10-20-18, 11:04 PM
I’m having issues with the torpedoes. Non of them track the target. Once fired, they take a sharp left turn.
Any ideas?

Bleiente
10-21-18, 03:31 AM
Is this possibly the problem described here?

My trouble is that my torpedoes always crank hard left after firing.


Small question: Did you happen to activate the additional modes "TorpedoupdateV2" from the folder "2.1 ModPack_Optionals"?


:salute:

fitzcarraldo
10-21-18, 09:17 AM
Is this possibly the problem described here?




:salute:

I use the torpedo addon without problems.

Regards.

Fitzcarraldo :salute: