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Bubblehead1980
09-28-21, 12:01 PM
https://i.postimg.cc/brPfb0ZN/DRUM228s.jpg (https://postimages.org/)
USS Drum SS-228 1945

*TMO Update BH V2.0* by Bubblehead1980

Subsim download link fixed 5/7/22*

**If experiencing CTD when launching torpedoes, make sure "Realistic Sound Travel" is enabled under
sound options in main menu. This seems to solve the issue for unknown reasons.-3/20/2025


This is follow up to the TMO Update BH V1.0 released in September 2021. This mod is a update (overhaul if you will) and culmination of nearly two years of work.


First, please, please, please (did I mention please) make sure you read the README for V2.0 and V1.0 (included) to understand the mod, its mission, major changes. Also read ALL documentation that comes with mod. This is absolutely vital to properly run this mod. I do not mind answering questions, explaining , elaborating on things but often times get questions that were clearly explained in the README. Will save yourself some time as well. If I left anything out, I apologize, its a large mod with a lot changes, large and small, obvious, and subtle.



Installation:

This mod is for SH 4 v1.5 only.

Suggest a totally fresh/clean install of SH 4 and starting new campaign.

Make sure you install path is NOT in the program files(default) but in something along lines of C:/UBI/Silent Hunter Wolves of the Pacific

Install via JSGME.


Mod order in JSGME should be. *Updated 7/26/2022*
Use this install order, it differs from README. There is a complicated process
to upload this mod due to its size and thus can't reload just to update
the README. A update to the mod will be out
sometime this Fall and README will be updated.


TriggerMaru_Overhaul_2-5_UpdateBH
NavMapMakeoverTMOUpdate (Required-Included)
NavMapmakeoverTMOupdatePatch (Required-Included)
EAX_Clang_Splash for TMO Update (use link here) https://www.subsim.com/radioroom/downloads.php?do=file&id=6210
Any other Required mods or add ons.
Any Optional mods included with TMO and TMOupdate.


Others mods of player choice. Of course be wary of conflicts!


What is new in V2.0:


Streamlined install, not as many add ons required, including NO ship packs.


Campaign traffic further refined from V1.0. Main change was slowing things down a bit in 1945 as were far too many convoys spawning for time period due to a typo in the traffic files.

Added a few historical contacts to the campaign.


Pre-War Campaign


Pre War Career Start for Pearl Harbor and Manila beginning in June 1941. US is neutral but may or may not experience hostile actions in lead up to December 1941
, it can literally change day to day or month to month. Obviously, this will not be action packed like a war time career, involves a lot of sneaking around, patrols, training etc. By the time the war starts, your crew won't be as green as normal, you will have a feel for your boat, and some investment in the career. Pearl Harbor and Cavite Navy Yard air strikes as well as other opening battles of war are now scripted in. See README for full details. Thanks to Fred for his pre pearl harbor career start mod for the inspiration.


Submarine Squadron FIFTY (SUBRON 50) Campaign

This portion of the mod simulates the seven subs which operated out of Rosneath, Scotland from Fall 1942-Summer 1943 and conducted patrols North Sea, Bay of Biscay, North Atlantic, and other European waters prior to being transferred to the Pacific in July 1943. Player will start at New London, CT in October 1942 for a patrol in support of Operation Torch, Allied landings in French Morocco and North Africa. These orders are based on the actual patrol reports of the boats involved, there are four sets of orders for Torch can get. After completing patrol, will end at the new base at Rosneath, Scotland. Further orders are based on the patrol reports and other historical documentation. In July 1943, flotilla will transfer back to New London, then will receive orders to sail to Pearl Harbor. Player will have to sail there via Panama Canal, flotilla will shift en route. After reaching harbor should end patrol, will get a rest period then orders to a war patrol in the Pacific. See README for further details.

*Do not send a status report when objective is completed to get new orders, as you will end up with orders in the Pacific you can't achieve. I was unable to fix this (unfortunately), possibly a hardcoded thing. * If instructed to report in, only do so when a objective has not been achieved, so you will get a "Roger" message. **


SPYRON

"Fremantle Division 2" has been changed to the historically accurate "SPYRON". Can start a career in January 1943 and will carry out special operations in South West Pacific, primarily support missions to the Philippines along with patrols.

The first missions were carried out by Gudgeon and Trout in early 1943, with others following. Narwhal joined in Fall 1943 followed by Nautilus in 1944 and these two became the mainstays of SPYRON ops.

Custom patrol objectives were made that are exclusive to the Tambor and Gar class assigned to this flotilla to simulate the first missions. There are also custom missions for the Narwhal class , based on Nautilus patrol reports. Only the Narwhal class be assigned these missions. Eventually I would like to script Narwhals missions into sim as well.

Narwhal class becomes available for the June 1943 career start. If have a Narwhal in the Pacific fleet,(SUBPAC) your boat will follow overall Nautilu's historic patrols including the Makin Island raid in August 1942 and will be transferred to SPYRON in Spring 1944 per history.

Ports for this flotilla shift often , sometimes from patrol to patrol with starts/finishes in Brisbane, Fremantle, Darwin, Mios Woendi, Manus Island.

With the Narwhal, in Feb 1945, you will be assigned to sail back to the US (Philadelphia) for decommissioning per history. With friendly fire incidents, marauding AI submarines which can fire torpedoes in both Pacific and Atlantic, not always a easy journey, just depends.


At some point I would like to refine the SPYRON flotilla further.


Do not use the Pacific Fleet Div 2. as may cause CTD. I did not remove it this go around for stability reasons but the patrol objectives have changed and likely to have a fouled up career if try to use it. Norma subpac boats will now have chance of special ops unlike previous versions. Previously special ops were mostly eliminated because of how boring, unrealistic they were, they dragged the sim down.


Nav Map updates with places such as Cavite Navy Yard, Mare Island, Tarakan, and others added to correct positions on map as were previously not.


Midway Island "coral reef" (subnet) changed to fit reality, including a very narrow channel as it had during the war. See README for me.





A version of the Nippon Maru mod for TMO was added to the update courtesy of s7rikeback. Quite a few different merchant vessels to sink now.


Nearly all merchants have been renamed from last version. I did this to change things up. Names of vessels are those of actual japanese ships sunk by US submarines during the war. Tonnages were changed as well to be more in line with Japanese merchant marine and correspond to their historical counterpart.

Texturing issues with various ships fixed.


Many new countries added to roster along with new planes,, ships etc.


TBF Avenger can now be equipped with a aerial torpedo.


Existing patrol objectives reworked with many new patrol objectives added.


This is a major part of V2.0. I lost count of how many patrol objectives I added but it was quite a few.


All special operations missions were reworked. No more silly hollywood style special missions that was boring and/or absurd.


Lifeguard Operations play a larger role in later war as they did in reality, but were revamped to be interesting and a lot of renown is earned for rescues.


Wolfpack Operations.


There are a few wolfpack patrol objectives were player may operate with AI submarines in a coordinated attack group aka wolfpack. These are based on real wolfpack operations during the war. Obviously
this was done within limitations of the sim but things were worked to reasonably simulate working with a pack. Surfaced and submerged AI subs can now fire torpedoes. Contact reports, if your pack mates are within a certain distance, your contact reports will bring them in to attack enemy units. In testing I was present when they attacked convoys and some arrived on scene a couple hours after contact report, ships suddenly started blowing up.

I forgot to cover this in the README and will create a post on Wolfpack ops. In the future, I plan to add more of these.


Player may be assigned to bombardment missions with deck gun. Destructible fuel tanks can be targeted by AI deck gun crews.


Tambor Class restored. Can now get the Tambor at any phase of the war, the Terrible T campaign eliminated.



Improved visual sensors for your subs AI crew...now if you can see it, they can see it. This makes for more realistic performance from your crew.


SD radar performance tweaked for realism purposes.


Capital ships like BB, CV, CA, CL now have a improved visual sensor with max firing range raised. This has resulted in more realistic surface engagements between AI surface ships. In testing had battleships engaging at 18000 yards. Player sub is in general too small for them to spot at that range so no worries. See README.These ships will also conduct shore bombardments.

Enemy merchants and escorts now have better visual sensors but are not not hawkeyes so no worries.


Many historical battles, fleet movements, actions, amphibious landings etc added



Ability to conduct realistic night surface attacks further enhanced.


Torpedo Malfunctions enhanced for realistic performance of early war torpedoes.


Submarine Damage Model further refined.


Longer sinking times for AI vessels.


Most Special Abilities nearly eliminated. Player crew will no longer receive these upon promotion. Some may be available for recruitment from the personnel pool. I've come to conclusion they can not be completely eliminated from V1.5 of SH 4 or will cause a CTD. If anyone knows how, please let me know.


Ranks of Master Chief and Senior Chief Petty Officer eliminated, as these ranks did not exist during WW II. Chief can be given a "promotion" when eligible which will move him up in seniority but will stay a CPO as it is highest enlisted rank. Once reaches a certain level, he is eligible to become a Officer and can be promoted. This is how it was during the war and is not reflected in the mod.

Except for advancement from Seaman 3c to Seaman 2c, all promotions must be made in base by player. This was done to control make up of crew as its a little too easy for crew to advance. Eventually I hope to introduce a mod for TMO which reworks the crew entirely.


and much more....see README and all documentation for full details.


While this mod was thoroughly tested, in something this comprehensive and a sim as testy as SH 4 bugs, errors are bound to happen.
IF encounter a issue., please report here in the forum per the and procedure listed in the README.

As always I welcome feedback, tell us about your patrols etc here in the forums and/or in the threads "Tell us what you are up to in your current campaign" and "Patrol Log Screen shot" threads.



Download mod at the link below.

https://www.subsim.com/radioroom/downloads.php?do=file&id=5965


Enjoy

BH 1980

vickers03
09-28-21, 12:19 PM
well done!:up:

propbeanie
09-28-21, 01:31 PM
Excellent... gotta make time to try it! :salute:

Mad Mardigan
09-28-21, 04:08 PM
:Kaleun_Cheers:

:Kaleun_Applaud:

:Kaleun_Thumbs_Up:

Will see of d/l'ing & testing this out a.s.a.p. :yep:

M. M.

:Kaleun_Salute:

Kal_Maximus_U669
09-28-21, 05:08 PM
Thank you for your hard work :doh: just uploaded great try soon
:Kaleun_Wink:thank you Bubblehead1980 :Kaleun_Cheers:

Randomizer
09-28-21, 07:08 PM
Always been a big fan of TMO so thanks for your work. Downloading now.

-C

Arlo
09-28-21, 07:41 PM
https://media3.giphy.com/media/sqClyvzPmclAk/200w.gif

Arlo
09-28-21, 08:03 PM
https://i.imgur.com/S97ipKI.png

Starting out 'minimalist.'

Arlo
09-28-21, 08:09 PM
Uh Oh. :(

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

Arlo
09-28-21, 08:10 PM
Gonna try again without reloading.

Arlo
09-28-21, 08:14 PM
Cannot find special abilities 1 through 5. :hmmm:

Bubblehead1980
09-28-21, 08:39 PM
Uh Oh. :(

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


Oh this sim, lol did not give me any trouble when did a final test this morning lol. Thanks for the heads up. I am looking into this now....

Arlo
09-28-21, 08:43 PM
Thank you, sir. (I didn't intend to give you more work.) :salute:

Bubblehead1980
09-28-21, 09:26 PM
Thank you, sir. (I didn't intend to give you more work.) :salute:

Not at all. Thank you for being quick to point it out. I made a last minute change, well something I planned but forgot about anyways. SH loaded fine for me initially. Apparently, the changes implemented to special abilities, SH 4 did not like that. I returned them to normal for now until have time to figure out the issue.



I am editing files and double checking a couple things before upload the corrected version tonight.

Arlo
09-28-21, 10:39 PM
Again, thank you. Looking forward to trying it.

Randomizer
09-28-21, 11:11 PM
Oh this sim, lol did not give me any trouble when did a final test this morning lol. Thanks for the heads up. I am looking into this now....
I copied the UPCCrewData\SpecialAbilities.upc file from the stock TMO-2.5 into the BH mod and it loaded and runs, seemingly as intended. Figured that this would work until a fix shows up here.

-C

Bubblehead1980
09-28-21, 11:21 PM
I copied the UPCCrewData\SpecialAbilities.upc file from the stock TMO-2.5 into the BH mod and it loaded and runs, seemingly as intended. Figured that this would work until a fix shows up here.

-C

Good idea. I have corrected, uploading now, half way finish. Fix should be appear soon.

Arlo
09-28-21, 11:31 PM
I copied the UPCCrewData\SpecialAbilities.upc file from the stock TMO-2.5 into the BH mod and it loaded and runs, seemingly as intended. Figured that this would work until a fix shows up here.

-C

For some reason, this didn't work for me.:06:

Arlo
09-28-21, 11:35 PM
Good idea. I have corrected, uploading now, half way finish. Fix should be appear soon.

https://downloadwap.com/thumbs3/screensavers/d/3/cartoon-anime/snoopy_ylxma2hl-twilightwap.com.gif

Bubblehead1980
09-29-21, 12:09 AM
*Update* Revised version correcting error preventing campaign start has been corrected. Revised version uploaded, please disregard previous version downloaded. For download, see the link in my original post # 1. Apologize for the confusion. Now, happy sailing and sink them all.:Kaleun_Salute:

Bubblehead1980
09-29-21, 12:10 AM
https://i.imgur.com/S97ipKI.png

Starting out 'minimalist.'


Remember, per the README the nav map mods are REQUIRED, the traffic was created with it, without it, will have some issues and provided coordinates for ULTRAS etc are off.

Bubblehead1980
09-29-21, 12:12 AM
Always been a big fan of TMO so thanks for your work. Downloading now.

-C



No problem. Make sure and download the revised version as original had an error. The link is in original post, enjoy.

Bubblehead1980
09-29-21, 12:13 AM
Thank you for your hard work :doh: just uploaded great try soon
:Kaleun_Wink:thank you Bubblehead1980 :Kaleun_Cheers:



No problem at all. Make sure to get the revised version so it will run properly. See original post.

Bubblehead1980
09-29-21, 12:15 AM
well done!:up:


Thank you:Kaleun_Salute: Thanks for your outstanding work as well. Look forward to the TMO interiors one day.

Bubblehead1980
09-29-21, 12:17 AM
Excellent... gotta make time to try it! :salute:


Hope you do. Thanks for all your help.

Bubblehead1980
09-29-21, 12:18 AM
:Kaleun_Cheers:

:Kaleun_Applaud:

:Kaleun_Thumbs_Up:

Will see of d/l'ing & testing this out a.s.a.p. :yep:

M. M.

:Kaleun_Salute:


Make sure you have the revised version( see original post for link):Kaleun_Salute:

Bubblehead1980
09-29-21, 01:58 AM
TriggerMaru_Overhaul_2-5_UpdateBH Revised Final.

Apologize for the confusion, seems the corrected version I uploaded earlier was a test/incomplete version of the mod I uploaded by mistake (long day!) Please disregard and download the final revised version link is below.

Enjoy and look forward to the sea tales:Kaleun_Salute:




https://www.subsim.com/radioroom/downloads.php?do=file&id=5965

Berserker
09-29-21, 02:06 AM
Where is the American flag????????:mad:

BritTorrent
09-29-21, 02:21 AM
Great stuff Bubblehead, looking forward to trying this tonight.

Bubblehead1980
09-29-21, 02:32 AM
Where is the American flag????????:mad:


I removed flags long ago on my install since did not go out on patrol flying the colors, especially from the stern. If there was a way to remove at sea . the restore when heading into port, I'd love it but there is not so I removed them.

However, if you wish to restore flags, can do so rather easily. Say want to restore it to the Gato Class . Find the Gato.eqp file there

(TMO 2.5 Updated/Data/Submarine/NSS_Gato.eqp )

Find this entry in the .eqp text file:

;[Equipment 19]
;NodeName=I08
;LinkName=SubFlag_US
;StartDate=19410101
;EndDate=19600631


Remove the semicolons from in front of the entries, click save as.


Reload the the mod in JSGME. Flag restored.

Repeat procedure with all subs if you wish.

Bubblehead1980
09-29-21, 02:34 AM
Great stuff Bubblehead, looking forward to trying this tonight.


Thanks, let me know how it goes. Starting an Asiatic Career with USS Seal (Salmon class) in 1941 myself. I made it through war with a Gato finally without getting killed once (came close though) , want to see if can do it with a "lesser" boat.

4H_Ccrashh
09-29-21, 04:31 AM
I LOVE YOU!!!:sunny:

Bubblehead1980
09-29-21, 05:48 AM
I LOVE YOU!!!:sunny:

haha thanks, Enjoy, let me know how patrol goes.

Bubblehead1980
09-29-21, 05:54 AM
Something I forgot about guys is in the Sargo/Salmon classes, I adjusted their periscope depths when hit the P key to 60 feet so so much scope is not exposed during observations.

Problem is this only works for for later war modifications to the sail, early war scopes won't break water at that depth, so for now will have to set 54 feet manually. Later today I will edit the file and release the edited file to use in early war. Been a long time since played with a Salmon Class, forgot about the issue.

Kal_Maximus_U669
09-29-21, 06:40 AM
No problem at all. Make sure to get the revised version so it will run properly. See original post.

Bubblehead1980 hello :Kaleun_Cheers:, I just redownload the full version :D... because I just noticed your change luckily :03: ... I had not yet mounted ..
today on the bridge :) !! .. I will start the assembly and will keep you informed
see you soon thank you :yep: ... :subsim: :salute:

Bubblehead1980
09-29-21, 06:48 AM
I forgot to mention this in the README apparently and was just reminded.

First patrol in the update .
USS Seal SS-183 (Salmon Class)

December 16 1941 NW tip of Luzon. 0439 lookouts spot a surfaced submarine bearing 340 7200 yards. coming toward us at 12 knots, already ahead, perfect set up for a shot. Go to GQ and pull ahead for tracking until have some daylight.

Dive and approach , out doors open range at 1200 yards. Up scope, enough light now to see, target it is a US submarine(!) . Immediately, wen tto 200 feet and turned away. OF course, if had torpedoed him, even by mistake, career would have been over.


While these encounters are rare, there are now US submarines (surfaced and submerged) prowling the waters, so use caution in what you shoot at. Especially in the dark of night, not always easy to see. Applies for hospital ships etc. Will post screenshots when back in port.

4H_Ccrashh
09-29-21, 07:00 AM
I've spent the last hour going through the read-me's.

WOW!!!

I am so exited!!!

Thank you!!

Kal_Maximus_U669
09-29-21, 07:03 AM
have you already integrated: Ship Pack for TMO Allied Ship Pack for TMO in the full version? if I understood correctly, the new version already has them, doesn't it? :hmmm:

Bubblehead1980
09-29-21, 07:15 AM
have you already integrated: Ship Pack for TMO Allied Ship Pack for TMO in the full version? if I understood correctly, the new version already has them, doesn't it? :hmmm:


No it has not been integrated, both Allied Ship Pack and the TMO ship pack are REQUIRED to use the mod. Install in the order specified in the README.:Kaleun_Salute:

Kal_Maximus_U669
09-29-21, 07:50 AM
No it has not been integrated, both Allied Ship Pack and the TMO ship pack are REQUIRED to use the mod. Install in the order specified in the README.:Kaleun_Salute:

yes I saw the redame :D.. that's why I'm asking the question :hmmm: .. I just took them ... I had download link problems :ping: ... !!! this is often the case on Subsim either on Chrome or Edge it becomes painful ... it is strange that this often occurs at subsim :doh: .. on other forum I do not have these problems well I started to assemble thank you :up: ..

Kal_Maximus_U669
09-29-21, 08:30 AM
I have the following problem have you set up sea life?
http://image.noelshack.com/fichiers/2021/39/3/1632922096-sh4img-2021-09-29-15-19-04-006.png
It starts well while the assembly is not finished ... !!!
my list mod
[MODS]
TriggerMaru_Overhaul_2-5_UpdateBH Revised Final=1
Nav Map MakeOverTMOUpdate=2
NavMapMakeOverTMOUpdatePatch=3
AlliedShipsTMO=4
ShipsforTMO=5

Bubblehead1980
09-29-21, 09:02 AM
I have the following problem have you set up sea life?
http://image.noelshack.com/fichiers/2021/39/3/1632922096-sh4img-2021-09-29-15-19-04-006.png
It starts well while the assembly is not finished ... !!!
my list mod
[MODS]
TriggerMaru_Overhaul_2-5_UpdateBH Revised Final=1
Nav Map MakeOverTMOUpdate=2
NavMapMakeOverTMOUpdatePatch=3
AlliedShipsTMO=4
ShipsforTMO=5

I did add vickers sea life mod. Have not had that issue, let me check again.

Kal_Maximus_U669
09-29-21, 09:14 AM
I did add vickers sea life mod. Have not had that issue, let me check again.
do not bother it is a graphics problem it is due to the settings I have already had the experience ... otherwise I delete sea life

Arlo
09-29-21, 09:50 AM
Remember, per the README the nav map mods are REQUIRED, the traffic was created with it, without it, will have some issues and provided coordinates for ULTRAS etc are off.

Where can I find that? :06:

Bubblehead1980
09-29-21, 10:20 AM
Where can I find that? :06:

Documentation folder.. there is a sub folder that says required mods. Nav map mods are in there.

Kal_Maximus_U669
09-29-21, 11:24 AM
do not bother it is a graphics problem it is due to the settings I have already had the experience ... otherwise I delete sea life
here it is in order I put the mod back on top ... as you recommended to me ... (via pm) :k_confused::Kaleun_Salute:
http://image.noelshack.com/fichiers/2021/39/3/1632932844-sh4img-2021-09-29-18-13-51-365.png
now resumption of assembly

Bubblehead1980
09-29-21, 12:11 PM
here it is in order I put the mod back on top ... as you recommended to me ... (via pm) :k_confused::Kaleun_Salute:
http://image.noelshack.com/fichiers/2021/39/3/1632932844-sh4img-2021-09-29-18-13-51-365.png
now resumption of assembly


:Kaleun_Salute:

propbeanie
09-29-21, 12:23 PM
I am not getting a download link for the mod when clicking on the filename on the SubSim Download page, but rather advertisements, and two prompts to allow tracking and something else (agree to terms??), but neither of those two prompts say anything about who they are from. The page does not appear to be displaying properly, and hot links of undesirable destinations on the page move around on the page as I move the mouse cursor, which is not cool at all. I also get a "Allow cookies... and try again" prompt at the bottom of the browser page, which is from Vivaldi. Edge does similar, but without the "cookies" prompt.

Bubblehead1980
09-29-21, 12:52 PM
I am not getting a download link for the mod when clicking on the filename on the SubSim Download page, but rather advertisements, and two prompts to allow tracking and something else (agree to terms??), but neither of those two prompts say anything about who they are from. The page does not appear to be displaying properly, and hot links of undesirable destinations on the page move around on the page as I move the mouse cursor, which is not cool at all. I also get a "Allow cookies... and try again" prompt at the bottom of the browser page, which is from Vivaldi. Edge does similar, but without the "cookies" prompt.

Here is the direct link. Just click download.

https://wetransfer.com/downloads/ff3c84344c983b4c3c867b7731ee561620210929061149/96f4c49ab40d28f475df149a8c25ca2520210929061336/310e13

It is a large file and have had no luck uploading to subsim. Neal is working on it for me.

Arlo
09-29-21, 02:34 PM
The adventure begins (from scratch):

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

https://i.imgur.com/61O8NLf.png

https://i.imgur.com/2dNQBoo.png

Historical information on the U.S.S. Seahorse (SS-304):

https://lh3.googleusercontent.com/proxy/UkiBsD3Tvdv4vDouDt0xz4pPK9ZxPtx_3n70dzUHjqaR9Qvfe3 4mIZfXYU-t_oyotA7BMXgGfkFMHNPqZ3QoJyON3P9FQAcs

Seahorse was laid down on 1 August 1942 by the Mare Island Navy Yard, Vallejo, California. The vessel was launched on 9 January 1943, sponsored by Mrs. Chester C. Smith, and commissioned on 31 March 1943, Commander Donald McGregor in command.

First war patrol, August – September 1943

Following shakedown along the California coast, Seahorse sailed to Pearl Harbor, Territory of Hawaii and, on 3 August 1943, got underway for her maiden war patrol, conducted off the Palau Islands. On the morning of 29 August, while the submarine was gaining attack position on a Japanese convoy, she was detected by escorting destroyers and suffered minor damage from a depth charge attack.

Seahorse scored three torpedo hits on a transport on 6 September, and then went deep to evade a depth charge attack that caused severe leaks and put her number four torpedo tube out of commission. A week later, she expended eight torpedoes in an unsuccessful attempt to sink a large tanker. The submarine terminated her first patrol at Midway on 27 September.

During this patrol, Seahorse's commanding officer ignored several potential targets, rather than face sonar-equipped escorts, which unrealistic prewar training indicated was virtual suicide.

Second war patrol, October – December 1943

Following refit, Seahorse sailed on 20 October for her second war patrol with her new skipper, Slade Cutter, the executive officer of the first patrol. Between 29 October and 31 October, the submarine sank three enemy trawlers in surface actions and then commenced a two-day attack on a 17-ship convoy. Early on the morning of 2 November, following an attack on the convoy by another United States submarine, Seahorse evaded three escort ships and launched three torpedoes into two freighters. Four hours later, she again attacked, sending three torpedoes toward a tanker and another spread at a third freighter. Flames burst from each target as two Japanese destroyers turned toward Seahorse but too late to catch the rapidly departing submarine. Sunk in this action were the 7,089-ton cargo ship Chihaya Maru, and the 5,859-ton cargo ship, Ume Maru. Seahorse later closed again on the convoy but was driven down by depth charges and departed the vicinity.

On 22 November, Seahorse maneuvered past three enemy escorts, launched four torpedoes from periscope depth, and sank the cargo ship, Daishu Maru. On 26 November, the submarine contacted another enemy convoy and began to close the range. Determined to mount an attack before the targets entered the mined Tsushima Strait, the submarine launched four torpedoes at long range quickly sinking a cargo ship; and then, dodging enemy escorts, let go four stern shots at a second target. The results seemed disappointing—until a sudden blast sent flames and debris mushrooming high into the air, completely destroying the 7,309-ton tanker, San Ramon Maru.

Seahorse expended the last of her torpedoes on the night of 30 November and 1 December. After maneuvering for several hours, the submarine was finally able to fire her stern tubes at an enemy convoy. However, one torpedo exploded just after it left the tube, and the entire convoy opened fire on the vicinity of the submarine. With so many explosions around her, it was impossible for Seahorse to determine whether any torpedoes had hit. Low on fuel and out of torpedoes, the submarine returned to Pearl Harbor on 12 December from a successful second patrol, with four ships and three trawlers sunk.

Third war patrol, January – February 1944

Seahorse departed Pearl Harbor on 6 January 1944 for her third war patrol. On 16 January, while en route to the Palaus, she evaded four escorts and destroyed the 784-ton cargo ship, Nikkō Maru, with three torpedo hits. She spent 21 January tracking two enemy cargo ships in company with three escorts. In the late evening, she pressed home four consecutive attacks to sink the 3,025-ton cargo ship, Yasukuni Maru, and the 3,156-ton passenger-cargo ship, Ikoma Maru.

On the evening of 28 January, Seahorse began an 80-hour chase of an enemy convoy off the Palaus. After being continually harassed by escorts and aircraft throughout the next day, Seahorse launched three torpedoes at the cargo ship, Toko Maru. After the sinking, the submarine lost contact with the convoy for several hours, but again had it in sight at dawn on 31 January.

Early on the morning of 1 February, Seahorse launched four torpedoes for no hits followed by two more, again without result. With the crew exhausted from the extended chase, the submarine fired her final two torpedoes and headed for deeper water. After evading the escorts, she surfaced in time to see the results of her latest attack as the cargo ship, Toei Maru, slipped beneath the waves. Seahorse terminated her third patrol at Pearl Harbor on 16 February.

Fourth war patrol, March – May 1944

Seahorse's fourth war patrol was conducted in the Marianas. She departed Pearl Harbor on 16 March and intercepted a large enemy convoy on 8 April. After nightfall, the submarine launched four torpedoes at overlapping targets, sinking the converted seaplane tender, Aratama Maru. Shortly thereafter, her second spread of torpedoes damaged the cargo ship, Kizugawa Maru, who was subsequently towed to Apra Harbor for repairs. Although a counterattack by escorting destroyers drove the submarine from the vicinity, she quickly regained contact and continued the chase into the following day, sinking the cargo ship, Bisaku Maru.

Seahorse took up lifeguard station for the carrier airstrikes on Saipan that commenced on 12 April and, while west of Saipan on 20 April, sighted and sank the Japanese submarine, Ro-45. In the same vicinity a week later, Seahorse sank the 5,244-ton cargo ship, Akigawa Maru. The submarine departed her lifeguard station on 3 May to refuel at Milne Bay, New Guinea, and arrived at Brisbane, Australia, on 11 May.

Fifth and sixth war patrols, June – October 1944

Seahorse put to sea for her fifth war patrol on 11 June 1944, patrolling between Formosa and Luzon. On the morning of 27 June, she sank the tanker, Medan Maru, and damaged two other enemy vessels. On 3 July, close to midnight, she spotted convoy No. 91 en route from Takao to Hong Kong consisting of four transport/cargo ships and two escorts (the Momi-class destroyer Kuri and the Chidori-class torpedo boat Hatsukari). She torpedoed and sank the transport Nitto Maru and the cargo ship Gyoyu Maru (the ex-British Joan Moller) and then soon after midnight on the 4th, she expended the last of her torpedoes and sank the cargo ship, Kyodo Maru No. 28. The convoy's only remaining transport, Gyoun Maru (the ex-British Ethel Moller), and its two escorts, were able to reach Hong Kong without further incident on 5 July.[10] On 19 July Seahorse returned to Pearl Harbor.

Seahorse spent the first part of her sixth war patrol supporting the capture of the Palaus and then headed for the Luzon Strait. Despite intensive efforts, the submarine could locate only one worthwhile target, Coast Defense Vessel No. 21, a frigate of 800 tons, which she sank. Five days later, Seahorse took up lifeguard station for the carrier airstrike on northern Luzon and then returned to Midway on 18 October.

Seventh and eighth war patrols, March – August 1945

Upon completion of an overhaul at Mare Island Navy Yard, Seahorse put to sea on 9 March 1945 for her seventh war patrol. Following patrol in the Tsushima Strait, she sank a small junk with gunfire on 8 April. On 18 April, an attack by two patrol boats (CD-14 and CD-132) left the submarine's interior a shambles of broken glass, smashed instruments, and spilled hydraulic oil. Seahorse made hasty repairs and headed for Apra Harbor, Guam, and then to Pearl Harbor for overhaul.

Seahorse put to sea for her eighth and final war patrol on 12 July. When hostilities ceased on 15 August, the submarine was on station 40 miles (64 km) southeast of Hachijō-jima.

Following her return to Midway, Seahorse sailed for Mare Island where she was decommissioned on 2 March 1946. She was assigned to the Pacific Reserve Fleet and remained inactive for the remainder of her career. She was reclassified an auxiliary submarine, AGSS-304, on 6 November 1962, struck from the Navy list on 1 March 1967, and sold on 14 December 1968 to Zidell Explorations Inc., Portland, Oregon, for scrapping.

Seahorse (SS-304) received nine battle stars for World War II service.

(Back to the virtual experience):

https://i.imgur.com/6ucxEu6.png

I've had a bad experience with fuel use in SH4. Many a time I've been sent on patrol with barely enough fuel to make it to my patrol sector just to end up having to immediately chart a course back to the nearest base and hope to make it. As a result, I always disable fuel use (with regret). Other than that. I like to believe my crew is skilled enough to operate the TDC and accurately plot things and I like to take external pics.

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

Mk14s ... all the way ... for now.

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

WCA hydrophones - my only equipment adjustment.

https://i.imgur.com/usUA9PE.png

Orders to the Bismark Sea.

https://i.imgur.com/e4d168G.png

Good looking boat.

https://i.imgur.com/Hiah3GK.png

Off we go.

Arlo
09-29-21, 02:59 PM
First blood.

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

1st kill - deckgun - tugboat

https://i.imgur.com/3SIZLOw.png

2nd kill - deckgun - fishing boat

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

1st kill entry

Revus
09-29-21, 03:06 PM
here it is in order I put the mod back on top ... as you recommended to me ... (via pm) :k_confused::Kaleun_Salute:
http://image.noelshack.com/fichiers/2021/39/3/1632932844-sh4img-2021-09-29-18-13-51-365.png
now resumption of assembly


Question, howd you figure this one out? Im having the same issue.

Kal_Maximus_U669
09-29-21, 03:15 PM
Here is the direct link. Just click download.

https://wetransfer.com/downloads/ff3c84344c983b4c3c867b7731ee561620210929061149/96f4c49ab40d28f475df149a8c25ca2520210929061336/310e13

It is a large file and have had no luck uploading to subsim. Neal is working on it for me.

here is some help my friends my Drive
full TMO BH
_TriggerMaru_Overhaul_2-5_UpdateBH Revised Final
_TMO_Aft_deckguns_Updated
_ShipsforTMO
_AlliedShipsTMO

:Kaleun_Wink:https://drive.google.com/drive/folders/1M-H60gBXRf-VGACFm0KZyEU40mOiiFVj?usp=sharing

Kal_Maximus_U669
09-29-21, 03:24 PM
Question, howd you figure this one out? Im having the same issue.

If you go up the thread of discussions you will have understood that you have to download the mod from Vickers SEA_LIFE_SH4 and reinstall it on it, here you are sir
Reading won't you sleep better believe me

Kal_Maximus_U669
09-29-21, 03:31 PM
I am not getting a download link for the mod when clicking on the filename on the SubSim Download page, but rather advertisements, and two prompts to allow tracking and something else (agree to terms??), but neither of those two prompts say anything about who they are from. The page does not appear to be displaying properly, and hot links of undesirable destinations on the page move around on the page as I move the mouse cursor, which is not cool at all. I also get a "Allow cookies... and try again" prompt at the bottom of the browser page, which is from Vivaldi. Edge does similar, but without the "cookies" prompt.

Hey Beanie....How are you, the Team is doing well ... the projects are progressing as you want .... Kind regards KM_U669
:Kaleun_Wink:https://drive.google.com/drive/folders/1M-H60gBXRf-VGACFm0KZyEU40mOiiFVj

Arlo
09-29-21, 05:29 PM
I had to add the sea life mod, myself. Noticing I can't view my sub underwater, though. I mean, when I dive I can't find my sub. :06:

Mad Mardigan
09-29-21, 05:44 PM
I had to add the sea life mod, myself. Noticing I can't view my sub underwater, though. I mean, when I dive I can't find my sub. :06:

Arlo,

When the free roam cam view pops up, just aim straight down... but don't go super fast mode though... just normal speed... after the cam view changes to being underwater... then look about.

M. M.

:Kaleun_Salute:

fitzcarraldo
09-29-21, 06:03 PM
Very nice! I´m downloading it now.:Kaleun_Applaud:

Question: Could I use another environment mod? I never (a matter of taste) like the TMO 25 environment, ever looked awful in my installation. In my TMO RSRDC I changed it with Real Enviroment and/or ISE for TMO. But I don´t know if they can ruin your new TMO mod.

Many thanks for all the job and best regards.

Fitzcarraldo

Arlo
09-29-21, 06:37 PM
Arlo,

When the free roam cam view pops up, just aim straight down... but don't go super fast mode though... just normal speed... after the cam view changes to being underwater... then look about.

M. M.

:Kaleun_Salute:

That's what I've done all through the previous version. :shucks:

Bubblehead1980
09-29-21, 08:40 PM
Very nice! I´m downloading it now.:Kaleun_Applaud:

Question: Could I use another environment mod? I never (a matter of taste) like the TMO 25 environment, ever looked awful in my installation. In my TMO RSRDC I changed it with Real Enviroment and/or ISE for TMO. But I don´t know if they can ruin your new TMO mod.

Many thanks for all the job and best regards.

Fitzcarraldo



You can try, however be aware it will alter the designed experience, especially in form of night surface attacks, which are now actually possible due to the darker nights and a major part of the mod. When change the environment it affects sensors and those have to be adjusted, which requires a lot of testing. I probably spent over a month total perfecting the visual sensor settings to get them to work right with the darker nights. Thus far I've encountered no other environmental mod that gets the nights right in this sim.

Bubblehead1980
09-29-21, 08:43 PM
The adventure begins (from scratch):

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

https://i.imgur.com/61O8NLf.png

https://i.imgur.com/2dNQBoo.png

Historical information on the U.S.S. Seahorse (SS-304):

https://lh3.googleusercontent.com/proxy/UkiBsD3Tvdv4vDouDt0xz4pPK9ZxPtx_3n70dzUHjqaR9Qvfe3 4mIZfXYU-t_oyotA7BMXgGfkFMHNPqZ3QoJyON3P9FQAcs

Seahorse was laid down on 1 August 1942 by the Mare Island Navy Yard, Vallejo, California. The vessel was launched on 9 January 1943, sponsored by Mrs. Chester C. Smith, and commissioned on 31 March 1943, Commander Donald McGregor in command.

First war patrol, August – September 1943

Following shakedown along the California coast, Seahorse sailed to Pearl Harbor, Territory of Hawaii and, on 3 August 1943, got underway for her maiden war patrol, conducted off the Palau Islands. On the morning of 29 August, while the submarine was gaining attack position on a Japanese convoy, she was detected by escorting destroyers and suffered minor damage from a depth charge attack.

Seahorse scored three torpedo hits on a transport on 6 September, and then went deep to evade a depth charge attack that caused severe leaks and put her number four torpedo tube out of commission. A week later, she expended eight torpedoes in an unsuccessful attempt to sink a large tanker. The submarine terminated her first patrol at Midway on 27 September.

During this patrol, Seahorse's commanding officer ignored several potential targets, rather than face sonar-equipped escorts, which unrealistic prewar training indicated was virtual suicide.

Second war patrol, October – December 1943

Following refit, Seahorse sailed on 20 October for her second war patrol with her new skipper, Slade Cutter, the executive officer of the first patrol. Between 29 October and 31 October, the submarine sank three enemy trawlers in surface actions and then commenced a two-day attack on a 17-ship convoy. Early on the morning of 2 November, following an attack on the convoy by another United States submarine, Seahorse evaded three escort ships and launched three torpedoes into two freighters. Four hours later, she again attacked, sending three torpedoes toward a tanker and another spread at a third freighter. Flames burst from each target as two Japanese destroyers turned toward Seahorse but too late to catch the rapidly departing submarine. Sunk in this action were the 7,089-ton cargo ship Chihaya Maru, and the 5,859-ton cargo ship, Ume Maru. Seahorse later closed again on the convoy but was driven down by depth charges and departed the vicinity.

On 22 November, Seahorse maneuvered past three enemy escorts, launched four torpedoes from periscope depth, and sank the cargo ship, Daishu Maru. On 26 November, the submarine contacted another enemy convoy and began to close the range. Determined to mount an attack before the targets entered the mined Tsushima Strait, the submarine launched four torpedoes at long range quickly sinking a cargo ship; and then, dodging enemy escorts, let go four stern shots at a second target. The results seemed disappointing—until a sudden blast sent flames and debris mushrooming high into the air, completely destroying the 7,309-ton tanker, San Ramon Maru.

Seahorse expended the last of her torpedoes on the night of 30 November and 1 December. After maneuvering for several hours, the submarine was finally able to fire her stern tubes at an enemy convoy. However, one torpedo exploded just after it left the tube, and the entire convoy opened fire on the vicinity of the submarine. With so many explosions around her, it was impossible for Seahorse to determine whether any torpedoes had hit. Low on fuel and out of torpedoes, the submarine returned to Pearl Harbor on 12 December from a successful second patrol, with four ships and three trawlers sunk.

Third war patrol, January – February 1944

Seahorse departed Pearl Harbor on 6 January 1944 for her third war patrol. On 16 January, while en route to the Palaus, she evaded four escorts and destroyed the 784-ton cargo ship, Nikkō Maru, with three torpedo hits. She spent 21 January tracking two enemy cargo ships in company with three escorts. In the late evening, she pressed home four consecutive attacks to sink the 3,025-ton cargo ship, Yasukuni Maru, and the 3,156-ton passenger-cargo ship, Ikoma Maru.

On the evening of 28 January, Seahorse began an 80-hour chase of an enemy convoy off the Palaus. After being continually harassed by escorts and aircraft throughout the next day, Seahorse launched three torpedoes at the cargo ship, Toko Maru. After the sinking, the submarine lost contact with the convoy for several hours, but again had it in sight at dawn on 31 January.

Early on the morning of 1 February, Seahorse launched four torpedoes for no hits followed by two more, again without result. With the crew exhausted from the extended chase, the submarine fired her final two torpedoes and headed for deeper water. After evading the escorts, she surfaced in time to see the results of her latest attack as the cargo ship, Toei Maru, slipped beneath the waves. Seahorse terminated her third patrol at Pearl Harbor on 16 February.

Fourth war patrol, March – May 1944

Seahorse's fourth war patrol was conducted in the Marianas. She departed Pearl Harbor on 16 March and intercepted a large enemy convoy on 8 April. After nightfall, the submarine launched four torpedoes at overlapping targets, sinking the converted seaplane tender, Aratama Maru. Shortly thereafter, her second spread of torpedoes damaged the cargo ship, Kizugawa Maru, who was subsequently towed to Apra Harbor for repairs. Although a counterattack by escorting destroyers drove the submarine from the vicinity, she quickly regained contact and continued the chase into the following day, sinking the cargo ship, Bisaku Maru.

Seahorse took up lifeguard station for the carrier airstrikes on Saipan that commenced on 12 April and, while west of Saipan on 20 April, sighted and sank the Japanese submarine, Ro-45. In the same vicinity a week later, Seahorse sank the 5,244-ton cargo ship, Akigawa Maru. The submarine departed her lifeguard station on 3 May to refuel at Milne Bay, New Guinea, and arrived at Brisbane, Australia, on 11 May.

Fifth and sixth war patrols, June – October 1944

Seahorse put to sea for her fifth war patrol on 11 June 1944, patrolling between Formosa and Luzon. On the morning of 27 June, she sank the tanker, Medan Maru, and damaged two other enemy vessels. On 3 July, close to midnight, she spotted convoy No. 91 en route from Takao to Hong Kong consisting of four transport/cargo ships and two escorts (the Momi-class destroyer Kuri and the Chidori-class torpedo boat Hatsukari). She torpedoed and sank the transport Nitto Maru and the cargo ship Gyoyu Maru (the ex-British Joan Moller) and then soon after midnight on the 4th, she expended the last of her torpedoes and sank the cargo ship, Kyodo Maru No. 28. The convoy's only remaining transport, Gyoun Maru (the ex-British Ethel Moller), and its two escorts, were able to reach Hong Kong without further incident on 5 July.[10] On 19 July Seahorse returned to Pearl Harbor.

Seahorse spent the first part of her sixth war patrol supporting the capture of the Palaus and then headed for the Luzon Strait. Despite intensive efforts, the submarine could locate only one worthwhile target, Coast Defense Vessel No. 21, a frigate of 800 tons, which she sank. Five days later, Seahorse took up lifeguard station for the carrier airstrike on northern Luzon and then returned to Midway on 18 October.

Seventh and eighth war patrols, March – August 1945

Upon completion of an overhaul at Mare Island Navy Yard, Seahorse put to sea on 9 March 1945 for her seventh war patrol. Following patrol in the Tsushima Strait, she sank a small junk with gunfire on 8 April. On 18 April, an attack by two patrol boats (CD-14 and CD-132) left the submarine's interior a shambles of broken glass, smashed instruments, and spilled hydraulic oil. Seahorse made hasty repairs and headed for Apra Harbor, Guam, and then to Pearl Harbor for overhaul.

Seahorse put to sea for her eighth and final war patrol on 12 July. When hostilities ceased on 15 August, the submarine was on station 40 miles (64 km) southeast of Hachijō-jima.

Following her return to Midway, Seahorse sailed for Mare Island where she was decommissioned on 2 March 1946. She was assigned to the Pacific Reserve Fleet and remained inactive for the remainder of her career. She was reclassified an auxiliary submarine, AGSS-304, on 6 November 1962, struck from the Navy list on 1 March 1967, and sold on 14 December 1968 to Zidell Explorations Inc., Portland, Oregon, for scrapping.

Seahorse (SS-304) received nine battle stars for World War II service.

(Back to the virtual experience):

https://i.imgur.com/6ucxEu6.png

I've had a bad experience with fuel use in SH4. Many a time I've been sent on patrol with barely enough fuel to make it to my patrol sector just to end up having to immediately chart a course back to the nearest base and hope to make it. As a result, I always disable fuel use (with regret). Other than that. I like to believe my crew is skilled enough to operate the TDC and accurately plot things and I like to take external pics.

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

Mk14s ... all the way ... for now.

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

WCA hydrophones - my only equipment adjustment.

https://i.imgur.com/usUA9PE.png

Orders to the Bismark Sea.

https://i.imgur.com/e4d168G.png

Good looking boat.

https://i.imgur.com/Hiah3GK.png

Off we go.



Very nice. The Seahorse SS-304 is one of my favorite submarines. The book "Maru Killer" by Dave Bauslog is excellent, it is about the Seahorse and her WW II patrols.



Far as your fuel issue, should be no problem in TMO. In TMO, all subs carry the amount of fuel they would have with ballast tanks converted (as real subs did) to carry fuel, you have some very long sea legs.

Standard speed (brings up 15.5 knots) is what I travel to and from most patrol areas typically eats about about 20-25 percent of fuel. I then cruise at around 10-11 knots (2/3) in patrol area unless need to speed up for whatever reason. Typically run fuel down to 25 to 30 percent, enough to get me back to base or at least Midway, Exmouth Gulf etc to fuel en route home, depends on location, distance.

Under the navigation tools on the tool bar there is a :Maxiumum range at current speed" button, your navigator will tell you, as well as a "rang range to course end" and :time to end course. Play with the speeds and see what works best for your current situation.

The original TMO manual which is included in my Update documentation folder, explains this well., consult it. I do not have it front of me but from memory...

fitzcarraldo
09-29-21, 09:48 PM
You can try, however be aware it will alter the designed experience, especially in form of night surface attacks, which are now actually possible due to the darker nights and a major part of the mod. When change the environment it affects sensors and those have to be adjusted, which requires a lot of testing. I probably spent over a month total perfecting the visual sensor settings to get them to work right with the darker nights. Thus far I've encountered no other environmental mod that gets the nights right in this sim.

OK. Many thanks!

Best regards.

Fitzcarraldo :salute:

Bubblehead1980
09-29-21, 09:56 PM
OK. Many thanks!

Best regards.

Fitzcarraldo :salute:


Follow up: I would try it first with the native TMO environment, then try it with your preferred, so can notice the difference. If would like can upload the darker nights mod, can see how it works with your environmental mod.

Mad Mardigan
09-30-21, 02:46 PM
Ahoy, Bubblehead1980... :Kaleun_Cheers:

Had a few & decided to do a bit of poking about in the main, 1st folder that is called for to be installed...

TMO 2.5_UpdatedBH Revised Final

On My end, I renamed it to:

1- Trigger Maru Overhauled v2.5, adding the fact that it is TMO, overhauled.. & adding the 1-, to indicate while staring at JSGME, that it's 1st in the line up to be activated, just My own clarities sake... :yep:

Any who... :hmmm: on to the meat of the subject.

Whilst poking about, taking a look see, under the hood, so to speak.. I noticed something a bit... peculiar.

Sees that there are 2.... Uno... Dos... folders for the following U.S. sub :

Data/Interior

tagged, as follows:

NNS_GAto

NSS_Gato

:o :hmmm: :doh: :hmmm: :timeout:

So, that leads to My query... is that supposed to be that way, or not.... :hmmm: :hmmm: :hmmm:

Standing by, awaiting orders... :shucks:

M. M.

:Kaleun_Salute:

Bubblehead1980
09-30-21, 03:06 PM
Ahoy, Bubblehead1980... :Kaleun_Cheers:

Had a few & decided to do a bit of poking about in the main, 1st folder that is called for to be installed...

TMO 2.5_UpdatedBH Revised Final

On My end, I renamed it to:

1- Trigger Maru Overhauled v2.5, adding the fact that it is TMO, overhauled.. & adding the 1-, to indicate while staring at JSGME, that it's 1st in the line up to be activated, just My own clarities sake... :yep:

Any who... :hmmm: on to the meat of the subject.

Whilst poking about, taking a look see, under the hood, so to speak.. I noticed something a bit... peculiar.

Sees that there are 2.... Uno... Dos... folders for the following U.S. sub :

Data/Interior

tagged, as follows:

NNS_GAto

NSS_Gato

:o :hmmm: :doh: :hmmm: :timeout:

So, that leads to My query... is that supposed to be that way, or not.... :hmmm: :hmmm: :hmmm:

Standing by, awaiting orders... :shucks:

M. M.

:Kaleun_Salute:



That is strange. I just pulled up the Data/Interior/NSS_Gato (in my update mod) and there is only one there for Gato, same with the sub folder which contains the NSS_Gato.sim etc. NSS_GAto (with the capital A) does not look correct Not sure how that made it there, not present on my end.

Mad Mardigan
09-30-21, 03:16 PM
Forgot to add this when I posted to begin with... My apologies...

http://snipboard.io/Qf6p7i.jpg

M. M.

:Kaleun_Salute:

Bubblehead1980
09-30-21, 03:25 PM
Forgot to add this when I posted to begin with... My apologies...

http://snipboard.io/Qf6p7i.jpg

M. M.

:Kaleun_Salute:


Yes, that is not correct and not present in the mod I have in front of me, which I ran a patrol last night, sans a CTD because forgot to activate LAA(I forgot to mention LAA in readme , figured it was a given but will revise.)


Make sure you have the "TriggerMaru_Overhaul_2-5_UpdateBH_Revised Final"(as it is titled) version of the mod, link is in the subsim downloads section.

The other day, in relatively short order, I uploaded three versions..original (which had an error causing some people to have issues starting a career), then I mistakenly uploaded an unfinished/text version of the mod (why I labled it as I did to avoid confusion) and then the final version.

Disregard the other versions, only want the revised final version.

Mad Mardigan
09-30-21, 03:25 PM
& that is from the last downloaded zip, that I grabbed... that you uploaded... by the way.

I circular filed the previous 2 that I grabbed... & that is looking at the main Data/Interior folder...


post edit :

Thought of something.... & think I found where the... issue stems...

After reading your reply post... I dug a bit more... further into things...

In the main unzipped folder... there is, as you pointed out... no... I repeat.. no 2 Gato folders....

upon seeing that, I pulled up My stock copy of SH4... (which is a copy from Steam, by the way... :yep:) &....

lo & behold... found that for some odd reason, that, contains, the aforementioned 2 Gato folders... the whyfore's & how comes... come to mind. :roll:

I shall, take a look at a Ubishaf.. urhm... Ubisoft copy that I also have & see if that occurs as well in that copy or not... & shall report back on what I find out...

M. M.

:Kaleun_Salute:

Bubblehead1980
09-30-21, 03:52 PM
& that is from the last downloaded zip, that I grabbed... that you uploaded... by the way.

I circular filed the previous 2 that I grabbed... & that is looking at the main Data/Interior folder...


post edit :

Thought of something.... & think I found where the... issue stems...

After reading your reply post... I dug a bit more... further into things...

In the main unzipped folder... there is, as you pointed out... no... I repeat.. no 2 Gato folders....

upon seeing that, I pulled up My stock copy of SH4... (which is a copy from Steam, by the way... :yep:) &....

lo & behold... found that for some odd reason, that, contains, the aforementioned 2 Gato folders... the whyfore's & how comes... come to mind. :roll:

I shall, take a look at a Ubishaf.. urhm... Ubisoft copy that I also have & see if that occurs as well in that copy or not... & shall report back on what I find out...

M. M.

:Kaleun_Salute:



Sounds like a steam related issue perhaps. My copy of SH 4 is a disc and the second folder is not present on my end in the mod nor the original SH 4 install.

Mad Mardigan
09-30-21, 03:53 PM
Ok, took a bit of poking about... (somehow I squirreled away that copy in a different folder... :oops: seems I had a couple of SH4 mods stuck in another folder, in that folder I had the Ubi copy tucked off in... still have a lot of work to rebuild My SH mods collection I used to have, before My ext. HD gave up the ghost, no warnings... of impending doom... :doh: :o :wah:) but found the copy I have from Ubi...

& there is only just the 1 Gato folder...

NSS_Gato

On that note.. have deleted/stricken the extraneous NNS_Gato from My modded SH4 & as well from the Steam copy.

I shall go before the navy board for summary 1K lashes with a wet noodle... :oops:

M. M.

:Kaleun_Salute:

Bubblehead1980
09-30-21, 05:06 PM
Ok, took a bit of poking about... (somehow I squirreled away that copy in a different folder... :oops: seems I had a couple of SH4 mods stuck in another folder, in that folder I had the Ubi copy tucked off in... still have a lot of work to rebuild My SH mods collection I used to have, before My ext. HD gave up the ghost, no warnings... of impending doom... :doh: :o :wah:) but found the copy I have from Ubi...

& there is only just the 1 Gato folder...

NSS_Gato

On that note.. have deleted/stricken the extraneous NNS_Gato from My modded SH4 & as well from the Steam copy.

I shall go before the navy board for summary 1K lashes with a wet noodle... :oops:

M. M.

:Kaleun_Salute:


Glad you figured it out. :Kaleun_Salute:

Bubblehead1980
09-30-21, 05:33 PM
Everyone,

Did a little revision to the README for the TMO 2.5 Update. Also included the version of EAX Sound sim I use with the mod.



https://www.subsim.com/radioroom/downloads.php?do=file&id=5970

Revus
09-30-21, 07:12 PM
Have to say, outstanding work Bubblehead. The darker nights are truly a gamechanger. Was just transiting Yakushima strait where a subchaser was patroling at dusk in SIlversides (Jan 43). Waited for darkness and began transit on surface with no issues (had to dive in the end, as she changed course and went static, bringing us too close for surface sneaking. Had to go silent and passed her to starboard at 1500 yds). Really enjoying it

Bubblehead1980
09-30-21, 09:50 PM
Have to say, outstanding work Bubblehead. The darker nights are truly a gamechanger. Was just transiting Yakushima strait where a subchaser was patroling at dusk in SIlversides (Jan 43). Waited for darkness and began transit on surface with no issues (had to dive in the end, as she changed course and went static, bringing us too close for surface sneaking. Had to go silent and passed her to starboard at 1500 yds). Really enjoying it


Thank you, glad are enjoying it.

Nice. Always interesting "running the gauntlet" through straits that are patrolled. Wait until they have radar or you are running through something like Lombok Strait or a place cant dive (mines) like La Perouse lol Makes me tense up and I designed the bloody thing( the patrols) :har: Most of them are random enough, they don't act the same twice, keeps it interesting.


Curious, what assigned area are you en route to ?

Mad Mardigan
10-01-21, 02:50 AM
Thank you, glad are enjoying it.

Nice. Always interesting "running the gauntle"t through straits that are patrolled. Wait until they have radar or you running through something like Lombok Strait or a place cant dive (mines) like La Perouse lol Makes me tense up and I designed the bloody thing( the patrols) :har: Most of them are random enough, they don't act the same twice, keeps it interesting.


Curious, what assigned area are you en route to ?

Ahoy, Bubblehead... :Kaleun_Cheers:

After the last DM with ya, I decided to forgo an s class career & instead pushed forward on a career in a Sargo, the Seawolf. (SS-197) Am based out of Manilla, though it is early on in the war, got orders to patrol off the East side of Formosa to do a bit of reconnoitering around Hailein... (think I got that recalled rightly as to the name of the port city there... :hmmm: is in the NE quad of Formosa.) Am about 4 days out of base, headed for My patrol area... & had to do a crash dive to avoid a Betty bomber.

Loving the set up...thanks for the hard work & effort you put into it. :up:

M. M.

:Kaleun_Salute:

Bubblehead1980
10-01-21, 03:16 AM
Ahoy, Bubblehead... :Kaleun_Cheers:

After the last DM with ya, I decided to forgo an s class career & instead pushed forward on a career in a Sargo, the Seawolf. (SS-197) Am based out of Manilla, though it is early on in the war, got orders to patrol off the East side of Formosa to do a bit of reconnoitering around Hailein... (think I got that recalled rightly as to the name of the port city there... :hmmm: is in the NE quad of Formosa.) Am about 4 days out of base, headed for My patrol area... & had to do a crash dive to avoid a Betty bomber.

Loving the set up...thanks for the hard work & effort you put into it. :up:

M. M.

:Kaleun_Salute:


Oh man did not mean to warn you off the S-Class lol but was just saying its tougher now, they are no longer the tanks (and cant dive as deep as they used to) they used to be in the sim lol.


Nice. I just start my second patrol in the mod, with a Salmon Class (USS Seal-183) out of the Asiatic Fleet, first patrol was out of Manila. Supposed to start at Cavite but guess I never added the start there, will change it with the forthcoming patch.


Those crash dives when a plane is 5 NM or less, since are without SD radar make for some tender moments eh?

Glad you are enjoying the mod. :Kaleun_Salute:

Mad Mardigan
10-01-21, 02:02 PM
Oh man did not mean to warn you off the S-Class lol but was just saying its tougher now, they are no longer the tanks (and cant dive as deep as they used to) they used to be in the sim lol.


Nice. I just start my second patrol in the mod, with a Salmon Class (USS Seal-183) out of the Asiatic Fleet, first patrol was out of Manila. Supposed to start at Cavite but guess I never added the start there, will change it with the forthcoming patch.


Those crash dives when a plane is 5 NM or less, since are without SD radar make for some tender moments eh?

Glad you are enjoying the mod. :Kaleun_Salute:

Naww... you misunderstood... My saying forgo was in the essence of putting that career on hold, whilst I look to scope out a career in a bit better boat.

Still have the S class career... :shucks:

M. M.

:Kaleun_Salute:

Berserker
10-01-21, 09:54 PM
Have the awards and medals been corrected?? Not getting a Navy cross for everything??:hmmm:

Bubblehead1980
10-01-21, 10:56 PM
Have the awards and medals been corrected?? Not getting a Navy cross for everything??:hmmm:


The Better Medals Fix for TMO was incorporated into the the update. Awards are better, but are still wonky, one day I want to sit down and really devote time to correcting them. I have an idea after looking at things and talking with others. Bring back to the MOH for really big feats if possible. Navy cross. Substitute many of the lesser medals for submarine combat pins (often more coveted than medals by WW II submariners) for player and his crew members. Will need someone to do the graphics for the pin

Revus
10-02-21, 09:54 AM
Thank you, glad are enjoying it.

Nice. Always interesting "running the gauntlet" through straits that are patrolled. Wait until they have radar or you are running through something like Lombok Strait or a place cant dive (mines) like La Perouse lol Makes me tense up and I designed the bloody thing( the patrols) :har: Most of them are random enough, they don't act the same twice, keeps it interesting.


Curious, what assigned area are you en route to ?

COMSUBPAC ordered us to patrol Area 8, south of Bungo Suido for 5 days. Nothing found during that period except for a few fishing junks.


Got subsequent orders to move to Area 8. Once there was told to find 'em and sink 'em. Thats when I headed through the strait with intentions of trawling off the Kagoshima bay entrance. Few subchasers, a small DE, and an H8K or two out there, but no shipping. Avoided the patrols submerged by day, on the surface at night. One night, thought I was detected at about 7000 yards but outran it, leaving her ziging around searching.

Decided to act on my own now, in search of big fish out in Convoy College. Ill be there in a few days game time.



Another cool add, actually having Sofu Gan out there is a cool surprise. Felt like i was finding the Dutchman again.

Arlo
10-02-21, 10:50 AM
The Better Medals Fix for TMO was incorporated into the the update. Awards are better, but are still wonky, one day I want to sit down and really devote time to correcting them. I have an idea after looking at things and talking with others. Bring back to the MOH for really big feats if possible. Navy cross. Substitute many of the lesser medals for submarine combat pins (often more coveted than medals by WW II submariners) for player and his crew members. Will need someone to do the graphics for the pin


I'd just add the MOH for the big feats (like you said) and drop the campaign medal (participation trophy*).

*No disrespect. I had a grandfather and great uncle who received them - but they weren't 'valor' medals.

Bubblehead1980
10-02-21, 12:28 PM
COMSUBPAC ordered us to patrol Area 8, south of Bungo Suido for 5 days. Nothing found during that period except for a few fishing junks.


Got subsequent orders to move to Area 8. Once there was told to find 'em and sink 'em. Thats when I headed through the strait with intentions of trawling off the Kagoshima bay entrance. Few subchasers, a small DE, and an H8K or two out there, but no shipping. Avoided the patrols submerged by day, on the surface at night. One night, thought I was detected at about 7000 yards but outran it, leaving her ziging around searching.

Decided to act on my own now, in search of big fish out in Convoy College. Ill be there in a few days game time.



Another cool add, actually having Sofu Gan out there is a cool surprise. Felt like i was finding the Dutchman again.



That is surprising, Area 8 is a pretty busy area for most of the war, Singapore-Home Islands and several other convoys lanes converge there for approaches to Bungo Suido. You are in January 1943 if I recall? Checked the file, yea a lot of traffic but judging from your description, probably were not far enough out to sea. Should definitely have better luck in Luzon Strait.


I probably need to do an intel file (README) with coordinates of shipping lanes. In future patch will adjust the patrol are marker to the proper location, the current one is the default TMO marker.

Bubblehead1980
10-02-21, 01:01 PM
Torpedo Fix for the TMO 2.5 Update. Check out the README


https://www.subsim.com/radioroom/showthread.php?t=250672

Revus
10-02-21, 01:03 PM
That is surprising, Area 8 is a pretty busy area for most of the war, Singapore-Home Islands and several other convoys lanes converge there for approaches to Bungo Suido. You are in January 1943 if I recall? Checked the file, yea a lot of traffic but judging from your description, probably were not far enough out to sea. Should definitely have better luck in Luzon Strait.


I probably need to do an intel file (README) with coordinates of shipping lanes. In future patch will adjust the patrol are marker to the proper location, the current one is the default TMO marker.

It might be that I patrolled alot along the "suspected" shipping lanes from Tokyo or Osaka toward Luzon, and almost no time near the coast. Been trying to stay away from those minefields you made haha:Kaleun_Cheers:

Mad Mardigan
10-02-21, 01:06 PM
That is surprising, Area 8 is a pretty busy area for most of the war, Singapore-Home Islands and several other convoys lanes converge there for approaches to Bungo Suido. You are in January 1943 if I recall? Checked the file, yea a lot of traffic but judging from your description, probably were not far enough out to sea. Should definitely have better luck in Luzon Strait.


I probably need to do an intel file (README) with coordinates of shipping lanes. In future patch will adjust the patrol are marker to the proper location, the current one is the default TMO marker.

Ahoy, Bubblehead1980... :Kaleun_Cheers:

Just a side note report...

For setting up, I did go with having vickers03's interior mod added in.. & it worked fine, though... it did have 1 issue. Got to the patrol area for Seawolf that I was given.

In hat, I ran into a merchie... can't recall the name of that ship, a B?* Maru ship, :hmmm: I'll see if I can take a look through the rec man & find the exact name for that ship... to pin it down definitively.

The issue was... shot 4 torps at it... & all of them, ran right through it... as if the ship was.. casper the ghost. I did manage to sink it, though I had to do so with the DG.

1 thing I did notice, was that I had a nearly moonless night & was able to get within 1500 from it & never got sighted. NOT until I lit it up with the DG.

Have to say, I am loving the ability to get in close to attack.... :subsim:

The reason I added vickers mod in, was owing to clicking on the door leading from the control room leading forward into the bow area & instead of seeing a U.S. interior, I saw instead... a Uboat radio/sonar/kaleun's bed area.... :doh:

The vickers mod I used was the last 1 that vickers released... though earmarked for FotRS-U v1.46,, it did work with your mod set up... :up: outside of that lil' snafu with the torp's, that is... No idea if or how many other ships in your set up, may also have had that... snafu that I ran into on that 1 ship, though. :hmmm:

I closed out & took it out, (Yes, I did follow protocol & dumped the game save folder... edited it to weed out the old info while retaining the settings to keep the main settings in regards to the middle options on the main page so as to NOT have to reset them. That also applies to clearing out the top 2 folders & the config settings for JSGME in the mods folder, as well.) thereby having to restart My careers in the S class & Sargo boats... but, a small price to pay.

Knowing this info, may assist you or another, in reworking vickers mod to be able to be integrated into your mod set up....

Thought you might want to know that info... an so, am passing it along.

M. M.

:Kaleun_Salute:

Bubblehead1980
10-02-21, 01:53 PM
Ahoy, Bubblehead1980... :Kaleun_Cheers:

Just a side note report...

For setting up, I did go with having vickers03's interior mod added in.. & it worked fine, though... it did have 1 issue. Got to the patrol area for Seawolf that I was given.

In hat, I ran into a merchie... can't recall the name of that ship, a B?* Maru ship, :hmmm: I'll see if I can take a look through the rec man & find the exact name for that ship... to pin it down definitively.

The issue was... shot 4 torps at it... & all of them, ran right through it... as if the ship was.. casper the ghost. I did manage to sink it, though I had to do so with the DG.

1 thing I did notice, was that I had a nearly moonless night & was able to get within 1500 from it & never got sighted. NOT until I lit it up with the DG.

Have to say, I am loving the ability to get in close to attack.... :subsim:

The reason I added vickers mod in, was owing to clicking on the door leading from the control room leading forward into the bow area & instead of seeing a U.S. interior, I saw instead... a Uboat radio/sonar/kaleun's bed area.... :doh:

The vickers mod I used was the last 1 that vickers released... though earmarked for FotRS-U v1.46,, it did work with your mod set up... :up: outside of that lil' snafu with the torp's, that is... No idea if or how many other ships in your set up, may also have had that... snafu that I ran into on that 1 ship, though. :hmmm:

I closed out & took it out, (Yes, I did follow protocol & dumped the game save folder... edited it to weed out the old info while retaining the settings to keep the main settings in regards to the middle options on the main page so as to NOT have to reset them. That also applies to clearing out the top 2 folders & the config settings for JSGME in the mods folder, as well.) thereby having to restart My careers in the S class & Sargo boats... but, a small price to pay.

Knowing this info, may assist you or another, in reworking vickers mod to be able to be integrated into your mod set up....

Thought you might want to know that info... an so, am passing it along.

M. M.

:Kaleun_Salute:


Hmm strange, never had that issue and sunk every merchant on the roster at least once in testing. yes please track down the name of the merchant, give date, time, location, type of torpedo? . Biyo Maru? Banzai Maru? Heavy seas? Are you positive they ran through it or did the torpedoes run deep and appear to run through it with the wake heavy seas ? Torpedoes do run deep until mid 1943, with the worst of the issue from Dec 41-Dec 42, one of real life defects of MK 14 (and some other torpedoes) in first part of the war.


Are you running an environmental mod?

Not sure why the interior mod would cause it, but it is possible since I am sure it overwrites things with TMO 2.5.

I tried to use it with TMO 2.5 once and caused CTD but ran fine for me when ran FOTRS.

The "Captains Cabin" you saw in your boat was part of vickers original interior overhauls for TMO that were incorporated into TMO by Ducimus when he was active.Believe the cabin was added as Kind of a stop gap measure, obviously taken from a Uboat. Currently, it is only present on the older boats. The Gato/Balao/Tench/Tambor/Gar no longer have that since they have the 3D TDC and Realistic Radar. I mam guessing compatibility issues.


Far as the attack...glad to it worked as designed for you. Now in the sim, much as in real life, first indication to enemy ships they are under submarine attack is usually once they've already opened fire, especially at night. Subs are tough to spot on surface. Of course they see the muzzle flash etc

I'd be careful getting so close in deck gun action though, the skill level of the unescorted merchants is generally set pretty high, are many elite and veteran rated crews out there and they will shoot your boat full of holes. :Kaleun_Salute:

Mad Mardigan
10-02-21, 02:46 PM
Hmm strange, never had that issue and sunk every merchant on the roster at least once in testing. yes please track down the name of the merchant, give date, time, location, type of torpedo? . Biyo Maru? Banzai Maru? Heavy seas? Are you positive they ran through it or did the torpedoes run deep and appear to run through it with the wake heavy seas ? Torpedoes do run deep until mid 1943, with the worst of the issue from Dec 41-Dec 42, one of real life defects of MK 14 (and some other torpedoes) in first part of the war.

Biyo Maru, rough guess on the date was like.. 12/13/41, maybe the 14th... was after sailing time to get in the general area to do that photo recon objective I got @ Hailein, Formosa. As for sea state... was relatively calm, just some light swells. Oh, yeah.. am most definitely positive... they caspered right though it. (have the cam next/previous, reactivated owing to I like the ability so as to do screen shots...) & was considering doing a screenie of My 1st kill. So I watched it at close in range & saw it do so. Those 2, ran straight hot & normal... except for augering through with no detonation. Got later on "torp" missed" action report on them. I ran into that issue with FotRS-U (don't recall the specifics, exactly... :hmmm: only to recall that happened when I ran the torp attack mission in the school section... torps sailed right through that cruiser you're supposed to sink to complete that school mission... :yep: & that occurrence, was some time back... think like, pre v1.39 or early on v1.46 FotRS-U somewhere along that time frame... if My ol' rusty, dusty banged up HD of a brain is recalling the details rightly. :doh:) Torp, was the only 1's on board before I sailed... Mk XIV's... On a side note... have deactivated & replaced the early on tnt mod with the updated version... before ya ask if I have or not... :D


Are you running an environmental mod?

Not sure why the interior mod would cause it, but it is possible since I am sure it overwrites things with TMO 2.5.

I tried to use it with TMO 2.5 once and caused CTD but ran fine for me when ran FOTRS.

Nope... stock enviro that is with the set up... which looks fab, to be frank... Only complaint I have is... on the waves action... would be swell if it was doable to utilize the methods that 1 Alex has in their SH3 GWX set up... those waves look killer realistic that I felt I had to grab some dramamine pills... :haha::har: they are that good... :yep:

besides the interiors it does include a subs folder, with each of the U.S. boats in there... & likely includes a eqp. file an most likely a .dat or .sim file I'd think of course, won't know fo shure until looking... will take a peek inside & see what's what in there... :yep:


The "Captains Cabin" you saw in your boat was part of vickers original interior overhauls for TMO that were incorporated into TMO by Ducimus when he was active.Believe the cabin was added as Kind of a stop gap measure, obviously taken from a Uboat. Currently, it is only present on the older boats. The Gato/Balao/Tench/Tambor/Gar no longer have that since they have the 3D TDC and Realistic Radar. I mam guessing compatibility issues.
Yeah, think that area is only up to Sargo... I would check the other boats past the Sargo in the school.. but is only the choice of using the Porpoise class boat in there... :o


Far as the attack...glad to it worked as designed for you. Now in the sim, much as in real life, first indication to enemy ships they are under submarine attack is usually once they've already opened fire, especially at night. Subs are tough to spot on surface. Of course they see the muzzle flash etc

I'd be careful getting so close in deck gun action though, the skill level of the unescorted merchants is generally set pretty high, are many elite and veteran rated crews out there and they will shoot your boat full of holes. :Kaleun_Salute:

With that bird, aka merchie... being as it was early on at the near start of hostilities... they were unarmed... but, your point is well taken... I do always check to see if they are armed or not, before I take to DG action... & most assurely NEVER with a war ship/s.... except if I know that I may (sic) die in game... then all bets are off... I'll go down fighting... Farragut style... Full speed ahead... D**n the torpedo's... :arrgh!:
M. M.

:Kaleun_Salute:

post edit :

Ok, after doing a bit of... poking about, in the guts of vickers03's interior mod...

In the "library' folder, there are a couple of files there... that may have a bearing on the damages taken or not by other ships... maybe... jus' guessing here...:yep:

GraphHitPointsAll.dat

That as I am guessing, may be the cause of it... maybe... *shrugs* no idea, as I have no means, much less knowledge of .dat files... :oops:

Am more... knowledgeable where it pertains to .cfg & the like that work with using notepad to dink about there... :yep:

Bubblehead1980
10-03-21, 01:08 AM
Biyo Maru, rough guess on the date was like.. 12/13/41, maybe the 14th... was after sailing time to get in the general area to do that photo recon objective I got @ Hailein, Formosa. As for sea state... was relatively calm, just some light swells. Oh, yeah.. am most definitely positive... they caspered right though it. (have the cam next/previous, reactivated owing to I like the ability so as to do screen shots...) & was considering doing a screenie of My 1st kill. So I watched it at close in range & saw it do so. Those 2, ran straight hot & normal... except for augering through with no detonation. Got later on "torp" missed" action report on them. I ran into that issue with FotRS-U (don't recall the specifics, exactly... :hmmm: only to recall that happened when I ran the torp attack mission in the school section... torps sailed right through that cruiser you're supposed to sink to complete that school mission... :yep: & that occurrence, was some time back... think like, pre v1.39 or early on v1.46 FotRS-U somewhere along that time frame... if My ol' rusty, dusty banged up HD of a brain is recalling the details rightly. :doh:) Torp, was the only 1's on board before I sailed... Mk XIV's... On a side note... have deactivated & replaced the early on tnt mod with the updated version... before ya ask if I have or not... :D



Nope... stock enviro that is with the set up... which looks fab, to be frank... Only complaint I have is... on the waves action... would be swell if it was doable to utilize the methods that 1 Alex has in their SH3 GWX set up... those waves look killer realistic that I felt I had to grab some dramamine pills... :haha::har: they are that good... :yep:

besides the interiors it does include a subs folder, with each of the U.S. boats in there... & likely includes a eqp. file an most likely a .dat or .sim file I'd think of course, won't know fo shure until looking... will take a peek inside & see what's what in there... :yep:


Yeah, think that area is only up to Sargo... I would check the other boats past the Sargo in the school.. but is only the choice of using the Porpoise class boat in there... :o



With that bird, aka merchie... being as it was early on at the near start of hostilities... they were unarmed... but, your point is well taken... I do always check to see if they are armed or not, before I take to DG action... & most assurely NEVER with a war ship/s.... except if I know that I may (sic) die in game... then all bets are off... I'll go down fighting... Farragut style... Full speed ahead... D**n the torpedo's... :arrgh!:
M. M.

:Kaleun_Salute:

post edit :

Ok, after doing a bit of... poking about, in the guts of vickers03's interior mod...

In the "library' folder, there are a couple of files there... that may have a bearing on the damages taken or not by other ships... maybe... jus' guessing here...:yep:

GraphHitPointsAll.dat

That as I am guessing, may be the cause of it... maybe... *shrugs* no idea, as I have no means, much less knowledge of .dat files... :oops:

Am more... knowledgeable where it pertains to .cfg & the like that work with using notepad to dink about there... :yep:




I DM'd you about the issue to make sure you saw my response. Yes, I did testing in single mission and the campaign(did a quick edit to a "test" version of the mod I keep on hand. I knew where to find a BIYO MARU) and no such issues on my end. Biyo is a native SH 4 ship (believe it was the old split freighter) and renamed BIYO MARU in TMO. I kept most of the native TMO "maru" names (although I plan to rename them all at some point)

I could test with vickers interior mods another time, just had time earlier today to run that test. Based on what you have told me and looking over the files, I believe running the non-compatible interior mods caused the issue. As I mentioned in the README , use caution when using mods outside of those prescribed, overwrites can "break" then mod.

Plus side, vickers has said the TMO versions of his interior mods are in the works, so we will have the glory of other compartments at some point. In injunction with this update and the future updates I plan, hope it will really elevate TMO.

Mad Mardigan
10-03-21, 02:27 AM
I DM'd you about the issue to make sure you saw my response. Yes, I did testing in single mission and the campaign(did a quick edit to a "test" version of the mod I keep on hand. I knew where to find a BIYO MARU) and no such issues on my end. Biyo is a native SH 4 ship (believe it was the old split freighter) and renamed BIYO MARU in TMO. I kept most of the native TMO "maru" names (although I plan to rename them all at some point)

I could test with vickers interior mods another time, just had time earlier today to run that test. Based on what you have told me and looking over the files, I believe running the non-compatible interior mods caused the issue. As I mentioned in the README , use caution when using mods outside of those prescribed, overwrites can "break" then mod.

Plus side, vickers has said the TMO versions of his interior mods are in the works, so we will have the glory of other compartments at some point. In injunction with this update and the future updates I plan, hope it will really elevate TMO.

Ahoy, Bubblehead1980... :Kaleun_Cheers:

Aye, got the DM & read it... :yep: :up:

Yeah... took a shot at using it (vickers Interior mod, though slated for FotRS-U, (which is based off an earlier on version of TMO...) figured... what the hey...) Maybe, just maybe... it might work as is without too much hassle...

Have to say it was looking good, until I ran into that torp issue. *sighs* Ahh well, not a real big issue, wasn't terribly too invested in that career any way. So, no real big loss there. *shrug* was worth a shot. :yep:

Do have to say, outside of that, it did look fab, though...

Will eagerly look forward to a TMO based compatible copy of the Interiors mod. :yep: :D

I am, using vickers original no rust version of the 4K skins mod, along with the battle flags mods (just the conning tower portion of it, with the kill flags for now... when I get some kills, that is. :yep: :) won't go with the Interior battle flag portion of it until the updated Intriors mod for TMO is out...) & believe with those, are safe to use with your TMOverhauled v2.5 set up... as they're basically... eye candy.

M. M.

:Kaleun_Salute:

Bubblehead1980
10-03-21, 08:37 AM
It might be that I patrolled alot along the "suspected" shipping lanes from Tokyo or Osaka toward Luzon, and almost no time near the coast. Been trying to stay away from those minefields you made haha:Kaleun_Cheers:


Ah yes, at that point in the war, while will find targets near coast, especially the loners, the traffic lanes with convoys and the big targets further out to sea at that point in the war.

I recall being in the Bungo-Palau lanes (which pass through Area 8 as well) in area "Vestible" in the Phillippine Sea once (testing traffic) and was in patrol area for 29 days, with no contacts but occasional long range patrol plane lol Calculated with fuel had maybe two days of patrol left before had to head for Midway. Shift patrol to west again a little and boom, found a Southbound convoy. Multiple attacks over next 48 hours, sunk four merchants and an escort. Boat was banged up, but was heading home. Then ran into a northbound convoy, another running battle over 36 hours, sunk two big tankers in night surface attack, which were loaded with fuel judging way they blew up after one torpedo hit. Raced away but had to dive since the e escort was a full sized destroyer, could easily overtake my boat. Depth charged boat for 12 hours. Surfaced and made it to Midway with 2 percent fuel remaining lol. That was a an interesting patrol, hours of boredom, wondering if I screwed something up with the traffic I added lol then boom. It's a huge ocean out there , not easy to always find targets.


lol yes the minefields, good idea to stay away. I stumbled into once in 1945 down around one of the straits in Flores/Soembawa Islands, lucky I did not hit a mine, had to blow a few up with guns(which is a lot of fun by the way lol) to safely get clear. Let me know if you encounter any, hopefully you will see them first.

Bubblehead1980
10-03-21, 08:44 AM
Ahoy, Bubblehead1980... :Kaleun_Cheers:

Aye, got the DM & read it... :yep: :up:

Yeah... took a shot at using it (vickers Interior mod, though slated for FotRS-U, (which is based off an earlier on version of TMO...) figured... what the hey...) Maybe, just maybe... it might work as is without too much hassle...

Have to say it was looking good, until I ran into that torp issue. *sighs* Ahh well, not a real big issue, wasn't terribly too invested in that career any way. So, no real big loss there. *shrug* was worth a shot. :yep:

Do have to say, outside of that, it did look fab, though...

Will eagerly look forward to a TMO based compatible copy of the Interiors mod. :yep: :D

I am, using vickers original no rust version of the 4K skins mod, along with the battle flags mods (just the conning tower portion of it, with the kill flags for now... when I get some kills, that is. :yep: :) won't go with the Interior battle flag portion of it until the updated Intriors mod for TMO is out...) & believe with those, are safe to use with your TMOverhauled v2.5 set up... as they're basically... eye candy.

M. M.

:Kaleun_Salute:


The day we have officers quarters, engine rooms, torpedo rooms etc, interiors at all for TMO, I may cry
lol.

Well, glad were not too invested in that career yet, load up a new one and let me know how it goes. I just started my third patrol in the USS Seal (Salmon Class), March 1942 now in Banda Sea (G6, M1-II) . Testing this patrol with torpedo fix I just released (tested in single missions previously) and the depth charge disturbance mod, which I have tweaked so they don't nerf TMO escorts sonar so much, but still provide that small window of escape, and make it so player does not have to go to 500+ feet every time to get away lol. Played last two patrols without it, TMO escorts are tough lol. Will see how it plays out

4H_Ccrashh
10-03-21, 02:03 PM
Started a campaign with the S-boat out of Cavite.

Went north to Luzon to attack enemy "phibs" at Aparri.

Twenty or so miles out I came across what appeared to be a single destroyer.

It was broad daylight around noon. What I should have done (this is after all TMO) was to dive the boat. But nooooooo.... dummy here wanted to look around a bit then dive.

Of course he saw me. As the scope went under he was coming right for me with a bone in his teeth.

Turns out he had friends. Five of them to be exact.

Five hours later (all run at normal time, no time skip) I managed to get away.

Counted over 400 charges dropped.

As they left the area I went to periscope depth to watch them leave.

Boy was I surprised to see TWELVE destroyers leaving. I guess as the cans ran out of depth charges they had called in reinforcements.

Needless to say with a damaged boat , I never made it to Aparri. Currently limping back to Cavite.

It is good to be home in TMO. :yeah:

Mad Mardigan
10-03-21, 02:19 PM
The day we have officers quarters, engine rooms, torpedo rooms etc, interiors at all for TMO, I may cry
lol.

Well, glad were not too invested in that career yet, load up a new one and let me know how it goes. I just started my third patrol in the USS Seal (Salmon Class), March 1942 now in Banda Sea (G6, M1-II) . Testing this patrol with torpedo fix I just released (tested in single missions previously) and the depth charge disturbance mod, which I have tweaked so they don't nerf TMO escorts sonar so much, but still provide that small window of escape, and make it so player does not have to go to 500+ feet every time to get away lol. Played last two patrols without it, TMO escorts are tough lol. Will see how it plays out

Ahoy... :Kaleun_Cheers:

Yeah, restart is in S-18 & the Sealion... both just a couple of days outta Manilla.

S-18, with orders to head to Celebes sea & await further orders... Sealion, to head just a wee bit north of Aparri in the College area & also to await further orders... jus' hope My career isn't comprised of an over abundance of going to point X (X being what ever locality there.. :D take your pick here... :haha:) & await further orders... jus' joshin' a bit but also with a smidge of seriousness as well.. I trust that there wasn't a overabundance of those kind of orders written into the objectives orders scripting... though, I recall early on it was mentioned that at the start of the war, there was a lotta orders, counterorders that flew about... before the higher ups, got their act together... at least on that score. :yep: so, to run into that early on... would be totally understandable. :yep:

A shame it took them soo bloody long to get their heads outta their aft quarters over the torp fiasco, though... :o :damn:

What's the word on that, the depth charge disturbance mod...? :hmmm:

The day we have officers quarters, engine rooms, torpedo rooms etc, interiors at all for TMO, I may cry
lol.

Tears, of joy... no doubt... think I'll probably shed a couple Myself...

:Kaleun_Salute:

M. M.

Bubblehead1980
10-03-21, 02:37 PM
Started a campaign with the S-boat out of Cavite.

Went north to Luzon to attack enemy "phibs" at Aparri.

Twenty or so miles out I came across what appeared to be a single destroyer.

It was broad daylight around noon. What I should have done (this is after all TMO) was to dive the boat. But nooooooo.... dummy here wanted to look around a bit then dive.

Of course he saw me. As the scope went under he was coming right for me with a bone in his teeth.

Turns out he had friends. Five of them to be exact.

Five hours later (all run at normal time, no time skip) I managed to get away.

Counted over 400 charges dropped.

As they left the area I went to periscope depth to watch them leave.

Boy was I surprised to see TWELVE destroyers leaving. I guess as the cans ran out of depth charges they had called in reinforcements.

Needless to say with a damaged boat , I never made it to Aparri. Currently limping back to Cavite.

It is good to be home in TMO. :yeah:


S Boat oh nice. They are significantly more delicate than they were (were kind of tanks to be honest) and can not go nearly as deep as they did in previous TMO versions. Glad you survived. How damaged are we talking?

Yes, the Aparri landing force was well escorted in real life and thus is in the mod. I built it based off of published orders of battle(as I did every historical action in the mod) , so each ship you encountered has a historical counterpart and with changes, their help can come from hours away instead of the previous 15 minute limit. In testing been off coast of Japan, been under for hours being depth charge, think I got it, then a new warship contact comes in closing, pinging , finds me and starts process all over again lol. So you were detected and they called for help, their buddies joined in on the party hunting the sub. My first patrol in the mod after release, was in December 1941. I was in Bashi channel and sunk a merchant, two DD's responded about 30 minutes later, detected me from an unusually logn distance and depth charged me about 6 hours as well, one charge came so close, it flooded forward torpedo room and put hull damage up to 24, damaged a lot of equipment, injured crew, boat went out of control for a time to 411 feet while was trying to balance out as repairs were going on, lucky with that hull damage , hull did not collapse from the increased depth. Good to be home in TMO indeed lol. Glad you are enjoying it. What was the max depth you took the S-Boat during the attack?

4H_Ccrashh
10-03-21, 02:56 PM
I started at 250' At the end of the fight I was at 320. I was nervous as hell giving the order to go to 320. But she held together.

I lost both periscopes, damaged diesel engines, aft battery, trim pump, compressor and the entire watch crew wounded.

I'm trying to get back to Cavite at reduced speed before its closed due to enemy attacks.

No way I'm making it to Surabaya.

On an even less pleasant note the boat has no SD radar so planes can show real close not giving me much time to dive.

Did I mention my boat S-37 has no AA defenses?

Bubblehead1980
10-03-21, 03:11 PM
Ahoy... :Kaleun_Cheers:

Yeah, restart is in S-18 & the Sealion... both just a couple of days outta Manilla.

S-18, with orders to head to Celebes sea & await further orders... Sealion, to head just a wee bit north of Aparri in the College area & also to await further orders... jus' hope My career isn't comprised of an over abundance of going to point X (X being what ever locality there.. :D take your pick here... :haha:) & await further orders... jus' joshin' a bit but also with a smidge of seriousness as well.. I trust that there wasn't a overabundance of those kind of orders written into the objectives orders scripting... though, I recall early on it was mentioned that at the start of the war, there was a lotta orders, counterorders that flew about... before the higher ups, got their act together... at least on that score. :yep: so, to run into that early on... would be totally understandable. :yep:

A shame it took them soo bloody long to get their heads outta their aft quarters over the torp fiasco, though... :o :damn:

What's the word on that, the depth charge disturbance mod...? :hmmm:



Tears, of joy... no doubt... think I'll probably shed a couple Myself...

:Kaleun_Salute:

M. M.



Ah yes, the orders can be silly, its an old issue from stock days as well. The orders are untouched from last TMO version, I did not get around to it for this release( Alot more complicated to implement than one would think and can cause problems in campaign) but a revamp is planned in the future for orders to be be more in synch with the update mod.

Yes, that is accurate in early days the patrol orders changed quickly, a lot of confusion. In the sim if you don't each your goal, as long as sink a couple ships it usually offsets not reaching the objectives. I used to ignore patrol orders all time and managed to sink. Only thing if have some dry patrols (which in this mod you now will from time to time) and then don't complete orders consistently it affects your renown and more importantly the rating you are assigned internally, eventually will relieve you of command, that is a hard coded thing. Happened to me once when testing some things in campaign, before I knew how to edit the orders assigned in the save file.


Depth charges......I've only been depth charged twice on this patrol and it was ineffective on first first one, but second one was decent, still needs adjustment. I stumbled on a carrier and two CA with 6 DD in the Banda Sea off Buru Island at night in March 1942 submerged and attacked, but three premature explosions 10 yards or less from the carrier and one miss when carrier took evasive action caused me to miss. The seas were heavy, so the escorting destroyers were ineffective with their counter attack and the DC disturbances just made it worse, none of the charges came close and they quit hutting after an hour.

I reduced the disturbances created by depth charge explosions from 45 seconds per charge to 15, so the AI does not lose track of player as easy. Second attack from a DD after sinking the 9900 ton freighter (KOBAYASHI MARU) her was escorting, directly attacked me for about two hours, seems lost contact and kept dropping astern of me at about 1000-1500 yards for another hour then he went quiet to listen for 45 minutes or so , then left area with the other second ship he was escorting and. Definitely reduced his accuracy in tracking and dropping charges but still provided a decent counter attack, may need a little more adjustment though. For next try, I may reduce the time on each charge to say 10 seconds and the size of the disturbance and try it on next patrol. Plus side, in the second attacked I was able to keep the boat at max depth of 365 feet during the attack, which is very deep for a Salmon class.

Bubblehead1980
10-03-21, 03:45 PM
I started at 250' At the end of the fight I was at 320. I was nervous as hell giving the order to go to 320. But she held together.

I lost both periscopes, damaged diesel engines, aft battery, trim pump, compressor and the entire watch crew wounded.

I'm trying to get back to Cavite at reduced speed before its closed due to enemy attacks.

No way I'm making it to Surabaya.

On an even less pleasant note the boat has no SD radar so planes can show real close not giving me much time to dive.

Did I mention my boat S-37 has no AA defenses?


Ohhhhh yea, at 320 ft in S boat you were definitely pushing it depth wise lol

Did you have hull damage?

That is quite a damage list. Ah yea, the watch crew. Legacy bug from stock, where the watch crew gets wounded when are in the deck watch slots, even if boat is submerged those in the crew slots will get wounded. That is why Ducimus (creator of TMO ) put the crew berthing slots in the subs ( I believe S Class has the crew berthing compartment?) , to move the watch guys when submerged and under attack.

Far as making it back, if you miss the chance to dock at Manilla, the base opens up at Mangarin Bay on South Western end of Mindoro Island in the Philippines not far away...when you "dock" there, can refuel, rearm if need be, and will repair your damage, except hull damage if you have it, that can only be repaired when dock at homeport.

I added the ability to "dock" there because there was a small base there in December 41 and many forces retreating from Manila gathered there as staging area before moving south to Surabaya. I add this traffic to the sim, so will likely see different types of ships departing Manila, and heading there before heading south.. US PT boats would depart there in evening, make their runs up to harass Japanese around Manila and Subic, then run back to Mangarin Bay , arriving around dawn. I added them as well and they can fire torpedoes now, so you will likely run into US PT boats en route and returning if sailing down there .




Yes, S class did not have SD radar until Spring/Summer 1942, so no radar. If I recall in TMO SD is offered in April 42. I am on my third patrol with SD radar as well, since it was new technology most boats did not have it (especially Asiatic boats) when the war started, I made it to where it is not offered until January 42 and it is quite costly until February. The boats that were sent to patrol home islands at outbreak were selected in because they were among the few who had SD radar installed already.


Yes, the S-Class had no gun platform in early part of the war, primarily because of limited deck space. They were small boats of WW I vintage, designed before aircraft were even a problem for submarines, so no AA gun.I am sure in real life they could mount .50 cal machine guns topside if needed but can't do that in the sim.

If I recall, and the refit that comes up in late 42 or into 1943 will add an extension on aft conning tower for AA gun. I can't remember if that was TMO or not, it has been a long time since ran an S boat that later in the war. I need to check on that and if not, will have to remedy for next update. Best defense against planes, much as in real life is to just dive.

4H_Ccrashh
10-03-21, 04:15 PM
Hull Damage was 40 percent.

I think the trim pump damage is modeled. After the attack I was maintaining depth although sluggishly. But the boat was sitting with the bow angle way up high. It looked like she was pitched up about 60 to 70 degrees.

After the trim pump was repaired she leveled out.

I could maintain level posture if I increased speed but speed = noise.

The one bug that is still there is after damage some of the crew turn into black shadow creatures.

Kal_Maximus_U669
10-03-21, 07:03 PM
I started to tinker to make it more beautiful...
TriggerMaru_Overhaul_2-5_UpdateBH Revised Final=1
Nav Map MakeOverTMOUpdate=2
NavMapMakeOverTMOUpdatePatch=3
AlliedShipsTMO=4
ShipsforTMO=5
EAXsoundsim_without_WebstersManeuver_TMO=6
TMO2_different_smoke_and_splash_effects=7
FJB Color Navigation Map=8
DrJester's Environment Overhaul=9 .... (modifier)
16 Webster's Eliminate Floating Plankton=10
TMONewDepthChargesType95=11
RestoreSDRadarFromStart=12
BATTLEFLAG_CONNING_PIKE_SS173=13
SEA_LIFE_SH4_PACIFIC=14
IJN_Radar_Fix_2=15
training campaign here....
http://image.noelshack.com/fichiers/2021/40/1/1633304198-sh4img-2021-10-03-17-59-09-264.png
http://image.noelshack.com/fichiers/2021/40/1/1633304207-sh4img-2021-10-03-17-59-34-104.png
Star Campagne ...
http://image.noelshack.com/fichiers/2021/40/1/1633304887-sh4img-2021-10-03-18-14-16-138.png
http://image.noelshack.com/fichiers/2021/40/1/1633304931-sh4img-2021-10-03-18-15-57-883.png
http://image.noelshack.com/fichiers/2021/40/1/1633304882-sh4img-2021-10-03-18-14-03-260.png
http://image.noelshack.com/fichiers/2021/40/1/1633304899-sh4img-2021-10-03-21-41-09-844.png
http://image.noelshack.com/fichiers/2021/40/1/1633304913-sh4img-2021-10-03-21-52-26-297.png
http://image.noelshack.com/fichiers/2021/40/1/1633306346-sh4img-2021-10-03-23-56-38-850.png
http://image.noelshack.com/fichiers/2021/40/1/1633304219-sh4img-2021-10-03-18-40-28-163.png
http://image.noelshack.com/fichiers/2021/40/1/1633304918-sh4img-2021-10-03-21-56-15-365.png
http://image.noelshack.com/fichiers/2021/40/1/1633304226-sh4img-2021-10-03-23-00-43-327.png
http://image.noelshack.com/fichiers/2021/40/1/1633304247-sh4img-2021-10-04-00-29-44-285.png
http://image.noelshack.com/fichiers/2021/40/1/1633304241-sh4img-2021-10-04-00-26-42-502.png
http://image.noelshack.com/fichiers/2021/40/1/1633306358-sh4img-2021-10-04-00-45-11-212.png
http://image.noelshack.com/fichiers/2021/40/1/1633306352-sh4img-2021-10-04-00-42-14-348.png
I took Marks 10 on board to try them out ... and see ... at the level of the search radar everything is going well no disponible...see soon...

Bubblehead1980
10-03-21, 10:24 PM
Hull Damage was 40 percent.

I think the trim pump damage is modeled. After the attack I was maintaining depth although sluggishly. But the boat was sitting with the bow angle way up high. It looked like she was pitched up about 60 to 70 degrees.

After the trim pump was repaired she leveled out.

I could maintain level posture if I increased speed but speed = noise.

The one bug that is still there is after damage some of the crew turn into black shadow creatures.


Ouch, they did a real number on you...40 percen hull damage and all the equipment wrecked. You were definitely extremely close to hull collapse in a S boat at 320 feet with that kind of hull damage. A little deeper or one close charge that increased hull damage even a little more. Obvious were dealing with first team escorts, for them to put charges close enough to dot that kind hull damage, does not happen often in the update. The way the way damage model was reworked, it damaged and destroy key equipment until you sink or surface, sometimes can't surface no matter how hard you try.


Yes, trim pump damage is modeled, it always has been but it was so well protected it was rare for it to take damage, let alone be damaged enough to malfunction. First time I discovered this was several years ago, long before I was modding, and was in a S boat in 1942 off Kiska Island in the Aleutians. Boat took a close charge and was wondering why could not keep it level but not flooding, looked to see trim pump damage was at 90 percent. When your trim pump is damaged beyond a certain point or destroyed, boat becomes difficult to control. If you have flooding anywhere in boat, control becomes s even more difficult and need noisy speed to compensate.

Hydraulic pump goes, becomes very difficult to operate boat as well, both to steer and control dive planes. I've lost dive planes before, surfaced and they were gone , blown away lol diving is a bit different then.

Glad you made it, would definitely repair at Mangarin Bay then head for home with that kind of hull damage. Let me know how it turns out.




I have never encountered the black shadow creatures you speak of. Does this happen every time ?

Bubblehead1980
10-03-21, 10:33 PM
I started to tinker to make it more beautiful...
TriggerMaru_Overhaul_2-5_UpdateBH Revised Final=1
Nav Map MakeOverTMOUpdate=2
NavMapMakeOverTMOUpdatePatch=3
AlliedShipsTMO=4
ShipsforTMO=5
EAXsoundsim_without_WebstersManeuver_TMO=6
TMO2_different_smoke_and_splash_effects=7
FJB Color Navigation Map=8
DrJester's Environment Overhaul=9 .... (modifier)
16 Webster's Eliminate Floating Plankton=10
TMONewDepthChargesType95=11
RestoreSDRadarFromStart=12
BATTLEFLAG_CONNING_PIKE_SS173=13
SEA_LIFE_SH4_PACIFIC=14
IJN_Radar_Fix_2=15
training campaign here....
http://image.noelshack.com/fichiers/2021/40/1/1633304198-sh4img-2021-10-03-17-59-09-264.png
http://image.noelshack.com/fichiers/2021/40/1/1633304207-sh4img-2021-10-03-17-59-34-104.png
Star Campagne ...
http://image.noelshack.com/fichiers/2021/40/1/1633304887-sh4img-2021-10-03-18-14-16-138.png
http://image.noelshack.com/fichiers/2021/40/1/1633304931-sh4img-2021-10-03-18-15-57-883.png
http://image.noelshack.com/fichiers/2021/40/1/1633304882-sh4img-2021-10-03-18-14-03-260.png
http://image.noelshack.com/fichiers/2021/40/1/1633304899-sh4img-2021-10-03-21-41-09-844.png
http://image.noelshack.com/fichiers/2021/40/1/1633304913-sh4img-2021-10-03-21-52-26-297.png
http://image.noelshack.com/fichiers/2021/40/1/1633306346-sh4img-2021-10-03-23-56-38-850.png
http://image.noelshack.com/fichiers/2021/40/1/1633304219-sh4img-2021-10-03-18-40-28-163.png
http://image.noelshack.com/fichiers/2021/40/1/1633304918-sh4img-2021-10-03-21-56-15-365.png
http://image.noelshack.com/fichiers/2021/40/1/1633304226-sh4img-2021-10-03-23-00-43-327.png
http://image.noelshack.com/fichiers/2021/40/1/1633304247-sh4img-2021-10-04-00-29-44-285.png
http://image.noelshack.com/fichiers/2021/40/1/1633304241-sh4img-2021-10-04-00-26-42-502.png
http://image.noelshack.com/fichiers/2021/40/1/1633306358-sh4img-2021-10-04-00-45-11-212.png
http://image.noelshack.com/fichiers/2021/40/1/1633306352-sh4img-2021-10-04-00-42-14-348.png
I took Marks 10 on board to try them out ... and see ... at the level of the search radar everything is going well no disponible...see soon...



Those are some beautiful shots, love the environment, will test it and see how it affects the nights, ability to do surface attacks etc. Also like that nav map. Did you check for conflicts with the nav map makeover mods included? Nav maps often have key scenery features such as Sofu Gan, the Coral Reef around Truk etc that will be altered and cause serious issues. Truk being one of them, as position of the reef may be different and the gaps in reef for traffic to go in and out of. Could end up causing CTD.

Mad Mardigan
10-04-21, 12:22 AM
Those are some beautiful shots, love the environment, will test it and see how it affects the nights, ability to do surface attacks etc. Also like that nav map. Did you check for conflicts with the nav map makeover mods included? Nav maps often have key scenery features such as Sofu Gan, the Coral Reef around Truk etc that will be altered and cause serious issues. Truk being one of them, as position of the reef may be different and the gaps in reef for traffic to go in and out of. Could end up causing CTD.

Jut poked about in that color nav map... & didn't see anything that would dink with Truk or Sofu Gan... looks to be nothing more than to change the nav map look only... basic, eye candy. Like the 4k sub skins mod I use...

:Kaleun_Salute:

M. M.

Bubblehead1980
10-04-21, 01:45 AM
Jut poked about in that color nav map... & didn't see anything that would dink with Truk or Sofu Gan... looks to be nothing more than to change the nav map look only... basic, eye candy. Like the 4k sub skins mod I use...

:Kaleun_Salute:

M. M.



Nice. Do you have the link ? I would like to try it out, if all works well, would like to roll it into the mods. Love the look.

Bubblehead1980
10-04-21, 02:33 AM
Most of these are from patrols # 2 and #3 as I left external cam on for those. First patrol had no cam.

https://i.postimg.cc/SKswYCNY/airbombs1.png (https://postimages.org/) Japanese plane dropped bombs after had to crash dive to avoid them. No SD radar first three patrols.

https://i.postimg.cc/fbJrRsBx/airbombs2.png (https://postimages.org/)Japanese plane dropped bombs after had to crash dive to avoid them. No SD radar first three patrols.


https://i.postimg.cc/287JH21B/circularrun1.png (https://postimages.org/)Circular run torpedo. Torpedoes can now run quite a bit deeper than set. If you are submerged and his happens, best to go to 100 feet and watch the dive angle, avoid keeping stern sticking up for torpedo to hit.



https://i.postimg.cc/Kv2wrd82/daylaunch.png (https://postimages.org/)
https://i.postimg.cc/yNb2mxkQ/DC1.png (https://postimages.org/) DC explosion,.

https://i.postimg.cc/3R0VnhGK/DC2.png (https://postimages.org/)

https://i.postimg.cc/J7JSX1mx/DC3.png (https://postimages.org/)

https://i.postimg.cc/prD7MBk4/DC4.png (https://postimages.org/)

https://i.postimg.cc/3NM6qqj2/DC5.png (https://postimages.org/)

https://i.postimg.cc/SxQPHC91/DC6.png (https://postimages.org/)

https://i.postimg.cc/4dc2p5Cy/DC7.png (https://postimages.org/)

https://i.postimg.cc/y8fGKxX1/Emily1.png (https://postimages.org/)

https://i.postimg.cc/R0yb3YD2/KobMAru1.png (https://postimages.org/) Beautiful ship. The KOBAYASHI MARU

https://i.postimg.cc/pXCGQrSf/Kobyashilifeboat.png (https://postimages.org/) KOBAYASHI MARU sinking. (3rd patrol)

https://i.postimg.cc/j2Q8FSSr/Mavis-Scope.png (https://postimages.org/) Mavis above me just after firing torpedoes and damaged a ship, which would later sink.

https://i.postimg.cc/qv7m10f9/nightlaunch1.png (https://postimages.org/) launching a MK 14 at night.

https://i.postimg.cc/v8WSB3LS/planewcomments.png (https://postimages.org/)

https://i.postimg.cc/W4BXpkDv/Premature-explosion.png (https://postimages.org/) Torpedo detonated itself in front of the target.

https://i.postimg.cc/Hsdv7X6W/Smoke1.png (https://postimages.org/) Vickers excellent smoke mod.

https://i.postimg.cc/25b0fwSG/Sub2.png (https://postimages.org/) Friendly sub I nearly torpedoed on my first patrol in December 1944. Made contact on surface at night in Luzon Straits...set up to attack sun was rising. This is why in TMO update mod, always a good idea to confirm your target before shooting, could be a friendly submarine.

https://i.postimg.cc/QtcSFd5W/Sub3.png (https://postimages.org/)

https://i.postimg.cc/Y033xDdr/sub4.png (https://postimages.org/)

https://i.postimg.cc/c1MXZ60p/zeros.png (https://postimages.org/)

Mad Mardigan
10-04-21, 03:33 AM
Nice. Do you have the link ? I would like to try it out, if all works well, would like to roll it into the mods. Love the look.

Ahoy, Bubble head1980...:Kaleun_Cheers:

In the immortal words of AOL...

"You've got mail.!"... :shucks:

:Kaleun_Salute:

M. M.

Kal_Maximus_U669
10-04-21, 07:28 AM
hello captains
as for the card there should not be any problem it is supposed to change the color only .. I have not had any problem for the moment .. be careful when passing the "Manila" pass out do not exceed 64x the time compression especially near the odds under penalty of immediate CTD.
The revision of the environment of DrJester will not affect your work because I modified it in order not to have the environment thus to keep your work ...
http://image.noelshack.com/fichiers/2021/40/1/1633351473-sh4img-2021-10-03-22-10-31-579.png
but I haven't finished it yet, maybe I'll see tonight ...
I encountered a lot of graphical problem ... and that without having to modify anything of the said mod especially with the smoke of the boats ... is when it starts with that ... it's never good .. .. moreover I find that marine life is overplayed especially certain species. . as well as graphics problems ... (already discussing with the designer) so I recommend making this mod optional, especially if you are playing "realistic" you cannot see the outside ....
I would love for Vickers' interiors to be there ... it could not be otherwise ... as well as the skins ... I tried ... they are really too dark ..
I'm like Mad Mardigan ... Vickers ... Vickers ... I want to thank you for these tips on Jyunsen B, Kaichu and kaidai IJN mod which is in the works .. greetings M.M
http://image.noelshack.com/fichiers/2021/40/1/1633350482-sh4img-2021-10-04-00-57-59-714.png
it's all for the moment see you soon

MADLOU
10-04-21, 08:57 AM
I have the following problem have you set up sea life?
http://image.noelshack.com/fichiers/2021/39/3/1632922096-sh4img-2021-09-29-15-19-04-006.png
It starts well while the assembly is not finished ... !!!
my list mod
[MODS]
TriggerMaru_Overhaul_2-5_UpdateBH Revised Final=1
Nav Map MakeOverTMOUpdate=2
NavMapMakeOverTMOUpdatePatch=3
AlliedShipsTMO=4
ShipsforTMO=5

I just started the game with your great update. I am experiencing this same graphical anomaly. It looks like you sent Kal Maximus a fix by PM. Can you let us know what the fix is?

Thanks!

Arlo
10-04-21, 09:14 AM
I just started the game with your great update. I am experiencing this same graphical anomaly. It looks like you sent Kal Maximus a fix by PM. Can you let us know what the fix is?

Thanks!

https://www.subsim.com/radioroom/downloads.php?do=file&id=5795

propbeanie
10-04-21, 11:02 AM
Ahoy, Bubble head1980...:Kaleun_Cheers:

In the immortal words of AOL...

"You've got mail.!"... :shucks:

:Kaleun_Salute:

M. M.
Now... AOL copied off of the Big E:

https://www.youtube.com/watch?v=yYw17TyKph4


@ Bubblehead1980 (and all):
You should be able to get Vickers03's current interiors mod to work with TMO, and Bubbles update by editing some of the NSS_SubName.upc files, just changing a few "strategic" lines. Some of the subs are quite different between FotRSU and TMO, and there might be a few tweaks need in the NSS_SubName.dat files, as well as maybe the UnitPartXSubName.upc files to match Vicker's mod, but it should be doable by comparing the TMO versus FotRSU versus Interior versions of the upc files and changing appropriate lines. There ~might~ be a conning tower or two dat file that might need some matching work also (equipment nodes, crewing). Leave Vickers alone so we get the rest of his artwork into the subs sooner - unless of course, he needs a break from the art, and wants to do text for a while instead... lol :salute:

Kal_Maximus_U669
10-04-21, 12:03 PM
in mod
http://image.noelshack.com/fichiers/2021/40/1/1633366759-02.png
http://image.noelshack.com/fichiers/2021/40/1/1633366751-01.png
http://image.noelshack.com/fichiers/2021/40/1/1633366746-0.png
http://image.noelshack.com/fichiers/2021/40/1/1633366772-03.png
after modification
http://image.noelshack.com/fichiers/2021/40/1/1633366887-001.png
http://image.noelshack.com/fichiers/2021/40/1/1633366892-002.png
http://image.noelshack.com/fichiers/2021/40/1/1633366896-003.png
http://image.noelshack.com/fichiers/2021/40/1/1633366900-004.png
http://image.noelshack.com/fichiers/2021/40/1/1633366920-005.png
http://image.noelshack.com/fichiers/2021/40/1/1633366924-006.png
:up::salute:

Rhodes
10-04-21, 12:22 PM
I found this:

https://i.im.ge/2021/10/04/TvYhkr.jpg (https://im.ge/i/TvYhkr)






So, It's Godzilla or Skull Island? :D

Finished my first mission, so far so good. Enjoying the surface attacks and also got the "Manila" pass CTD.

Kal_Maximus_U669
10-04-21, 01:13 PM
I found this:

https://i.im.ge/2021/10/04/TvYhkr.jpg (https://im.ge/i/TvYhkr)
https://i.im.ge/2021/10/04/TvYhkr.jpg
https://i.im.ge/2021/10/04/TvYhkr.md.jpg (https://im.ge/i/TvYhkr)
https://i.im.ge/2021/10/04/TvYhkr.md.jpg (https://im.ge/i/TvYhkr)
https://i.im.ge/2021/10/04/TvYhkr.jpg (https://im.ge/i/TvYhkr)
https://i.ibb.co/VJqqPhV/SH4-Img-2021-10-04-17-07-11-819.jpg (https://ibb.co/FmDDjf6)

So, It's Godzilla or Skull Island? :D

Finished my first mission, so far so good. Enjoying the surface attacks and also got the "Manila" pass CTD.

yes this is the Vickers 4K map which has certain details that others do not ... :timeout: :03::salute:

Bubblehead1980
10-04-21, 01:29 PM
hello captains
as for the card there should not be any problem it is supposed to change the color only .. I have not had any problem for the moment .. be careful when passing the "Manila" pass out do not exceed 64x the time compression especially near the odds under penalty of immediate CTD.
The revision of the environment of DrJester will not affect your work because I modified it in order not to have the environment thus to keep your work ...
http://image.noelshack.com/fichiers/2021/40/1/1633351473-sh4img-2021-10-03-22-10-31-579.png
but I haven't finished it yet, maybe I'll see tonight ...
I encountered a lot of graphical problem ... and that without having to modify anything of the said mod especially with the smoke of the boats ... is when it starts with that ... it's never good .. .. moreover I find that marine life is overplayed especially certain species. . as well as graphics problems ... (already discussing with the designer) so I recommend making this mod optional, especially if you are playing "realistic" you cannot see the outside ....
I would love for Vickers' interiors to be there ... it could not be otherwise ... as well as the skins ... I tried ... they are really too dark ..
I'm like Mad Mardigan ... Vickers ... Vickers ... I want to thank you for these tips on Jyunsen B, Kaichu and kaidai IJN mod which is in the works .. greetings M.M
http://image.noelshack.com/fichiers/2021/40/1/1633350482-sh4img-2021-10-04-00-57-59-714.png
it's all for the moment see you soon


Of course, free to use another environmental mod but keep in mind it will likely alter the intended experience of the as its not just the environment, it is how the enemy sensors interact with it, and even slightest change can have undesired outcomes. A major point of this mod was to add realistic night surface attacks, which is not just the attack itself, but the approach, and evasion, the ability to maneuver on surface as a US submarine could and did in mid to late war when surface attacks became a major part of the attack doctrine. This was due to the low visibility of submarines, lack of effective japanese radar etc. and the fact that is gets rather dark on the open ocean at night, and again a submarine is a tough target. This required making the nights darker, they were always far too light in SH 4 and the major part was adjusting the sensors. With the darker nights, the default sensors made the AI basically blind in low light conditions. I literally spent two months during development of this mod getting it balanced just right. Having said that, let me know how it turns out, I am interested and of course open to environmental improvements.

I am confused as to why the graphics issues, none of those on my end. Would clarify what problems you are having ? smoke of the boats? Same as has been in TMO for a long time, did not need changing. Te skins? These skins are native tmo skins and then the optional mods has foobars excellent hi res skins as tmo has long had.


When I leave manila bay in 1941 it usually at 556 or 1096 time compression and had no CTD, no other reports of it. There is a large US minefield there though from December 41- May 42 when Corregidor is captured. Then a large underwater minefield to prevent submerged entrance (along with patrols and skilled shore batteries) . The minefield at high time compression may be a bit much for some systems. which is likely the cause of your CTD when at high time compression.


The marine life is vickers sea life mod incorporated to the mod. I made no changes. May make it optional next release.


Yes, would love to have vickers interiors (well we do, his overhaul of control rooms and conning towers interiors for TMO were incorporated some time ago) but I know you mean like FOTRS with the officers quarters etc Unfortunately at this time they are NOT compatible with TMO. I tried and one user tried, had a lot of issues. Vickers has said there will be a TMO version of the interiors for his boat, takes time though.

Bubblehead1980
10-04-21, 01:32 PM
I just started the game with your great update. I am experiencing this same graphical anomaly. It looks like you sent Kal Maximus a fix by PM. Can you let us know what the fix is?

Thanks!

Hi, MADLOU,

I will post a fix to download here today(about 30 minutes) or you may download vickers-3's sealife mod and run after all of the required and optinal TMO mods provided and will be good to go. Thanks for letting me know.

Bubblehead1980
10-04-21, 01:38 PM
I found this:

https://i.im.ge/2021/10/04/TvYhkr.jpg (https://im.ge/i/TvYhkr)
https://i.im.ge/2021/10/04/TvYhkr.jpg
https://i.im.ge/2021/10/04/TvYhkr.md.jpg (https://im.ge/i/TvYhkr)
https://i.im.ge/2021/10/04/TvYhkr.md.jpg (https://im.ge/i/TvYhkr)
https://i.im.ge/2021/10/04/TvYhkr.jpg (https://im.ge/i/TvYhkr)
https://i.ibb.co/VJqqPhV/SH4-Img-2021-10-04-17-07-11-819.jpg (https://ibb.co/FmDDjf6)

So, It's Godzilla or Skull Island? :D

Finished my first mission, so far so good. Enjoying the surface attacks and also got the "Manila" pass CTD.


Glad are enjoying it. Okay, I will check into the CTD, has not happened to me and my first patrol was out of Manila. . Date/Time of the CTD (in game) what time compression were you at? Are you running any extra mods? LAA enabled? Did it happen more than once? you were in manila bay or at entrance etc? There is a large, surfaced, US minefield protecting the bay entrance with a narrow gap for ships to enter and exit and suspect it is the culprit, or could be submerged submarine operating. They are stable but did have a CTD in testing one time, because was using too high time compression. I will attempt to isolate the CTD and remedy. Otherwise, things ran fine yes?

Bubblehead1980
10-04-21, 01:39 PM
yes this is the Vickers 4K map which has certain details that others do not ... :timeout: :03::salute:

Is that vickers map or nbjackso's map makeover, which is what I used in TMO update, slightly modified.)not the map but some of the harbor traffic etc)

Bubblehead1980
10-04-21, 02:08 PM
I just started the game with your great update. I am experiencing this same graphical anomaly. It looks like you sent Kal Maximus a fix by PM. Can you let us know what the fix is?

Thanks!


Below is the link to the fix, check out the README included for instructions, it is easy. Let me know how it works.

Bubblehead1980
10-04-21, 02:12 PM
Now... AOL copied off of the Big E:

https://www.youtube.com/watch?v=yYw17TyKph4


@ Bubblehead1980 (and all):
You should be able to get Vickers03's current interiors mod to work with TMO, and Bubbles update by editing some of the NSS_SubName.upc files, just changing a few "strategic" lines. Some of the subs are quite different between FotRSU and TMO, and there might be a few tweaks need in the NSS_SubName.dat files, as well as maybe the UnitPartXSubName.upc files to match Vicker's mod, but it should be doable by comparing the TMO versus FotRSU versus Interior versions of the upc files and changing appropriate lines. There ~might~ be a conning tower or two dat file that might need some matching work also (equipment nodes, crewing). Leave Vickers alone so we get the rest of his artwork into the subs sooner - unless of course, he needs a break from the art, and wants to do text for a while instead... lol :salute:


I have tried to see if could make them compatible with no luck, seems a bit out of my wheel house currently. I'll wait patiently, will definitely be worth it.

Bubblehead1980
10-04-21, 02:18 PM
in mod
http://image.noelshack.com/fichiers/2021/40/1/1633366759-02.png
http://image.noelshack.com/fichiers/2021/40/1/1633366751-01.png
http://image.noelshack.com/fichiers/2021/40/1/1633366746-0.png
http://image.noelshack.com/fichiers/2021/40/1/1633366772-03.png
after modification
http://image.noelshack.com/fichiers/2021/40/1/1633366887-001.png
http://image.noelshack.com/fichiers/2021/40/1/1633366892-002.png
http://image.noelshack.com/fichiers/2021/40/1/1633366896-003.png
http://image.noelshack.com/fichiers/2021/40/1/1633366900-004.png
http://image.noelshack.com/fichiers/2021/40/1/1633366920-005.png
http://image.noelshack.com/fichiers/2021/40/1/1633366924-006.png
:up::salute:


:Kaleun_Salute: Very nice. Which mod are using again?

Kal_Maximus_U669
10-04-21, 04:06 PM
:Kaleun_Salute: Very nice. Which mod are using again?
Can you give me the radar carrier .. aerial detection .. of the class porpoise in December 41 condition clear wind 5m: s knowing that the vessel is moving on the surface at 12 knots ..
for the mod that I use for the moment are in test phase .. and its modification by me .. I have abstracted some files .. inside in order to keep your work as much as possible ...
namely 'Doc Jester' s Overhaul 'is' ships displacement variation'
Regarding the smoke I will give you my comments shortly ...
When has your history of coastal mines .. in relation to the "side" question are there any mines anchored in the rad at that time .. in this past.? I don't know ... then I doubt it since it is the start of hostilities. But I don't know the answer yet .. !!! It is up to you to enlighten me .... as I have already told you I play more at the battles of the Atlantic and know the uboats much better and I have a better knowledge of them elsewhere these buildings are very superior in all respects to all the nation of the time ... I don't know the American submarine confit very well, shame on me but I'm here to learn .. is I must say that I really like this forum ... Hi, some member of the forum with whom I learned is keep learning .. it's exciting ..
Here is my Batiment on patrol just escaped a bomber attack shortly .. I did not look for the fight ... being poorly equipped for an air attack
http://image.noelshack.com/fichiers/2021/40/1/1633382904-sh4img-2021-10-04-21-17-37-379.png
approaching the Luzon objective in the strait ...
http://image.noelshack.com/fichiers/2021/40/1/1633381786-sh4img-2021-10-04-21-10-12-896.png
see you soon greeting Bubblehead1980 :salute: :Kaleun_Cheers:

Mad Mardigan
10-04-21, 04:30 PM
Ahoy... :Kaleun_Cheers:

This is from My S class, S-18 (SS-123) skippered here by one James Tiberius "Mad" Mardigan, date is 13/12/41... currently on the prowl for shipping to sink, based on the current objective orders handed down from Command. Received after getting into the Celebes sea sector.

#1. shortly after sunrise.. sea state starting to get a bit... rough... :yep: :

http://snipboard.io/RUJBGL.jpg

Few hours later, at near sunset... sea state is gotten a bit more... rougher... :yep: :

http://snipboard.io/JThm2i.jpg

:Kaleun_Salute:

M. M.

Kal_Maximus_U669
10-04-21, 04:43 PM
Ahoy... :Kaleun_Cheers:

This is from My S class, S-18 (SS-123) skippered here by one James Tiberius "Mad" Mardigan, date is 13/12/41... currently on the prowl for shipping to sink, based on the current objective orders handed down from Command. Received after getting into the Celebes sea sector.

#1. shortly after sunrise.. sea state starting to get a bit... rough... :yep: :

http://snipboard.io/RUJBGL.jpg

Few hours later, at near sunset... sea state is gotten a bit more... rougher... :yep: :

http://snipboard.io/JThm2i.jpg

:Kaleun_Salute:

M. M.

Hey Mad Mardigan excellent shoot :up:.. are you on an original mod : :doh::hmmm: ..?
it's very good :yep: .. if Probeanie hears me and I know yes .. when are we going to have the same navigation :yep: .. this feeling of camera that we have in this mods here :yep:.. i want the same or better mister Beanie il nous le faut dans FoTrS ::timeout::timeout::har:
I am going to get myself cut up I think :D:D

Bubblehead1980
10-04-21, 05:03 PM
Can you give me the radar carrier .. aerial detection .. of the class porpoise in December 41 condition clear wind 5m: s knowing that the vessel is moving on the surface at 12 knots ..
for the mod that I use for the moment are in test phase .. and its modification by me .. I have abstracted some files .. inside in order to keep your work as much as possible ...
namely 'Doc Jester' s Overhaul 'is' ships displacement variation'
Regarding the smoke I will give you my comments shortly ...
When has your history of coastal mines .. in relation to the "side" question are there any mines anchored in the rad at that time .. in this past.? I don't know ... then I doubt it since it is the start of hostilities. But I don't know the answer yet .. !!! It is up to you to enlighten me .... as I have already told you I play more at the battles of the Atlantic and know the uboats much better and I have a better knowledge of them elsewhere these buildings are very superior in all respects to all the nation of the time ... I don't know the American submarine confit very well, shame on me but I'm here to learn .. is I must say that I really like this forum ... Hi, some member of the forum with whom I learned is keep learning .. it's exciting ..
Here is my Batiment on patrol just escaped a bomber attack shortly .. I did not look for the fight ... being poorly equipped for an air attack
http://image.noelshack.com/fichiers/2021/40/1/1633382904-sh4img-2021-10-04-21-17-37-379.png
approaching the Luzon objective in the strait ...
http://image.noelshack.com/fichiers/2021/40/1/1633381786-sh4img-2021-10-04-21-10-12-896.png
see you soon greeting Bubblehead1980 :salute: :Kaleun_Cheers:


Just to clarify, are you asking for the SD (Air Search Radar) for the Porpoise Class ? If so, it is not available until 31 December 1941 at a very high cost (8000 renown) , cost goes down in February. This was done because at the open of the war, SD radar was still new technology most US boats (especially those in Asiatic Fleet, i.e. out of Manila) did not have SD. Those in the Pacific Fleet that did found themselves assigned to patrol off Japanese Home. Islands. I figured it would give player a chance to have to adhere to the pre war doctrine of submerge by day, surface at night when in patrol area, to avoid aircraft. I did include an optional mod in the download which restores SD radar to all boats from start of the war, if the player chooses or is say running a boat that DID have SD radar at start of the war, such as the USS Plunger (Porpoise class), which made its first patrol off Japanese home islands.


Far as mines go.....the US Army erected a large naval minefield around Corregidor Island at entrance to Manila Bay. The minefield is large and covers the entrance to Manila Bay with a gap in the middle at the entrance to allow traffic in and out, basically it forces ships to sail within range of the shore batteries. These mines are visible from the surface as their depth is set to 0 ft, they are meant to deter surface traffic. This minefield was active until May 1942 when Corregidor fell to the Japanese.

After that a Japanese minefield appears at entrance and in approaches to entrance of Manila Bay to deter submerged intruders and believe there are subnets as well. I did not build a Japanese minefield against surface ships because Manila bay has a lot of convoys coming and going and the AI ships are not smart enough to dodge mines in most cases lol (have watched one do it). The japanese mines and nets are active until Feb 1945 when Manila is liberated by US forces and then a US minefield, same as the early war, reappears.

Bubblehead1980
10-04-21, 05:04 PM
Ahoy... :Kaleun_Cheers:

This is from My S class, S-18 (SS-123) skippered here by one James Tiberius "Mad" Mardigan, date is 13/12/41... currently on the prowl for shipping to sink, based on the current objective orders handed down from Command. Received after getting into the Celebes sea sector.

#1. shortly after sunrise.. sea state starting to get a bit... rough... :yep: :

http://snipboard.io/RUJBGL.jpg

Few hours later, at near sunset... sea state is gotten a bit more... rougher... :yep: :

http://snipboard.io/JThm2i.jpg

:Kaleun_Salute:

M. M.



Great shots. Have you noticed more stability in weather compared to before the update? Still a bit off in my opinion, but better than it was.

Mad Mardigan
10-04-21, 05:33 PM
Great shots. Have you noticed more stability in weather compared to before the update? Still a bit off in my opinion, but better than it was.

From what I can tell... weather seems to be... alright, but... to be frank, am still in the early on stage of patrolling & can't really say for sure if it is more... stable than say stock, but.. 1st blush look, appears to be... as stable, as I can see of right off. :shucks: :yep:

So, take that opinion with a grain of... sea salt, for what it's worth, right now. :yep:

:Kaleun_Salute:

M. M.

Mad Mardigan
10-04-21, 05:37 PM
Hey Mad Mardigan excellent shoot :up:.. are you on an original mod : :doh::hmmm: ..?
it's very good :yep: .. if Probeanie hears me and I know yes .. when are we going to have the same navigation :yep: .. this feeling of camera that we have in this mods here :yep:.. i want the same or better mister Beanie il nous le faut dans FoTrS ::timeout::timeout::har:
I am going to get myself cut up I think :D:D

About as original as can be... am including the jsgme acitivation listing below :

Generic Mod Enabler - v2.6.0.157
[C:\Games\Silent-Hunter\SH4-Steam\steamapps\common\SH4-megamods\TMO Overhauled v2.5 remix\MODS]

1- Trigger MaruOverhauled v2.5
2- Nav Map MakeOverTMO Update
3- NavMapMakeOverTMO UpdatePatch
4- Allied ships pack -TMOverhauled v2.5
5- Ships for TMOverhauled v2.5
SH4_original_4k_light_gray_less_rust
NMMO Reverse Ocean Colors Add-on
Smaller seabed rocks
Smaller seaplants-small
Sober's Better Sand v2
Sober's better rocks v2
Sea life - SH4 Pacific
6- EAXsound w-o Websters maneuver for TMO
6-B Enhanced Sounds for SH4
7- TMOverhauled v2.5 different smoke & splash effects
International Radio mod
8- IJN_Radar_Fix_2
9- Torpedoes Early_TNT
9-B TMO_Aft_deckguns_Updated
9-C EarlyWarScopesV1
Tracer Mod v3
TMOverhauled v2.5 Into movie
TMO-New depth charges-Type95(until 08-43)
TMO-New depth charges-Type2(after 08-43)
1-MM's Gramophone music mix
BATTLEFLAG_CONNING_SEALION_SS195

mod activation, is if I recall rightly, based on advice from propbeanie... main stuff 1st, followed up by add in main items, then sound followed up by graphical stuff... roughly, or was that graphical stuff followed up by sound... :hmmm:

:Kaleun_Salute:

M. M.

post edit :

The mod, "TMOverhauled v2.5 Into movie", is intro done from "Silent Service Graphics Mod 1.2c" found here:

https://www.mediafire.com/file/d7o4l057iockdmq/Silent_Service_Graphics_Mod_1.2c.rar/file

As is, I do enjoy watching the Intro vid play sometimes... as I can always bypass it if I don't. :yep:

The "1-MM's Gramophone music mix', is a compilation I put together, from Fred J. Barnett's music collection... I think the International radio mod, is from Carito's radio mod... I think.

Can't say with 100% certainty, owing to losing all of My mods collection & note I had for all things SH3, 4 & 5 repository I had. My ext. HD gave up the ghost with nary a sign of impending doom... :doh: :o :wah:

Bubblehead1980
10-04-21, 09:13 PM
About as original as can be... am including the jsgme acitivation listing below :

Generic Mod Enabler - v2.6.0.157
[C:\Games\Silent-Hunter\SH4-Steam\steamapps\common\SH4-megamods\TMO Overhauled v2.5 remix\MODS]

1- Trigger MaruOverhauled v2.5
2- Nav Map MakeOverTMO Update
3- NavMapMakeOverTMO UpdatePatch
4- Allied ships pack -TMOverhauled v2.5
5- Ships for TMOverhauled v2.5
SH4_original_4k_light_gray_less_rust
NMMO Reverse Ocean Colors Add-on
Smaller seabed rocks
Smaller seaplants-small
Sober's Better Sand v2
Sober's better rocks v2
Sea life - SH4 Pacific
6- EAXsound w-o Websters maneuver for TMO
6-B Enhanced Sounds for SH4
7- TMOverhauled v2.5 different smoke & splash effects
International Radio mod
8- IJN_Radar_Fix_2
9- Torpedoes Early_TNT
9-B TMO_Aft_deckguns_Updated
9-C EarlyWarScopesV1
Tracer Mod v3
TMOverhauled v2.5 Into movie
TMO-New depth charges-Type95(until 08-43)
TMO-New depth charges-Type2(after 08-43)
1-MM's Gramophone music mix
BATTLEFLAG_CONNING_SEALION_SS195

mod activation, is if I recall rightly, based on advice from propbeanie... main stuff 1st, followed up by add in main items, then sound followed up by graphical stuff... roughly, or was that graphical stuff followed up by sound... :hmmm:

:Kaleun_Salute:

M. M.

post edit :

The mod, "TMOverhauled v2.5 Into movie", is intro done from "Silent Service Graphics Mod 1.2c" found here:

https://www.mediafire.com/file/d7o4l057iockdmq/Silent_Service_Graphics_Mod_1.2c.rar/file

As is, I do enjoy watching the Intro vid play sometimes... as I can always bypass it if I don't. :yep:

The "1-MM's Gramophone music mix', is a compilation I put together, from Fred J. Barnett's music collection... I think the International radio mod, is from Carito's radio mod... I think.

Can't say with 100% certainty, owing to losing all of My mods collection & note I had for all things SH3, 4 & 5 repository I had. My ext. HD gave up the ghost with nary a sign of impending doom... :doh: :o :wah:


Nice setup. Just checking (I see you specified date) just checking though. You do not enable the Type 95 and Type 2 DC mods at same time do you? Have to be enabled one at time depending on time frame as they will overwrite one another. Just making sure

Mad Mardigan
10-04-21, 10:18 PM
Nice setup. Just checking (I see you specified date) just checking though. You do not enable the Type 95 and Type 2 DC mods at same time do you? Have to be enabled one at time depending on time frame as they will overwrite one another. Just making sure

Uh uh... the listing is a notepad save that I threw together... & yeah, I did note that in the read me for the DC's.. that the type 95 was in use until 08-43 & the type 2's started in use right after that... My bad for not clarifying that... good eye for details.. I missed seeing that.

I added the date signifier so as to know when to swap them out... for ease of id'ing them. :yep:

:Kaleun_Salute:

M. M.

Arlo
10-04-21, 10:57 PM
Night attack in the new and improved TMO. (My apologies for having to split the video into three pieces but I'm rather cheap and don't own a Youtube premium account. Still, I wanted to share this 38 minute experience without editing out parts.)

https://www.youtube.com/watch?v=rUS9tW6DFbU

https://www.youtube.com/watch?v=-kVtKpLEYc8

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

I stopped my Seahorse experience and started a new career mid-1944 to take advantage of the improvements and fixes offered at that stage of the war.

USS Apogon (SS-308)
https://lh3.googleusercontent.com/proxy/DyN7lFiSs8pPd_54Sdy_exwWDHiNtf-dcEZ0JIBrV1Vf44g57X2XqBj9ePcgtRRg4IFqs0aVbbHbM304A uvZfkkHIxjS2Hlv

First patrol - first enemy encounter. A fast convoy consisting of 2 tankers (6,000+ tons and 11,000+ tons) making 16 knots or so at night. We reported it and received orders to attack. Attempted to make a surface attack since they were moving too fast to make a submerged run. Our intent was to sink the largest tanker then make a break for it. When nearly in range the 2 escorts broke our way and we were forced to submerge.

I thought we were going to be dead meat at least a half dozen times during this encounter. As it turns out, we were able to sink both escorts and the smaller tanker before finishing off the larger one. I think luck certainly played a part. That and having a fine crew on a fine boat.

(I just thought presenting a video would give the finer details.)

I've extended my mods.

Bubblehead1980
10-04-21, 11:45 PM
Uh uh... the listing is a notepad save that I threw together... & yeah, I did note that in the read me for the DC's.. that the type 95 was in use until 08-43 & the type 2's started in use right after that... My bad for not clarifying that... good eye for details.. I missed seeing that.

I added the date signifier so as to know when to swap them out... for ease of id'ing them. :yep:

:Kaleun_Salute:

M. M.


lol I thought so, just making sure:Kaleun_Salute:

Bubblehead1980
10-05-21, 01:27 AM
Night attack in the new and improved TMO. (My apologies for having to split the video into three pieces but I'm rather cheap and don't own a Youtube premium account. Still, I wanted to share this 38 minute experience without editing out parts.)

https://www.youtube.com/watch?v=rUS9tW6DFbU

https://www.youtube.com/watch?v=-kVtKpLEYc8

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

I stopped my Seahorse experience and started a new career mid-1944 to take advantage of the improvements and fixes offered at that stage of the war.

USS Apogon (SS-308)
https://lh3.googleusercontent.com/proxy/DyN7lFiSs8pPd_54Sdy_exwWDHiNtf-dcEZ0JIBrV1Vf44g57X2XqBj9ePcgtRRg4IFqs0aVbbHbM304A uvZfkkHIxjS2Hlv

First patrol - first enemy encounter. A fast convoy consisting of 2 tankers (6,000+ tons and 11,000+ tons) making 16 knots or so at night. We reported it and received orders to attack. Attempted to make a surface attack since they were moving too fast to make a submerged run. Our intent was to sink the largest tanker then make a break for it. When nearly in range the 2 escorts broke our way and we were forced to submerge.

I thought we were going to be dead meat at least a half dozen times during this encounter. As it turns out, we were able to sink both escorts and the smaller tanker before finishing off the larger one. I think luck certainly played a part. That and having a fine crew on a fine boat.

(I just thought presenting a video would give the finer details.)

I've extended my mods.


Enjoyed the v:Kaleun_Salute:ideos

Kal_Maximus_U669
10-05-21, 06:44 AM
Yesterday I was attacked several times during the day by bombers ... I avoided the confrontation being poorly equipped for this kind of combat ... I plunged ... at night from 9 p.m. arriving in the area in Luzon .. I ran into two destroyer over 10,000 nautical .. they were sailing SSE. then we change direction .. they went up towards the NNW. I surfaced ... Then I tried to cut them off in order to engage the fight and have an aggressive attitude ... but those if being fast my walk in the night ... then I lost it

Here I am going to continue I really like your mod because you really have to watch out for aviation during the day ... you really have to have a different attitude. When you pilot your ship ... I want to thank you for having shed some light on the minefields ... this is undoubtedly the cause of CTD ... as well as all the information you are providing here ... see you soon Bubblehead1980 ..
Thanks to Mad Mardigan for his exhibit Greetings Respect to all here KM_U669

Bubblehead1980
10-05-21, 07:51 AM
Yesterday I was attacked several times during the day by bombers ... I avoided the confrontation being poorly equipped for this kind of combat ... I plunged ... at night from 9 p.m. arriving in the area in Luzon .. I ran into two destroyer over 10,000 nautical .. they were sailing SSE. then we change direction .. they went up towards the NNW. I surfaced ... Then I tried to cut them off in order to engage the fight and have an aggressive attitude ... but those if being fast my walk in the night ... then I lost it

Here I am going to continue I really like your mod because you really have to watch out for aviation during the day ... you really have to have a different attitude. When you pilot your ship ... I want to thank you for having shed some light on the minefields ... this is undoubtedly the cause of CTD ... as well as all the information you are providing here ... see you soon Bubblehead1980 ..
Thanks to Mad Mardigan for his exhibit Greetings Respect to all here KM_U669


Glad you are enjoying it, that is one reason I decided to have no air radar from the start. Mainly for historical immersion reasons but also, it provides player a more challenging experience when it comes to aircraft.

Kal_Maximus_U669
10-05-21, 08:44 AM
Glad you are enjoying it, that is one reason I decided to have no air radar from the start. Mainly for historical immersion reasons but also, it provides player a more challenging experience when it comes to aircraft.

Good after a few tests I recommend not to use Overhaul doc Jester's because it really changes the nights .. the color .. the atmosphere .. is not the same ...
Personally, I use it without the environment, it avoids the problem with your mod ... as well as "ships deplacement" which modifies certain renouncement value is other ..
I left on a more original list. In order to keep the spirit of your mod ..
I just rubbed shoulders with the plane because they are really present this does not forgive ... I suspected ... see you soon
http://image.noelshack.com/fichiers/2021/40/2/1633441779-sh4img-2021-10-05-14-54-47-345.png
[MODS]
TriggerMaru_Overhaul_2-5_UpdateBH Revised Final=1
Nav Map MakeOverTMOUpdate=2
NavMapMakeOverTMOUpdatePatch=3
AlliedShipsTMO=4
ShipsforTMO=5
FJB Color Navigation Map=6
Sobers Compass mod_color=7
EAXsoundsim_without_WebstersManeuver_TMO=8
TMO2_different_smoke_and_splash_effects=9
DrJester's Environnent Overhaul=10 (no environnement)
TMONewDepthChargesType95=11
IJN_Radar_Fix_2=12
BATTLEFLAG_CONNING_PIKE_SS173=13

4H_Ccrashh
10-05-21, 10:14 AM
Is it still advised to turn off Volumetric Fog in the settings?

There were some problems associated with that setting in the past.

Have they been fixed?

Bubblehead1980
10-05-21, 10:23 AM
Is it still advised to turn off Volumetric Fog in the settings?

There were some problems associated with that setting in the past.

Have they been fixed?


Yes, issue is still present. I keep it off to avoid transparent crew on deck when there is fog. I am unaware of how to solve the issue.

Kal_Maximus_U669
10-05-21, 10:28 AM
Is it still advised to turn off Volumetric Fog in the settings?

There were some problems associated with that setting in the past.

Have they been fixed?
personally I activate without it because of the sky which is better:D... after that you have to try because from one machine to another it varies from all to all. :yep::yep: !!! in addition it depends on ati & nvidia ... I can only recommend :o you to try is what seems best to you
before without Doc Jester's
http://image.noelshack.com/fichiers/2021/40/2/1633447502-sh4img-2021-10-05-15-02-01-935.png
with Doc Jester's tinkering my way to keep the mod authentic
http://image.noelshack.com/fichiers/2021/40/2/1633447510-sh4img-2021-10-05-17-22-33-035.png
http://image.noelshack.com/fichiers/2021/40/2/1633447520-sh4img-2021-10-05-17-22-44-621.png

Bubblehead1980
10-05-21, 12:52 PM
TMO 2.5 Update
100 difficulty cams and contacts off.


Story of one of the more intense engagements have ever had with an unescorted merchant, for full patrol report, see the patrol reports and screenshots thread here. https://www.subsim.com/radioroom/showthread.php?t=107786


USS Seal SS-183 departed Fremantle on 26 May 1942 at 0730 for Fourth War Patrol. Assigned to patrol Area B6 off Indochina in the South China Sea, Seal transited via Lombok, Makassar Straits, Sulu Sea, Balabac Strait.

At 0415 on 6 June 1942, while passing through Area D6 in South China Sea en route to assigned area, lookouts spotted a vessel bearing 330 6000 yards. Immediately turned to shadow until dawn and went to General Quarters-Torpedo.


At 0526 , submerged for dawn periscope attack. Target identified as KIGAN MARU 7390 tons. Target was on a course of 165 degrees at 9 knots. All stern tubes were readied and fired three MK 14 torpedoes from tubes 5,6, and 7 at 0553. Range 1000 yards, AOB 85 P , 1.5 degree spread on TDC knob. At 0553:35 torpedo (tube 5) prematurely detonated about 20 yards from target. This appeared to alert the target as it slowed and began to turned towards the Seal, caused the other two torpedoes to just barely miss ahead and aster of target respectively. Just after missing ahead, torpedo(tube 7) prematurely detonated off the starboard bow of target. Final torpedo reached its maximum range and end of run explosions was heard. KIGAN MARU increased speed and turned away preventing an immediate follow up attack. Note: Target was observed to have 4 inch guns for and aft.

At 0555 Surfaced, secured from General Quarters and raced at 10 NM off starboard side of target, tracking by its smoke, visible on horizon. All tubes reloaded. Ahead of target, submerged at 0808 for second attack. Called General Quarters Torpedo once submerged at 0815. At 0906 Seal was ahead of target, target changed course preventing a bow shot, turned off track for another stern shot. and at 0933 fired Tubes 5 and 6 at 1200 yards, as targets broadside exposed during its zig. First torpedo prematurely detonated and second passed right under the target. . The ship turned toward the Seal's periscope and fired forward deck gun and machine guns at scope. Ordered depth of 90 feet, soon the KIGAN MARU's props noises were audible through hull as it passed above.

Secured General Quarters, reloaded tubes and waited for enemy to clear area before surfacing for another end around. At 1403 surfaced into overcast skies, thunder, moderates winds, light but choppy seas and a light fog. Raced along last known course of KIGAN MARU at flank speed and made contact at 1419, spotting whips of smoke on horizon , in spite of the fog.

Submerged the boat in preparation for attack, but contact was not arriving as expecting. Target had changed course. Surfaced and began chasing to get ahead ad at 1442 spotted the KIGAN MARU in the fog at 7200 yards. KIGAN MARU spotted Seal, as opened fire with both deck guns, shells landing in the distance off Drum's stern and port side. Kigan Maru increased speed to 10 knots in opposite direction.

At 1531 SD radar had a contact at 9 NM closing fast. Seal submerged to 150 feet. Surfacing again at 1550, closed target s estimated location at high speed. SD contact was made but range steady, did not dive. The low visibility helped shield Seal from being spotted by the aircraft.

Submerged the boat at 1633 for attack. At 1637 all tubes were readied forward and at 1558 fired Tubes 1,2 at target from 1000 yards, both prematurely detonated shortly after arming. Fired tubes 3,4 as still have favorable set up. Torpedo 3 prematurely detonated, torpedo 4 impacted just of the stack, causing a large explosion. Engine noises on sound ceased. Enemy spotted Seal's scopes and began firing, dropped scope to move into position to finish vessel off with stern tubes. During the turn, passed 300 yards along side the enemy vessel and raised scope, which came under fire from deck guns and machine guns, dropped scope.

At 1721 fired Tube 6 from 900 yards. Torpedo impacted, setting off a large explosion and fire. Target began to sink, water lapping over the decks. At 1737, KIGAN MARU 7390 tons sunk at 8-54 N 113-36 E in South China Sea (Area D5) . Surfaced and continued on to patrol area after an action which lasted from contact to completion, 15 1/2 hours. The ship most of have been on of the merchants set to "elite" , as it was not the relatively easy prey lone merchants usually are with the radical course and speed changes and sharp eyed look outs. In future plan to add defensive depth charges(some merchants did carry them during the war) so use by lone merchants. I believe since will attack with guns to defend themselves, likely if player is close enough and they hear player sub on hydrophones (there are merchant hydrophones in the sensors of TMO ) would drop them. Plan to test soon.


Some screen shots from the battle. I had the external cam off so options were limited...


https://i.postimg.cc/xd0qkLzW/Kigan1.png (https://postimages.org/)

https://i.postimg.cc/76h69DX9/Kigan2.png (https://postimages.org/)

https://i.postimg.cc/gj609DC6/Kigan3.png (https://postimages.org/)

https://i.postimg.cc/R0Xhwq1q/Kigan4.png (https://postimages.org/)

https://i.postimg.cc/B6zvwyV0/Kigan6.png (https://postimages.org/)

https://i.postimg.cc/9z5Qc92g/Torpedo-Firing-Panel.png (https://postimages.org/) Pressing the firing plunger. to finish off the the KIGAN MARU

Westbroek
10-05-21, 07:09 PM
Resurfacing after several years. Super excited to see this new TMO update.
Thank you all for the amazing work. I never cease to be impressed by this community.
Time to get wet again. 07

Arlo
10-05-21, 07:11 PM
https://i.imgur.com/KE2i1Ta.png

Bubblehead1980
10-06-21, 01:05 AM
Resurfacing after several years. Super excited to see this new TMO update.
Thank you all for the amazing work. I never cease to be impressed by this community.
Time to get wet again. 07


Yes, welcome back:Kaleun_Salute: Glad you are excited to get on patrol with the update. Let me know how it goes and if have any questions etc., let me know as well.

I agree, this is an excellent community and even after all this time, still impresses me.

Rhodes
10-06-21, 09:35 AM
Glad are enjoying it. Okay, I will check into the CTD, has not happened to me and my first patrol was out of Manila. . Date/Time of the CTD (in game) what time compression were you at? Are you running any extra mods? LAA enabled? Did it happen more than once? you were in manila bay or at entrance etc? There is a large, surfaced, US minefield protecting the bay entrance with a narrow gap for ships to enter and exit and suspect it is the culprit, or could be submerged submarine operating. They are stable but did have a CTD in testing one time, because was using too high time compression. I will attempt to isolate the CTD and remedy. Otherwise, things ran fine yes?


Halo. First, I am sorry for the late reply and for the duplicated maps in the post, do not know what happened.



The CTD: was at 2048 time compression, July 1942. Until now it was the only time, so far.

Since it was my first patrol, no other mods were enable besides the ones you advise in the readme files.



I am now on my second patrol, had a nice 2 on 1 encounter with a couple of destroyers in the Lombok strait. What I notice was that there was no sound of the depth charges entering the water and then when exploding, the splash sound of the water column, when outside - using the free camera.

Inside the boat, i could here the propelers, sonar pings and the exploding charges (remind me of Godzilla foot steps sounds from the first film).

I had to dive to 350 ft, with my Sargo and silent running until I lost them. :salute:

Revus
10-06-21, 10:57 AM
Just finished my first patrol in Silversides, 23000 tons sunk, 4000 tons damaged (only difficulty concession is map updates). Did my patrol report on word, doesnt upload to the forum well. Any ideas on how to put it out there for you all? (same for picture hosting?)

Bubblehead1980
10-06-21, 11:00 AM
Just finished my first patrol in Silversides, 23000 tons sunk, 4000 tons damaged (only difficulty concession is map updates). Did my patrol report on word, doesnt upload to the forum well. Any ideas on how to put it out there for you all? (same for picture hosting?)


I type mine up on notepad, then copy and paste into the forum. Works pretty well.

Rinaldi
10-07-21, 07:01 AM
This is phenomenal. I can't even begin to describe how overjoyed I am to have seen this when I visited. I was having a blast with my last TMO playthrough until I had a whoopsie-daisy with the cloud I use, deleted all my documents. It took the wind out of my sails for a bit.

Part of my fatigue was due to getting tired of having to rely on RSRD with all its other changes, or the tonnage-heavy original TMO campaign traffic. I think I am most impressed with your new campaign traffic as a result. I had a quick look in editor and I think its fair to say you've struck an excellent balance between historic accuracy and replayability.

I did a quick and dirty patrol and loved everything I saw - love the submod that turns AA into surface action weapons as well.

Honestly, this website continues to impress me with the absolute wizardry that is modded into these games.

Bubblehead1980
10-07-21, 08:04 AM
Halo. First, I am sorry for the late reply and for the duplicated maps in the post, do not know what happened.



The CTD: was at 2048 time compression, July 1942. Until now it was the only time, so far.

Since it was my first patrol, no other mods were enable besides the ones you advise in the readme files.



I am now on my second patrol, had a nice 2 on 1 encounter with a couple of destroyers in the Lombok strait. What I notice was that there was no sound of the depth charges entering the water and then when exploding, the splash sound of the water column, when outside - using the free camera.

Inside the boat, i could here the propellers, sonar pings and the exploding charges (remind me of Godzilla foot steps sounds from the first film).

I had to dive to 350 ft, with my Sargo and silent running until I lost them. :salute:


Forgive me, location of the CTD was near Manila? Possible at that time compression near the minefield was too much and caused CTD. That is the only CTD I have had reported and it happened to me other day when tested. When kept it 32-64 time compression, so CTD. Did not occur to me to mention this in README, will definitely include that in the future updates of the mod.

There was no splash sound at all or just a few skips? Very strange if so. Once in a while a splash noise, especially when multiple charges are simultaneously deployed, the sound will be skipped but usually majority there is a splash sound.


Love the sound effects of depth charges in the EAX sound mod, and torpedo impacts on the surface at night, how sound travels. One of the best mods ever made for SH 4 in my opinion. Changes the whole experience.


My current campaign is in a Salmon Class, so similar to the Sargo. I am just finished fifth patrol in August-September 1942. Yes, usally have to go to 350-380 feet to escape .

Bubblehead1980
10-07-21, 08:35 AM
This is phenomenal. I can't even begin to describe how overjoyed I am to have seen this when I visited. I was having a blast with my last TMO playthrough until I had a whoopsie-daisy with the cloud I use, deleted all my documents. It took the wind out of my sails for a bit.

Part of my fatigue was due to getting tired of having to rely on RSRD with all its other changes, or the tonnage-heavy original TMO campaign traffic. I think I am most impressed with your new campaign traffic as a result. I had a quick look in editor and I think its fair to say you've struck an excellent balance between historic accuracy and replayability.

I did a quick and dirty patrol and loved everything I saw - love the submod that turns AA into surface action weapons as well.

Honestly, this website continues to impress me with the absolute wizardry that is modded into these games.


Glad you decided to return and are enjoying the mod.

Yes, historical basis, balanced with playability was the goal of modding the traffic, it is actually how this started. I returned to SH 4 after some time away and was disappointed to see that TMO and RSRD had not been updated in a while as creators were not longer active in the community. Love TMO, but it was showing its age as was RSRD. I wanted to upgrade RSRD to save myself some work, but it does not react well to changes made, especially via the mission editor. Plus, it changes the sensors and TMO AI is never same with RSRD running. Also, run RSRD long enough, it can get stale due to knowing where certain convoys always are etc.So I decided that would add ships to the TMO and change up the traffic, well the pandemic hit and had a lot of free time, so it snowballed into a major overhaul of TMO 2.5. Overall, I am with pleased with the result, still have some things working on that did not make the release but in due time.

Ah yes, the AA guns turning into deck guns , I was ecstatic when learned how to do that lol as it had always annoyed me highly the devs of the sim did not make them multi purpose , I mean they were used far more often against surface targets than aircraft. in the pacific. Think having developed U boat sims, that was in their minds, because U boats used their AA guns against aircraft somewhat often from what I have gathered. Once boat has the 40 MM and 20 MM guns, can really lay down some fire.


I agree, this is a great community, never ceases to amaze me. Enjoy you patrol, let us know how it goes.

Rhodes
10-07-21, 09:19 AM
Forgive me, location of the CTD was near Manila? Possible at that time compression near the minefield was too much and caused CTD. That is the only CTD I have had reported and it happened to me other day when tested. When kept it 32-64 time compression, so CTD. Did not occur to me to mention this in README, will definitely include that in the future updates of the mod.

There was no splash sound at all or just a few skips? Very strange if so. Once in a while a splash noise, especially when multiple charges are simultaneously deployed, the sound will be skipped but usually majority there is a splash sound.


Love the sound effects of depth charges in the EAX sound mod, and torpedo impacts on the surface at night, how sound travels. One of the best mods ever made for SH 4 in my opinion. Changes the whole experience.


My current campaign is in a Salmon Class, so similar to the Sargo. I am just finished fifth patrol in August-September 1942. Yes, usally have to go to 350-380 feet to escape .


:Kaleun_Salute::up:



Yes, like south west of Manila. I was distracted, so the correcto position of the boat eludes my memory. But CTD in SH4 is not a big deal, for me, do to the fast loading times and saves liberty (in contrast with SH3). So, even if I have a CTD it is no big. I just reported since another fellow forumner also wrote about it.



I never heard the splash sound, I stayed on free camera mod to see more of the surface action and sounds. I will provoke another encounter with ASW forces to see and report here.

Bubblehead1980
10-07-21, 11:43 AM
:Kaleun_Salute::up:



Yes, like south west of Manila. I was distracted, so the correcto position of the boat eludes my memory. But CTD in SH4 is not a big deal, for me, do to the fast loading times and saves liberty (in contrast with SH3). So, even if I have a CTD it is no big. I just reported since another fellow forumner also wrote about it.



I never heard the splash sound, I stayed on free camera mod to see more of the surface action and sounds. I will provoke another encounter with ASW forces to see and report here.



Okay thanks for the heads up, feel to free to let me know if are any other issues.


I believe that CTD was caused by mines as you were at high time compression. Never happened to me during testing but have heard from others. Before next update I will probably reduce the number of mines in area and make sure in the readme to emphasize conservative use of high time compression especially in Manila area.

Revus
10-07-21, 12:34 PM
So, might have found an issue.
Its 1 Apr 43, 0700. 12-12N 138-16E. Just finished a whole night of surface attacks on a NE bound convoy (1 DE, 4 AK's) (quite the experience, tell yall later). While in pursuit, the sound of the engines changed and sounded distorted in some odd way, like static in addition to the normal sounds yo hear while going full speed. Once in position ahead of convoy, tried to manually track on sonar, but I couldnt change bearing on it. It was stuck at 000r, 000t and wouldnt turn. Automatic "follow" commands worked fine, but I couldnt follow them on my own, making submerged evasion a hassle.

Finished attack with a coup de grace on a dead-in-water HAKUSIKA MARU last night, sound issue still happening. saved and exited.
Came back to it today, same issue.
Had an issue last patrol where gunfire and impact noises were non-existent. I have a feeling it has something to do with the EAX mod.

Heres my list:


TMO
Nav Map MakeOverTMOUpdate
NavMApMakeOverTMOUpdatePatch
AlliedShips
Ships
EAXsoundsim_without_WebstersManeuver_TMO
TMO2_different_smoke
IJN_Radar_Fix_2
GatoLadder
TMONewDepthChargesType2
TorpexTorpedoesV3
SEA_LIFE


Took no damage from guns or DC's, but if its "broke" in sim, may just go back to port and end patrol for "maintenance". If its a mod list issue, hopefully I can salvage this one.


*edit: tried in a quick mission, and it works without issue, went back into saved game, still broke...

Bubblehead1980
10-07-21, 06:08 PM
So, might have found an issue.
Its 1 Apr 43, 0700. 12-12N 138-16E. Just finished a whole night of surface attacks on a NE bound convoy (1 DE, 4 AK's) (quite the experience, tell yall later). While in pursuit, the sound of the engines changed and sounded distorted in some odd way, like static in addition to the normal sounds yo hear while going full speed. Once in position ahead of convoy, tried to manually track on sonar, but I couldnt change bearing on it. It was stuck at 000r, 000t and wouldnt turn. Automatic "follow" commands worked fine, but I couldnt follow them on my own, making submerged evasion a hassle.

Finished attack with a coup de grace on a dead-in-water HAKUSIKA MARU last night, sound issue still happening. saved and exited.
Came back to it today, same issue.
Had an issue last patrol where gunfire and impact noises were non-existent. I have a feeling it has something to do with the EAX mod.

Heres my list:


TMO
Nav Map MakeOverTMOUpdate
NavMApMakeOverTMOUpdatePatch
AlliedShips
Ships
EAXsoundsim_without_WebstersManeuver_TMO
TMO2_different_smoke
IJN_Radar_Fix_2
GatoLadder
TMONewDepthChargesType2
TorpexTorpedoesV3
SEA_LIFE


Took no damage from guns or DC's, but if its "broke" in sim, may just go back to port and end patrol for "maintenance". If its a mod list issue, hopefully I can salvage this one.


*edit: tried in a quick mission, and it works without issue, went back into saved game, still broke...



That is strange, definitely going to look into it. Honestly, highly doubt it is eax sound mod, have used it for years with no such problems, ever. The sonar stack and gauges stuck bug is usually caused by saving game when other units are nearby, especially other submarines. FOTRS also had same bug with AI subs as well. I did not have the bug in testing, nor have encountered on patrol.


This patrol, was this a reload after saving? Were there any other units in the area? Not just visual but anything audible on hydrophone, even if very distant or radar? Of course it is possible were just outside your detection, but were nearby. Were your engines stopped when saved? I remember the bug from years ago, all the dials, including sonar would lock up and one preventive step was to make sure engines were at all stops when saved. The sim, especially when modded has always been weird about saves. I've noticed on all computers have ran SH 4 with various mods from RFB to TMO, when sim reloads with mod weird things can happen....ranging from bugs like the one you encountered, to not crediting ships sunk or objectives achieved before save, or the "high in the water" ship bug where some ships are sitting high in water, where their props are just out of the water and thus can't propel themselves, or the torpedo bug where every torpedo will be a dud, run deep, or no prematures happen. Issues are not with every save, but does happen from time to time.


Thank you for the detail error report, especially with date/time and coordinates, will make it easier to track down any possible issues. I have a patrol running currently, do not like to tab out of the sim as can cause issues, but when back in port will run it down.


I look forward to hearing about your repeated night attacks on the convoy. Really is one of my favorite things in the sim. Find myself and a convoy in a large piece of open ocean, pursue for days, sometimes a week before, repeat attacks. Going on the coordinates, you are in area about 362 NM NNE of Palau Islands, roughly north of Ulithi and Palau in area Flower Bed. Nice open area of ocean. Were you ordered there or ?

Revus
10-07-21, 06:42 PM
That is strange, definitely going to look into it. Honestly, highly doubt it is eax sound mod, have used it for years with no such problems, ever. The sonar stack and gauges stuck bug is usually caused by saving game when other units are nearby, especially other submarines. FOTRS also had same bug with AI subs as well. I did not have the bug in testing, nor have encountered on patrol.


This patrol, was this a reload after saving? Were there any other units in the area? Not just visual but anything audible on hydrophone, even if very distant or radar? Of course it is possible were just outside your detection, but were nearby. Were your engines stopped when saved? I remember the bug from years ago, all the dials, including sonar would lock up and one preventive step was to make sure engines were at all stops when saved. The sim, especially when modded has always been weird about saves. I've noticed on all computers have ran SH 4 with various mods from RFB to TMO, when sim reloads with mod weird things can happen....ranging from bugs like the one you encountered, to not crediting ships sunk or objectives achieved before save, or the "high in the water" ship bug where some ships are sitting high in water, where their props are just out of the water and thus can't propel themselves, or the torpedo bug where every torpedo will be a dud, run deep, or no prematures happen. Issues are not with every save, but does happen from time to time.


Thank you for the detail error report, especially with date/time and coordinates, will make it easier to track down any possible issues. I have a patrol running currently, do not like to tab out of the sim as can cause issues, but when back in port will run it down.


I look forward to hearing about your repeated night attacks on the convoy. Really is one of my favorite things in the sim. Find myself and a convoy in a large piece of open ocean, pursue for days, sometimes a week before, repeat attacks. Going on the coordinates, you are in area about 362 NM NNE of Palau Islands, roughly north of Ulithi and Palau in area Flower Bed. Nice open area of ocean. Were you ordered there or ?


Know what? Im sure you're right. It seems I saved just after suracing, RIGHT before finding these guys on SJ. I've had nearly all of the rest of those "save glitches" before. Especially before knowing most of the fun idiosyncrasies of SH4. Quite a few MARUs are on the bottom that got no credit. At this point, I pretty much have a checklist for saves:
-Surfaced
-Control Room
-Moving
-No contacts near (as best as possible)

I was able to scan manually with the mouse wheel however. Its still tough though. not able to visualize where Im searching with a dial, but it works.

This was actually on my way to a photography mission in the Yellow Sea that Im most likely going to not accomplish. Ill probably get back into the patrol tonight and chase them down. Seems like they went back to 030, but I have a feeling the DE is going to be trailing back to prevent that.


Not sure about the gun noises though. tried that in a few scenarios & no change
I put this particular attack on the main SH4 page for a detailed readout.:Kaleun_Wink:

Bubblehead1980
10-07-21, 07:04 PM
Know what? Im sure you're right. It seems I saved just after suracing, RIGHT before finding these guys on SJ. I've had nearly all of the rest of those "save glitches" before. Especially before knowing most of the fun idiosyncrasies of SH4. Quite a few MARUs are on the bottom that got no credit. At this point, I pretty much have a checklist for saves:
-Surfaced
-Control Room
-Moving
-No contacts near (as best as possible)

I was able to scan manually with the mouse wheel however. Its still tough though. not able to visualize where Im searching with a dial, but it works.

This was actually on my way to a photography mission in the Yellow Sea that Im most likely going to not accomplish. Ill probably get back into the patrol tonight and chase them down. Seems like they went back to 030, but I have a feeling the DE is going to be trailing back to prevent that.

I put this particular attack on the main SH4 page for a detailed readout.:Kaleun_Wink:


Ah, most likely the issue but to be sure, I will investigate upon return to port.


Yellow Sea, man that is a long haul from Brisbane lol. One of those silly issues, where game does not update orders when transfer. I am going to post instructions on how to easily edit orders here soon, for future reference.


I would just sink ships in boundaries of Brisbane's sphere of operations and not worry about the photo mission to Yellow Sea. Not sure where it is in Yellow Sea, but good as pretty much did every port to stop such crazy missions, chance you will get there and fine a subnet and most likely a surfaced and submerged minefield preventing your from achieving the recon(those orders are often pure hollywood lol, like the Tokyo Bay ones lmao) or killing you. Sinking ships makes up for not achieving the orders, won't affect your standing. Not worth it in my mind, but up to you.

I plan to change up the recon missions in future versions, will conduct recon missions subs actually did, such as recon of landing beaches before invasion.



Since you are commanding Silversides, check this out

https://www.subsim.com/radioroom/showthread.php?t=250572

Mav87th
10-09-21, 05:16 AM
Hi Bubblehead - what an immense and beautiful work you have done.

Thanks again
:Kaleun_Cheers:

One question though. Have you implemented OTC in the overhaul?

Best regards
Mav87th

Bubblehead1980
10-09-21, 08:06 AM
Hi Bubblehead - what an immense and beautiful work you have done.

Thanks again
:Kaleun_Cheers:

One question though. Have you implemented OTC in the overhaul?

Best regards
Mav87th


Thank you, glad you are enjoying it. There is more to come.


I have not implemented OTC into the mod and while am open at some point as an optional mod, I have no plans to fully incorporate it into the mod. If someone would like to make OTC compatible with the TMO Update, that is fine with me.

However, I would encourage to try the mod without first as I incorporated my Real Scopes mod into the sim. These mods were designed to enhance manual targeting and work within the sim to overcome the shortcomings of the stadimeter and mast height issues. I adjusted some mast heights in the .cfg files of the various ships and enhanced the zoom level to a more reasonable level (scopes were underpowered previously, especially the observation scope). There is a clear difference between the way the attack scope and observation scopes look based on current light outside...observation had a larger head and was better for viewing.

I play without map contacts probably 60-70 percent of the time and my current career in Salmon class have went without SJ radar(just got it in port will have for next patrol) and when torpedoes actually work lol, i have had great accuracy sinking 1-2 ships patrol, few misses due to plotting errors, all torpedo malfunctions. I included in the download the early war scopes mod to be used on Salmon, Sargo, Porpoise, and S Class boats, as well as late war scopes for 1945 (green reticles an night scope as some US boats did get them in 45 along with ST radar, which is being worked on for future release, but is already included on the Tench Class.

In later war with boats like the Gato, you have the 3D TDC and radar ranging unit which is a HUGE advantage. If one is not aware of how to use it, definitely look the mod up and learn, it is not complicated really and it is a game changer. As said, would encourage to try as it is.

les green01
10-10-21, 09:37 PM
guess i got too get the old sugar boat out and give it a run guess i can change the capt pictures and posters without messing the mod up

Bubblehead1980
10-11-21, 04:19 AM
guess i got too get the old sugar boat out and give it a run guess i can change the capt pictures and posters without messing the mod up



Enjoy and let us know how your patrol goes. Careful though, S boats are not the tanks they used to be, were revised to be a bit more reflective of their limitations. Definitely do not dive as deep as they used to.


Are you talking the capt pictures and posters in the office while in port? If so, then yes, should be no issues if worked previously with TMO.

If are referring to the interior mods, not sure. I do know vickers interior mods are not compatible with TMO as this time, but he has said TMO versions are in the works.

les green01
10-11-21, 10:48 AM
Enjoy and let us know how your patrol goes. Careful though, S boats are not the tanks they used to be, were revised to be a bit more reflective of their limitations. Definitely do not dive as deep as they used to.


Are you talking the capt pictures and posters in the office while in port? If so, then yes, should be no issues if worked previously with TMO.

If are referring to the interior mods, not sure. I do know vickers interior mods are not compatible with TMO as this time, but he has said TMO versions are in the works.

good that what i want to hear bring on the fun and torture use to a s-class mod that made them closer to real life yep in the office both work good so got betty grable on the desk nice pin ups on the walls

Bubblehead1980
10-11-21, 12:08 PM
good that what i want to hear bring on the fun and torture use to a s-class mod that made them closer to real life yep in the office both work good so got betty grable on the desk nice pin ups on the walls

:Kaleun_Salute:

Yes, do not see why would be any problem with the office photos and pictures, nothing has changed regarding those. Enjoy:Kaleun_Salute:

Ghost Dog
10-12-21, 08:10 PM
where can I find: TMO2_Different_smoke_and_splash_effects by Vickers03 ??

Bubblehead1980
10-12-21, 08:43 PM
where can I find: TMO2_Different_smoke_and_splash_effects by Vickers03 ??


Check the folder in the TMO Update download labeled Docs w Required and Optional Mods. Next, check the subfolder labeled OptionsMods_TMO Update BH. The different smoke and shell splash mod is in the there.

Kal_Maximus_U669
10-13-21, 10:21 AM
Hello everyone .. I don't know why .. I tried a lot of things .. in the graphics settings .. other smoke mode ... there is nothing to do I have "MDR" smoke I start to tiring with the sh4 series .. are these problems especially since in the past I didn t have these problems more I play with approximately the same settings from one mod to the other is on the same machine ... but before I was under window7. .d elsewhere I had much better results .. at all levels is less problems .. if someone can help thank you I'm window10 nvidia 1080 gtx
http://image.noelshack.com/fichiers/2021/41/3/1634138183-sh4img-2021-10-06-17-42-32-923.png
http://image.noelshack.com/fichiers/2021/41/3/1634138200-sh4img-2021-10-13-16-32-16-909.png
http://image.noelshack.com/fichiers/2021/41/3/1634138212-sh4img-2021-10-13-16-55-08-172.png
http://image.noelshack.com/fichiers/2021/41/3/1634138260-sh4img-2021-10-06-18-01-53-389.png
Here I had to start a career detecting my first convoy this smoke is so horrible that I would not continue if I do not find a solution ...:ping::ping:hey Bubblehead1980 I had already raised the problem some time ago I told you that I would come back to it it's done ...
:salute:

Bubblehead1980
10-13-21, 11:52 AM
Hello everyone .. I don't know why .. I tried a lot of things .. in the graphics settings .. other smoke mode ... there is nothing to do I have "MDR" smoke I start to tiring with the sh4 series .. are these problems especially since in the past I didn t have these problems more I play with approximately the same settings from one mod to the other is on the same machine ... but before I was under window7. .d elsewhere I had much better results .. at all levels is less problems .. if someone can help thank you I'm window10 nvidia 1080 gtx
http://image.noelshack.com/fichiers/2021/41/3/1634138183-sh4img-2021-10-06-17-42-32-923.png
http://image.noelshack.com/fichiers/2021/41/3/1634138200-sh4img-2021-10-13-16-32-16-909.png
http://image.noelshack.com/fichiers/2021/41/3/1634138212-sh4img-2021-10-13-16-55-08-172.png
http://image.noelshack.com/fichiers/2021/41/3/1634138260-sh4img-2021-10-06-18-01-53-389.png
Here I had to start a career detecting my first convoy this smoke is so horrible that I would not continue if I do not find a solution ...:ping::ping:hey Bubblehead1980 I had already raised the problem some time ago I told you that I would come back to it it's done ...
:salute:



Has to be something on your end, machine, settings, if you are running an environmental mod not included etc? Smoke does not like like that on my end, when I am running a patrol. Could be something with windows 10. I am not sure, I have a PC I use specifically for SH 4 and does not have windows 10. The smoke mod is somewhat older, its from vickers03 but again does not look quite like that on my end. Ill get a screen shot next time on patrol.

Having said that, don't think its a reason to not run a patrol lol its not terrible, not how it should look and again not how looks on my end, but the advantages of having the smoke outweigh a minor cosmetic glitch no? Smoke mod is a game changer, can actually track targets visually at long range as real subs did, and with some improvements I have made to AI crew visual sensors ( bit ridiculous you can see the smoke at ten miles but the lookouts cant) for the upcoming patch, it it is great.

Kal_Maximus_U669
10-13-21, 01:46 PM
I remind you that I have tried everything in mod combinations and I don t use third party mods only yours ... everything is genuine. Something else in Luzon the convoy that I spotted had a strange behavior he sailed very slowly 5 to 6 knots surrounded by a good dozen destroyer while they themselves were only 5 or 6 tankers are cargo ships they all seemed to be waiting for something thing ... moreover the destroyers are particularly aggressive ... submerge at more than 170 fts at more than 5000 nautical miles
they came straight towards me there were 3 ... how could they have spotted me while I was sailing in silent running ..
I really like your work ... which I find really more fascinating ... the periscope is much better ... I also like the atmosphere .. during the day pay attention to aviation ... bravo I can't wait to see this patch .. with the vision of your corrections .. that I was able to read in the other thread .. especially the smoke to correct. What version of the game are you playing? ubi or steam or other ...
[MODS]
TriggerMaru_Overhaul_2-5_UpdateBH Revised Final=1
Nav Map MakeOverTMOUpdate=2
NavMapMakeOverTMOUpdatePatch=3
AlliedShipsTMO=4
ShipsforTMO=5
FJB Color Navigation Map=6
Sobers Compass mod_color=7
EAXsoundsim_without_WebstersManeuver_TMO=8
TMO2_different_smoke_and_splash_effects=9
TMONewDepthChargesType95=10
IJN_Radar_Fix_2=11
BATTLEFLAG_CONNING_STINGRAY_SS186=12
but I had made a pose because of this smoke me I like when all works with onions if not that m agasses ...
http://image.noelshack.com/fichiers/2021/41/3/1634150687-sh4img-2021-10-08-21-44-17-888.png
http://image.noelshack.com/fichiers/2021/41/3/1634150680-sh4img-2021-10-06-17-54-59-105.png
http://image.noelshack.com/fichiers/2021/41/3/1634150672-sh4img-2021-10-06-17-42-56-057.png
http://image.noelshack.com/fichiers/2021/41/3/1634150664-sh4img-2021-10-05-21-57-26-114.png

Bubblehead1980
10-13-21, 02:54 PM
I remind you that I have tried everything in mod combinations and I don t use third party mods only yours ... everything is genuine. Something else in Luzon the convoy that I spotted had a strange behavior he sailed very slowly 5 to 6 knots surrounded by a good dozen destroyer while they themselves were only 5 or 6 tankers are cargo ships they all seemed to be waiting for something thing ... moreover the destroyers are particularly aggressive ... submerge at more than 170 fts at more than 5000 nautical miles
they came straight towards me there were 3 ... how could they have spotted me while I was sailing in silent running ..
I really like your work ... which I find really more fascinating ... the periscope is much better ... I also like the atmosphere .. during the day pay attention to aviation ... bravo I can't wait to see this patch .. with the vision of your corrections .. that I was able to read in the other thread .. especially the smoke to correct. What version of the game are you playing? ubi or steam or other ...
[MODS]
TriggerMaru_Overhaul_2-5_UpdateBH Revised Final=1
Nav Map MakeOverTMOUpdate=2
NavMapMakeOverTMOUpdatePatch=3
AlliedShipsTMO=4
ShipsforTMO=5
FJB Color Navigation Map=6
Sobers Compass mod_color=7
EAXsoundsim_without_WebstersManeuver_TMO=8
TMO2_different_smoke_and_splash_effects=9
TMONewDepthChargesType95=10
IJN_Radar_Fix_2=11
BATTLEFLAG_CONNING_STINGRAY_SS186=12
but I had made a pose because of this smoke me I like when all works with onions if not that m agasses ...
http://image.noelshack.com/fichiers/2021/41/3/1634150687-sh4img-2021-10-08-21-44-17-888.png
http://image.noelshack.com/fichiers/2021/41/3/1634150680-sh4img-2021-10-06-17-54-59-105.png
http://image.noelshack.com/fichiers/2021/41/3/1634150672-sh4img-2021-10-06-17-42-56-057.png
http://image.noelshack.com/fichiers/2021/41/3/1634150664-sh4img-2021-10-05-21-57-26-114.png


I am not sure about your smoke issue, I do not have the issue on my end and first have heard of it. I will check again this evening when am at home
and will consult with some of the modders here. The mod list you posted looks fine.

I have a hard copy of SH4 (disc) and mod was built using it, not steam version . Not sure if that could be the issue.


Can provide exact date and time in the sim of you encounter please?

Looks like you are in early war say Dec 1941,and ran into Aparri , Philippines invasion force. They are supposed slow down to simulate the launching of landing craft and barges. Daihatsu type landing craft spawn and head ashore, simulating the landings. However, if player happens to be within 20 NM or so at time they are not supposed to do so, they will not spawn, quirk of SH 4.

Yes, the invasion forces tend to be large and well escorted as they were in real life.I used historical references/orders of battle to build the invasion forces, make sure each ship in the game represents a real life counterpart.

Yes, escorts are aggressive in TMO in general, it is something that sets TMO apart. In this case the , they are possibly a little more aggressive due to high concentration of skilled escorts guarding the invasion force., a high value target.

5000 nautical miles? I assume you mean 5 nautical miles or 5000 yards perhaps? No way the detected you at 5000 nautical miles lol.

How did they detect you? Well can think of several ways, without knowing exact details of approach, and attack etc.

#1 and most likely is the escorts or an aircraft spotted you before you submerged, or an aircraft observed you while you were at periscope depth or before went deep, went to silent running, and destroyers came looking for you based on the aircrafts report. Also, the warships such as the light cruisers have better visual sensors than merchants and even escorts, this reflects the excellent optics japanese had for gunnery and especially night fighting. So possible the light cruisers in the invasion force spotted you and reported to escorts, who came looking for you or some combination of all.

Those light cruisers have scout planes that spawn from them, usually single engine floatplanes like the "JAKE" or "PETE" . Likely the aircraft overhead spotted you while submerged, especially before you were deeper.

In the clear and calm waters of the pacific, enemy aircraft in TMO can spot you when submerged , even in early war at some deeper depths, depending on sea conditions. So a strong chance that a low flying aircraft spotted you while submerged and radioed your position, the nearby escorts came hunting for you.

A change in my update is that enemy escorts and aircraft will come from further away than before to look for you if you are contacted. I don't want to disclose the exact number, but it is much higher than the absurdly low 15 minutes it was previously . Meaning before the update, if a enemy unit received a call about your submarine , but was 16 minutes away would not respond, but if was 15, or 14, they would come lol. Now, they will come from hours away to look for your submarine as sub hunters really would.


#2 is in the calm seas, possible ideal sonar conditions for skilled escorts , especially when moving slow and they do not have noise of their own props and those of convoy affecting their passive listening ability. Perhaps they heard you before went to silent running and came to investigate. Of course if one hears you, reports it to others. So picking you up at 5000 yards or even 5 nautical miles is not out of the realm of possibilities. So many variables involved here.


Glad you are enjoying the mod, enjoying it myself. Yes, not having air search radar at start of war does add a certain element, hinders players daytime movements as running on surface is a huge risk. Then once obtain the SD air search radar, things change, as does when receive air search radar.

Bubblehead1980
10-13-21, 04:00 PM
After six patrols, a transfer to Pearl Harbor in December 1942 and having to edit files to manually refit the USS Seal SS-183 (Salmon class), I needed a break, so decided would come back to this career and try to make it from start of war to end in Salmon. Plus, wanted to test out some things for the forthcoming patch in the campaign and Seal was several patrols away from Fall 1943.

I started a career with a Balao USS Skate SS-305 out of Pearl Harbor and advanced start date until 26 September, so could proceed to Wake Island for first ever official lifeguard mission by US submarines (as Skate actually did ) on 5/6 October 1943. For the patch, I added the US TF, departs PH at historical date and time , quite the sight.


Anyways, while en route , had an incident that shows why in the updated TMO, trim dives and sound sweeps are important. I came close and would have been upset losing this boat as I spent a lot of time editing the crew etc. Link below for full story.

https://www.subsim.com/radioroom/showthread.php?t=250720

4H_Ccrashh
10-14-21, 10:39 AM
Ouch, they did a real number on you...40 percen hull damage and all the equipment wrecked. You were definitely extremely close to hull collapse in a S boat at 320 feet with that kind of hull damage. A little deeper or one close charge that increased hull damage even a little more. Obvious were dealing with first team escorts, for them to put charges close enough to dot that kind hull damage, does not happen often in the update. The way the way damage model was reworked, it damaged and destroy key equipment until you sink or surface, sometimes can't surface no matter how hard you try.


Yes, trim pump damage is modeled, it always has been but it was so well protected it was rare for it to take damage, let alone be damaged enough to malfunction. First time I discovered this was several years ago, long before I was modding, and was in a S boat in 1942 off Kiska Island in the Aleutians. Boat took a close charge and was wondering why could not keep it level but not flooding, looked to see trim pump damage was at 90 percent. When your trim pump is damaged beyond a certain point or destroyed, boat becomes difficult to control. If you have flooding anywhere in boat, control becomes s even more difficult and need noisy speed to compensate.

Hydraulic pump goes, becomes very difficult to operate boat as well, both to steer and control dive planes. I've lost dive planes before, surfaced and they were gone , blown away lol diving is a bit different then.

Glad you made it, would definitely repair at Mangarin Bay then head for home with that kind of hull damage. Let me know how it turns out.




I have never encountered the black shadow creatures you speak of. Does this happen every time ?

The shadow crew used to happen a long time ago. If it happens again I'll take a screen shot.

As for the return trip... Never made it.

Shortly after getting to the surface and making repairs an enemy seaplane showed up right on top of us. Dive was very sluggish and we got nailed with bombs.

Started a new campaign, Still out of Cavite and per chance I got the S-37 again!

Bubblehead1980
10-14-21, 10:55 AM
The shadow crew used to happen a long time ago. If it happens again I'll take a screen shot.

As for the return trip... Never made it.

Shortly after getting to the surface and making repairs an enemy seaplane showed up right on top of us. Dive was very sluggish and we got nailed with bombs.

Started a new campaign, Still out of Cavite and per chance I got the S-37 again!

Okay thanks.

Oh man, survived all of that, then a plane gets you. Running on the surface in day time when do not have SD radar is definitely a risk . That is TMO for ya lol.

Same boat? Nice. Are you familiar with my "Select Your Sub" mod? Allows you to choose your submarine before starting a campaign, quite easy. IF interested, below is the link for future use.

https://www.subsim.com/radioroom/downloads.php?do=file&id=5190

Let me know how new campaign works out.

Kal_Maximus_U669
10-14-21, 03:30 PM
Okay thanks.

Oh man, survived all of that, then a plane gets you. Running on the surface in day time when do not have SD radar is definitely a risk . That is TMO for ya lol.

Same boat? Nice. Are you familiar with my "Select Your Sub" mod? Allows you to choose your submarine before starting a campaign, quite easy. IF interested, below is the link for future use.

https://www.subsim.com/radioroom/downloads.php?do=file&id=5190

Let me know how new campaign works out.

hey Bubblehead1980
I saw all the explanations that you provided it is fantastic it is exactly how it happened December 1941 It is to say several times seen by the Kawanishi H6k & Jake planes the day before then arriving in the archipelagos the invasion begins but I found their attitude strange yes it is indeed an invasion because 3 of the ships were transport of troops & tank protected by a heavier building we see it in the telescope on the screen but my ignorance of this war of the Pacific ... . you now understand why i found it strange now i saved at the right time i am going to redo it with a different approach at the time of the attack it is really great the dimension that you bring thanks to this unavailable radar. Now I can not wait to fire to test the torpedoes because I took a load of mark 10 & mark 14 I said to myself we are going to see the behavior here I put my card to you with what confirms your say

http://image.noelshack.com/fichiers/2021/41/4/1634243122-sh4img-2021-10-05-21-57-26-114.png
http://image.noelshack.com/fichiers/2021/41/4/1634243128-sh4img-2021-10-06-17-42-56-057.png
first attempt to destroy them my sent by the bottom .. even with Arnold Schwarzenegger on board
http://image.noelshack.com/fichiers/2021/41/4/1634243139-sh4img-2021-10-06-18-19-39-283.png
:har::har::har::Kaleun_Cheers::Kaleun_Cheers:

Arlo
10-15-21, 03:32 PM
Critical depth comparison: S-boat vs. Tench in this mod:

The implosion is sudden and complete. S-Boat at 350', Tench at 900'.

(It would be nice if the audio clearing the bridge wouldn't happen when submerged.)

https://www.youtube.com/watch?v=vLhD4Szz5_U

Bubblehead1980
10-15-21, 04:15 PM
Critical depth comparison: S-boat vs. Tench in this mod:

The implosion is sudden and complete. S-Boat at 350', Tench at 900'.

(It would be nice if the audio clearing the bridge wouldn't happen when submerged.)

https://www.youtube.com/watch?v=vLhD4Szz5_U

Thanks for the videos. I did enjoy them:Kaleun_Salute:


Just a heads up, if share spoilers such as crush depths etc, please include a "SPOILER ALERT" in the topic and at head of the post, and do not give too much away early in the post, so do not see information may not want to know.

I revised the crush depths of the boats and did not share them for a reason in the README, to keep a certain element fo the unknown present in the mod, the element of not knowing just how deep boat can go, and being forced to operate in a certain manner on patrol, unless go out of way to find out.

Actually, even as the developer of the Update for TMO, I am not sure of the exact revised crush depths in the mod as I did not test them to find ou. I did this in order to maintain that element for myself, even as a developer. Now, I do have an estimate , and tested to make sure boats would make it to a certain depth as they historically were able to, based on the class of submarine. I believe I guaranteed can get at least 100 ft below test depth without concern, if have ZERO hull damage i.e. full hull integrity. Tried to use as much historical fact as could in calculating crush depth estimates.


The dive sounds with the voices are not part of my up recent TMO Update, you must have a sound mod running which overwrites them:hmmm:. The dive alarms included in the update are just authentic dive alarms that sound twice for diving, three times for surface. I dislike clunky dialogue chunks cut from movies etc for this exact reasons so decided not to use them. Check JSGME for overrides of the sound files.

912 feet for Tench ? lol like I said never tested the exact depth but that one surprises me, figured it would crush around 825-850

The S Class was revised in the update. They are much more vulnerable, reflecting the obsolescent nature. They have been, since SH 4 was released like tanks, always annoyed me. As you see, they can not dive very deep either but 350 is quite a bit below the test depth so for that type of old boat, not bad.

I did decide to retain the "instant death" upon reaching crush depth in TMO as felt it was more in line with reality, then reaching crush depth and being able to recover, so once below crush depth have just a few seconds before its .

flush deck
10-16-21, 08:04 AM
Fantastic work :Kaleun_Cheers:
Need to test after my texture stuff for sure.
Let me know if you need something regarding my texture mod for your project
Thanks for this great update:up:

Bubblehead1980
10-17-21, 04:13 PM
Fantastic work :Kaleun_Cheers:
Need to test after my texture stuff for sure.
Let me know if you need something regarding my texture mod for your project
Thanks for this great update:up:


Thank you! I am working on a patch now and plan to look into making sure your mod is compatible with my TMO Upgrade. Looks great :Kaleun_Salute:

Bubblehead1980
10-17-21, 04:15 PM
All the work, frustration, time etc. really was worth it, I've had a blast running this mod since its release, when I am (mostly) not testing, just enjoying it.

I just wrapped up my second war patrol in the Balao Class USS Skate SS-305 from 6 December 1943-16 January 1944 North of Truk. Saw a lot of action, really was a blast. Patrol report with screenshots at link below.

https://www.subsim.com/radioroom/showthread.php?t=107786

Mav87th
10-18-21, 11:28 AM
Thank you, glad you are enjoying it. There is more to come.

...and enhanced the zoom level to a more reasonable level (scopes were underpowered previously, especially the observation scope). There is a clear difference between the way the attack scope and observation scopes look based on current light outside...observation had a larger head and was better for viewing.



Thanks Bubblehead - and I totally look forward to more coming from you mate - awesome stuff.

For inspiration you might want to look at this https://www.subsim.com/radioroom/showthread.php?t=133207

:up:

MADLOU
10-20-21, 07:17 AM
Just noticed that when the AA guns are manned and I order them to fire at aircraft they do nothing.

Any solutions?

Thanks.

propbeanie
10-20-21, 07:48 AM
How close are the planes? They have to be within the set AA gun range before you'll see them shoot.

MADLOU
10-20-21, 08:58 AM
Well the planes get close enough to shoot bullets and the AA gunners would not shoot and when I played the original TMO the AA gunners would shoot before the aircraft fired at the sub and for quite a while afterwards.

I know that the AA gunners now shoot at ships along with the deck gun. Perhaps that is why they no longer shoot at aircraft. If so, no problem, I usually dive when aircraft appears anyway. The AA gunners shooting at surface ships with the deck gun is big fun :yeah:

Bubblehead1980
10-20-21, 10:03 AM
Just noticed that when the AA guns are manned and I order them to fire at aircraft they do nothing.

Any solutions?

Thanks.

Make sure under the AA guns panel on the orders back you have "fire at will selected" , that works best. AA guns range is set at 4373 yards or 4000 meters. In testing I tried to raise this but they would not fire a contacts so put it back to that number. Now, I am currently testing a modification to the visual sensors of sub crews , they are kind of blind...can't see a ship I can see at ten miles..smoke, or an aircraft I can see etc, which is bit ridiculous. Their lack of vision does have a effect on their targeting of aircraft.


Also, from the README ....


11. Deck and AA guns

"An optional mod is included which converts AA guns (20 MM, 40 MM), to function against enemy vessels. Basically, when you target an enemy vessel, if the AA gun(s) are manned the will open fire on target along with the deck gun. Leave them unmanned and will not fire, if want to use deck gun only. Player will need to click on the ammo from the AA gun view to make sure they are loaded for them to fire. Early war not as much of a factor but in later war having AI firing 20 and 40 MM guns along with deck gun is great when dealing with smaller craft or in desperate situations, can lay down impressive bit of fire...."



So if you have that mod enabled, your AA guns will not fire at aircraft, they are considered deck guns by the sim and will only fire at aircraft. They are linked to the deck gun and if manned when order deck gun to open fire, they will fire at selected surface target. Unfortunately, right now it is either or, since UBI in its infinite wisdom, did not give us dual purpose AA guns, because you know, that would be too historically accurate:haha: Having said that, I believe someone told me FOTRS is working on making deck guns dual purpose.


I made the mod optional because while TMO is designed to stop such nonsense of constantly dueling it out with aircraft with AA guns on surface, in certain missions may need AA guns to be an option. One example would be lifeguard missions, special missions, especially if into shallow waters. Then again, may need the surface firepower. I provided the option to the Captain.

Mad Mardigan
10-20-21, 12:07 PM
Make sure under the AA guns panel on the orders back you have "fire at will selected" , that works best. AA guns range is set at 4373 yards or 4000 meters. In testing I tried to raise this but they would not fire a contacts so put it back to that number. Now, I am currently testing a modification to the visual sensors of sub crews , they are kind of blind...can't see a ship I can see at ten miles..smoke, or an aircraft I can see etc, which is bit ridiculous. Their lack of vision does have a effect on their targeting of aircraft.


Also, from the README ....


11. Deck and AA guns

"An optional mod is included which converts AA guns (20 MM, 40 MM), to function against enemy vessels. Basically, when you target an enemy vessel, if the AA gun(s) are manned the will open fire on target along with the deck gun. Leave them unmanned and will not fire, if want to use deck gun only. Player will need to click on the ammo from the AA gun view to make sure they are loaded for them to fire. Early war not as much of a factor but in later war having AI firing 20 and 40 MM guns along with deck gun is great when dealing with smaller craft or in desperate situations, can lay down impressive bit of fire...."



So if you have that mod enabled, your AA guns will not fire at aircraft, they are considered deck guns by the sim and will only fire at aircraft. They are linked to the deck gun and if manned when order deck gun to open fire, they will fire at selected surface target. Unfortunately, right now it is either or, since UBI in its infinite wisdom, did not give us dual purpose AA guns, because you know, that would be too historically accurate:haha: Having said that, I believe someone told me FOTRS is working on making deck guns dual purpose.


I made the mod optional because while TMO is designed to stop such nonsense of constantly dueling it out with aircraft with AA guns on surface, in certain missions may need AA guns to be an option. One example would be lifeguard missions, special missions, especially if into shallow waters. Then again, may need the surface firepower. I provided the option to the Captain.

Which is why for Me, I left the AA/DG mod out of the mix...owing to the fact that as it stands now... using the AA as a DG.. does NOT allow for the crew of the AA to fire at aircraft... though, I did note that I had a Pete (believe it was... noted a few odd things about it.

1. Even though I had AA set to fire at will... (not literally at people named will... :haha: :har: :haha: :D) guy didn't even bother to fire at the buzzing aircraft. Happened to be in a shallow water area... not by choice, well.. entirely by choice. To get to the assigned patrol coordinates... the area I was at, to get to that area, it was the quickest path... soooo.... I was not able to crash dive... much less... periscope depth, either. :hmmm: So, I had the crew man AA... just in case. Fat good it did... the guys just sat there & stared at the buzzing aircraft.

2. Noted that it seems the IJM, recruited Casper, as an airman... & 1 of His brothers... as there were NO crew visible in the pilot & gunners seats. The aircraft was a biplane & therefor had a 2 seat config... float plane, so am assuming it was off of a light or heavy cruiser, somewhere nearby perhaps... maybe even a Battleship... :hmmm:

At any rate... was able to zig & avoid any damages... well some minor ones & a few crew shaken up a tad... got to deeeper waters & dove... once under... set off on a 45 degree tangent to course, surfaced at dark & resumed course before making a run for it full speed before taking back to deep waters for another day, then resumed sailing on the surface to get to My assigned patrol area.

:Kaleun_Salute:

M. M.

Note:

All of that above, was while I was engaged in a Sargo class boat, mind you... the S boat, has no AA gun section... just DG only.

Bubblehead1980
10-20-21, 01:37 PM
Which is why for Me, I left the AA/DG mod out of the mix...owing to the fact that as it stands now... using the AA as a DG.. does NOT allow for the crew of the AA to fire at aircraft... though, I did note that I had a Pete (believe it was... noted a few odd things about it.

1. Even though I had AA set to fire at will... (not literally at people named will... :haha: :har: :haha: :D) guy didn't even bother to fire at the buzzing aircraft. Happened to be in a shallow water area... not by choice, well.. entirely by choice. To get to the assigned patrol coordinates... the area I was at, to get to that area, it was the quickest path... soooo.... I was not able to crash dive... much less... periscope depth, either. :hmmm: So, I had the crew man AA... just in case. Fat good it did... the guys just sat there & stared at the buzzing aircraft.

2. Noted that it seems the IJM, recruited Casper, as an airman... & 1 of His brothers... as there were NO crew visible in the pilot & gunners seats. The aircraft was a biplane & therefor had a 2 seat config... float plane, so am assuming it was off of a light or heavy cruiser, somewhere nearby perhaps... maybe even a Battleship... :hmmm:

At any rate... was able to zig & avoid any damages... well some minor ones & a few crew shaken up a tad... got to deeeper waters & dove... once under... set off on a 45 degree tangent to course, surfaced at dark & resumed course before making a run for it full speed before taking back to deep waters for another day, then resumed sailing on the surface to get to My assigned patrol area.

:Kaleun_Salute:

M. M.

Note:

All of that above, was while I was engaged in a Sargo class boat, mind you... the S boat, has no AA gun section... just DG only.



Very strange. Never had crew just ignore aircraft in TMO and I just now tested this after reading your post, against incoming aircraft and crew fired AA guns. . Did you have a lower skilled crew member manning the gun? Was the "Fire at Will" the only option selected? Did you try the "Target closing targets" or "Short range" buttons?

Environmental mods . if you have any outside of TMO, running can cause issues as well.

Mad Mardigan
10-20-21, 01:52 PM
Very strange. Never had crew just ignore aircraft in TMO and I just now tested this after reading your post, against incoming aircraft and crew fired AA guns. . Did you have a lower skilled crew member manning the gun? Was the "Fire at Will" the only option selected? Did you try the "Target closing targets" or "Short range" buttons?

Nope... highest rated guy/s manning it. I purposefully look for the highest rated guys & have them stuffed off just to man the guns, for just such emergencies...

Gave them the "Fire at will" command, & shifted between the different range choices &.. nada... they just flat out did NOT fire a shot.

Environmental mods . if you have any outside of TMO running, can cause issues as well.

Nothing enviro... just those small mods that make the sea floor look a bit better when I'm docked/docking or pushing off to start a patrol or those rare times when I am in or around shallow water areas... that's it.

you've seen My mod set up.. posted that here, a number of posts back.. & in DM to ya...

Will push on despite that.. & dump the into flak mode if in shallow waters... & do as I did before... run for deeper waters & dive as soon as it's safe to do so... & pray. :D

I don't generally duke it out with aircraft, unless I have no alternative... just so ya know.

:Kaleun_Salute:

M. M.

Bubblehead1980
10-20-21, 03:30 PM
Nope... highest rated guy/s manning it. I purposefully look for the highest rated guys & have them stuffed off just to man the guns, for just such emergencies...

Gave them the "Fire at will" command, & shifted between the different range choices &.. nada... they just flat out did NOT fire a shot.



Nothing enviro... just those small mods that make the sea floor look a bit better when I'm docked/docking or pushing off to start a patrol or those rare times when I am in or around shallow water areas... that's it.

you've seen My mod set up.. posted that here, a number of posts back.. & in DM to ya...

Will push on despite that.. & dump the into flak mode if in shallow waters... & do as I did before... run for deeper waters & dive as soon as it's safe to do so... & pray. :D

I don't generally duke it out with aircraft, unless I have no alternative... just so ya know.

:Kaleun_Salute:

M. M.


Got ya. That is just driving me crazy I can't replicate it lol I tried again and gunners engaged the aircraft.

Mad Mardigan
10-20-21, 05:39 PM
Got ya. That is just driving me crazy I can't replicate it lol I tried again and gunners engaged the aircraft.

No worries... may have been.. just a fluke occurrence, like I said, I don't go outta My way to tangle with aircraft any way... *shrug*

I'll just make sure to do the shake & shimmy tango, in the possibility that happens again... :hmmm: at least until I can dive... most times, I generally avoid shallows... unless I have no choice but deal with them... yanno... :shucks:

:Kaleun_Salute:

M. M.

Bubblehead1980
10-20-21, 06:55 PM
No worries... may have been.. just a fluke occurrence, like I said, I don't go outta My way to tangle with aircraft any way... *shrug*

I'll just make sure to do the shake & shimmy tango, in the possibility that happens again... :hmmm: at least until I can dive... most times, I generally avoid shallows... unless I have no choice but deal with them... yanno... :shucks:

:Kaleun_Salute:

M. M.


I was going to say, may just be a fluke. If encounter it again, let me know and will investigate further.

I am the same, I can not remember last time I used my AA guns against aircraft outside of testing. US subs simply did not joust with enemy aircraft unless absolutely forced to and I can not recall any incidents outside of Pearl Harbor when they used AA guns, let alone shot one down. I can be wrong, may have happened once or twice, but extremely rare. Due to this , I just dive and avoid circumstances where would need them. Of course, in my TMO update once shallow water operations becomes the norm in late 1944 into 1945, more likely to be in shallows. Basically, unless at night and can reach waters at least 70 ft deep by dawn, I avoid the shallows.


I was once off China coast approaching Shanghai in March 1945, had shadowed northbound tanker convoy all day, diving many times to avoid patrol planes. Then lost contact, since as they did in real life, many convoys operating along the coast of china etc in my update will sail into a cove or harbor and stop (slow way down to appear stopped) for the night and not exit till the morning. I surfaced at dusk and chased them about 15 NM in coastal waters with 50 ft under keel. Sunk two tankers before entered harbor, but then had three escorts, who could match my speed chase me. So I could not out run them but they could not close beyond 4000 yards. Close enough to fire at me , one was getting rounds close because he had radar. Then a night flier came in, it was a BETTY . So I could not submerge, had a radar equipped plane coming in, could not evade too much or escorts would close.

Of course the plane bombed and missed, my AA guns blazed away but at night on a fast moving betty did not do any damage until about 10 minutes later, when it came in low on a strafing run, which wounded my XO on the bridge and a lookout, the 40 MM lit it on fire, of course it made a few more runs (lmao, wish could figure out how to fix that) before departing.

I fired four torpedoes with zero AOB and gave wide spread on the TDC dial, stern torpedoes went out in a V formation, no hits but the wakes scared the escorts, they slowed to evade long enough to let me escape. The radar equipped one sped back up but never got back within 5000 yards and finally gave up.

Problem is dawn was breaking and I still had 30 NM until was anywhere close enough to really dive. So I was harassed by plane after plane, aa guns did nothing for us, two close depth charge landed along port side at close distance from a "LORNA" and damaged the boat pretty seriously. In reality, likely would have a kill or crippled the sub. I submerged to the bottom at 65 feet and "hovered" i.e. to simulate boat being on bottom, conducted repairs for 7 hours, was bombed few more times by passing planes who saw me in the clear shallow waters. Just as I surfaced, over the horizon comes a patrol. Luckily they were PC types and slower than me, could not catch me. Finally made it the deeper waters but in a Gato with 42 percent hull damage (no visible holes, just damage from near misses) and submerged to 125 feet, surfaced that night and headed home to Guam.


TMO planes are deadly and all are set to veteran or elite, so they are not incompetent as when set to lower skill levels. I am working to fix their payloads as the mixed load of bombs and depth charges causes them to make nonsensical dry runs when deciding which one to use, especially when player is in transition of diving, a allowing player to escape. Zeros will have no bombs, they will strafe Bombs will carry bombs, patrol planes depth charges . Should resolve the issue.

Mad Mardigan
10-20-21, 07:04 PM
I was going to say, may just be a fluke. If encounter it again, let me know and will investigate further.

you got it.. :Kaleun_Wink:

In the course of patrolling, if I do run into that happening, again... will give a shout out... :up:


I am the same, I can not remember last time I used my AA guns against aircraft outside of testing. US subs simply did not joust with enemy aircraft unless absolutely forced to and I can not recall any incidents outside of Pearl Harbor when they used AA guns, let alone shot one down. I can be wrong, may have happened once or twice, but extremely rare. Due to this , I just dive and avoid circumstances where would need them. Of course, in my TMO update once shallow water operations becomes the norm in late 1944 into 1945, more likely to be in shallows. Basically, unless at night and can reach waters at least 70 ft deep by dawn, I avoid the shallows.


I was once off China coast approaching Shanghai in March 1945, had shadowed northbound tanker convoy all day, diving many times to avoid patrol planes. Then lost contact, since as they did in real life, many convoys operating along the coast of china etc in my update will sail into a cove or harbor and stop (slow way down to appear stopped) for the night and not exit till the morning. I surfaced at dusk and chased them about 15 NM in coastal waters with 50 ft under keel. Sunk two tankers before entered harbor, but then had three escorts, who could match my speed chase me. So I could not out run them but they could not close beyond 4000 yards. Close enough to fire at me , one was getting rounds close because he had radar. Then a night flier came in, it was a BETTY . So I could not submerge, had a radar equipped plane coming in, could not evade too much or escorts would close.

Of course the plane bombed and missed, my AA guns blazed away but at night on a fast moving betty did not do any damage until about 10 minutes later, when it came in low on a strafing run, which wounded my XO on the bridge and a lookout, the 40 MM lit it on fire, of course it made a few more runs (lmao, wish could figure out how to fix that) before departing.

I fired four torpedoes with zero AOB and gave wide spread on the TDC dial, stern torpedoes went out in a V formation, no hits but the wakes scared the escorts, they slowed to evade long enough to let me escape. The radar equipped one sped back up but never got back within 5000 yards and finally gave up.

Problem is dawn was breaking and I still had 30 NM until was anywhere close enough to really dive. So I was harassed by plane after plane, aa guns did nothing for us, two close depth charge landed along port side at close distance from a "LORNA" and damaged the boat pretty seriously. In reality, likely would have a kill or crippled the sub. I submerged to the bottom at 65 feet and "hovered" i.e. to simulate boat being on bottom, conducted repairs for 7 hours, was bombed few more times by passing planes who saw me in the clear shallow waters. Just as I surfaced, over the horizon comes a patrol. Luckily they were PC types and slower than me, could not catch me. Finally made it the deeper waters but in a Gato with 42 percent hull damage (no visible holes, just damage from near misses) and submerged to 125 feet, surfaced that night and headed home to Guam.


TMO planes are deadly and all are set to veteran or elite, so they are not incompetent as when set to lower skill levels. I am working to fix their payloads as the mixed load of bombs and depth charges causes them to make nonsensical dry runs when deciding which one to use, especially when player is in transition of diving, a allowing player to escape. Zeros will have no bombs, they will strafe Bombs will carry bombs, patrol planes depth charges . Should resolve the issue.

:Kaleun_Salute:

M. M.

Bubblehead1980
10-20-21, 09:31 PM
you got it.. :Kaleun_Wink:

In the course of patrolling, if I do run into that happening, again... will give a shout out... :up:



:Kaleun_Salute:

M. M.


How is the Alaskan campaign in S boat going?

Mad Mardigan
10-20-21, 10:46 PM
How is the Alaskan campaign in S boat going?

So far, so good. Patrol orders are to do a 5 day patrol around Attu.

Speaking of... noticed that Attu, is barely... barely, in the ascribed patrol... circle, wouldn't it be more.. feasible to side shift that circular patrol a wee bit more... SW to include the island, in the patrol area... just asking.

PlayerCurrentObjectiveCode=Attu
PlayerDefaultObjectives=ID94
PlayerCurrentObjectives=ID292

Other than that, patrol's going slow, on the look out for ships, & yeah... submerged throughout the day, & surfaced to recharge the batteries. Know the old S boats sonar, wasn't like the Sargo (& those after that sub...)... I think that had the ability to run surfaced & be able to pick up ships on sonar while on the surface.

S boats, were on par with the early on type VII's in that score, if I am recalling the progression of the Uboat sonar. right.. which that was behind the Brit's & the U.S.' sonar.. though their boats were tougher in deep dive ability though the dive time sucked. Only boats they had that were quick in diving & seriously maneuverable were the type II's. The type II-D, was the stealth ninja's of the type IIs... but, I digress...

Will report more on contact with the enemy...

:Kaleun_Salute:

M. M.

Bubblehead1980
10-21-21, 11:30 AM
So far, so good. Patrol orders are to do a 5 day patrol around Attu.

Speaking of... noticed that Attu, is barely... barely, in the ascribed patrol... circle, wouldn't it be more.. feasible to side shift that circular patrol a wee bit more... SW to include the island, in the patrol area... just asking.

PlayerCurrentObjectiveCode=Attu
PlayerDefaultObjectives=ID94
PlayerCurrentObjectives=ID292

Other than that, patrol's going slow, on the look out for ships, & yeah... submerged throughout the day, & surfaced to recharge the batteries. Know the old S boats sonar, wasn't like the Sargo (& those after that sub...)... I think that had the ability to run surfaced & be able to pick up ships on sonar while on the surface.

S boats, were on par with the early on type VII's in that score, if I am recalling the progression of the Uboat sonar. right.. which that was behind the Brit's & the U.S.' sonar.. though their boats were tougher in deep dive ability though the dive time sucked. Only boats they had that were quick in diving & seriously maneuverable were the type II's. The type II-D, was the stealth ninja's of the type IIs... but, I digress...

Will report more on contact with the enemy...

:Kaleun_Salute:

M. M.



Yes patrol orders/zones are something I will address in future, planned to in this release but did not quite make it as, like everything in this sim, is more complicated and time consuming than one would think and honestly, still learning exactly how to do it. Those are the "native" orders to TMO and always though were a bit off myself.


Far as I know, S boats only had deck mounted sonar(the big ball you see on the deck) and could not hear targets when surfaced. One thing I dislike in fleet boats is how well sonar works on surface, can be moving a long at 16 knots and hear perfectly lol. The man issue with AI referring to sonar is they hear before they see when surfaced, since their visual range is pretty much limited to 6-7 NM, which is crazy. Actually, it takes away a certain element of danger when without radar as sound always heard warships before crew spotted them, so could have those spare moments to evade. Now lookouts will spot those patrols usually before they spot the sub since subs were difficult to spot in real life , but may have spotted you as well I have tweaked the visuals for upcoming patch.


If you are are not finding any enemy shipping, let me know if you will, time, date, area (coordinates if you can) and I will look into it. Also, opening the files with the mission editor can give an idea of the shipping lanes. A lot of shipping to be found between Kiska and Attu, and in the Kurils-Aleutians lanes. Takes you into an open ocean area, which can be difficult to locate targets., esp before SJ radar.

Mad Mardigan
10-21-21, 01:32 PM
Yes patrol orders/zones are something I will address in future, planned to in this release but did not quite make it as, like everything in this sim, is more complicated and time consuming than one would think and honestly, still learning exactly how to do it. Those are the "native" orders to TMO and always though were a bit off myself.


Far as I know, S boats only had deck mounted sonar(the big ball you see on the deck) and could not hear targets when surfaced. One thing I dislike in fleet boats is how well sonar works on surface, can be moving a long at 16 knots and hear perfectly lol. The man issue with AI referring to sonar is they hear before they see when surfaced, since their visual range is pretty much limited to 6-7 NM, which is crazy. Actually, it takes away a certain element of danger when without radar as sound always heard warships before crew spotted them, so could have those spare moments to evade. Now lookouts will spot those patrols usually before they spot the sub since subs were difficult to spot in real life , but may have spotted you as well I have tweaked the visuals for upcoming patch.


If you are are not finding any enemy shipping, let me know if you will, time, date, area (coordinates if you can) and I will look into it. Also, opening the files with the mission editor can give an idea of the shipping lanes. A lot of shipping to be found between Kiska and Attu, and in the Kurils-Aleutians lanes. Takes you into an open ocean area, which can be difficult to locate targets., esp before SJ radar.

Pretty much over in the deeper waters area of the patrol zone... may see of shifting closer to the island & see if I can't pick up any targets of... opportunity. May not be close in enough yet... :hmmm:

Yeah, that particular zone area's well NW of the island... which would be considerably odd... you'd of thought the zone would have included the island in there a bit better than was done.

Don't take it wrong or criticism of the sonar... as I know that the S boat had limitations... & your revamp brings that out great, adding to the work of others. As what I said on it, wasn't that.. it was just a.. side by side comparison of the differences between the different subs.

Have to say... seeing the numerous ice burgs, was a nice sight... especially considering they were included in stock, but... seemed to be... AWOL a lot, at least to My estimation of stock. Just 1 suggestion... maybe of NOT having them... static, or stationary, as the case is... owing to fluid dynamics... they'd be mobile... not fast but still... not sitting still. Just.. a suggestion.

Hopefully, perhaps some other modder, with the ability to do it... could maybe see of modeling them a bit.. better.

But... that's something to look at, for later... :yep:

PULSEOX
10-21-21, 02:08 PM
:k_confused: Love the mod-but I can't seem to walk forwards/backwards in boat. Arrow keys go sideways and up and down. tried the numpad #8 and #2 and also the seperate 4 arrow keys...I am stuck at each station and not able to move?

Bubblehead1980
10-21-21, 02:15 PM
Pretty much over in the deeper waters area of the patrol zone... may see of shifting closer to the island & see if I can't pick up any targets of... opportunity. May not be close in enough yet... :hmmm:

Yeah, that particular zone area's well NW of the island... which would be considerably odd... you'd of thought the zone would have included the island in there a bit better than was done.

Don't take it wrong or criticism of the sonar... as I know that the S boat had limitations... & your revamp brings that out great, adding to the work of others. As what I said on it, wasn't that.. it was just a.. side by side comparison of the differences between the different subs.

Have to say... seeing the numerous ice burgs, was a nice sight... especially considering they were included in stock, but... seemed to be... AWOL a lot, at least to My estimation of stock. Just 1 suggestion... maybe of NOT having them... static, or stationary, as the case is... owing to fluid dynamics... they'd be mobile... not fast but still... not sitting still. Just.. a suggestion.

Hopefully, perhaps some other modder, with the ability to do it... could maybe see of modeling them a bit.. better.

But... that's something to look at, for later... :yep:


Yes, they were absent in stock as was traffic in the areas they were present. I recall exploring and never saw an iceberg nor targets in Sea of Okhotsk (aside from La Perouse area) or Aleutians etc. I thought the icebergs were a mod thing though, interesting. I added them for immersion. Most are mobile, floating around slowly. However, I did leave some as static to make sure they were visible/encountered for immersion. I recall having one off Dutch Harbor area be stationary for that reason

Fun fact is the very large icebergs can be detected on SD radar as they tower the minimum height of the radar lol. Shocked me when saw that. I turned off SJ to avoid having radar operator call out the contact with the berg, but SD (which we cant turn off currently) did pick it up.


So cold weather clothing mod, icebergs, a more in line reality with S Class sub, now all you need is targets lol What is the current day ,month, year in your S boat campaign?

Mad Mardigan
10-21-21, 03:00 PM
Yes, they were absent in stock as was traffic in the areas they were present. I recall exploring and never saw an iceberg nor targets in Sea of Okhotsk (aside from La Perouse area) or Aleutians etc. I thought the icebergs were a mod thing though, interesting. I added them for immersion. Most are mobile, floating around slowly. However, I did leave some as static to make sure they were visible/encountered for immersion. I recall having one off Dutch Harbor area be stationary for that reason

Fun fact is the very large icebergs can be detected on SD radar as they tower the minimum height of the radar lol. Shocked me when saw that. I turned off SJ to avoid having radar operator call out the contact with the berg, but SD (which we cant turn off currently) did pick it up.


So cold weather clothing mod, icebergs, a more in line reality with S Class sub, now all you need is targets lol What is the current day ,month, year in your S boat campaign?

Yeah... now the guys (lower ranked ones, that is... not sure if the officers wore these or not while in the cold waters off the Aleutians... :hmmm:) need to be wearing knit caps rather than those cocky white hats. :yep:

Is early on, as I just started that career... is like, the 3rd or 4th of June.. '42. Started off from base on the 1st, 2 days to roll into the patrol area & 1 days roving about thus far... :shucks:

Bubblehead1980
10-21-21, 04:49 PM
Yeah... now the guys (lower ranked ones, that is... not sure if the officers wore these or not while in the cold waters off the Aleutians... :hmmm:) need to be wearing knit caps rather than those cocky white hats. :yep:

Is early on, as I just started that career... is like, the 3rd or 4th of June.. '42. Started off from base on the 1st, 2 days to roll into the patrol area & 1 days roving about thus far... :shucks:

I agree. I have long searched for a better cold weather clothing mod, request it, no takers. . Def need knit caps etc. At least we have something for now.


Yes, early on , as Japanese just invaded, the invasion forces are scripted then a lot of back and forth shipping, some escorted, some not start up during June 42. Good hunting:Kaleun_Salute:

Mad Mardigan
10-21-21, 06:02 PM
I agree. I have long searched for a better cold weather clothing mod, request it, no takers. . Def need knit caps etc. At least we have something for now.


Yes, early on , as Japanese just invaded, the invasion forces are scripted then a lot of back and forth shipping, some escorted, some not start up during June 42. Good hunting:Kaleun_Salute:

:Kaleun_Cheers: :Kaleun_Wink:

:Kaleun_Salute:

J. T. "Mad' Mardigan aka

M. M.

p.s.

In case ya wondering, that skipper's name I use is in its entirety, James Tiberius "Mad" Mardigan...

Arlo
10-21-21, 07:53 PM
In case ya wondering, that skipper's name I use is in its entirety, James Tiberius "Mad" Mardigan...

https://www.youtube.com/watch?v=tvrI3wy_TGk

Bubblehead1980
10-21-21, 10:34 PM
For first time ever in TMO Update, I sunk a Yamato Class BB. Rare find. Took 15 torpedoes over 8 hours.

Full story and photos here

https://www.subsim.com/radioroom/showthread.php?t=250846

Bubblehead1980
10-21-21, 10:37 PM
https://www.youtube.com/watch?v=tvrI3wy_TGk
lol Back in college, fraternity brother of mine's last name was Cahn. I used to (often after a few drinks) pull the Kirk yelling KAHNNN! . Guy never got the joke until I showed him, then he thought it was hilarious.

Mad Mardigan
10-22-21, 01:19 PM
In case ya wondering, that skipper's name I use is in its entirety, James Tiberius "Mad" Mardigan...

https://www.youtube.com/watch?v=tvrI3wy_TGk

Yeah, happen to be a Trek head... along with being a history buff... :shucks: :arrgh!: :yep:

:Kaleun_Salute:

M. M.

Mad Mardigan
10-22-21, 01:23 PM
lol Back in college, fraternity brother of mine's last name was Cahn. I used to (often after a few drinks) pull the Kirk yelling KAHNNN! . Guy never got the joke until I showed him, then he thought it was hilarious.

Ahh yessss.... the famous (or infamous, depending on your... :hmmm: outlook about it... :yep: :D) Kirk scream... :haha:

& ...

congrats on nailing that Yamato BB. :arrgh!:

:Kaleun_Salute:

M. M.

Arlo
10-22-21, 03:00 PM
Yeah, happen to be a Trek head... along with being a history buff... :shucks: :arrgh!: :yep:


Me, too. I've not played it online in awhile but I've been watching TOS since it first aired ... in living color!

https://i.imgur.com/sdWZsgc.jpg

Bubblehead1980
10-22-21, 05:18 PM
Ahh yessss.... the famous (or infamous, depending on your... :hmmm: outlook about it... :yep: :D) Kirk scream... :haha:

& ...

congrats on nailing that Yamato BB. :arrgh!:

:Kaleun_Salute:

M. M.

It is a epic scream lol

Thanks, sinking Yamato was really unexpected and proved the highlight of the patrol, as in 46 days encountered nothing else in patrol area lol. Open ocean area(Philippine Sea), tough to locate targets at times.

Mad Mardigan
10-22-21, 06:41 PM
So cold weather clothing mod, icebergs, a more in line reality with S Class sub, now all you need is targets lol What is the current day ,month, year in your S boat campaign?

Stand corrected on My... estimation of what the date was in My last reply.

Back tracked just a wee bit to 1 of My earlier on, game save points... guess that was a good thing I did.

Paid a bit more attention to all the flash traffic messages flying about...

Midway attack, final message on that, mentioned the Attu & Kiska being infiltrated.

Side shifted My plot course &... sidled it down to come into the Attu Island, just a hair south of the main island, in between that & the 2ndary ones.

Date, currently... is 08/06/42... about 1000 hrs.

Did that course plot, based on that message... which, I didn't see... or failed to see when I was engaged in pushing to get on station. :06: :doh: :o :oops:

:Kaleun_Salute:

M. M.

Bubblehead1980
10-24-21, 06:34 PM
Stand corrected on My... estimation of what the date was in My last reply.

Back tracked just a wee bit to 1 of My earlier on, game save points... guess that was a good thing I did.

Paid a bit more attention to all the flash traffic messages flying about...

Midway attack, final message on that, mentioned the Attu & Kiska being infiltrated.

Side shifted My plot course &... sidled it down to come into the Attu Island, just a hair south of the main island, in between that & the 2ndary ones.

Date, currently... is 08/06/42... about 1000 hrs.

Did that course plot, based on that message... which, I didn't see... or failed to see when I was engaged in pushing to get on station. :06: :doh: :o :oops:

:Kaleun_Salute:

M. M.


No problem:Kaleun_Salute: Have you found any merchant targets yet? Wanting to check it for myself, I had a test career in S boat started in June 42 but edited start date in career file so went out in July 1942, found targets .

Third attack the escorting DD caught my in the calm seas in July 1942, beat my old boat up with a depth charge attack. I survived, somehow. I was not really trying to survive, was a test career.

One oversight, I apparently did not ever add the Battle of the Komandorski Islands in March 1943 as I said. I really could swear I did but I checked the files and its not there and did not show up in game, so not hiding somewhere in the layers lol. I guess i never got around to it, so it is being added and will be in next release .

Mad Mardigan
10-24-21, 07:50 PM
No problem:Kaleun_Salute: Have you found any merchant targets yet? Wanting to check it for myself, I had a test career in S boat started in June 42 but edited start date in career file so went out in July 1942, found targets .

Third attack the escorting DD caught my in the calm seas in July 1942, beat my old boat up with a depth charge attack. I survived, somehow. I was not really trying to survive, was a test career.

One oversight, I apparently did not ever add the Battle of the Komandorski Islands in March 1943 as I said. I really could swear I did but I checked the files and its not there and did not show up in game, so not hiding somewhere in the layers lol. I guess i never got around to it, so it is being added and will be in next release .

To keep it on track here, will mention, in passing... that I've been looking into KSD II: Ace edit., which you asked about on the other thread...

In short, last save I did, had NOT ran into any targets of opportunity... yet.

Operative word, being here... YET.

Been kinda busy, floating between... KSD II: Ace, SH3, FotRS, & working on ironing the wrinkles outta WdaD*.... (We dive at Dawn, Brit sub addition in the SH4 lineage. :yep:) soooo... haven't had much opportunity to really roll with the S boat career.

That's not counting tooling about as a Sith/Jedi... or a SFFP Capt., either...

have a bit of info on KSD II, but.. will relegate that to the other thread... :yep:

:Kaleun_Salute:

M. M.

Bubblehead1980
10-24-21, 08:13 PM
Almost a month after release, had some great feedback and appreciate it everyone.


Something have not heard from others about is the full on night surface attacks in 1944/45. Anyone braved going inside the convoys and attacking? Curious as to your experiences, tactics, outcomes etc. In testing i did fine and in my career with TANG on last patrol (third) was inside screen attacking on night on surface in shallow waters, sunk three ships, was chased, fired on. Quite exciting.

Mad Mardigan
10-24-21, 09:40 PM
Almost a month after release, had some great feedback and appreciate it everyone.


Something have not heard from others about is the full on night surface attacks in 1944/45. Anyone braved going inside the convoys and attacking? Curious as to your experiences, tactics, outcomes etc. In testing i did fine and in my career with TANG on last patrol (third) was inside screen attacking on night on surface in shallow waters, sunk three ships, was chased, fired on. Quite exciting.

Would say with, preliminary testing, My... figuring, the latter end of the war, should be Aces... from what I've seen thus far.

Now, to see of reconfiguring, with the chats we've had... on those areas to tweak... & this will be golden.

:Kaleun_Salute:

M. M.

Bubblehead1980
10-27-21, 12:02 AM
If anyone witnesses the Battle off Samar Oct 25 1944 let me know how it turns out, if any weird issues etc. Looks fine on my end .

Bubblehead1980
10-27-21, 01:24 AM
Now, when start a career in Asiatic Fleet in 1941....can actually start are Cavite. USS Canopus sub tender is there (blue marker will be corrected) and will have other vessels added. The big air raid of December 10, 1941 on Cavite is scripted, will be refined in forthcoming patch. Thanks Mad Mardigan for the reminder, I forgot to correct the starting location in last release.


https://i.postimg.cc/FsXckgWc/cavite.png (https://postimages.org/)

Mad Mardigan
10-27-21, 01:36 PM
Now, when start a career in Asiatic Fleet in 1941....can actually start are Cavite. USS Canopus sub tender is there (blue marker will be corrected) and will have other vessels added. The big air raid of December 10, 1941 on Cavite is scripted, will be refined in forthcoming patch. Thanks Mad Mardigan for the reminder, I forgot to correct the starting location in last release.


https://i.postimg.cc/FsXckgWc/cavite.png (https://postimages.org/)

:Kaleun_Wink:

:Kaleun_Thumbs_Up:

What's that ol' expression... ahh, 2 heads being better than 1... No sweat, was glad to be of.. assistance. :shucks: :yep:

:Kaleun_Cheers:

:Kaleun_Salute:

M. M.

Bubblehead1980
10-27-21, 03:44 PM
:Kaleun_Wink:

:Kaleun_Thumbs_Up:

What's that ol' expression... ahh, 2 heads being better than 1... No sweat, was glad to be of.. assistance. :shucks: :yep:

:Kaleun_Cheers:

:Kaleun_Salute:

M. M.


:Kaleun_Salute:


Any updates on S Boat? I added the Battle of Komandorski Islands and with some changes, major warships now engage at longer, more realistic distance. Was pretty cool to watch them battle it out over about three hours (like the real engagement) and it ended pretty much the same as actual battle did, except one US DD was sunk. Going to get the DD and CL firing torpedoes at some point, should get really interesting then. Testing out the BB's this evening, see what ranges will engage other large ships at.

Mad Mardigan
10-27-21, 04:47 PM
:Kaleun_Salute:


Any updates on S Boat? I added the Battle of Komandorski Islands and with some changes, major warships now engage at longer, more realistic distance. Was pretty cool to watch them battle it out over about three hours (like the real engagement) and it ended pretty much the same as actual battle did, except one US DD was sunk. Going to get the DD and CL firing torpedoes at some point, should get really interesting then. Testing out the BB's this evening, see what ranges will engage other large ships at.

Hoping to see of tolling about in the ol' "Sugar" boat... later this evening...

R/L has been.. a tad rough of late & is looking to.. improve a bit... finally.

Will look forward to the update to pulling out from the proper docks there at Cavite, instead of Manilla at the Phiippines... & to watch the big boys duke it out at longer range with other big boys...

Am working on like you... investigating getting a proper.. pip pip cheerio right jolly We dive at Dawn going... with the T class, looking as it should... to go out as a Brit skipper... :shucks:

Only thing I won't be able to do.. is get a right proper, Brit voices... *sighs* a shame.. as that would really round that set out, right. :yep: That, & the IJN mod set... ahh welll... small steps...

:Kaleun_Salute:

M. M.

Bubblehead1980
10-29-21, 07:50 PM
Back when I released the TMO Update, I made a honest oversight and somehow left out a thanks to s7rikeback in the credits I planned to remedy this in the next release README but should not have let it go on this long. s7rikeback helped me quite a bit and has even whipped up proper .dat so the two gun boats can carry depth charges, which I hope to have in next release of the TMO Update.


If I ever leave anyone out, it is not on purpose, let me know and will remedy it, quickly this time lol.

Thanks again, s7rikeback:Kaleun_Salute:

Niume
10-30-21, 12:42 PM
Could you perhaps create one big file to download?

Bubblehead1980
10-30-21, 01:07 PM
Could you perhaps create one big file to download?

I plan to try, but the download is already quite large at over 1 gig. Neal had upload it because subsim did not want to take such a large file. The ship packs are separate for that and other logistical reasons,/ I added a lot of ships,( lost count) and of course a lot of files associated with them, some conflict so things had to be balanced to work. The README gives proper order. . The optional mods included in download are as explained in the README.

Bubblehead1980
10-30-21, 02:08 PM
I have had questions about traffic in area five in Spring-Summer 1944-end of war.

In August 1944, USS Tang patrolled Area 5 after two boats on two previous patrols that spring and summer returned with no sinkings in what had been since start of the war, a very busy shipping corridor.


Turns out, Japanese were running the ships along the coast, often just a couple thousand yards off the beach, between Ise and Suruga Bays, then Ise Bay over to the Kii Suido. From there, would use Inland Sea where of course, no submarine could go. Travel the coast mostly during day, to avoid submarine attack.

I modeled this shift( there and elsewhere at appropriate times) into the campaign traffic. So if in area five, you will have to operate in the shallows, often going into the shallows to attack. This requires hit and run tactics and careful consideration of where and when to attack. Tang would attack and make the turn for deeper waters, going to high speed once enemy alerted by torpedo impacts. This works in SH 4. There is a bit of traffic, some with local escorts, some make the run unescorted. Due to the daily surface air patrols and presence of shore batteries, will have to patrol submerged by day, surface to charge at night, then move along coast at night, dive again.

Honestly, it is one of the more challenging patrol areas. Enemy assistance in form or aircraft and surface vessels on patrol are never far away and often will respond once your presence is known. Like I said, requires hit and run tactics and careful consideration.

Also cool factor, yesterday I sunk a tanker there, which took an hour to sink (empty tanker, Longer sinker times mod) and beached itself after taking two torpedoes. (will post screenshots soon)

Mav87th
11-02-21, 03:05 AM
Magnificent Bubblehead.

I dont know if you have added it all ready, but in 1944 O'Kane chased convoys west of Truk (Chuuk) that escaped by sailing into Hitchfield Bank, Gray Feather Bank and Mogami Bank in the sea west of Truk.

And he also describes exactly as you have above, how the shipping in the East China Sea were hugging the coastlines. Having him ground the sub in one occasion with the front of the sub while shooting.......

Bubblehead1980
11-02-21, 03:36 AM
Magnificent Bubblehead.

I dont know if you have added it all ready, but in 1944 O'Kane chased convoys west of Truk (Chuuk) that escaped by sailing into Hitchfield Bank, Gray Feather Bank and Mogami Bank in the sea west of Truk.

And he also describes exactly as you have above, how the shipping in the East China Sea were hugging the coastlines. Having him ground the sub in one occasion with the front of the sub while shooting.......


Yes, the convoys TANG attacked off Truk and Marianas in February 1944 on on first patrol are present in the campaign and do pass through grayfeather and mogami banks. I added them as of the update. .:Kaleun_Salute: Operation Hailstone on February 17, with mass airstrikes, downed pilots, warships fleeing etc are present as well. Very busy are during that time.





I basically modeled all of the the targets TANG encountered into the campaign to be a correct time and place within parameters of the sim, based on O Kane's memoir "CLEAR THE BRIDGE!" and the official war patrol reports. So if player wishes, can do all of the patrols and has a chance of finding targets representing those attacked by TANG. I did this for some other boats as well such as WAHOO, DRUM, TAMBOR etc.

My current career is with the TANG actually, I just finished up the 4th war patrol in Area 5, so was in coastal waters, it was tough busy and tough. I'll be adding the patrol report tomorrow. Finally just added the report for the third patrol, which closely matched TANG's real life patrol.

The big convoy TANG attacked on surface in shallow waters in Koshiki Straits June 1944...12 escorts around 7 or 8 big ships, yes it is there. Now that can do realistic night surface attacks in TMO, can try and pull it off as O Kane did. I tried going through side etc but could not get it, so approached from astern as he did, slipped past an escort at about 1800 yards, talk about tense moments. Got inside, sunk four ships, was chased, shot at, etc. Pretty intense, lot of fun. I then went on to the Yellow Sea as Tang did, sunk nine ships total. Only recreated the NIKKIN MARU in the Yellow Sea that she sunk on 30 June, but made sure there was reasonable amount of traffic.


Hopefully tomorrow evening can start the fifth patrol to Formosa Straits, I have the boat loaded with 24 MK 18's, the big convoy she attacked in her final action will be there, have it set up where they are strung out in one long column. I've never attacked it since added so not 100 percent sure what to expect, shallow waters in Formosa Strait, China Coast, a lot of night surface action for sure.

Mav87th
11-02-21, 03:50 AM
COOL

Way cool Bubblehead :Kaleun_Salute:

Bubblehead1980
11-08-21, 07:11 PM
Wondering if you guys are getting duds after 7/25/43?


I just completed a patrol August 15-October 9, 1943 and no duds with MK 14 entire time, supposed to get a lot of duds after magnetic detonator is disabled in June 43 until late September 43, but ten torpedoes fired(other eight fired on patrol were new MK 18, all of which ran deep, even at minimum depth settings) were MK 14, no one dud and all hit at broad angles. Wondering if it was a fluke or if need to do some adjustment.

Mad Mardigan
11-08-21, 08:25 PM
Wondering if you guys are getting duds after 7/25/43?


I just completed a patrol August 15-October 9, 1943 and no duds with MK 14 entire time, supposed to get a lot of duds after magnetic detonator is disabled in June 43 until late September 43, but ten torpedoes fired(other eight fired on patrol were new MK 18, all of which ran deep, even at minimum depth settings) were MK 14, no one dud and all hit at broad angles. Wondering if it was a fluke or if need to do some adjustment.

As in real life... skippers in the latter stages, did have times when they had... a good or as good as was humanly possible, considering... fortune of having a good batch of torps. As they did have some times when they'd have torps go off, as they were supposed to. Granted not all the times... :hmmm:

Would hold back on looking at poking about in the guts, just yet... wait until after say at base minimum, 1 more patrol... better still... 2 more past that last patrol.

As for the time frame, can't say... haven't gotten that far yet & won;t be, for a bit yet.

Am in an emergency situation right nw... My Dell desktop, is in death throes... & am struggling to get what is needed, to do a snatch & grab.. of important files & folders off the HD, before it dies entirely.

My only saving grace is.. I have a 2nd tower, just need to see of getting it prepped & ready for taking the place of My dying Dell tower... :shucks:

Have an external HD on the way... to do the snatch & grab. Then, is only the process of getting the other tower prepped to take the place of the Dell. :yep:

So, am gonna be on silent running for a bit... until I can get that done.

I liken the Dell, to losing a sub to depth charges...

Hopefully, won't take long to get things set up & rolling... until then...

Fair winds, smooth seas &... Good huntin'. :arrgh!:

:Kaleun_Salute:

M. M.

Bubblehead1980
11-08-21, 10:21 PM
As in real life... skippers in the latter stages, did have times when they had... a good or as good as was humanly possible, considering... fortune of having a good batch of torps. As they did have some times when they'd have torps go off, as they were supposed to. Granted not all the times... :hmmm:

Would hold back on looking at poking about in the guts, just yet... wait until after say at base minimum, 1 more patrol... better still... 2 more past that last patrol.

As for the time frame, can't say... haven't gotten that far yet & won;t be, for a bit yet.

Am in an emergency situation right nw... My Dell desktop, is in death throes... & am struggling to get what is needed, to do a snatch & grab.. of important files & folders off the HD, before it dies entirely.

My only saving grace is.. I have a 2nd tower, just need to see of getting it prepped & ready for taking the place of My dying Dell tower... :shucks:

Have an external HD on the way... to do the snatch & grab. Then, is only the process of getting the other tower prepped to take the place of the Dell. :yep:

So, am gonna be on silent running for a bit... until I can get that done.

I liken the Dell, to losing a sub to depth charges...

Hopefully, won't take long to get things set up & rolling... until then...

Fair winds, smooth seas &... Good huntin'. :arrgh!:

:Kaleun_Salute:

M. M.


Yes, that is why I asked on here, to see if it was just me, a fluke or if similar trends for other users.

The patrol I had previously, I had some duds, not as many as thought should have for time period but a few. Then the next patrol started August 15, 1943 and had no duds entire patrol as mentioned.

How it is designed in my mod, to reflect reality (and a message from command goes out at appropriate time in August 1943) is that torpedoes impacting at angles 45 or less have a fairly low chance or dud, those impacting above have highest, which is how it was. The standard "broadside" shots submariners were trained to attack caused firing pin in exploder to not function properly.


Next patrol in this career is November 1943 so all MK 14 problems are corrected. Will have to load up and use a test career I suppose.


Oh man, hate to hear about your situation! I have a desktop have had a long time, which I use for SH 4 only, keep it so dont have to deal with the Windows 10 etc nonsense and runs great but as they age, never know. Have a newer pc and new laptop for professional and personal matters aside from SH 4. I need to make sure everything is backed up, never know what could happen.


Best of luck to you, keep us updated.:Kaleun_Wink:

Mad Mardigan
11-10-21, 02:22 PM
Tried valiantly, to save My games/saves from the C drive, but.. No such luck.

As soon as I can, will be starting from... jump Street.

:k_confused:

Mad Mardigan... signing off.

:Kaleun_Salute:

propbeanie
11-10-21, 05:23 PM
https://www.youtube.com/watch?v=blwbqIA7HiU

A new hard drive just arrived for one of our laptops, and for whatever reason, the old one is all of a sudden functioning as intended... Jealousy?... lol - or was it just "playin' dead"?

Revus
11-10-21, 06:58 PM
Question:

Did the early Mk 18's have any depth keeping issues as well? just fired two at a stationary Zinbu Maru (15' keel). Fired two 18's at her, depth 10', mag pistols (as per orders from Brisbane). Both ran under her.


3 Aug 43, 0620, 6-47S 149-27E, calm seas. Picked her up on SJ not moving, heavily loaded. Submerged stern attack.

Tube 9: Gyro 12, Track 58S, 2300 yds

Tube 10: Gyro 13, Track 58S, 2300 yds


Turned on ext cams just because its the first patrol with these new 18's, watched them swim harmlessly under and continue on... sad...
Reengaged with tubes 7 & 8 with Mk 14's, at 7' depth. No problem at all, sunk like a flaming Japanese stone.

Mad Mardigan
11-10-21, 07:14 PM
:hmmm:

Am, in shock.. right now.

Went to look at wiping the hard drive from the now dead Dell... & was... surprised, when the desktop, hove into view.

Last I knew of, Windows.. had it set that once the Op sys was installed into a hard drive, it was collared to the MB that the HD was chained to.

If any aspect of the MB, died... it was the bone yard for the HD, as in having to wipe it out before you could use it with a new MB.

Can, only assume that Microshaf... erhm :oops:, Microsoft... got their head outta their aft quarters, & made it so that the new Op sys, is NOT slaved to the MB any more, but is now instead... able to be made a back up on & able to be dropped into a new HD if there is need... or the HD is still usable, it can be relocated to a new MB/computer...

This is, of course, pure speculation... but, given the end results I have... can only think that is the case.

Any way... am back in the hunt.... :arrgh!:

:Kaleun_Salute:

M. M.

Bubblehead1980
11-10-21, 09:36 PM
Question:

Did the early Mk 18's have any depth keeping issues as well? just fired two at a stationary Zinbu Maru (15' keel). Fired two 18's at her, depth 10', mag pistols (as per orders from Brisbane). Both ran under her.


3 Aug 43, 0620, 6-47S 149-27E, calm seas. Picked her up on SJ not moving, heavily loaded. Submerged stern attack.

Tube 9: Gyro 12, Track 58S, 2300 yds

Tube 10: Gyro 13, Track 58S, 2300 yds


Turned on ext cams just because its the first patrol with these new 18's, watched them swim harmlessly under and continue on... sad...
Reengaged with tubes 7 & 8 with Mk 14's, at 7' depth. No problem at all, sunk like a flaming Japanese stone.


Yes, the early MK 18 in 1943 had depth control problems as well as issues maintaining proper track on firing due to gyro issues, circular run, and battery problems causing a lot of missed shots. WAHOO famously took a full load of the early MK 18's out on her 6th patrol and did not even sink one ship due to all issues, other boats had similar issues.

Fortunately, the MK 18 never had the detonator issues, since it had the MK 8 detonator, not the MK 6 used by MK 14 torpedo. So duds not a issue. MK 18 never had magnetic detonator so not present in the sim, I disabled magnetic features on them, so use contact only.


I incorporated the depth control, gyro, and circular run issues into the update for TMO. Unfortunately no way to simulate the battery problems. I recall reading in some cases, torpedo was lauched then once clear of tube, just dropped, motor had no power to propel it. Dangerous was it could potentially "fall" onto the sub or sub could run into it, depending on how far it launched, how fast was sinking.

In the sim MK 18 becomes reliable in 1944 but early on but does retain a higher propensity to circle run than other torpedoes. In 1943, will have depth control issues similar to MK 14 in early war so will watch to do as skippers did, set them to minimum depth possible. a small chance of running a few feet deeper than set remains for entire war, as it was in reality.

They also have slightly less hitting power than MK 14 or MK 23, since warhead was 575 lbs or torpex vs 643 lbs. Still becomes a reliable torpedo though.

Bubblehead1980
11-10-21, 09:55 PM
December 16, 1943 in "DUNKERS DERP"

USS Seal SS-183 attacked a convoy at dawn, after sinking two ships that night in night surface attack. Shortly after torpedoing two more ships in dawn submerged attack with stern tubes, ran into a problem.


I ordered 250 feet, rigged for silent running and depth charge, with two escorts closing from opposite directions. Suddenly, saw boat was ascending, not descending, before boat could be stopped, SEAL was practically surfaced at a depth of 25 ft and kind of squatted for a moment. SEAL came under heavy gunfire from merchants in convoys just 1500-2500 yards away and escorts 3500-2500 yards away. Fortunately, no rounds hit the SEAL, but the seconds seemed like an hour as finally began descent.

Unfortunately, this gave escorts exact position of my boat and just as settled at 265 feet, a close depth charge exploded by control room. Serious damage in control room and conning tower, flooding in both, much of the equipment smashed. Hull damage went to 43.

Conning tower flooding easily contained by the control room was heavily flooded. Also discovered trim pump was heavily damaged, this made depth control very difficult. Did not want to descend deeper than 250-300 feet with that kind of hull damage. Could only maintain depth with speed of 6 knots ot great. Of course this gave away position to escorts, which hounded depth charging boat relentlessly. Finally after 45 minutes stopped the leaks in control room, began pumping water.

After two long hours, escorts suddenly went quiet, perhaps believing I was dead. One left area at high speed, other remained astern searching, pinging at one point, but never had a fix again.


Water pumped out, came to periscope depth at 1700, neither periscope functional. Back to 150 ft and remained submerged until dark.


Surfaced at dark to find neither periscopes working, three of four bow torpedoes wrecked (no torpedoes left in stern tubes) , plus a previously repaired fuel oil leak had fuel down from 32 percent when submerged for attack to 26 percent.


With six ships sunk and the boat heavily damaged, esp hull damage, turned for Pearl Harbor via Midway.


Never had my boat broach like that before than I can recall. Obviously gave them a fix on me and made that first dc run accurate, seriously damaging the boat. Anyone else?

Bubblehead1980
11-15-21, 01:44 AM
Anyone observed/participated in the big battles in the TMO update? Let me know how it played it.


Leyte Gulf...especially Surigao Strait or Samar

Midway

Coral Sea

Guadalcanal landings

Nov 1942 Gaudalcanal Naval Battles 1 and 2

.Solomons actions 1942-late 1943


Eastern Solmons

Santa Cruz

Philippine Sea 1944

Yamato final action April 1945.

Bubblehead1980
11-16-21, 09:35 PM
Just a update as have had a few questions. I originally planned to do just a small patch to include a couple things that did not make it into the first release, but there is a lot I wish to add , plus some other modders have offered up some excellent tweaks to improve the mod so a new version of my update is in progress.


Campaign

Restored Tambor Class to be available at all stages of the war. I like the Terrible T campaign idea, I want to do one with the USS Drum (Gato) and have players orders to all patrols match history, but that is down the road. Anyways, disliked not being able to start a campaign in 1944 and get the Tambor Class, so it has been restored.


Pre-Pearl Harbor Career

Player can now start in June 1941 in the Pacific or Asiatic Fleets. Always felt this is when the sim should have started, to give player the feeling of going from peace time operations and restraints to unrestricted submarine warfare. Provides a variety of play and investment in a career.

I have added pre war traffic into the campaign so player will see shipping going between USA and Japan...with it dwindling as embargos, such as oil embargo takes effect in August 1941 and tensions mount.

The US is not at war yet, so missions include monitoring Japanese shipping and if able to implement, operating with the fleet as a scout or sorts. Fictitious agent insertions and supply runs may be included. S boats out of the P.I. for example for go to China station pre war. To keep things interesting, some IJN units encountered will attack you, some will not, with chance of encountering hostiles going up closer get to Dec 1941. You will never know which one is which, so best to observe and avoid but at times, may find yourself forced to fight. Remember, this is before SD and SJ radar, so much easier to be spotted.

Pearl Harbor air strike is now scripted, within the limits of the sim. Two waves hit the harbor at historical place and time, but not in the numbers due to even on a high end rig, can PH activity seems to overwhelm the game and cause lag or even CTD at times. The Kido Butai will be in historic time and place (roughly) so it is possible, a player already at sea could encounter this force. I plan to structure the orders so player is in area to do so before or even after. Still working that part out. In testing, it was pretty neat to run into the Japanese strike force on afternoon of Dec 1941. Managed to slip passed the escorts and torpedo the KAGA. Due to torpedo malfunctions, only two out of six hit, but left her on fire and listing when went deep to avoid the destroyers, heavily damaged.

Prior to Pearl Harbor, a lot of historical traffic has been added. Such as Bat Div One departing on Dec 4 for night gunnery practice and returning on Dec 5. The last time these battleships would sortie prior to the attack on Dec 7

Enterprise and Lexington depart on their respective runs to Wake Island and Midway to deliver Marine aviators and aircraft and hunt for the japanese after attacks and then return.




Plan to add New Construction 1941, so played will go through sea trials (likely on east coast) with a Tambor or Gar Class, then proceed to the Pacific. Likely will start in January 1941.

New Construction 1943 for Balao Class restored.

Plan to implement new construction 1944/45 for Tench Class.


May add fictional orders where player is based on east coast and scout for Atlantic convoys, hunting U boats within the "defense zone" in 1941, early 1942. Since we have AI torpedo firing subs in TMO now, figured could be interesting. This is still in very preliminary stages.

Restoring "SUBRON 50" ETO operations of Gato class submarines in the ETO from Sept 1942 until August 1943. a very basic campaign was in TMO at one point but eliminated from 2.5. This campaign has been restored and is being upgraded for historical accuracy and playability. Addition of German ships, AI u boats which fire torpedoes, and varied assignments. Player will start in New London, CT, have to sailed to Europe for first patrol...supporting landings in North Africa in late 42, then end patrol in Scotland. In August 1942 when all of SUBRON 50 boats are sent to the Pacific, player will sail to New London, then to Pearl Harbor as subron 50 boats did.

For playability, player will see more action than the actual SUBRON 50 boats did , but it will be limited compared to Pacific.

Additional German ships and aircraft, as well as Italian, Vichy French, and Allies will be added.

Player will now started at Cavite in 1941 , not Manila.

Ships added to make Cavite look like the busy navy yard it was.

Torpedo Issues Revisited

MK 14 has proven far too reliable in early to mid war in the previous version. The magnetic detonator malfunctions are fine, but still far too reliable depth control and dud wise. This has been corrected, torpedoes at appropriate time frame will run deep causing misses and correction made to result in more duds especially after magnetic exploder is deactivated.

MK 18 adjusted to have early issues they presented in real life such as depth control, gyro, circle run.

A typo made the "Cutie" homing torpedo available for submarine use way too early, this has been corrected.


Damage Model Tweaked


Pretty happy with new damage model but realized a mistake I made, which made the hull far too vulnerable to damage from DC. The hulls on fleet boats were tough, little too delicate when comes to depth charges as is in the mod, this as been corrected.

Flooding time for compartments has been increased and some flotation
factors adjust. No longer will get such a wild angle due a little bit of flooding in forward or aft compartments, but will still have depth control issues with flooding as should.

Type 95 depth charge power increased, were a little too weak.


AI max firing range with guns increased, surface vessels will now engage one another at longer ranges, so now get more historically accurate gun battles. Most recent test in 1943 had US and IJN cruisers engaging one another at 13000 yard. A lot of variables play in such as fog, light, profile, if units have radar or not etc.


AI sensors Revised.


TMO 2.5 has always seemed easy compared to other, escorts just lack the venom, for most part they used to have, especially the destroyers. A comparison to older TMO versions revealed the reason why. The sensors had been decreased in their range, sensitivity , and efficiency, along with changes in the sim.cfg. Hydrophones, Sonar, and visuals have been adjusted and thus far, results look promising. Still a balance of not impossible to evade, but also provides the difficulty required to keep the sim interesting. Lets face it, attacking submerged without getting depth charged in some form or in a lack luster manner, most of time gets boring.

Balanced enemy visual sensors as well, found are a little too handicapped at night.



Atami and Hira Gunboats now have depth charges and sound gear to function as coastal escorts and patrol craft, thanks to strikeback.


New ships

Almost all merchants (MARUS) have been renamed and tonnage adjusted for historical accuracy, as the tonnage of ships were too high. Used JANAC names and tonnage as well as other resources with photos to try and match them closely. Ships were cloned to provide additional targets.


Added No 13, 28, and 60 class submarine chasers to IJN roster.



In progress


Defensive Depth Charges for merchants.


The IJN began to equip certain merchant vessels with defensive depth charges and some with simple hydrophones in 1942 and into mid 1943. This was to provide some measure of defense against submerged submarines when not escorted, at minimum it forced submarine to go deep and provided chance to escape. I have long wanted to implement this since first read about it, as it will not make lone merchants in first part of war such easy targets.

I got the idea for SH 4 when I noticed that when when a merchant nearby detects player with hydrophone, will try to ram the periscope or if on surface in night surface attacks and at close range , observes the sub will try to ram and of course open fire. When equipped with hydrophones, will definitely charge as well, but not hunt, just take an opportunity if there. I figured they will, if equipped drop a depth charge or two. Will be testing this soon.


Player Submarine


In addition to the damage model tweaks, am working on performance of the sub to be more realistic in handling, dive times, acceleration, deceleration, etc. Using some figures from RFB. Ran into some tech issues but working through them.


Player Patrol Assignments


Working to revamp the orders for more historical accuracy, variety, and proper placement within the modified traffic of the TMO update.

Player will now have chance to be assigned to Sea of Okhotsk, Gulf of Siam, Tonkin, Philippine Sea, and other areas which are generally ignored previously. Goal is variety and to give player chance to experience different types of patrols. Patrolling in the open ocean convoy lanes in Philippine Sea such as area Vestible, is different than patrolling off Tokyo Bay.


Sound

Working to implement some new sounds, including the sound of depth charge when it bounces off the deck of submarine (from Traveler mod).


That is all can think of for now. Any suggestions, contributions to the mod etc, feel free.

Mad Mardigan
11-16-21, 11:01 PM
Just a update as have had a few questions. I originally planned to do just a small patch to include a couple things that did not make it into the first release, but there is a lot I wish to add , plus some other modders have offered up some excellent tweaks to improve the mod so a new version of my update is in progress.


Campaign

Restored Tambor Class to be available at all stages of the war. I like the Terrible T campaign idea, I want to do one with the USS Drum (Gato) and have players orders to all patrols match history, but that is down the road. Anyways, disliked not being able to start a campaign in 1944 and get the Tambor Class, so it has been restored.


Pre-Pearl Harbor Career

Player can now start in June 1941 in the Pacific or Asiatic Fleets. Always felt this is when the sim should have started, to give player the feeling of going from peace time operations and restraints to unrestricted submarine warfare. Provides a variety of play and investment in a career.

I have added pre war traffic into the campaign so player will see shipping going between USA and Japan...with it dwindling as embargos, such as oil embargo takes effect in August 1941 and tensions mount.

The US is not at war yet, so missions include monitoring Japanese shipping and if able to implement, operating with the fleet as a scout or sorts. Fictitious agent insertions and supply runs may be included. S boats out of the P.I. for example for go to China station pre war. To keep things interesting, some IJN units encountered will attack you, some will not, with chance of encountering hostiles going up closer get to Dec 1941. You will never know which one is which, so best to observe and avoid but at times, may find yourself forced to fight. Remember, this is before SD and SJ radar, so much easier to be spotted.

Pearl Harbor air strike is now scripted, within the limits of the sim. Two waves hit the harbor at historical place and time, but not in the numbers due to even on a high end rig, can PH activity seems to overwhelm the game and cause lag or even CTD at times. The Kido Butai will be in historic time and place (roughly) so it is possible, a player already at sea could encounter this force. I plan to structure the orders so player is in area to do so before or even after. Still working that part out. In testing, it was pretty neat to run into the Japanese strike force on afternoon of Dec 1941. Managed to slip passed the escorts and torpedo the KAGA. Due to torpedo malfunctions, only two out of six hit, but left her on fire and listing when went deep to avoid the destroyers, heavily damaged.

Prior to Pearl Harbor, a lot of historical traffic has been added. Such as Bat Div One departing on Dec 4 for night gunnery practice and returning on Dec 5. The last time these battleships would sortie prior to the attack on Dec 7

Enterprise and Lexington depart on their respective runs to Wake Island and Midway to deliver Marine aviators and aircraft and hunt for the japanese after attacks and then return.




Plan to add New Construction 1941, so played will go through sea trials (likely on east coast) with a Tambor or Gar Class, then proceed to the Pacific. Likely will start in January 1941.

New Construction 1943 for Balao Class restored.

Plan to implement new construction 1944/45 for Tench Class.


May add fictional orders where player is based on east coast and scout for Atlantic convoys, hunting U boats within the "defense zone" in 1941, early 1942. Since we have AI torpedo firing subs in TMO now, figured could be interesting. This is still in very preliminary stages.

Restoring "SUBRON 50" ETO operations of Gato class submarines in the ETO from Sept 1942 until August 1943. a very basic campaign was in TMO at one point but eliminated from 2.5. This campaign has been restored and is being upgraded for historical accuracy and playability. Addition of German ships, AI u boats which fire torpedoes, and varied assignments. Player will start in New London, CT, have to sailed to Europe for first patrol...supporting landings in North Africa in late 42, then end patrol in Scotland. In August 1942 when all of SUBRON 50 boats are sent to the Pacific, player will sail to New London, then to Pearl Harbor as subron 50 boats did.

For playability, player will see more action than the actual SUBRON 50 boats did , but it will be limited compared to Pacific.

Additional German ships and aircraft, as well as Italian, Vichy French, and Allies will be added.

Player will now started at Cavite in 1941 , not Manila.

Ships added to make Cavite look like the busy navy yard it was.

Torpedo Issues Revisited

MK 14 has proven far too reliable in early to mid war in the previous version. The magnetic detonator malfunctions are fine, but still far too reliable depth control and dud wise. This has been corrected, torpedoes at appropriate time frame will run deep causing misses and correction made to result in more duds especially after magnetic exploder is deactivated.

MK 18 adjusted to have early issues they presented in real life such as depth control, gyro, circle run.

A typo made the "Cutie" homing torpedo available for submarine use way too early, this has been corrected.


Damage Model Tweaked


Pretty happy with new damage model but realized a mistake I made, which made the hull far too vulnerable to damage from DC. The hulls on fleet boats were tough, little too delicate when comes to depth charges as is in the mod, this as been corrected.

Flooding time for compartments has been increased and some flotation
factors adjust. No longer will get such a wild angle due a little bit of flooding in forward or aft compartments, but will still have depth control issues with flooding as should.

Type 95 depth charge power increased, were a little too weak.


AI max firing range with guns increased, surface vessels will now engage one another at longer ranges, so now get more historically accurate gun battles. Most recent test in 1943 had US and IJN cruisers engaging one another at 13000 yard. A lot of variables play in such as fog, light, profile, if units have radar or not etc.


AI sensors Revised.


TMO 2.5 has always seemed easy compared to other, escorts just lack the venom, for most part they used to have, especially the destroyers. A comparison to older TMO versions revealed the reason why. The sensors had been decreased in their range, sensitivity , and efficiency, along with changes in the sim.cfg. Hydrophones, Sonar, and visuals have been adjusted and thus far, results look promising. Still a balance of not impossible to evade, but also provides the difficulty required to keep the sim interesting. Lets face it, attacking submerged without getting depth charged in some form or in a lack luster manner, most of time gets boring.

Balanced enemy visual sensors as well, found are a little too handicapped at night.



Atami and Hira Gunboats now have depth charges and sound gear to function as coastal escorts and patrol craft, thanks to strikeback.


New ships

Almost all merchants (MARUS) have been renamed and tonnage adjusted for historical accuracy, as the tonnage of ships were too high. Used JANAC names and tonnage as well as other resources with photos to try and match them closely. Ships were cloned to provide additional targets.


Added No 13, 28, and 60 class submarine chasers to IJN roster.



In progress


Defensive Depth Charges for merchants.


The IJN began to equip certain merchant vessels with defensive depth charges and some with simple hydrophones in 1942 and into mid 1943. This was to provide some measure of defense against submerged submarines when not escorted, at minimum it forced submarine to go deep and provided chance to escape. I have long wanted to implement this since first read about it, as it will not make lone merchants in first part of war such easy targets.

I got the idea for SH 4 when I noticed that when when a merchant nearby detects player with hydrophone, will try to ram the periscope or if on surface in night surface attacks and at close range , observes the sub will try to ram and of course open fire. When equipped with hydrophones, will definitely charge as well, but not hunt, just take an opportunity if there. I figured they will, if equipped drop a depth charge or two. Will be testing this soon.


Player Submarine


In addition to the damage model tweaks, am working on performance of the sub to be more realistic in handling, dive times, acceleration, deceleration, etc. Using some figures from RFB. Ran into some tech issues but working through them.


Player Patrol Assignments


Working to revamp the orders for more historical accuracy, variety, and proper placement within the modified traffic of the TMO update.

Player will now have chance to be assigned to Sea of Okhotsk, Gulf of Siam, Tonkin, Philippine Sea, and other areas which are generally ignored previously. Goal is variety and to give player chance to experience different types of patrols. Patrolling in the open ocean convoy lanes in Philippine Sea such as area Vestible, is different than patrolling off Tokyo Bay.


Sound

Working to implement some new sounds, including the sound of depth charge when it bounces off the deck of submarine (from Traveler mod).


That is all can think of for now. Any suggestions, contributions to the mod etc, feel free.

Addition of International Radio mod & while surfaced radio plays (of course... :yep:) but... after getting to peri depth (maybe just a wee hair bit before achieving that depth) of it fading out.

Can't recall the author of the mod I have in mind.. but, will do what I can, to track down info on it... that is, if some one else, doesn't chime in with that pertinent info ahead of Me... if they do, no big whoop.. right now, My mind is drawing a blank, so any help... greatly appreciated there...:up:

Have to say, am very much looking forward to the next update/upgrade to your work... & knowing that, (in some small way) of playing a part in some of the integration of some aspects of it. Remembering some of the DM's that were sent & discussions of certain things listed, in your info update... :shucks:

Glad to know that, I was able to assist... :shucks: even if, that was nothing more than a wall to bounce ideas off of & act as a sounding board & ideas man. :yep:

:Kaleun_Salute:

M. M.

MADLOU
11-17-21, 01:12 AM
Your proposed changes sound incredibly fantastic. Can't wait for the update, especially merchants being equipped with depth charges and sonar and the Japanese destroyers being made more lethal.

Bubblehead1980
11-17-21, 05:41 AM
Addition of International Radio mod & while surfaced radio plays (of course... :yep:) but... after getting to peri depth (maybe just a wee hair bit before achieving that depth) of it fading out.

Can't recall the author of the mod I have in mind.. but, will do what I can, to track down info on it... that is, if some one else, doesn't chime in with that pertinent info ahead of Me... if they do, no big whoop.. right now, My mind is drawing a blank, so any help... greatly appreciated there...:up:

Have to say, am very much looking forward to the next update/upgrade to your work... & knowing that, (in some small way) of playing a part in some of the integration of some aspects of it. Remembering some of the DM's that were sent & discussions of certain things listed, in your info update... :shucks:

Glad to know that, I was able to assist... :shucks: even if, that was nothing more than a wall to bounce ideas off of & act as a sounding board & ideas man. :yep:

:Kaleun_Salute:

M. M.


I would love to work a radio mod into TMO. Problem is every time have ever tried to do so, it caused a CTD and other issues. Perhaps can get it worked out this time.


Appreciate your feedback etc as always.

Bubblehead1980
11-17-21, 05:45 AM
Your proposed changes sound incredibly fantastic. Can't wait for the update, especially merchants being equipped with depth charges and sonar and the Japanese destroyers being made more lethal.


Thanks, look forward to getting them all working.

Mad Mardigan
11-17-21, 06:29 AM
I would love to work a radio mod into TMO. Problem is every time have ever tried to do so, it caused a CTD and other issues. Perhaps can get it worked out this time.


Appreciate your feedback etc as always.

The mod in particular that I'm thinking of, I use in every 1 of the... 9... mod sets I have set up. (Would say 10, but.. I haven't yet added it to that 10th mod set... yet, being the operative word. I will see of doing so, when I get to that 1 to get a career rolling in it. :shucks: :yep:)

It works with no issues, at all.

Only thing is... can't recall the author of it though... sadly, that info was in the dead ext. HD I had...(that crapped out on Me, before My Dell, bit the dust...) that had all mods (SH3, 4 & 5...) & notes/info I had.. amassed over the years.

:Kaleun_Salute:

M. M.

Bubblehead1980
11-24-21, 12:54 AM
Just fyi ....some allied rafts CAN be rescued as survivors in water, simply place binoculars on the raft, go to orders bar and should see the lifering highlight, then click on the lifering, will rescue the raft. Much renown is earned for rescue of survivors.

gandyrail
11-26-21, 04:01 AM
Bubblehead;
I'm going to bed now after spending a few hours reading this post and the read-me files for your mod.

Earlier; about the submarine flag; you told how to make the flag show on the sub. Got me thinking about equipment on the sub,,, a periscope is equipment and we can make it go up and down. Would it be possible to have a UP/DOWN command for the flag maybe using a mini mod add in. Might even add the battle flag and broom stick; maybe it's not a mini mod and would be a lot of work..
Gandyrail

KaleunMarco
11-27-21, 03:35 PM
BH,

with the new capability of the AA guns to fire at surface targets, i noticed that during Sub School Artillery Practice that they will focus on a surface target and NOT fire on aircraft targets, to our demise.

is there a way in which to direct the AA gunners to concentrate their fire on A/C?

KaleunMarco
11-27-21, 03:41 PM
Bubblehead;
I'm going to bed now after spending a few hours reading this post and the read-me files for your mod.

Earlier; about the submarine flag; you told how to make the flag show on the sub. Got me thinking about equipment on the sub,,, a periscope is equipment and we can make it go up and down. Would it be possible to have a UP/DOWN command for the flag maybe using a mini mod add in. Might even add the battle flag and broom stick; maybe it's not a mini mod and would be a lot of work..
Gandyrail
jumping in here....
it is a fact that there are only limited number of SH4 mechanisms that can be programmed to go up and down and each one of them is vital to the operation of the boat: two periscopes and either a snorkel or a radar antenna (late in the war).
which would you give up?:03:
PB (and others on the FOTRSU team) put a lot of time into trying to make that flag-thing work, without success. if you want the background on those efforts, send a PM to PB.

:Kaleun_Salute:

Bubblehead1980
11-27-21, 04:05 PM
BH,

with the new capability of the AA guns to fire at surface targets, i noticed that during Sub School Artillery Practice that they will focus on a surface target and NOT fire on aircraft targets, to our demise.

is there a way in which to direct the AA gunners to concentrate their fire on A/C?


By default the AA guns are set to act as AA guns, if enabled the optional mod "AA to Deckguns+Radio" they will fire at surface targets, but not aircraft. To change back, the optional just needs to be disabled via JSGME to restore AA guns.


Unfortunately, the AA guns are not multi purpose with AI gunners as were in real life, since the devs did not bother to give us that capability. Very much a either or situation.

I have sought a way to make them multi purposes but have not not yet figured that out.

KaleunMarco
11-27-21, 06:00 PM
By default the AA guns are set to act as AA guns, if enabled the optional mod "AA to Deckguns+Radio" they will fire at surface targets, but not aircraft. To change back, the optional just needs to be disabled via JSGME to restore AA guns.


Unfortunately, the AA guns are not multi purpose with AI gunners as were in real life, since the devs did not bother to give us that capability. Very much a either or situation.

I have sought a way to make them multi purposes but have not not yet figured that out.

ok, i get it. we'll make it work.
thanks!

KaleunMarco
11-28-21, 06:46 PM
Hey BH,

i finally completed my Dark Waters career which allowed me to clear the decks and load up your new TMO redux. it has generated a couple of questions.

driving a Porpoise out of Pearl, December 1941.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\TMO_BH\MODS]

100 TriggerMaru_Overhaul_2-5_UpdateBH Revised Final
110 Nav Map MakeOverTMOUpdate
120 NavMapMakeOverTMOUpdatePatch
130 AlliedShipsTMO
140 ShipsforTMO
150 EAX_Sound_Sim_SH4
160 TMO2_different_smoke_and_splash_effects
170 IJN_Radar_Fix_2
200 DecoysTMO
210 RestoreSDRadarFromStart
220 AAtoDeckguns+Radio
800 TMO_BH_Fixes_MTB

The surface radar will not operate. it's installed but no display and no detection of the enemy.
https://i.ibb.co/bsj5TSg/SH4-Img-2021-11-28-15-35-20-342.png

also, no decoys are available, even though i loaded the mod.

next, the 20 mm AA gun, which operated just fine in sub school, will not operate, will not even load its ammo.

https://i.ibb.co/gDS9HBT/SH4-Img-2021-11-28-15-32-50-378.png

lastly, (for now), will the 1.5_Optical Targeting Correction 031312 for TMO 2.5 mod work with your TMO-Redux?

Enjoying the play. thanks.

Bubblehead1980
11-29-21, 01:06 AM
Hey BH,

i finally completed my Dark Waters career which allowed me to clear the decks and load up your new TMO redux. it has generated a couple of questions.

driving a Porpoise out of Pearl, December 1941.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\TMO_BH\MODS]

100 TriggerMaru_Overhaul_2-5_UpdateBH Revised Final
110 Nav Map MakeOverTMOUpdate
120 NavMapMakeOverTMOUpdatePatch
130 AlliedShipsTMO
140 ShipsforTMO
150 EAX_Sound_Sim_SH4
160 TMO2_different_smoke_and_splash_effects
170 IJN_Radar_Fix_2
200 DecoysTMO
210 RestoreSDRadarFromStart
220 AAtoDeckguns+Radio
800 TMO_BH_Fixes_MTB

The surface radar will not operate. it's installed but no display and no detection of the enemy.
https://i.ibb.co/bsj5TSg/SH4-Img-2021-11-28-15-35-20-342.png

also, no decoys are available, even though i loaded the mod.

next, the 20 mm AA gun, which operated just fine in sub school, will not operate, will not even load its ammo.

https://i.ibb.co/gDS9HBT/SH4-Img-2021-11-28-15-32-50-378.png

lastly, (for now), will the 1.5_Optical Targeting Correction 031312 for TMO 2.5 mod work with your TMO-Redux?

Enjoying the play. thanks.

Yes, you are in early war when certain technologies were not yet in service.

SJ Radar (surface search) per history is not available until June 1942, so it is not active. I wish we could make the radar cabinets disappear until we have it, but we can't. Something the devs should have fixed, but of course did not.

SD(air search) is not available until late Dec 41 and it costs a lot of renown until around Mar 1943. This was changed because at time US entered the war, SD was a new technology and most boats (especially Asiatic boats and S boats) did not have SD at start of the war. This forces player to operate in a different manner, in a historical manner as early boats did since running on surface is risky. I included the SD from start mod, primarily so if player was operating one of the boats that did have it, they could have it. Some may not like playing without air search radar, so have it as well. I do advise giving a try without it, really is immersive and lets player see a real difference as time goes on when they have various technologies and can change tactics, as US submarines did in reality.

Decoys are not available until August 1944. They should have never been available from start of war, as were in stock and honestly JulyAugust 1944 is a little early as I do not believe anyone actually went on patrol with the SBT-1 until November of 44, but I did not change it in the first release. The mod increases the number, but you have to wait until they are available.


The AA guns will not work manually unless submarine is at General Quarters or have ordered the actual deck manned. This is because the AA guns, in order to shoot at surface targets are classified as deck guns now by the sim and are linked(I have no idea how to remedy this), and at this time there is no way to make them multi purpose. I am guessing in the training you were at GQ or had the guns ordered manned, so they become active and ability to fire manually.

So assuming you want them to shoot at surface targets, keep the AA to Deck Gun+Radio mod enabled. When you see a surface target, call GQ or order deck gun manned and you if desire can man and fire the gun manually then.

I thought I explained this in the README, if I did not or was not detailed enough, I apologize and will make sure next README covers this.

What is the mod TMO BH MTB fixes? I do not recall that mod...


OTC is not compatible with the TMO update as from what I understand, others who try have had CTD. The creator of OTC or somehow are welcome to try make it compatible with my TMO mod.

KaleunMarco
11-29-21, 10:46 AM
Yes, you are in early war when certain technologies were not yet in service.

SJ Radar (surface search) per history is not available until June 1942, so it is not active. I wish we could make the radar cabinets disappear until we have it, but we can't. Something the devs should have fixed, but of course did not.

SD(air search) is not available until late Dec 41 and it costs a lot of renown until around Mar 1943. This was changed because at time US entered the war, SD was a new technology and most boats (especially Asiatic boats and S boats) did not have SD at start of the war.

this is documented and i misunderstood, mostly because i saw the displays. that's on me.

Decoys are not available until August 1944. They should have never been available from start of war, as were in stock and honestly JulyAugust 1944 is a little early as I do not believe anyone actually went on patrol with the SBT-1 until November of 44, but I did not change it in the first release. The mod increases the number, but you have to wait until they are available.

i did not read the docs on this mod. i saw it and enabled it thinking that decoys would be available early.

The AA guns will not work manually unless submarine is at General Quarters or have ordered the actual deck manned. This is because the AA guns, in order to shoot at surface targets are classified as deck guns now by the sim and are linked(I have no idea how to remedy this), and at this time there is no way to make them multi purpose. I am guessing in the training you were at GQ or had the guns ordered manned, so they become active and ability to fire manually.

So assuming you want them to shoot at surface targets, keep the AA to Deck Gun+Radio mod enabled. When you see a surface target, call GQ or order deck gun manned and you if desire can man and fire the gun manually then.

I thought I explained this in the README, if I did not or was not detailed enough, I apologize and will make sure next README covers this.

this one will take a bit of time to get used to. the situation i experienced within the career included being at GQ with the position manned and ready. when i attempted to man the AA gun manually, it would not operate at all, which was NOT the same behaviour when we were in sub school. that made it confusing.

What is the mod TMO BH MTB fixes? I do not recall that mod...

that mod has fixes for all of the date, cfg, sns errors. it is easier to keep all of those in a separate mod. i sent you the error log via PM. Hopefully, they will be fixed in a future release and i can drop this mod from the list.

OTC is not compatible with the TMO update as from what I understand, others who try have had CTD. The creator of OTC or somehow are welcome to try make it compatible with my TMO mod.[/QUOTE]

ok. thanks for clarifying.

propbeanie
11-29-21, 02:04 PM
The game only allows one player-controlled "Deck Gun", so if the AA guns are set to "Deck Gun", you might not be allowed to control them, since you already have control over the main gun. The "camera" might be the only reason you're allowed in the position. That would be a test to try, is a non-threatening enemy ship, such as an un-armed tug anchored nearby to the player sub, and then an airplane come by a minute later, and see what you can and cannot do. Of course, standing orders out of CenPac state that you should NOT be caught unawares by any airplane under any circumstances... :roll:

Bubblehead1980
11-29-21, 10:21 PM
The game only allows one player-controlled "Deck Gun", so if the AA guns are set to "Deck Gun", you might not be allowed to control them, since you already have control over the main gun. The "camera" might be the only reason you're allowed in the position. That would be a test to try, is a non-threatening enemy ship, such as an un-armed tug anchored nearby to the player sub, and then an airplane come by a minute later, and see what you can and cannot do. Of course, standing orders out of CenPac state that you should NOT be caught unawares by any airplane under any circumstances... :roll:


Player can still man and control the AA guns when they are set as deck guns, i.e. for AI to fire at surface targets, I have used them with the mod enabled. However, can no longer use them at will. Basically, the guns have to be "active", i.e. the DECK GUN ordered manned by crew and fire command given, as long as the guns are manned or at GQ, player can fire the guns. However, once station is not manned, player can go to gun view but can not fire, if hit fire it will give a message saying position is not active.

I'd love to make them truly multip purposes as were, so target aircraft and surface targets, but I do not see a way to make that happen. Silly though, since the enemy AI ships AA guns fire at ships and planes.

propbeanie
11-30-21, 11:38 AM
The conn then is taken as a 2nd platform, I guess... If you have two AA guns on the conn, are you able to switch between the two then, or are you restricted to just the one?

Bubblehead1980
11-30-21, 02:55 PM
The conn then is taken as a 2nd platform, I guess... If you have two AA guns on the conn, are you able to switch between the two then, or are you restricted to just the one?


Yes, can switch to the station view for all guns, even when they are not "active" (no AI crew manning, not at GQ, or guns not ordered manned on the orders bar) but if not "active" then cant load or fire. Once "active", can fire them, switch back and forth. Basically, the AA guns become linked to the main deck gun. The AA gun orders on the order bar at bottom of screen become useless.

Kind of a pain and wish had individual control with them being multi purpose, but do not and not sure how to make it so. However, the gunfire they can lay down really is great. The combined fire really cuts through the fishing boats lol and can save deck gun ammo and can save deck gun ammo for larger targets. Plus if find sub in bad situation on surface in night surface attack or have to surface due to damage, gives player some fighting chance to have AI firing at them instead of just sitting their waiting for player to fire.

gandyrail
11-30-21, 03:29 PM
my time compression keeps chugging along when I get a contact. At first I thought OK maybe they are friendly, but determined it keeps chugging for any contact, and if your compressed at 512 you can leave the area before you can react. Did my down load miss something?

Bubblehead1980
11-30-21, 05:28 PM
my time compression keeps chugging along when I get a contact. At first I thought OK maybe they are friendly, but determined it keeps chugging for any contact, and if your compressed at 512 you can leave the area before you can react. Did my down load miss something?


Well, that is just one of those SH 4 things I believe. I typically transit at 1056x time to and from patrol area, and 512 or less when close to and in patrol area. Typically at 512 will not miss the contacts. TMO uses stock time compression. Things can happen too fast for player sub sensors to catch one another and high TC will foul up weather and eventually the time of day, sunsets, dawn etc.

Typically will slow down for enemy contacts, friendlies and neutrals not so much.

From C:/UBI/CFG/Main

[TIME COMPRESSION]
TimeStop=0
RealTime=1
LandProximity=4
CriticalDamage=1
CrewEfficiency=128;1
AirEnemyDetected=1
SoundEffects=2
CharacterAnim=4
EnemyDetected=8
RadioReport=8
Particles=8
PrayState=8
HunterState=32
3DRender=32
Maximum=8192