Bartholomew Roberts
07-23-23, 12:17 AM
TMO BH V2.0 Compatible Patch Bundle
Mod loading order see pic, you can put all needed pieces into one mod except "TMO_Aft_deckguns_Updated_Fleetboat_Interior_TMO2.5 _BH_U_2.0 compatitble"
https://img1.imgtp.com/2023/07/23/CZ5XFpiw.jpg
1.TMO BH V2.0 + 1.5_Optical Targeting Correction 031312 for TMO 2.5 compatible patch
This OTC mod in the forum is only for TMO2.5 and will cause ctd in various occasion like recognition manual and etc. Since CapnScurby has retired for quite some time so I made this small compatible patch
to make it work in TMO BH V2.0. Special thanks to both these two great mods creators.
Installing:
IMPORTANT!!!!!!!
Since the main reason causes the ctd is the ship class change in the TMO BH, So you have to delete all OTC's ship & air units data first.
1.Disable OTC mod . along with additional mod as OTC resolution correction or early radar,3000 yard bearing tool etc.
(Suppose you installed TMO BH V2.0 in proper order as instructed in the readme file. With the EAX_Clang_Splash_Dud Splash for TMO at the bottom as the required mods then addon mods then option mods,run the game without problem.)
2. Go to 1.5_Optical Targeting Correction 031312 for TMO 2.5 folder in the game\MODs than delete "Data\Sea", "Data\Roster", "Data\Air" these 3 folders manually , then enable 1.5_Optical Targeting Correction 031312 for TMO 2.5 mod again with JSGME .
3. Enable OTC addtional mods as resolution radar etc , apply my patch after ( not mandatory but to keep the mod order reasonable)
The OTC 1.5 is outdated as the ship's length data is incomplete,I transfered the length date within OTC into TMO BH and finished all the Japanese Roster,which should be sufficient for playing US campaign. Since I only alter the Data\Roster\Names.cfg, witch is based on copy of one in TMO BH, so in theory it should be perfectly match with it. If you want to finish all ship's length data you can do it on your own. Just add length data after the name like "BBIowa=Iowa Class Battleship 877ft / 267.3m", do not add or delete lines as it might cause trouble.
the class name is under "Silent Hunter 4 Wolves of the Pacific Gold Edition\Data\Roster\country name\Sea" , the file name is usually the class name like "Silent Hunter 4 Wolves of the Pacific Gold Edition\Data\Roster\German\Sea\BBTirpitz.cfg" , BBTirpitz is the class name in Names.cfg. Open the BBTirpitz.cfg you will find "TextureName=data/Sea/NBB_Tirpitz/NBB_Tirpitz_T01.tga" which meas the ship's data is in "Data/Sea/NBB_Tirpitz/", Open the folder and find NBB_Tirpitz.cfg, in this file you will find ship's length in meters like
[Unit]
ClassName=BBTirpitz
3DModelFileName=Data/Sea/NBB_Bismarck/NBB_Bismarck
UnitType=19
MaxSpeed=30.1
Length=275.0
Width=36.0
Mast=55.3
Draft=10.2
Displacement=42900
RenownAwarded=450
CrewComplement=300
SurvivalRate=90
SurvivalPercentage=20
So ship length is 275m ,times 3.28 is the ft number, simple as that.
Note: Ships might display in recognition manual without being writed down in the "Names.cfg". Some Ships not in "\Data\Roster\country name\Sea" can also be read by game engine directly from "Data/Sea/". These " Hidden" ships could cause ctd and be tricky to edit name, becareful!
Of coures it's better to add display through UI edit, there is a code display ship length, I'm still learning menu editor.
I also tweek the Cameras.dat for certain views's for practical purpose, deck view and aa default view is wider now, add extra zoom level for aa view to match OTC‘s calibration。
Now you can enjoy both latest TMO and CTO, have fun
Manual targeting tutorial with only periscope:
US F2 periscope has reticle mark based on degree, each large span is 1 degree. 1 degree = 17.78mil
File from 1.5_OTC_Realistic Scopes
https://img1.imgtp.com/2023/07/26/MsfeVvCL.jpg
IN OTC's Omnimeter it equals to 1
Quick Formular for target data
Range= target height (ft) / (degree in sight *17.78)*1000*6/3 = target height (ft) / degree in sight / 17.78 * 2000 (yd) [High power]
Or = target height (ft) /( degree in sight *17.78) *1000 * 1.5 / 3 = target height (ft) / degree in sight / 17.78 *1000 *0.5 (yd) [Low power]
AOB = arcsin ( degree horizontal / degree vertical * ship height / ship length )
Speed = ship length (ft) / time to pass (s) * 1.69 (kt)
1 .Stop ship , cal Speed , measure height and length in scope.
2 . Pause game , cal range and AOB with smartphone
3 . Unpause , input data , shoot.
2.OTC_EAX_Clang_Splash_Dud for TMO Update compatible
Simply copy EAX Sh.sdl back to enable extra sound effect after my patch. NOT needed if you do not apply EAX mod or you're using Fleetboat_Interor since it has one overwrite OTC.
3.OTC_Fleetboat_Interior_TMO2.5_BH_U_2.0_compatibl e
Copy back cameras.dat to enable patch change. As you need to apply Fleetboat_interior after OTC.
These changes are save compatible except for some minor issue like officer limit and cabin crew animation introduced by Fleetboat_interior, all would be reset after receiving new ship.
Download link: https://www.subsim.com/radioroom/downloads.php?do=file&id=6360
************************************************** ************************************************** ***********
4.TMO_Aft_deckguns_Updated_Fleetboat_Interior_TMO2 .5_BH_U_2.0 compatitble
original aft_deckguns mod would cause Fleetboat_interor's cabin crew disappear, you will not see the effect directly after save. Apply mod at the start of campaign or just before receiving a new ship (load save before enter port to get new ship.
As it's just a tiny mod, so I include Bubblehead1980's original work within, credits for him, apply after main patch, no need to download the original one. And it's included in the main patch's additional, so no need
to download link below if you use my main patch
Standalone download: https://www.subsim.com/radioroom/downloads.php?do=file&id=6361
Mod loading order see pic, you can put all needed pieces into one mod except "TMO_Aft_deckguns_Updated_Fleetboat_Interior_TMO2.5 _BH_U_2.0 compatitble"
https://img1.imgtp.com/2023/07/23/CZ5XFpiw.jpg
1.TMO BH V2.0 + 1.5_Optical Targeting Correction 031312 for TMO 2.5 compatible patch
This OTC mod in the forum is only for TMO2.5 and will cause ctd in various occasion like recognition manual and etc. Since CapnScurby has retired for quite some time so I made this small compatible patch
to make it work in TMO BH V2.0. Special thanks to both these two great mods creators.
Installing:
IMPORTANT!!!!!!!
Since the main reason causes the ctd is the ship class change in the TMO BH, So you have to delete all OTC's ship & air units data first.
1.Disable OTC mod . along with additional mod as OTC resolution correction or early radar,3000 yard bearing tool etc.
(Suppose you installed TMO BH V2.0 in proper order as instructed in the readme file. With the EAX_Clang_Splash_Dud Splash for TMO at the bottom as the required mods then addon mods then option mods,run the game without problem.)
2. Go to 1.5_Optical Targeting Correction 031312 for TMO 2.5 folder in the game\MODs than delete "Data\Sea", "Data\Roster", "Data\Air" these 3 folders manually , then enable 1.5_Optical Targeting Correction 031312 for TMO 2.5 mod again with JSGME .
3. Enable OTC addtional mods as resolution radar etc , apply my patch after ( not mandatory but to keep the mod order reasonable)
The OTC 1.5 is outdated as the ship's length data is incomplete,I transfered the length date within OTC into TMO BH and finished all the Japanese Roster,which should be sufficient for playing US campaign. Since I only alter the Data\Roster\Names.cfg, witch is based on copy of one in TMO BH, so in theory it should be perfectly match with it. If you want to finish all ship's length data you can do it on your own. Just add length data after the name like "BBIowa=Iowa Class Battleship 877ft / 267.3m", do not add or delete lines as it might cause trouble.
the class name is under "Silent Hunter 4 Wolves of the Pacific Gold Edition\Data\Roster\country name\Sea" , the file name is usually the class name like "Silent Hunter 4 Wolves of the Pacific Gold Edition\Data\Roster\German\Sea\BBTirpitz.cfg" , BBTirpitz is the class name in Names.cfg. Open the BBTirpitz.cfg you will find "TextureName=data/Sea/NBB_Tirpitz/NBB_Tirpitz_T01.tga" which meas the ship's data is in "Data/Sea/NBB_Tirpitz/", Open the folder and find NBB_Tirpitz.cfg, in this file you will find ship's length in meters like
[Unit]
ClassName=BBTirpitz
3DModelFileName=Data/Sea/NBB_Bismarck/NBB_Bismarck
UnitType=19
MaxSpeed=30.1
Length=275.0
Width=36.0
Mast=55.3
Draft=10.2
Displacement=42900
RenownAwarded=450
CrewComplement=300
SurvivalRate=90
SurvivalPercentage=20
So ship length is 275m ,times 3.28 is the ft number, simple as that.
Note: Ships might display in recognition manual without being writed down in the "Names.cfg". Some Ships not in "\Data\Roster\country name\Sea" can also be read by game engine directly from "Data/Sea/". These " Hidden" ships could cause ctd and be tricky to edit name, becareful!
Of coures it's better to add display through UI edit, there is a code display ship length, I'm still learning menu editor.
I also tweek the Cameras.dat for certain views's for practical purpose, deck view and aa default view is wider now, add extra zoom level for aa view to match OTC‘s calibration。
Now you can enjoy both latest TMO and CTO, have fun
Manual targeting tutorial with only periscope:
US F2 periscope has reticle mark based on degree, each large span is 1 degree. 1 degree = 17.78mil
File from 1.5_OTC_Realistic Scopes
https://img1.imgtp.com/2023/07/26/MsfeVvCL.jpg
IN OTC's Omnimeter it equals to 1
Quick Formular for target data
Range= target height (ft) / (degree in sight *17.78)*1000*6/3 = target height (ft) / degree in sight / 17.78 * 2000 (yd) [High power]
Or = target height (ft) /( degree in sight *17.78) *1000 * 1.5 / 3 = target height (ft) / degree in sight / 17.78 *1000 *0.5 (yd) [Low power]
AOB = arcsin ( degree horizontal / degree vertical * ship height / ship length )
Speed = ship length (ft) / time to pass (s) * 1.69 (kt)
1 .Stop ship , cal Speed , measure height and length in scope.
2 . Pause game , cal range and AOB with smartphone
3 . Unpause , input data , shoot.
2.OTC_EAX_Clang_Splash_Dud for TMO Update compatible
Simply copy EAX Sh.sdl back to enable extra sound effect after my patch. NOT needed if you do not apply EAX mod or you're using Fleetboat_Interor since it has one overwrite OTC.
3.OTC_Fleetboat_Interior_TMO2.5_BH_U_2.0_compatibl e
Copy back cameras.dat to enable patch change. As you need to apply Fleetboat_interior after OTC.
These changes are save compatible except for some minor issue like officer limit and cabin crew animation introduced by Fleetboat_interior, all would be reset after receiving new ship.
Download link: https://www.subsim.com/radioroom/downloads.php?do=file&id=6360
************************************************** ************************************************** ***********
4.TMO_Aft_deckguns_Updated_Fleetboat_Interior_TMO2 .5_BH_U_2.0 compatitble
original aft_deckguns mod would cause Fleetboat_interor's cabin crew disappear, you will not see the effect directly after save. Apply mod at the start of campaign or just before receiving a new ship (load save before enter port to get new ship.
As it's just a tiny mod, so I include Bubblehead1980's original work within, credits for him, apply after main patch, no need to download the original one. And it's included in the main patch's additional, so no need
to download link below if you use my main patch
Standalone download: https://www.subsim.com/radioroom/downloads.php?do=file&id=6361