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-   -   [REL] Trigger Maru Overhauled Update BH (https://www.subsim.com/radioroom/showthread.php?t=250635)

Mad Mardigan 10-04-21 04:30 PM

Re: screenie's I snapped...
 
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

Quote:

Originally Posted by Mad Mardigan (Post 2772547)
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

Quote:

Originally Posted by Kal_Maximus_U669 (Post 2772542)
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/...-17-37-379.png
approaching the Luzon objective in the strait ...
http://image.noelshack.com/fichiers/...-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

Quote:

Originally Posted by Mad Mardigan (Post 2772547)
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

Quote:

Originally Posted by Bubblehead1980 (Post 2772553)
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

Quote:

Originally Posted by Kal_Maximus_U669 (Post 2772548)
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/d7o4l..._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

Quote:

Originally Posted by Mad Mardigan (Post 2772566)
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/d7o4l..._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

Quote:

Originally Posted by Bubblehead1980 (Post 2772591)
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/pr...vZfkkHIxjS2Hlv

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

Quote:

Originally Posted by Mad Mardigan (Post 2772598)
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

Quote:

Originally Posted by Arlo (Post 2772600)
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/pr...vZfkkHIxjS2Hlv

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

Uss 173 Pike
 
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

Quote:

Originally Posted by Kal_Maximus_U669 (Post 2772655)
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

Quote:

Originally Posted by Bubblehead1980 (Post 2772662)
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/...-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

Quote:

Originally Posted by 4H_Ccrashh (Post 2772683)
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

Quote:

Originally Posted by 4H_Ccrashh (Post 2772683)
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/...-02-01-935.png
with Doc Jester's tinkering my way to keep the mod authentic
http://image.noelshack.com/fichiers/...-22-33-035.png
http://image.noelshack.com/fichiers/...-22-44-621.png

Bubblehead1980 10-05-21 12:52 PM

SS-183 vs KIGAN MARU (TMO Update 2.5 BH)
 
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/sho...d.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://i.postimg.cc/76h69DX9/Kigan2.png

https://i.postimg.cc/gj609DC6/Kigan3.png

https://i.postimg.cc/R0Xhwq1q/Kigan4.png

https://i.postimg.cc/B6zvwyV0/Kigan6.png

https://i.postimg.cc/9z5Qc92g/Torpedo-Firing-Panel.png 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


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