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i DID notice that in the Roster file (Omaha.cfg) that \Sea\Omaha.TGA files are referenced however there are NO corresponding TGA files in the \Sea\NCLOmaha folder. there are several sets of DDS graphic files, however. i do not think this is the issue in this particular problem. Quote:
and i did set the Report Position to 10 prior to my last run, which may have aided the appearance of the group/RGG icons. i still cannot figure out why there is no second spawn when we are in close proximity to the group/RGG. Quote:
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Pre-war Marblehead mission
continuing the discussion.....
in this first shot, you can see that we are approx 3000 yds from the MarbleHead Task Group and yet there is no second spawn of individual ships and therefore none of the ships is detected by either the Watch Crew or the Sonar crew. in the second shot, we are within approx 3000 yds of the RGG i created with the exact same ships as the Group above and there is no second spawn, no detection by the crew or our sensors. |
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yet, they perform the same as the US warship groups. the problem has to be rooted in the way the game treats neutrals during prewar dates. i changed the date of the Pre-War Asiatic 02 mission to December 9 1941, created a new boat based in Cavite, then assigned the Pre-war (now December 1941) mission to the new boat. Bingo, the Marblehead and its escort now spawn as expected. at least this proves that the game is prejudiced during the pre-war time frame in the Pacific in the way it manages groups/RGGs. i suspect that if we designed an August 1939 pre-war mission for Dark Waters that the game would react similarly. |
When both vessels are neutrals, you will not get reports. This is why TC does not drop when you are playing during the "war time", when you are watching the NavMap at 1024 or whatever TC, and you'll see a green icon flying across the screen, and foof it's gone... still at the same TC and no interrupting report. Do you "physically see" the vessels yourself from the bridge in your examples above, though?
Also, as to the spawning, once you are within potential "sight" range of a spawn origination, the game will not spawn anymore groups or units. In fact, the game seemingly considers sonar range for the RGG, so you might have to be over 52+km (roughly 30-32nm) away. Also, don't forget that the game only uses one sensor at a time... |
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during wartime, there was a second spawn and individual ships were spawned and detected....i cannot remember the message. i think they were visually detected. |
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I'm now trying to make OTC compatible with TMO_BH_2.0 and Fleetboat_Interior, anyone knows how to upload patch mod to Subsim? I've PM Onkel Neal but got no respond.:Kaleun_Salute: |
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while receiving news massage.:) |
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it's summer. people go outside. :03: |
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when you are cruising the Pacific on your way to your patrol zone at TC=1024, non-threatening ships will not take you out of high TC unless you are about to collide with them. and then, sometimes, by the time the game slows and lets you know, you might be too late to avoid that collision. that is why some of us recommend that TC should never go higher than 1024. at that setting, every second of real time is 17 minutes of game time. a lot can happen in 17 minutes. from 1024 to 2048, the rate is doubled to one second equates to 34 minutes of game time etc, etc, etc. also, contact messages will not take you out of high TC...and when you come off of high TC, your may hear one or more reports that were not given to you because of high TC. this is also true of responses to your commands to the crew. radio messages are different. for each radio message there is an indicator as to whether the message is important enough to break TC to 1. the modder determines that when he builds the message stack. |
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what are you a cave-troll from Tolkien? |
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:Kaleun_Cheers: |
Anyone know how to recover the ONI agent for the prewar starting mission? I've looked through the forum for rescuing downed pilots but that method hasnt worked, and looking through the documentation it simply states to just "Simply approach the designated area, spot the raft, pick it up like a downed pilot" which does not work either. Am i supposed to lock onto the life raft? Because it does not let me, only the sampan next to it.
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I've completed it several times. IIRC, just wait for the raft to pass the Sampan, and then you can lock onto the raft. |
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Hello everyone! Apologies if this is a silly thing to ask, but I wanted to make sure I installed this mod properly. To my knowledge, the mod should include a pre-war timeframe that isn't the December 1941 start date, correct? If so, I am not seeing this when I have the mods compiled in JSGME. When I start a new career I am given the default start date.
These are the mods I have compiled in JSGME and their order. - Trigger Maru Overhaul 2.5 UpdateBH V2.0 - NMMO Patch TMO Update V2.0 - Nav Map Make-Over TMO Update 2.0 - EAX_Clang_Splash_Dud for TMO Update - Radio Message TMO Update 2.0 - BBPearlHarbor Pre War TMO - Pre-PearlHarborPatch TMO Update V2.0 Have I missed something here? I presume the last two are the important ones when wanting to start at an earlier start date. Apologies if I've missed something supremely obvious here. I have the JSGME executable and config in the SH4 folder and I presume this is enough to link it to the game executable. |
Welcome aboard!
Foffy!:Kaleun_Salute: "castlevania"?! :yeah: EDIT & pillow142!:Kaleun_Salute:
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You may need AAtodekguns+Radio and GatoLadder3 to have more feature. I think Radio Message TMO Update 2.0 is unnecessary as it's the default one. Other message mods are needed if you start up away from US land. |
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