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-   -   where do i find tmo 1.8 (beta)? (https://www.subsim.com/radioroom/showthread.php?t=156475)

I'm goin' down 09-21-09 06:37 PM

where do i find tmo 1.8 (beta)?
 
where do find the download for Trigger Maru 1.8 Beta? I cannot seem to locate it.

donut 09-21-09 06:48 PM

Try here
 
http://forum.kickinbak.com/viewtopic.php?f=36&t=1785

Armistead 09-22-09 11:25 AM

Don't trust your crew for visuals....he shaved a couple thousand yards off...in their favor.:haha: TC can get you killed early war.

Makes you appreciate surface radar when you get it.

Admiral Von Gerlach 09-22-09 11:56 AM

:o...

Wilcke 09-22-09 12:40 PM

...a very dangerous mod indeed! Especially the evil airplanes! TMO is higly infectious and requires extensive rehab to quit! Muahahahahaha!

Armistead 09-22-09 01:06 PM

Quote:

Originally Posted by Admiral Von Gerlach (Post 1176777)
:o...

I was tracking this convoy from 9000 yards. I did get a sound report of a fast dd closing, but no contact icons or visuals. Finally saw the dd about 8000 yards away...dusk at that...I saw it, not crew. First salvo hit. I decided to turn and run for it, but got hit again, so hit crash dive, got hit again going under.

You can see my last report at the top. My sub is almost sunk and being shot at and my crew still doesn't see anything.....

You have to really plan your attacks. It was early war and no surface radar, gets a little easier after that......but I now love it since I know how it reacts.

You can barely make out the smoke of the DD WAY off shooting me up. It measured 6500 yards.

If you play with cam and contacts off, it helps to cut them on for awhile until you learn how things respond.....

http://i651.photobucket.com/albums/u...210319_109.jpg

Ducimus 09-22-09 03:21 PM

The main reason i toned down the watch crew visuals, is because they were spotting things well beyond the horizon line at times. Id see get "ship spotted", or look on the map, and the contact had already been identified, then go back to the bridge, squint through the binoculars, and narry a sign of a pixel to be seen of that contact.

Aside from distance, the things that will effect your watch crews visual acuity are:
1. Light conditions
2. Fog
3. Wave state
4. Aspect of target to your line of sight
5. Fatigue

As an aside, it was explained to me by another modder that how the world geometry in SH4 is a little screwed up. Visual sensors vary depending on the orientation of your view (North to south, vs east to west), making fine tuning visual sensors a frustrating task. Although this is 2nd hand info from a post i remember reading nearly a year ago.

Armistead 09-22-09 08:15 PM

I don't notice the crew visuals being that good. Even with 1.7 I can see ships thousands of yard through the binocs before they will respond, day or night. You can see smoke sometimes several thousand yards before your crew gives a visual contact. If anything, I thought the crew visuals were off the other way around.

I assume it's like them not giving sonar contacts on unknown targets that you can easily hear, that they will only give a contact message when they can determine if it's a warship or merchant, since they have no ability to report a unknown target by visuals or sonar.

The only time the crew seems to have better visuals than me is in fog. They will spot a ship I can't see through the fog.

When my PC slows down, I can track and get into position by finding ships with sonar and visuals with no help from the crew whatsoever.

kstanb 09-22-09 08:33 PM

Just tried TMO1.8 (no other mods enabled) a couple of minutes ago, a very short campaign :cry:

Asian fleet, S-18 boat, full realism

I found a task force close to Borneo, via "glitch" (go PD when PC slow down and check passive sonar for bearing), I spotted the ships well before my lookouts, it was nightime, and tried to approach surfaced,

After some time, I noticed I was found because I got a direct hit, and then another one, and another one and another one... by the time I got submerged, the sub had more holes than a swiss cheese.:wah:

Also, I noticed that S-18's deck gun is still manned by 2 people (instead of 6 or 7)

I will keep trying

Armistead 09-22-09 08:48 PM

Approaching on the surface is really tough, even in stock. I could do it with TMO1.7 making night surface attacks, but you want all factors in your favor. Still, closest I could get was 2500 yards, but that worked well.

I can't pull em off yet with 1.8....well, under right conditions I've made it to 3500 yards.

Problem is they face so many factors trying to find a proper balance due to code you just can't have everything, so it's just finding a balance that works.

Two gunners normal for the S boat.

gutted 09-22-09 09:09 PM

i find the air to be alittle too thick for my tastes in 1.8. dunno how it was in 1.7.

wasn't that bad at the campaign start, but now its ridiculous by mid '42. I submerge due to all the aircraft spotted messages. run for a few hours. and at the exact moment i surface.. radar contact. crap, run underneath for another few hours.. exact moment i surface.. radar contact. after tiring of the messages, i ignore it and just run on the surface.. airplane spotted! Dive!

run for a few hours.. surface.. radar contact.

spent my whole last patrol sitting still under the water during the day so i wouldn't have to spend half my fuel on the trip recharging my batteries., and moving only by night. had no less than 20 air attacks on me, and despite making 5 or 6 of them flame.. not one got shot down :(

yes, planes should be a real threat for a sub.. but it's just annoying when it gets to that extreme.

Armistead 09-22-09 09:48 PM

I find the plane traffic in TMO 1.7 and 8 to be minor compared to stock. You'll run into more planes in realistic area's where airfields are.

It's also possible you hit an area where a carrier TF was coming through.
Also if you get spotted by planes, more planes will be vectored to find you, so don't be seen.

I get minor plane traffic with TMO, I actually get more when I add RSRD, but still no big deal. Stock, I wouldn't play it for the unrealistic plane traffic.

Not sure what's going on with your game

FIREWALL 09-22-09 10:05 PM

Quote:

Originally Posted by donut (Post 1176363)

Link is a no go. :cry:

Bubblehead1980 09-22-09 10:34 PM

re
 
I agree, have mentioned it to ducimus the plane traffic is too heavy.Less than stock but still too much.I opened up the air layer with the ME, considering deleting some airbases, but then the problem is one area is not covered enough.

If there is a way to stop them from spawning so much, would be great.

I have the same thing happen often, where you dive, stay under for 2-3 hours come up then they are right back on the SD radar heading for you again, it makes you go WTF.You should be able to dive, come back up 10 mins later and in most cases not see the plane anymore that day.Really annoying diving all the time.I am currently in the Sea of Japan in early November 1943...way too many planes that always seem to know where i am, getting rather ridiculous.Running TMO 1.7.

Also, I hate the Zeros on ASW patrol from land, really unrealistic, only time Zeros were used for ASW was from the carriers, mainly the escort and light carriers.Not from land.Need more floatplanes on patrol from land bases.

I don't mind planes, in fact some of the convoys I added and reworked in TMO have several planes attached as escorts, they up the difficulty of attacking the mid and esp later way convoys.I have to dive so much, the annoying dive plane bug from stock kicks in, where dive planes dont extend when dive, sub responds like they are, but they dont go out.No one seems to have fixed it yet, incredibly annoying even though I play 100 realism without external cam, still annoying.

FIREWALL 09-23-09 12:49 AM

Is TMO 1.8 available ?


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