![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Navy Seal
![]() |
![]()
Modding is a non-winnable game. You load up TMO and Ducimus has these evil airplanes that see you at periscope depth and bomb the snot out of you. Those are the coolest addition to SH4 since spinning fans in the conning tower!
But after loading up RSRD, guess what? All the planes' crews go blind! They can no longer see you below the surface. It's like you are covered by a brick wall. Okay, a very wet brick wall. WE WANT EVIL PLANES! WE WANT EVIL PLANES! WE WANT EVIL PLANES! WE WANT EVIL PLANES! I can hear the chorus of the multitudes and your cries are answered with my new mod: RSRD Restore Duci's Evil Planes! Works with JSGME, of course, just load TMO first, then RSRD, then RSRD Restore Duci's Evil Planes. We hope you will enjoy your death. ![]() ![]() ![]() This mod may be hazardous to your health.
__________________
Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
![]() |
![]() |
![]() |
#2 |
Best Admiral in the USN
|
![]()
Well the Narwhal had a good run. I hope the crew likes the sub having a shrapnel paint job.
Last edited by Admiral Halsey; 08-24-13 at 12:22 AM. |
![]() |
![]() |
![]() |
#3 |
Navy Seal
![]() |
![]()
I always dive to 90 feet and that's worked well for me. Testing leads me to believe I might cut that in half. Most of the time........
![]()
__________________
Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
![]() |
![]() |
![]() |
#4 |
XO
![]() Join Date: Jul 2009
Location: Preston, Lancs, UK
Posts: 418
Downloads: 137
Uploads: 0
|
![]()
Thank you - This should make life lots harder....
![]()
__________________
Forget death - I'll take dishonour! [SIGPIC][/SIGPIC] TMO 2.5 1.5 Optical Targeting Correction 031312 for TMO 2.5 1.5 OTC Realistic Scopes for TMO TheDarkWraith_DC_Water_Disturbance_v2_0_SH4 Improved Stock environment v3_TMO&RFB TMO_Alt_engine-sounds TMO_Alternate_JS_Radar_performance TMO17_19_different_smoke |
![]() |
![]() |
![]() |
#5 |
Navy Seal
![]() |
![]()
I used Ducimus' settings there. Tell me if you think it should be adjusted harder.
![]() ![]() ![]()
__________________
Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
![]() |
![]() |
![]() |
#6 |
Navy Seal
![]() |
![]() |
![]() |
![]() |
![]() |
#7 |
Navy Seal
![]() |
![]()
Well I'm using MAD settings right now. We can ratchet up slightly, but I'd do so in increments of .1. The way I read it now the visibility is -2.5 meters (I assume it's meters). This was intended to give you visibility to a plane at periscope depth because that's the approximate dept of your periscope shears. Ducimus found that it extended deeper than that and on a small minority of cases resulted in bombs dropped on a sub at 200' or lower! He never could figure out why, but it lent a delicious possibility of disaster so it stood at that.
But we can set that visibility to any number you wish. But my mod sets the RSRD vilibility to exactly what Duci's MAD sensor was.
__________________
Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
![]() |
![]() |
![]() |
#8 | |
Navy Seal
![]() |
![]() Quote:
Awesome. Thanks, was just curious.I didnt know the bombs would go off that deep.The planes always seem to set their bombs/depth charges shallow. When TMO's planes got me I was either at scope depth or maybe 100 feet trying to close a convoy running fast.Calm clear waters, suddenly explosions, damage etc. I'm sure this will make playing without SD radar in early war more dangerous than before lol |
|
![]() |
![]() |
![]() |
#9 |
Medic
![]() Join Date: Apr 2008
Location: Albany,NY
Posts: 160
Downloads: 199
Uploads: 0
|
![]() ![]() ![]() *Downloads it anyways* |
![]() |
![]() |
![]() |
#10 |
Rear Admiral
![]() |
![]()
I always like bombs to hit the surface and charges to blow at 150 ft. I think that's fair.
__________________
![]() You see my dog don't like people laughing. He gets the crazy idea you're laughing at him. Now if you apologize like I know you're going to, I might convince him that you really didn't mean it. |
![]() |
![]() |
![]() |
#11 | |
Weps
![]() Join Date: Dec 2012
Posts: 357
Downloads: 137
Uploads: 0
|
![]() Quote:
![]() I'm running TMO 2.5, OTC, TDW DC water disturbance and some eye candy mods like ISE v2 and 2.5 TMO smoke. I'd like to try this MOD and see if that changes anything but will it work without RSRD? |
|
![]() |
![]() |
![]() |
#12 |
Navy Seal
![]() |
![]()
All it does is change the vision of attacking airplanes to match that of TMO 2.5. It should work fine with all mod configurations as long as your are using RSRD in there somewhere.
If you're not using RSRD, all bets are off and I'd place a small wager against it having the desired effect. RSRD redefined the sensors aboard aircraft from stock sensors, and so did TMO. I'll do some research on the stock game and see if I can cook up an analog for not using RSRD or TMO. I don't know if Capn Scurvy drew outside the lines of optical corrections to the periscope to mess with aircraft sensors, but knowing him, I severely doubt that he did. He's a disciplined modder. Eye candy mods also SHOULD be harmless. But you never know when a modder will draw outside the lines and make unannounced or announced changes to items that have nothing to do with why people want his mod. Lurker, for instance, made announcement after announcement "if you layer mods on top of RSRD chances are YOU WILL BREAK IT. and I won't help you if you do. Plenty of mods that say they are RSRD compatible are not." That was because there were very vew aspects of the game that he didn't twiddle with. And, ironically, if you were a TMO player and loaded up RSRD, you were no longer playing TMO. All kinds of gameplay settings were trampled and changed by RSRD. Efforts were made to try to keep modders within their category, but some modders were just too big for their mods. The bottom line is that RSRD for TMO is NOT TMO compatible at all. It replaces Ducimus' carefully wrought AI settings and changes the entire balance of the game. My goal, and others share it--the mod will come from them not me-- is to restore TMO to the TMO/RSRD combination, keeping only the campaign aspects of RSRD. And they are uncovering needed enhancements to the campaigns in RSRD, which will be incorporated. Even then, there can be a serious discussion as to whether what RSRD tries to do introduces any actual realism into the campaigns at all. For instance, you (benefiting from a perfect crystal ball no real skipper ever had) are sitting in the middle of the Slot waiting for the Tokyo Express on its way to Guadalcanal. Here it comes (big surprise.....) and you attack, crippling a DD. In real life all the others would pour on the throttle and deliver their troops, leaving the stricken to its fate. The mission was more important than the loss. But in the game, all the ships of the convoy will stop and hunt you down. They start out where they are supposed to be but end up doing stupid stuff. Okay, so you come back the next night. Has your presence modified their route or timing? No! They'll do exactly what they did in the real war. But they are no longer IN the real war, they're in YOUR war because you changed what really happened. They will ignore you and robotically do stupid stuff. This is not realism. Reality was that captains were sent to assigned patrol positions where they did not know what was going to show up. When they were told what was going to show up sometimes it did and sometimes it didn't. In that regard, the stock game's scheme is much better than RSRD because of its unpredictability. Unpredictability is the essence of war. RSRD trashes that. Just like OTC. Both mods seek to rationalize an irrational process.
__________________
Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS Last edited by Rockin Robbins; 08-28-13 at 10:36 AM. |
![]() |
![]() |
![]() |
#13 | |
Navy Seal
![]() |
![]() Quote:
I've been considering going back to just TMO for a while but without RSRD it feels weird for me, like something is missing. RSRD's roster of ships are impressive as well. I just wish we could get lurker or duci to come back for a time and help work some things out since ideally, we want TMO's challenge with RSRD's traffic. |
|
![]() |
![]() |
![]() |
#14 | |||
Weps
![]() Join Date: Dec 2012
Posts: 357
Downloads: 137
Uploads: 0
|
![]() Quote:
Don't want to loose a great Campaign by messing up the game Quote:
Just tested the AI planes NNE of Luzon, weather was cristal clear when radar made contact, placed myself right in its track and submerged to PD with antenna and scope op going ahead standard... Came within 1500y and never saw me ![]() Quote:
I played the game with RSRD and was astonished by the work done to correctly put in al that traffic even if some are missing but for the reasons you mentioned I stoped using it. |
|||
![]() |
![]() |
![]() |
#15 |
Ensign
![]() Join Date: Jul 2013
Location: Chicago-ish, USA
Posts: 223
Downloads: 14
Uploads: 0
|
![]()
RR, it sounds like what you are proposing is an 'ahistorical' game wherein equipment and nations are the Only thing the player is sure of, where they are told 3 days before a battle that SigInt indicates there may be a fleet encounter at xyz, and said encounter is randomized to replicate an encounter of battlefleets. Departing from history is the only way to subject the player to true realism.
I am intrigued by this idea, but is SH the vehicle to do it? It sounds like we'd need to start from scratch for such realism. True realism might even mean randomizing land masses and seas. |
![]() |
![]() |
![]() |
|
|