![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Mate
![]() Join Date: Dec 2006
Posts: 60
Downloads: 83
Uploads: 0
|
![]()
Hi everyone!
I have SH1.5 installed with various mods and am on my fourth patrol (operating with auto target). It seems that I am able to hit ships repeatedly, but they don't seem to sink. For example, the last boat I attacked was a large merchant which I hit with five hits (two on the left both front and middle, and three on the right with front , middle and back hits.) All showed very large holes below the water line. Since I used all my torpedoes getting these hits, I purposely stayed around for 3-4 days and this ship just kept floating there. The same thing has seemed to happen with all the previous boats that I have hit in my previous patrols (probably a total of about 4-5 ships). I seem to put anywhere between 3-5 holes in them, but they keep floating there for many days until I finally give up and leave without any torpedoes left. Is this result normal, or am I not shooting in the correct spot? I never played the original 1.4 version and jumped right away in the TMO mod. Could I possibly have some corruption in my mods installation? If this is normal and I just have a run of bad luck, then I will continue to persevere. I just wanted to make sure that something wasn't installed incorrectly causing this result. The game seems to otherwise be running well. Any comments or suggestions would be greatly appreciated by this new "jr" captain wanna be. Best regards. Here are the mods that I have installed (in their correct order): TMO 152 TMO Sboat engine patch RSRDC - TMOv15- v371 RSRDC - v371 - patch11 TMO - Enable Uboat v3 UBM Mission pack OM - Plot - v100 Different Smoke (TMO) Dark recognition manual HighRess PPI Radar Highres Dark Hud Dials ParB's Fewer Radio Contacts Small Chrono Small Radar Contacts - Stag1 PhotoRec Fix - TMO all & stock Betterscopes 1.3 clean Edit: I just realized that I posted this in the wrong forum section. My apologies. Last edited by CaptianT; 12-30-08 at 03:35 PM. |
![]() |
![]() |
![]() |
#2 |
Grey Wolf
![]() Join Date: Mar 2005
Posts: 762
Downloads: 55
Uploads: 0
|
![]()
Hmmm....I don't understand what's happeining to you. I have played TMO/RSRDC for months and it seldom takes more than two torpedos to sink any merchant/tankers. This is a new one to me. You might like to try Webster's torpedo mods found in this forum. He gives you 3 different more powerful torpedos to try.
|
![]() |
![]() |
![]() |
#3 |
Sea Lord
![]() Join Date: Aug 2007
Location: Too far from the Pacific right now...
Posts: 1,634
Downloads: 0
Uploads: 0
|
![]()
You might also try cleaning out the mods you're using and just install a mainstream mod like TMO and it's patches... With your loadout, who knows what kind of problems you may have...
__________________
RFB / RSRDC Beta Tester RFB / RSRDC Modding Forum: http://forum.kickinbak.com/index.php RFB Top Post link: http://www.subsim.com/radioroom/showthread.php?t=125529 RFB Loadout: RFB_V1.52_102408: RFB_V1.52_Patch_111608: RSRDC_RFBv15_V396 |
![]() |
![]() |
![]() |
#4 |
Grey Wolf
![]() Join Date: Mar 2005
Posts: 762
Downloads: 55
Uploads: 0
|
![]()
Yes, for one thing TMO has the small clock, so you don't need that mod.
|
![]() |
![]() |
![]() |
#5 |
Mate
![]() Join Date: Dec 2006
Posts: 60
Downloads: 83
Uploads: 0
|
![]()
Thanks guys. I will go ahead and take everything off other than the TMO mod. Does the RSRD mod effect the TMO campaigns?
|
![]() |
![]() |
![]() |
#6 |
Grey Wolf
![]() Join Date: Mar 2005
Posts: 762
Downloads: 55
Uploads: 0
|
![]()
TMO and RSRDC are completely compatible. Just make sure you have the correct RSRDC and patch to go with the version of TMO you are using.
|
![]() |
![]() |
![]() |
|
|