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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Stowaway
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Post your mods that goes best with tmo .
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#2 |
Sea Lord
![]() Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
Posts: 1,936
Downloads: 139
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FooBor's Fleetboat Skins for different classes of boats
Pre Pearl Harbor Career Start for TMO Hires Lightmaps New Large Lifeboat Corrected Oar Colors Webster's Real Lifeboat Fix For 1.5 Nav Map Makeover Splash Effects DC Bombs Bullets Shells 1,0 TDW Ship Plane Fire Damage v1.3 TheDarkWraith DC Water Disturbance Mod 24 Hour Clocks I forgot to add OTC before starting the campaign this time out, so it wil have to wait until I either get sunk, or finish the war.
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A legislative act contrary to the Constitution is not law. -John Marshall Chief Justice of the Supreme Court --------------------- |
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#3 |
Electrician's Mate
![]() Join Date: Mar 2011
Location: Connecticut
Posts: 133
Downloads: 45
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Can you use the same mods with TMO and RSRDC? Also is that the order of install?
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#4 |
Sea Lord
![]() Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
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As far as I know, you should be able to do so. Try them one at a time and see if there are any ill effects. As far as being the right order, I wouldn't know. I do know that they work fine on this computer in this order of installation.
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A legislative act contrary to the Constitution is not law. -John Marshall Chief Justice of the Supreme Court --------------------- |
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#5 |
Navy Seal
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I say with a supermod: TMO, RFB, FOTRS, RSRD use mods with fear and trembling. Boat skins, bearing plotters, missions, music, they're all fine. But you start environmental mods, splash effects, fire damage or water disturbance mods and what effects are they having on the AI? We just don't know. Whatever effect they have will be bad.
All the great mods are finely balanced close to the edge of disaster. It doesn't take much to get to Beery's last version of RFB where you could just camp out under a DD and let him rain ashcans on you until he ran out. He couldn't sink you. Or having a DD hit you first shot from 10 miles away. Or airplanes become Superman with X-ray vision to DC you to death at 400'. This stuff has all happened to the modders themselves while they were tuning their mod. Sometimes the fix was tiny to get that precarious balancing point of a balanced game. Luckily, with JSGME, if you tip the whole shebang off into the briny deep, you fire it up, reroll your mods and try again. Some of my most fun experiences have happened from completely unintended consequences of ill-considered mod adjustments. So with JSGME, experiment at will! It really can be fun. I wouldn't expect to be able to actually improve on the modders' work though. They put in ten hours for every one you'll spend trying to do them one better. If it could be, the odds are that they would have been the ones to do it.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#6 |
Sea Lord
![]() Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
Posts: 1,936
Downloads: 139
Uploads: 0
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The splash mod is just eye candy. And the author made it spcifically for TMO v2.
http://www.subsim.com/radioroom/show...splash+effects Here's the link for the ship plane fire damage. Very informative. http://www.subsim.com/radioroom/show...plane+fire+mod Here's the link for the DC Water Disturbance mod, again very informative, http://www.subsim.com/radioroom/show...er+disturbance
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A legislative act contrary to the Constitution is not law. -John Marshall Chief Justice of the Supreme Court --------------------- |
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