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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Jul 2012
Posts: 12
Downloads: 26
Uploads: 0
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Really bewildered by TMO optional mods!
Since the descriptions about the optional mods are either minimal, ambigious, or just plain non existant, I have some questions about them.
1; The mod manual says that "The effectiveness of surface search radar in TMO 2.0 is variable,if you choose to install this optional mod." Then proceeds to list detection values that I assume is from this optional mod(which I assume to be TMO_Alternate_JS_Radar_Performance). Then it proceeds to say "Note 2: If you do not agree with this model for radar performance, an optional mod with fixed radar detection ranges is available in the documentation directory of TMO 2.0". What does this mean? It sounds here, that If I don't want the alternate detection values, I should install an optional mod, not the other way around?! What would this mod be, even? I don't see any other mod that would make sense except the "TMO_Alternate_JS_Radar_Performance", which I thought was supposed to enable it? What. 2; Do you guys like to use this optional mod with TMO? Should I use it? Does it provide for a more enjoyable/immersive experience? 3; Subtextures_fooskin is what, exactly? I tried googling it, but the only results I found was people saying their mod loading list. I mean seriously, how can there be so little information about something like this? 4; TMO_Metric_SpeedChart_Nomo is what? It just changes the speedchart to metric? What does the Nomo stand for? 5; TMO_Alt_engineSounds? Good? Bad? Do you use it? 6; How many of you use RSRDC? Is it a big improvement? Should I stick with TMO default? 7; Any other optional mods you'd recommend? ![]() 8; Anything else that might be helpful to me?(Tips, information, advice, etc). edit: Also, for some reason I can't turn on any radar thingies, even when I got surface search radar, and air radar, when pressing the "on" button it refuses to move/start. Also, my crew have often detected(via hydrophones) ships far away, that, when I use the hydrophones, I can't seem to hear/make the green light go on, even when I know its exact bearing(via observations from the lookout) Is this a bug, or am I missing something? Seems the crew might be somehow skipping limitations caused by being surfaced, rough weather, etc. Also my native(and by far most liked) system is metric, and it's what I play with. However the torps and distance/speed etc predictions on info stuffs and maps are all subpar imperial. Should I change and use this very weird, and a bit illogical imperial instead, just so its a bit more universal? How do you do when it comes to stuff like this? What's your preference? Last edited by Dux Ducis Hodiernus; 01-26-14 at 08:10 AM. |
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#2 | |
Admiral
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I'll let other folks answer some of your other questions. The "Nomo" is the Nomograph that's viewed on the right side of the Navigation Map. Its used to find speed of a target when both distance and time traveled are known. By using the maps tools to "mark" a specific targets position, you measure its distance traveled.....compared to the time it took to travel that distance (use the stopwatch)......and using the same tools to draw a straight line, you simply connect the dots on the Nomograph. You start a line from the right side column for Time Traveled, draw it through the center Distance Traveled column, and find the Traveled Speed at the other end. A very handy tool when "map plotting" a targets course.
The reason you can't turn on the radar units (even though their modeled) is because you don't have them installed yet. Early in the war, surface search Radar wasn't installed on the boats, its not until mid 1942 will you get the "offer" to have radar put onto your older boat. The newer boats will have radar installed when you receive command of them. The developers of the game had plans on installing "covers" over the radar units (their in the 3D models) but they didn't implement them into the game. What you see, is what you get. SD radar (the air search radar) is on the boat, but the two screens you're seeing are only for the SJ radar (the surface search radar). You're told of an approaching plane through the Message Text Box only. You won't be able to see the plane using TMO's radar (when you do finally get it). The ability to hear a hydrophone contact by you (even though your sound man states there is one) is a flaw in the game when a ship travels less than half its maximum rated speed. Some mods have ship routes where the ship will change its speed during travel. If this ship has an 11 knot maximum speed in its file, and the route calls for it to travel at 5 knots between two waypoints.....you'll not hear it when you use the hydrophone station. I just ran across this flaw the other day, and have started to fix the problem in my future mods. Seven years after the game is released and we're still finding problems with it! As far as the measuring system used.....if your playing the American side, USE THE IMPERIAL SYSTEM (although its not called Imperial in this country....we dumped the Imperials in 1776!). The developers expected you to use the metric system when playing the Germans in SHIII. Even to the point of having the German language spoken during the game. That's fine for SHIII, but if your playing an American Submarine Simulation why not simulate what measuring system was really used? ![]()
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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#3 | |
Swabbie
![]() Join Date: Jul 2012
Posts: 12
Downloads: 26
Uploads: 0
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Thanks for the advice/help.
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But I installed surface search radar(as well as air radar) via the submarine setup thingy, where you can change guns and other equipment. That doesn't count? Also the reason why it wasnt obvious to me to use the imperial system, is because, to be frank, in comparison to the uniform and logical metric system, it's quite stupid and I have no idea about the units, and having like 34 feet to the yard(making stuff up because I am clueless) and 120yards to the mile is quite weird. But I'll guess I just have to use it anyways. It's not like I would have to do much conversion anyways, just that it feels weird using a less pragmatic system of units. |
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#4 |
Swabbie
![]() Join Date: Jul 2012
Posts: 12
Downloads: 26
Uploads: 0
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Also, another question. What is crew berthing room for? Is it just sleeping quarters/idling room, or does it have any use? Want to know if I can leave it unoccupied without any difference made.
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#5 | ||
Admiral
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The U.S. Customary unit of measurement is certainly different than the metric system. Yet, if you are thinking in the right frame of mind, its quite logical. You need to think in fractions of a whole more often than in quantities of 10, 100, 1000. The system of length is based mainly on average human body part dimensions that reflect a man's foot length (broken down into a dozen equal parts, 1/12 of a foot is 1 inch). Width of his out stretched arms is 1 yard (equal to 3 feet; 1/3 of a yard is one foot). One statute mile is said to have been equal to 1000 paces of the Roman army, when they would count "left/right". In Nautical terms, one fathom of depth is equal to 2 yards, or 6 feet. One Nautical Mile is equal to one minute (1/60th) of a degree. One degree is 1/360th of the circumference of the earth. Fractions play an important part in our world, thinking in fractions makes the U.S. Customary a bit easier to follow. I'm not saying one system is better than another, but to me, thinking in fractions of a whole makes perfect sense. The crew berthing room is for stashing away your conning tower crew in a safe environment when being attacked by depth charges. Leaving them in the conning tower makes them vulnerable when you don't have plans to use them. Think of the berthing room as being inside the main hull of the ship, unlike the conning tower that sits on top of the deck.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
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#6 | |
Swabbie
![]() Join Date: Jul 2012
Posts: 12
Downloads: 26
Uploads: 0
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Thanks for your advice though. Now I just really really need someone to help me with the main question, that is, the optional mods! How can there be so little documentation?! lol. |
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#7 |
Swabbie
![]() Join Date: Jul 2012
Posts: 12
Downloads: 26
Uploads: 0
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Considering how relatively popular it is, at least someone has to be able to answer this question, if not the ones about the optional mods:
"6; How many of you use RSRDC? Is it a big improvement? Should I stick with TMO default?" |
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#8 | ||||||
Weps
![]() Join Date: Dec 2012
Posts: 357
Downloads: 137
Uploads: 0
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Last posted question first:
It's all about how you want to play the game really... Do you want to play the game with hystorical convoy routes and battles as they happend (times, locations and such <- yes, they are in there) install RSRDC. Or do you wan to play the game without knowing all that, then don't install. Quote:
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Simply try them out, if you don't like the sounds uninstall them! Quote:
I understand there are a lot of Mod's out there which enhances the game, however, Mod soup's are so personal you'll need to test and see which you like. I also understand this doesn't help much but people will tell you to use Mod X, Y or Z because they like them not because you like them. My advice would be: Go to the Download section and download the Mod's you find interesting, then read the documentation and the release thread for Mod compatibility and such, then try them out. Start small, only a couple of Mod's at a time, test the game and add a couple more. Quote:
http://www.subsim.com/radioroom/showthread.php?t=146795 If you want sonar explained, go to "Ducimus Link" you'll understand what you'll need to do to avoid detection. Quote:
Hope this gave you a bit more info HJ |
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#9 |
Ocean Warrior
![]() Join Date: Feb 2010
Location: Kentucky
Posts: 2,528
Downloads: 77
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RSRDC is a mod that converts the traffic layers to historical accuracy. The battles are as accurately portrayed as near as the game would allow. The convoys and single merchants follow historical accurate routes, but are still random. You will get reports of a convoy or task force on a certain route and the projected time and location it may be found. You will find that there are fewer ships to be found, but it is closer to historical accuracy. I use it, and I love it.
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Of all the forms of Martial Arts, Karaoke causes the most pain! |
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#10 | |
Swabbie
![]() Join Date: Jul 2012
Posts: 12
Downloads: 26
Uploads: 0
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#11 |
Ocean Warrior
![]() Join Date: Feb 2010
Location: Kentucky
Posts: 2,528
Downloads: 77
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RSRDC also makes adjustments to the air patrols. I think it makes them more historically accurate. Remember, from the air, something can be seen as far deep as 100'.
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Of all the forms of Martial Arts, Karaoke causes the most pain! |
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#12 |
Best Admiral in the USN
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#13 |
DILLIGAF
Join Date: Feb 2007
Location: florida
Posts: 2,058
Downloads: 210
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No two people will use the same mods. Most of what others do is also trial and error as to what mods they prefer and why. My list is this:
Generic Mod Enabler - v2.6.0.157 1_TriggerMaru_Overhaul_2-5 1_TMO_25_small_patch RSRDC_TMO_V502 RSRDC_V5xx_Patch1 Traveller Mod v2.6 TMO #1 Real Environment mod install Traveller Mod 2.6 Patch 1 - ISE v3 Patch #4 Warships retextured Traveller Mod 2.6 No Midway Transfer Traveller Mod 2.6 No DC Camera Shake Traveller Mod 2.6 Larger Search Patterns Traveller Mod 2.6 Harder Enemy AI Escorts Traveller Mod 2.6 Automatic Ship ID Traveller Alternate Main Loading Screens Convoy Routes TMO+RSRD tambor198's TMO+RSRDC missions pack ============================== Why two radar mods, well that is because if you have one with settings "A" and you adjust them to settings "B" you can no longer call it the A mod. You will find many sensor mods and no two of them are the same. You can ever create your own. Subtexturefooskin ... self explanatory. It is a texture for the submarine. Textures and/or skin is a term used to describe the painted 3d model. These skins can be found for all areas of the boat as well as AI's in sub folders at the game installation directory. The foo skin is simply a different texture. You apply it ... you look at it ... you say yeah I like it and keep it or you say no I don't and remove the mod. The point is no one can tell you if it is good or bad to use a mod if that choice is a personal preference. Some will like a particular mod while other will not. I have tried many mods over the years. I also run a mods list for the German Uboat and as with the american side people will run their own preference in mods. With the Uboats I run Operation Monsun and OMEGA mods with it and several other adjustment mods. With TMO and RSRD I enjoy the more realistic aspect of enemy traffic lanes and ship movements. I like how the game is harder because playing a stock game is boring as ever. The largest headache you run into is when you put mods together that were never written to work together and you get odd issues or crashes. The is especially true if your using two or more large mega mods like TMO and RSRD or Operation Monsun and OMEGA. Making sure your mod order is specifically set up according to the mod creators is very important. Some will run mods of their preference that were never written to work with TMO lets say. They may never experience an issue in the game. Then again they may not be able to save the game or have "LOAD GAME FAILURE" upon loading the saved game or any number of other issues. No one knows how the files will be affected because everyone runs a different setup. The best I came up with was to read documentation very very well on any mod or patch. Some will same they are compatible with this mod or that one but it may have to be in a certain order. You may also have a third mod that then says it has to get in between those first two you have or it wont work correctly because it needs to be second but now your third is not second. This is a very good game simulation in my opinion. There are many mods that do a very great many things. It takes time to find what your personal preference will be. If you ever try the German side you might find you enjoy that more and then you will have those mods list and orders to think about. One of the nice things about this game is how so many have tried to make things more real or in some cases not realistic at all. Having a nuclear powered submarine chasing japanese is not such a realistic thing but there is a mod for it. Many have put hours upon hours into tweaking things. Just take your time and remember the worst that can happen is you corrupt all your game file and have to reinstall the game and start over. That really is not a big deal. On my current system I have ran Silent Hunter 4 for 5 years now without a re-installation. I know if I ever had to though it is a simple matter to start over. Sure no one wants to loose their career but I have been through careers in the game so to me it is no different than the war ending and me starting back over in 1941 ... or 1939 on the German side. Experiment and have fun.
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Self-education is, I firmly believe, the only kind of education there is. ![]() ![]() Mercfulfate 将補 日本帝國海軍 |
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#14 | |
Rear Admiral
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Still, RSRD planes can carry depth charges that can damage you up to 150ft. If they see you dive or planes join in to help ships attack you, be careful...always fun to have ships and planes dropping on you, worse if you get stuck in shallow water.
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#15 | |
Medic
![]() Join Date: Mar 2005
Location: NJ, USA
Posts: 163
Downloads: 17
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