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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1651 |
Navy Seal
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Ducimus, loving 1.9 so far but have a request.
I realize you are busy but could you whip up a patch to tone down the escorts visual sensors? They are a bit much. Dec 1941 off North Luzon....encounter large force of transports , light cruisers and DD stationary , invasion force. moving slow on fairly dark night at 3 knots on surface to get into position for night scope attack, at 6000 yards a DD spots me and open up.Now I could barely make them out, and a submarine is hard to spot at night, yet they spotted me and accurately fired on me. Reloaded gameand tried it again, trying to get into position, 6000 yards, fired on me again. I feel this will be a big problem later in war when start using night surface attacks, will be unable to close to realistic ranges due to escorts having superman night vision, which really takes away from game , sort goes back to stock, making night surface attacks impossible most of the time, esp on convoys. ![]() So think you could let a patch out to fix it, maybe back to 1.7 levels, on dark nights escorts would come withing a 1000 yards and not spot me, wont happen in 1.9 because them seem to have super vision.This was also a problem in 1.8 BETA and one reason i stayed with 1.7 until 1.9 was out, hoping it was fixed.enemy visual sensors were PERFECT in 1.7, as said, realistic but still tough.I doubt I am alone on this one.Thanks in advance. ![]() |
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#1652 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
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Dick O'Kane Ace (Mission), #1. Snuk into Truk. Dark and raining. Took out two Akita Maru's with my deck gun because the weather kept me from being observed. On my way out a dd found me. I spent over one hour real time on Truk channel sea bed repairing four flooding and flooded compartments. The dd repeatedly did torpedo runs, slammiing my position. Finally, when I had all the flooding but the aft torpedo compartment under control I was ready to try to complete my attempt to escape to open water and depart the area. I wolfed down the last of the ice cream. Alas! The dd hit me hard, again, before I had turned on the engines. I gave up with men down on the deck and all compartments flooded, as I could not bear to watch the lights go out again. No fair!! The dd captains must have super technology or they are very, very lucky. That is the TMO I know. I am getting tooth aches at night from clenching my teelth while dreaming about it. I am in line for a medical retirement.
TMO stock or TMO single missions (not stock) -- My boats (I have gone through a lot of them) gets pummeled and kicked. Can someone make a cloaking device mod? Last edited by I'm goin' down; 11-21-09 at 05:57 PM. |
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#1653 |
Sonar Guy
![]() Join Date: Apr 2007
Posts: 381
Downloads: 281
Uploads: 0
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A small request of either Duciumus or the mods;
Could you please add a link to the Optional Skin Mod Add-On for TMO 1.9 as described in post #1634 to the first post with the main download link? I'd hate for anyone to miss out on this. http://www.filefront.com/14960127/TMO-FooSkins.7z/ Thanks Ducimus yet again for everything you've done - great job |
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#1654 |
Grey Wolf
![]() Join Date: Aug 2005
Posts: 930
Downloads: 23
Uploads: 0
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This sounds very impressive and here I've still got a week to go before I get home, aaaaaaaaarrrrrrrrrrrrrrggghh!
Thanks to all the modders for their efforts. The original TMO was awesome and I'm sure this latest version will be the icing on the cake! ![]() Thanks! |
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#1655 |
Lieutenant
![]() Join Date: Jun 2007
Location: Lausanne/ Switzerland
Posts: 260
Downloads: 477
Uploads: 0
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I'm back to SH4 and his fantastic new TMO 1.9 ( Thank you Ducimus) after a long time in SH3... and observed something strange that I'm sure you all already have resolved: why when the sub dive the crew are still on the deck watching for enemy (under water?)? Do I have to move them each time I dive or surface?
Thank you for helping me with this strangeness. I'm playing with TMO 1.9 and RSRDC_TMO_ 502
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Aperite Infernos |
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#1656 | |
Rear Admiral
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That said, i'll look at the capital warship visual sensor later. Maybe i have it a KM or two too far, or maybe there's an accidental radar entry there. |
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#1657 |
Planesman
![]() Join Date: Oct 2009
Posts: 194
Downloads: 339
Uploads: 0
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Sunk my first enemy U-Boat, a Type IX, yesterday! What a surprise for me (and them). They cruised around at 7 knots in the East China Sea on the surface and didn't see anything until three Mk14 opened their hull a bit on the port side
![]() 1800 tons, not bad. Thank you Ducimus for TMO! and Lurker_hlb3 for RSRD!
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#1658 |
Sailor Man
![]() Join Date: Oct 2009
Location: Dieser verdammte Platz
Posts: 239
Downloads: 43
Uploads: 0
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After spanking the stock game repeatedly, I finally got the nerve to load up TMO and see just how challenging it really was. Gotta admit, I've been a little intimidated by what I've read on here, but after discovering that Harvey Keitel is my new Cheif of Boat, I feel much more comfortable. I mean really, could you be any safer than in the hands of Harvey Keitel? I don't think so... hold on a minute...
"What's that Mr. Keitel? Aircraft spotted? Pumps destroyed? Batteries destroyed? Bulkhead destroyed?!?!"...but...but we're still in port... Damn, gotta go... Keep up the good work Ducimus! Last edited by VonHesse; 11-22-09 at 01:07 PM. |
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#1659 | |
Navy Seal
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Thanks Ducimus, yet maybe could set the capital warships vision back a little, 6000 yards on a dark night, spotting a sub is a bit iffy.Acciental radar is possible.As said before, loving 1.9 though, looks great, plays great, great work. |
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#1660 | |
XO
![]() Join Date: Jul 2003
Location: Edmond, Oklahoma
Posts: 421
Downloads: 658
Uploads: 0
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"Quando omni flunkus moritati" ![]() United States Navy 1979-1982 "AD2" Aviation Machinists Mate 2nd Class VT-23, HS-1, USS Carl Vinson CVN70 (Plank Owner) NAS Kingsville, TX; NAS Jacksonville, FL; NOB Norfolk, VA FAA Air Traffic Control Specialist, Fairbanks, AK 2000-2020 (Ret) |
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#1661 |
Planesman
![]() Join Date: Oct 2007
Location: mississippi
Posts: 190
Downloads: 51
Uploads: 0
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Why wait? I updated while in port between missions with no ill effect.
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#1662 |
Helmsman
![]() Join Date: May 2009
Location: Essex, England
Posts: 107
Downloads: 87
Uploads: 0
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Loving this mod thanks so much for this all.
Just a quick quetion if poss - how do I get the kill flags and embelm to work? not really that computer literate and in Ducimus' post it say we can play around with them. Thanks again guys. |
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#1663 |
Mate
![]() Join Date: Apr 2005
Posts: 56
Downloads: 79
Uploads: 0
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Just upgraded to 1.9 and can't get the rig for silent running to work. Have tried the buttons on the hud and the Z key but no luck. Any idea? Also how do you get rid of dead sailors? I know you used to right click and bury them at sea, but no luck with that, and couldn't get rid of them while in port. They are riding along on the next partol. Going to be a long smelly patrol!
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TASK FORCE STRANGERS |
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#1664 |
Loader
![]() Join Date: Nov 2006
Posts: 87
Downloads: 169
Uploads: 0
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Any way to get the ship lenghts for this new mod?
They are a must in my opinion |
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#1665 | |
Ocean Warrior
![]() Join Date: Apr 2005
Location: Carmel, Indiana
Posts: 3,250
Downloads: 320
Uploads: 11
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SetKeys (for SHIII) is imperfect, but can be used, although you may have to go and edit the file in notepad to be sure you have what you want. There is also a program for SH4, but I have found it is difficult to use.
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Irish1958 ![]() |
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