SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 12-16-09, 06:10 PM   #1846
Wilcke
The Old Man
 
Join Date: Jan 2007
Posts: 1,441
Downloads: 234
Uploads: 0
Default

Quote:
Originally Posted by I'm goin' down View Post
I downloaded the recent 1.9 patch and reinstalled mods. I haven't seen any planes for 72 hours, but I came across two warships which sunk me at 4,000 yds. Here is my new set up, and it appears to work (finally) with fewer planes be spotted:

1. TriggerMaru_Overhaul_19
2. TMO_Aft_deckguns
3. TMO_Deckguns_M32_paint
4. TMO_FooSkins
5. TMO_Sample Emblem
6. TM019_Patch_081209
7. RSRDC_TMO_V502
8. Ship pack 1
9. Real_Envrionment_mod
10. SMMO for TMO 1.9
11. Longer Ship-Sub Wake
12. TGT AOB TO PK FIX - TMO
13. TGT DIALS TO PK FIX - TMO
14. EZ Plot V1.0

Nos 9 - 11 are in the order recommended for the SMMO mod addition to TMO per its creator.
Nos. 12 - 13 are the Easy Aob mod, although perhaps only no. 13 is required.
No. 14 - restores tails and ship silouettes, but you can follow Ducimus' read me for an alternative method, and possibly rely upon the TMO Plot listed at the bottom of Rockin Robbins' signature (not sure about that one, however.)
#9 RE is already included in TMO 1.9, the bits that do not interfere with the sensors.

RE over the TMO 1.9 are going to hose the sensors in TMO 1.9.
__________________
Wilcke


For the best in Fleet Boats go to: Submarine Sim Central. http://forum.kickinbak.com/index.php
Check out: A Brief Introduction to the Pacific Submarine War by Ducimus
http://www.subsim.com/radioroom/showthread.php?t=128185
Operation Monsun plus OMEGU, the #1 ATO Solution for SH4!

Signature Art by Gunfighter
Wilcke is offline   Reply With Quote
Old 12-16-09, 06:18 PM   #1847
Armistead
Rear Admiral
 
Join Date: Dec 2008
Location: on the Dan
Posts: 10,880
Downloads: 364
Uploads: 0


Default

I ran RE with 1.7, but also with the fog fix. I'm not sure how it effects sensors, but 1.9 looks as good as RE, so why chance it. It doe's change some items such as weather that may effect sensors, ect.

Not sure how the ship pack would work. I would think all the sensors, ships not in the ID book, ect. For them to work properly someone would need to add them to the campaign layers. A few single ships worked with 1.7, most in ship packs didn't work right, didn't show or crashed when you tried to ID them
Armistead is offline   Reply With Quote
Old 12-16-09, 06:33 PM   #1848
I'm goin' down
Ocean Warrior
 
Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
Uploads: 0
Default Captain Wilke

Quote:
Originally Posted by Wilcke View Post
#9 RE is already included in TMO 1.9, the bits that do not interfere with the sensors.

RE over the TMO 1.9 are going to hose the sensors in TMO 1.9.
The author of the Super Mod Make Over, aka SMMO, in his post dated 12-08-2009, states as follows:

"This mod is JSGME compliant. It can be used alone with TMO 1.9, but I use, and recommend using the following mods with it.
-Run Silent Run Deep Campaign by Lurker hlb3
-Real Environment mod by W_clear & Kriller2, (I know Ducimus has added parts of the RE mod in TMO 1.9, but in order to see the aircraft reflections, you need to load the full blown RE mod. I haven’t noticed any difference by using it). (bold added.)
-Longer ship wakes by Vikinger, (included in the optional mod folder). (bold added.)
Just enable this mod last, (except for “No tails” and/or “No prev/next cam” optional mods).

Example

-Trigger Maru Overhauled 1.9
-any TMO 1.9 optional mods
-RSRDC for TMO 1.9 current version (optional)
-Real Environments mod (optional but needed to see aircraft reflections) (bold added.)
-Longer Ship/Sub wakes (optional) included in opt mods folder (bold added.)
-SMMO for TMO 1.9 (bold original.)
-No map tails/sensor info (optional) included in opt mods folder
-No prev/next external camera (optional) included in opt mods folder

Download link: http://www.filefront.com/15000055/SM...0TMO%201.9.rar

Regards, and Happy Hunting,
Bryan Jackson, (Nbjackso) "

I do not know if you or Nbjackso agree, but it looks like you do not. What sensor information do I lose in your opinion? If I am indeed losing important sensor data I will probably delete the mod? If they are compatible, the mod looks quite good. I forget to one last mod. It is Coratio's Truk Coral Harbor Cities Mod. In any event your input and critique are appreciated. Just don't send me any more airplanes. My flying days are over!

Last edited by I'm goin' down; 12-16-09 at 07:02 PM.
I'm goin' down is offline   Reply With Quote
Old 12-16-09, 07:00 PM   #1849
I'm goin' down
Ocean Warrior
 
Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
Uploads: 0
Default amistead

FYI. I started a thread re sonar and AI revisited in the main forum based upon a thread that ducimus cited in this one. Another captain recently attached his separate posts, taking us to an entirely new level. He was assigned radar and sonar tasks in the Navy, and has written a proverbial discertion for us. It is in the main forum. It is really some great work, by an experienced navy man.
I'm goin' down is offline   Reply With Quote
Old 12-16-09, 07:20 PM   #1850
Armistead
Rear Admiral
 
Join Date: Dec 2008
Location: on the Dan
Posts: 10,880
Downloads: 364
Uploads: 0


Default

I'm not sure about RE and regardless Duc says it messes up sensors. I would like to know how or if it's just a possibility, because I noticed no difference with 1.7. They say it may be the things you don't notice that get you, but seeing no difference, I may differ.

Do you not run the Lite fog slow water fog fix with RE....How do you see ships correctly if you don't....?

Yea, I loved aircraft reflections, good eye candy.

I can stack mods with the best of them, but I try to stick to mods that have no conflicts, mostly eye candy. Took me awhile to give up 1.7 because I had such a good working mod package, lot's of added ships that took forever to add and tweak several mods to work....but so far loving 1.9 overall.

I may look at RE again and compare some files. I did last time and not being a pro modder I did see effects that could mess up sensors. Problem is so many things are tied so even though it may not change sensors, you start changing weather, waves, wind, overall water conditions, it can effect things.

Are you having problems with the Ship Pack. The last thread people were having many problems. For the most part I don't think they would show up unless you take time to add them. Then they have to work with the stad measurements, some ships copy others, ect...
Armistead is offline   Reply With Quote
Old 12-16-09, 09:33 PM   #1851
Armistead
Rear Admiral
 
Join Date: Dec 2008
Location: on the Dan
Posts: 10,880
Downloads: 364
Uploads: 0


Default

I've always run RE, but notice with 1.9 alone the fog seems much heavier when it states light fog. Was this a change made to the env. or has it always been like this.

I sort of figured out my distance to be seen overall with light fog, just wonder if it is heavier, maybe I could get by with more.

Love the way it looks....very ghostly compared to what I had. Before my fog had that fog circle and seemed very little fog inside the circle, now it's much thicker looking overall, you can almost see clouds of fog go over your sub.

Duc, you do this or was it always a part of Env 5...mainly just want to know if it effects visuals compared to the previous lite fog.

Just found one of the largest convoys ever, don't have radar but counted 38 merchants, have no idea of how many escorts, but a bunch of em...

Anyway fog is much better looking with 1.9 to me...

Last edited by Armistead; 12-16-09 at 09:50 PM.
Armistead is offline   Reply With Quote
Old 12-17-09, 04:12 AM   #1852
Armistead
Rear Admiral
 
Join Date: Dec 2008
Location: on the Dan
Posts: 10,880
Downloads: 364
Uploads: 0


Default

Oh Boy, surface attacks under right condtions are now a reality with 1.9

Must be the Env tweaks, but love the medium fog
Armistead is offline   Reply With Quote
Old 12-17-09, 05:05 AM   #1853
giopanda
Nub
 
Join Date: Dec 2007
Posts: 4
Downloads: 4
Uploads: 0
Default

Quote:
Originally Posted by Roger Dodger View Post

4.) How do i get back "tails" and sensor information on the navigation map?

Disable TMO, and delete the following two files:
\Data\Menu\gui\ContLine.dds
\Data\Menu\gui\DashLine.dds

5.) How do i get back the ship sillouttes on the contact map?

Go to the /data/sea directory in TMO. There you will find about 98 subdirectories, one for each ship in the game. Located in each one of these subdirectories is a DDS file. This file will be named whatever the ships name is _shp.dds (*_ship.dds). Delete each of these files from all subdiretories. Warning, not all ships are from the stock game, so deleting these particuar ships means they wont show up on the map at all. I recommend you play with the ship sillouttes as is. The idea is to cut down the amount of unrealistic information the stock Navagation map gives you, and to simulate markings that a tracking party member might have put down with a grease pencil.
hello everyone and sorry for the noob question.
i'd like to practice manual targeting so i entered the torpedo tutorial mission and once i opened the map i couldn't see the furutaka on the map.
so i found this thread but didn't understand correctly when and where to delete the files.
i tried deleting the _shp from both the game data folder and MODS data folder (just one at a time or both together) with the only results that on the map appears "tga shape not found".
right now i'm reinstalling the game since i didn't find a way to restore, i think i messed up the entire mod.
so can somebody please tell me in which folder do i have to delete the files and if i have to do it before activating the mod in jsgme or after?
the other thing confusing me is that i have to delete the file in every ship subfolder, but i also have to copy that file in the subfolder that are missing that file?!?
thanx
giopanda is offline   Reply With Quote
Old 12-17-09, 06:45 AM   #1854
Armistead
Rear Admiral
 
Join Date: Dec 2008
Location: on the Dan
Posts: 10,880
Downloads: 364
Uploads: 0


Default

Quote:
Originally Posted by giopanda View Post
hello everyone and sorry for the noob question.
i'd like to practice manual targeting so i entered the torpedo tutorial mission and once i opened the map i couldn't see the furutaka on the map.
so i found this thread but didn't understand correctly when and where to delete the files.
i tried deleting the _shp from both the game data folder and MODS data folder (just one at a time or both together) with the only results that on the map appears "tga shape not found".
right now i'm reinstalling the game since i didn't find a way to restore, i think i messed up the entire mod.
so can somebody please tell me in which folder do i have to delete the files and if i have to do it before activating the mod in jsgme or after?
the other thing confusing me is that i have to delete the file in every ship subfolder, but i also have to copy that file in the subfolder that are missing that file?!?
thanx
I'm not sure what you mean by the furataks didn't appear on the map. If it was supposed to be in the mission, did you delete it when messing with the ships files. That part doesn't make sense.

If you want the sensors and ships back like stock, the best thing to do is load this mod...http://www.subsim.com/radioroom/down...do=file&id=152

Several are running it with TMO, so should be fine. It has a readme explaining what it does', but I think it's what you're looking for.

Sounds like the game is fubar and possibly the mod install, ect. Yes, I would delete all and start over. Reload TMO and then activate the mod at the link. That way you wont have to mess with 93 files if you want things back like in stock. If you're not experinenced enough yet with messing with all these files, I would leave em alone and hopefully the easy plot will solve it for you.

If you're after something else, need more info.

Last edited by Armistead; 12-17-09 at 09:03 PM.
Armistead is offline   Reply With Quote
Old 12-17-09, 07:00 AM   #1855
giopanda
Nub
 
Join Date: Dec 2007
Posts: 4
Downloads: 4
Uploads: 0
Default

thank you very much armistead, reading from ezplot readme i think it's exactly what i was looking for!

let me explain what i meant about the torpedo attack training mission:
when i look through the periscope and open the id book i clearly identify the target ship as the "furutaka".
so i went into its subfolder and deleted its file.
hope it sounds better now.
anyway i'm reinstalling the mods and i'll let you know!
btw, is this a correct loading order (i have uboat missions):

trigger maru overhaul 1.9
trigger maru 1.9 patch 081209
rsrd tmo v502
eax sound sim
ezplot

thank you again!
giopanda is offline   Reply With Quote
Old 12-17-09, 04:29 PM   #1856
Armistead
Rear Admiral
 
Join Date: Dec 2008
Location: on the Dan
Posts: 10,880
Downloads: 364
Uploads: 0


Default

Quote:
Originally Posted by giopanda View Post
thank you very much armistead, reading from ezplot readme i think it's exactly what i was looking for!

let me explain what i meant about the torpedo attack training mission:
when i look through the periscope and open the id book i clearly identify the target ship as the "furutaka".
so i went into its subfolder and deleted its file.
hope it sounds better now.
anyway i'm reinstalling the mods and i'll let you know!
btw, is this a correct loading order (i have uboat missions):

trigger maru overhaul 1.9
trigger maru 1.9 patch 081209
rsrd tmo v502
eax sound sim
ezplot

thank you again!

Look's good. I use the EAX mod and love it.
Armistead is offline   Reply With Quote
Old 12-24-09, 08:29 AM   #1857
Erik M
Swabbie
 
Join Date: Aug 2008
Location: amsterdam
Posts: 14
Downloads: 102
Uploads: 0
Default TMO19_Patch_081209 not found

Hi,

Filefront seems to be gone, and the file is nowhere that I can find?
Any suggestions?

Thanks,

-Erik.
Erik M is offline   Reply With Quote
Old 12-24-09, 09:52 AM   #1858
sergei
Sea Lord
 
Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
Default

Both TMO 1.9 and the latest patch are on this site in the downloads section under Mega Mods.
sergei is offline   Reply With Quote
Old 12-24-09, 09:55 AM   #1859
cookieguy
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Hi all, Merry Crimble to you all.
I'm having a problem getting my Trigger MAru overhaul mod to work (I'm a total noob!)
lurker_hlb3 pasted a link to a sticky showing me step by step how to do it all.I have no problem following the sticky thread, BUT.......I'm encountering some problems not noted on the thread.

My download of trigger overhaul 1.9 does not open out as shown (pile of books) and therefore it does not show any file called REL_TriggerMaru_Overhaul.7z for me to move into the JSGME.( I have the 7z program downloaded and opened as instructed)
My JSGME also does not create a MOD folder in the game folder as shown (it doesn't seem to create one at all.

SIGH... sorry for being noobish ,but if anyone could assist I would be very grateful.

FYI I'm using Windows 7 (64bit) if that makes a scrap of difference! LOL
Please help a noob out at Christmastime!LOL I just love the effects the mod will have on my game.

Thanks in advance
Cookieguy
  Reply With Quote
Old 12-24-09, 11:36 AM   #1860
Erik M
Swabbie
 
Join Date: Aug 2008
Location: amsterdam
Posts: 14
Downloads: 102
Uploads: 0
Default file missing

Thank you Sergei...
Erik M is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 10:19 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.