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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#3841 | |
Sonar Guy
![]() Join Date: Jul 2007
Location: Oregon, USA
Posts: 384
Downloads: 74
Uploads: 0
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#3842 | |
Argentinian Skipper
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If you like the hard gameplay, try OTC. There are versions for TMO alone or TMO plus RSRDC. Best regards. Fitzcarraldo ![]()
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My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
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#3843 |
Ensign
![]() Join Date: Jul 2007
Location: Otopeni, Romania
Posts: 233
Downloads: 942
Uploads: 0
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Another quick one:
Row Sound V9 will work with TMO? |
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#3844 |
Argentinian Skipper
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I use Poul Sounds in SH4. The mod needs some touches (eliminate some sounds). I didn´t try Row Sound. Also, you have the Webster´s sounds and Speech Overhaul sound mods.
Regards. Fitzcarraldo ![]()
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My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
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#3845 |
Bilge Rat
![]() Join Date: Mar 2010
Posts: 1
Downloads: 24
Uploads: 0
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many thanks for new mod back to sea again !
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#3846 | |
Seaman
![]() Join Date: Mar 2012
Posts: 36
Downloads: 101
Uploads: 0
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So no one can comment on this? ![]() |
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#3848 |
Nub
![]() Join Date: Jan 2006
Posts: 2
Downloads: 15
Uploads: 0
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Sorry that this has probably been asked before, but how exactly does TMO change the base damage model of the game?
Also thank you to the modders and those helping us new people ease into things. |
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#3849 |
Captain
![]() Join Date: Apr 2002
Location: Davie, FL Grid DM 23
Posts: 544
Downloads: 60
Uploads: 0
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Go to the first page of this mighty thread, d/l the TMO 2.5 Manual and start reading. It's all in there.
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#3850 |
Nub
![]() Join Date: Jan 2006
Posts: 2
Downloads: 15
Uploads: 0
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Yes I read the manual but all it says under the ship damage part is that it made them take longer to sink. I was hoping to get a bit more detailed answer. Is damage done by hitpoints? Is it sectional? etc.
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#3851 |
Medic
![]() Join Date: Jun 2009
Location: Blue Coral Sea
Posts: 168
Downloads: 305
Uploads: 0
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Is there some one can give me some advice to escape the attack from DD . The game version is TMO2.2.
When I encounter a batch of Japanese ships, they were always escorted by three of four IJN DDs. You know the number of DD is huge for me, after launching torpedos, I often dove to 160 meters(Balao),but the depth charges also hit me accurately.It's hard to survive in this situation. Can you provide some good advice? |
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#3852 | |
Argentinian Skipper
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Options: you can try RSRDC with TMO 22 or 25 (AI more gently), or the mod Easy AI for TMO. Best regards. Fitzcarraldo ![]()
__________________
My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
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#3853 | |
Medic
![]() Join Date: Jun 2009
Location: Blue Coral Sea
Posts: 168
Downloads: 305
Uploads: 0
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But thank you all the same. |
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#3854 | |
Sonar Guy
![]() Join Date: Jul 2007
Location: Oregon, USA
Posts: 384
Downloads: 74
Uploads: 0
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"The main lesson was that the Japanese navy was much better than anyone had dreamed. . . The amphibious forces had been escorted by skilled and well-trained units which had kept their charges in shallow waters where submarines found it hard - if not impossible - to get at them. Contrary to popular belief, the Japanese did not have poor night vision; they were excellent night fighters.* [* It was learned later that Japanese night vision was considerably enhanced by huge 16-power binoculars.] Their antisubmarine vessels were equipped with good sonar gear operated in most cases by experts. There seemed to be only one flaw. The Japanese depth charge was inexplicably inferior. It was not a powerful charge - perhaps no more than 200 or 300 pounds - and it apparently could not be detonated below 150 feet. Although the charges made a fearful racket when they landed close by, US submarine hulls seemed to withstand the blast with amazing resiliency. To escape its full force, the submarines had merely to go deeper than 150 feet - say, to 200 or 250 feet" (Silent Victory, Clay Blair, Jr. page 175) TMO makes full use of the Japanese expertise of sonar and night vision, but seems to make no adjustments for the (early war) shallow detonating depth charges. If you dive to 300', the depth charges WILL explode at 300'. There is probably no way to change this mid-war, so Ducimus programmed late war specs into TMO, and wished everyone 'Good Luck'. (No offense intended) You might try shooting at only two targets (three slow-speed torpedoes each) from longer distance (more than 3000 yds, contact exploder only), dive deep and boogie out of the area at high speed. If you insist at taking on a well-escorted (3 or more DDs) from a shorter range, you WILL be located, and you WILL be depth bombed with accuracy. Only your skill at evasion will save you. One DD will stand-off listening and directing the other two. One DD will attack, followed by the other (usually from a different direction, being directed by the first DD). My own technique is to AVOID such dangerous situations, and report the convoy by radio if possible. (DANGER: the Japs also have very good Radio detecting and triangulation techniques). I prefer to attack lone, unescorted, freighters (safest), or a small convoy with only one escort. You might try to take out the escort first (it can be done), then attack the convoy at your leisure. Safety first! Play the odds! Good Hunting!
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#3855 |
Grey Wolf
![]() Join Date: Feb 2003
Posts: 757
Downloads: 110
Uploads: 0
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not played SH4 since september and am getting that itch again.
i see theres a 2.5 version of TMO now. is there much added with it or is it just all the previous updated combined? just wondering how much it will screw with my mod list. ![]() |
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