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Old 05-30-08, 02:19 PM   #466
Jimbuna
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Looking forward to it
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Old 05-30-08, 03:39 PM   #467
Ducimus
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As part of next update, my "evil airplanes" are going to become a little more evil. Yes, i know what someone out there is thinking, "how is that even possible?"

Historically, japanese pilots carried two bombs. One set to go off at 20 meters, another at 45 meters (or there abouts, i dont have my notes with me). Currently (cause i dont think ive pushed this change out the door yet), planes have EITHER, a loadout set to explode at 20 meters, OR another set to explode at 45 meters - never both at once.

That is changing. They will now have both, which is, as far as i know historically correct. In addition, an airdropped depth charge will look like a depth charge and not a bomb. What is A-historical, is ill have planes equiped with a few more bombs then they did in real life in order to keep the threat level high keeping the overall game mechanics in mind. Makes no sense to me, to have a bird harmlessly drop two eggs and fly off. Quite laughable given how their aim tends to be off most (but not all) of the time.

I've posted these screenshots elsewhere, but its part of this update.














SD radar is pretty sweet, and gives you a fair amount of advanced warning, but ill bet when you get a contact, you pull the damn plug and head for the cellar. Frankly im not sure which is more dangerous, Japanese aircraft, or Bungo Pete.
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Old 05-31-08, 10:43 AM   #468
JoeCorrado
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Like I said earlier Ducimus, I have been reading Clear the Bridge!: The War Patrols of the U.S.S. Tang (Hardcover) by Richard O'Kane. I have been struck by how little the Japanese planes were considered a threat once they (the planes) had been detected in a timely manner and the boat submerged to a depth of 200 feet.

Apparently, if the lookouts or radar detected planes at a distance great enought to dive they were basically considered a non-factor. As such, early detection was given much attention by the watch and every plane was considered a serious threat while on the surface- even freindlies.

As an aside, the TANG'S maximum depth was recorded in excess of 612 feet. The gauge pinned at 612 and that was what O'Kane used as his limit only because that is where the gauge readings ended although that depth was exceeded (how much is not known) to a point enough to make the crew sweat on at least one occassion.

My way of asking if the crush depth values are being modified as well and if the 200 feet rule as a safe depth against planes will aplly in the mod as well?
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Old 05-31-08, 12:03 PM   #469
Ducimus
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Your safe from being bombed by planes at 200 feet. I acutally stop at 165 feet, but thats cutting it a little close.
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Old 06-02-08, 04:12 PM   #470
antares81
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Since the newest patch, I have stopped getting AI "Ship Spotted" messages from the night periscope.
In fact, the visual cues on the navigation screen don't show up with the night periscope.
I have yet to nail this down to TMO, still need to do a little more testing.

Install order
TMO
RSRD
PE3
PE3 TMO Patch
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Old 06-02-08, 08:48 PM   #471
etheberge
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Default If you use TMO+RSRD...

...you may be missing out on some cool radio traffic.

I was fooling around in my messages.txt trying to add more radio traffic (news, distress calls, etc) when I realized that TMO already included all that I was trying to accomplish.

Cool radio messages like:
SIEGE OF IMPHAL LIFTED X JAPANESE FORCES WITHDRAW FURTHER EAST X
BRITISH RETAKE KOHIMA IN BURMA X
GREETED AS LIBERATORS AMERICAN FORCES PARADE THROUGH CHERBOURG AS NAZIS RUN X
MINSK LIBERATED BY SOVIET TROOPS X
ALLIED TROOPS LIBERATED CAEN TODAY X FILM FESTIVAL STARTS TOMORROW X
ENTIRE JAPANESE GOVERNMENT HAS RESIGNED TODAY X EMPORER HIROHITO LEFT HOLDING THE BAG X
AMERICAN MARINES RETAKE GUAM X
@BERGALL@1 SHIP SUNK FOR 12500 TONS X ALLOTED PATROL TIME EXPIRED x RETURNING TO BASE X
@MINGO@1 SHIP SUNK FOR 10000 TONS X ALLOTED PATROL TIME EXPIRED x RETURNING TO BASE X
@TAUTOG@3 SHIPS SUNK FOR 8500 TONS X ALLOTED PATROL TIME EXPIRED x RETURNING TO BASE X
SWORDFISH OVERDUE PRESUMED LOST X
BONEFISH OVERDUE PRESUMED LOST X

I've used TMO on and off for a long time but I had never seen those radio messages in game. Turns out I also always used RSRD and that by installing it (after TMO, as per instructions), I was always overwriting the messages.txt file from TMO with the one from RSRD which doesn't include that traffic.

So guys, if you use TMO and RSRD and you've never had radio messages like the ones above, you're probably in the same situation I was in.

I'm at work right now so I can't test it but if you manually merge the two messages.txt files (the one from TMO and the one from RSRD) then you should get the best of both worlds.

Anyway it's just a heads up, I was thinking of doing a mod with this sort of radio traffic but it seems Ducimus saved me a lot of work. Guess I'll have to find something else to do with my time.

Perhaps it should be added to the TMO FAQ, I haven't seen it documented. Maybe it's just me too.
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Old 06-02-08, 10:08 PM   #472
ekempey
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Ducimus,

I was wondering if you have ever looked at the rigging of the sound heads. There is an element for the sound heads on the compartment screen, and I was wondering if there was some way it was possible to be able to rig in/out the sound heads. I am now reading "Clear the Bridge" for the second time, and it seems it was common practice to rig in the heads in shallow water (see Tang's 2nd war patrol, Truk).

Regards,

A Happy TMO User.

P.s. I love this mod!
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Old 06-06-08, 07:01 AM   #473
cgjimeneza
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Default new update

new update... more details... have to finish my assigned patrol, write up the report and be ready to download and install.

life is good
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Old 06-06-08, 02:27 PM   #474
Egon01
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Hi

Please forgive me if there is answer for my question somewhere here but I couldn't find it in tons of those posts, replies etc. I did "search" on forum but this stupid search thing shows me useless posts where I culdn't find answer. My question is: what is "Convertion Chart" in TMO ?

Thank you
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Old 06-06-08, 04:02 PM   #475
Ducimus
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Default new version

Although i haven't edited the orginal post yet, version 1.5.2 has been up for a few days now. Details here:
http://www.subsowespac.org/forum/ind...pic,404.0.html

I'll update the orginial post later when im at home and not at work.
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Old 06-06-08, 04:56 PM   #476
Defiance
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Hiya's,
Dang subsim was down for me earlier (all of us i guess, and yes i went in panic-mode again lol)

Ahh what can i say Ducimus

DL'ing now

Got me a new 24" monitor and can't wait to install and start afresh with a nice revision of TMO

Sir

Have Fun

Ciao

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Old 06-06-08, 06:15 PM   #477
LtCmdrRat
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Playing TMO 152, for 2 days, so far so nice . I just found link from Ducimus filefront page and UBI sh4 forum. Thanks Ducimus, You rule!
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Old 06-07-08, 09:37 AM   #478
capt_frank
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Here's a quickie link to it:

http://files.filefront.com/TriggerMa.../fileinfo.html
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Old 06-07-08, 12:14 PM   #479
geosub1978
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Default ENGINES

Hi!

I just installed 152 and looks great.
The problem is that when I got my S-18 from the Asiatic Fleet on the 8th Dec 41 and I started up my engines, I got a "Cannot comply" message for any ordered propulsion, on surface or underwater, for no reason.

I checked it and this doesn't happen with other submarine classes
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Old 06-07-08, 02:22 PM   #480
ekempey
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Ducimus put a patch for the S-Boat engine problem up on his filefront page.
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