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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#676 | |
Commodore
![]() Join Date: Jul 2008
Posts: 611
Downloads: 0
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If I might make a suggestion, RSRDC fixes the over abundance of air contacts, as well as reworks the major battles,and uses historical JANAC shipping lanes, but the best part is, it does have a version just for TMO so no worries about compatibility. (Just had my career ended by a damn Zero that came out on nowhere and was diving towards the drop when he was spotted., after my radar man apperently feel asleep. ![]() Enjoy TMO and Good Hunting, just avoid the bungo straights... |
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#677 | |
Machinist's Mate
![]() Join Date: Oct 2007
Location: I live in The U.S. South
Posts: 127
Downloads: 44
Uploads: 0
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#678 | ||
Captain
![]() Join Date: Jan 2002
Location: Costa Rica
Posts: 527
Downloads: 145
Uploads: 0
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Pacific Thunder Campaing VIII-Retired www.subsowespac.org "Left on their own, engineers can be dangerous" |
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#679 | ||
Commodore
![]() Join Date: Jul 2008
Posts: 611
Downloads: 0
Uploads: 0
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REL_TriggerMaru_Overhaul_152 TMO_SBoat_engine_Patch RSRDC_TMOv15_V371 RSRDC_V371_Patch10 RSRDC_AuxGB_Fix TMO_FloatPlane_fix OpsMonsun_V400 #1 PE3 Install #2d PE3 Special Effects For TMO #3b PE3 submarine bubbles and caustics and roll pitch for TM #4 PE3 Ship_debris_SH4_with bodies #5 PE3 real reflections for harbour and objects #6 PE3 patch for TM PE3 Install less floater ROW PE3 Install sun flair for camera ROW Sound Effect v_9 Bow-Wave-Splash Animated Fans TMO (v1.0) (1) RUIM v1.0 for SH4v1.5 (2) RUIM v1.0 for SH4v1.5 Enlisted Ranks add-on (3) RUIM v1.0 for SH4v1.5 Awards add-on Sure you don't have all of those, so just move to the next one you do have. Edit: If you wanna play with the U-boat campaign the patch would go after OpsMonsonV400 (Great mod for the uboat campaign, in the same vein as RSRDC) Last edited by Orion2012; 08-21-08 at 07:12 PM. |
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#680 | |
Machinist's Mate
![]() Join Date: Oct 2007
Location: I live in The U.S. South
Posts: 127
Downloads: 44
Uploads: 0
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Mine is a clean install to V1.5 with JSGME enabled: REL_TriggerMaru_Overhaul_152 / TMO_SBoat_engine_Patch / RSRDC_TMOv15_V371 / RSRDC_V371_Patch10 / RSRDC_AuxGB_Fix / TMO_FloatPlane_fix
I have now JSGME un-installed all that (which is what is giving me the above described problems) & I'm now going to try the RFB w/ RSRD & ROW PE I like the RSRD arrangement & the fact that it really cut down on the ubsurd air traffic; that's why I'm going to give it a shot in the RFB configuration. I'd really like TMO for V1.5 if it didn't pork the easy torpedo targeting...I simply do not know how to manually target & I don't have the patience/time to learn it right now. EDIT: Quote:
Last edited by Brenjen; 08-21-08 at 11:25 PM. |
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#681 | ||
Commodore
![]() Join Date: Jul 2008
Posts: 611
Downloads: 0
Uploads: 0
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It sounds like you had TMO installed correctly, although why it messed up the auto targetting baffles me. I too find manual targetting too much like high school geometry class and use the good ol point and shoot method, and have had no problems with TMO. Either way you go, you'll have a good time. Good Hunting. |
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#682 |
Sonar Guy
![]() Join Date: Jul 2007
Location: Oregon, USA
Posts: 384
Downloads: 74
Uploads: 0
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I got into an 'interesting' situation last night with a couple of 'new' Marus. This is my first patrol on the USS Stingray (USS-186) (Salmon Class).
The first was the KMSS Ryunn. I only had a sound contact throughout the fight, due to being in a three-week-long MONSOON. LOTS of rain - visibility about 300 yards. My lookouts never were able to spot it, but I could get a visual (shadow) through the TBT on the bridge (did I mention that this was a SURFACE/NIGHT attack?). I tried a four torpedo snap shot spread at bearing 0, range 5-600 yards, AOB 80-90, and 15 second intervals, and missed with all four (one went off premeturely). Not wanting to waste anymore torpedoes on him since I couldn't get a good lock (solution), I finished him off with the deck gun, personally aiming it since the gunners couldn't see him through the fog. 4400 tons, and quite exciting. I had to get real close to fire off a couple of rounds, then All Back Emergency to keep from running into it. The Gun Crew deserves medals for this one. I just had to share this one with you. The second attack brings up my question. This was a 'normal' submerged attack, just before dawn in the East China Sea, north of Okinawa. Got a good solution on the KMSS HogIslandJPN, fired three torpedoes at around 1200 yards, and scored three hits. When I consulted the attack (plot) map, all I could see of the target was: "TGA shape not found" at the point the target should have shown up. After I exited the game, I checked through the . . \data\sea folders. Neither the Ryuun or the HogIslandJPN ships had a _shp.dds file in their folders. I haven't seen either of these ships before, so I suppose they are some of the new ships that Ducimus added in with the Overhauled TM Mod. According to the TM FAQ, I do the following (since I like these parts of the game): 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. All ship sillouttes (original) show up on the attack map when I adjust the mod as advised. Most of the new ships, added by TMO don't. The question is: Can I just copy/paste a _shp.dds from an appropriate ship into the folder of the new ship, and change the filename to get it to show up? Can I do this without disabling the Mods now enabled (including RSRDC)? Thanks in advance.
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#683 |
Torpedoman
![]() Join Date: Aug 2005
Location: San Diego
Posts: 118
Downloads: 31
Uploads: 0
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Dodger,
Yes you can replace with another shp.dds just by copy and paste and nothing bad will happen; I do it all the time. In fact, I don't like the black marks and put all the ship silhouettes back into TMO. I wrote a long post on this several months ago about what the plotting symbols should really look like. Nothing against Ducimus; TMO is a fabulous mod and I have been playing it with RSRDC for the last two months. After you have the ship dds files to your liking, I recommend you save the sea part of the database to a spares folder outside SH4 so if you ever have to reinstall, you don't have to do it all again.
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Cordially, Neil CAPT USN (Ret.) |
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#684 | |
Sonar Guy
![]() Join Date: Jul 2007
Location: Oregon, USA
Posts: 384
Downloads: 74
Uploads: 0
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For the rest of you that want the missing silhouettes, I found the following to have no _shp.dds file in its folder (after doing Item 5 above): NBC_Repulse NDD_ZClass NDE_Kisaragi NDE_Momi NKMSS_HogIslandJPN NKMSS_Ryuun NPB_Wakatake NPT_Schnelboat Most of these ships have a similiar class of ship in the next or previous folder. Just copy the _shp.dds file from there, and paste it into the folder you want to add, change the name, and voila'.
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#685 |
Weps
![]() Join Date: Jul 2007
Location: Bentonville, AR
Posts: 367
Downloads: 22
Uploads: 0
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Okay, im a little bent right now, just spent the last few hours unloading my mods to update this with the latest TM and im bouncing errors right on the title screen.
Any suggestion anyone: Some error messages im getting: - File not found: data/menu/data/black80.tga - File not found: data/menu/skin/american/gui/intelligenceunits/paper.dds - File not found: data/menu/skin/american/gui/layout/radio.messages.dds - There is not a new (non implemented) page: <page chooseloadsave>! By the way, I cant shut the game off, I have to re-boot. Also, I cleared all my mods in JSME and reloaded 1.4...still same problem. (issue was wrong TM loaded, installed correct version, fixed errors on load up) Update, I had the wrong download to TM. Game loaded, but now I cant get the free camera to come up. Any ideas? Update (2): Started mission and while on the way to my first waypoint, I CTD'd. No error came up. Any Ideas? Update (3): Tried to use the "E" key to Emergency Blow to surface, key is not operating this function. Any Ideas?
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TM2(SS) USS Asheville - Plankowner, Shellback, "Order of the Ditch" http://ths-i.com/ Last edited by chopped50ford; 08-24-08 at 02:19 AM. |
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#686 |
Mate
![]() Join Date: Aug 2004
Location: Rio Grande, Brazil
Posts: 57
Downloads: 35
Uploads: 0
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Am I playing a campaign in the Base of Submarines in England, did I attack a small German convoy close to the noruega, are the German Hunters very inefficient, will it be that in the war that was real???
For the logic the allies had to turn and to develop an efficient tactics ant-submarine. Now if somebody can help would like to know there were really American submarines acting in the theater of the Atlantic in war patrols based in England, it would like to cure that doubts. |
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#687 | ||
Commodore
![]() Join Date: Jul 2008
Posts: 611
Downloads: 0
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Holy Loch was a US navy base, although I don't believe during WW2. I'm not sure abut German ASW tactics, perhaps someone else can field that one?? Quote:
2. What mods do you have installed?? You can generate a list with JSGME. 3. Open the data/cfg folder and open the commands file with notepad and look for this: [Cmd202] Name=Emergency_surface Ctxt=1 MnID=0x3F230003 Str=1034 ;Key0=0x45,C,"E" If there is a semi-colon before the final line, remove it and all should work fine, if that intry can't be found, you can copy and replace the command that is listed for Emergency Surface, with this one, although I'm not sure if it has to be CMD202 or not. Edit: I believe the "E" key was re-assigned to switch to the rear tubes, so you may need to find and edit that line as well, I'm not sure how the game responds with mulitple functions for a single key stroke, may CTD. If you have problems, post back here. Good Hunting |
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#688 | |
Sonar Guy
![]() Join Date: Jul 2007
Location: Oregon, USA
Posts: 384
Downloads: 74
Uploads: 0
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![]() If you need to Emergency Blow, you'll have to go to the Control Room screen and use the 'Button'. There is no longer a key that operates this feature.
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#689 | ||
Weps
![]() Join Date: Jul 2007
Location: Bentonville, AR
Posts: 367
Downloads: 22
Uploads: 0
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![]() Here are my JSME setup, I add a few ROW programs to spice it up. I still dont have the "Free Camera" has that been taken out of TM? Any other ideas on CTD issue?
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TM2(SS) USS Asheville - Plankowner, Shellback, "Order of the Ditch" http://ths-i.com/ |
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#690 | |||
Commodore
![]() Join Date: Jul 2008
Posts: 611
Downloads: 0
Uploads: 0
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If that is the case and you do have those folders inside ROWPE3.3, pick the ones you need for your install and then move those folders into the mods folder instead of keeping them in the ROW PE3.3 file. I'd also say thats the cause for the random CTD. |
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