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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#886 | |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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#887 | |
Sailor man
![]() Join Date: Apr 2003
Posts: 44
Downloads: 11
Uploads: 0
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#888 | ||
Electrician's Mate
![]() Join Date: Dec 2008
Posts: 133
Downloads: 27
Uploads: 0
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#889 |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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#890 |
Admiral
![]() Join Date: Aug 2003
Location: Michigan, USA
Posts: 2,387
Downloads: 21
Uploads: 0
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Thanks for the heads up.
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#891 |
Seaman
![]() Join Date: May 2008
Posts: 32
Downloads: 35
Uploads: 0
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Why Playable ships dont work on Trigger Maru 1.6.2. I mean that the Playable ships work on 1.5.5, can you please help me.
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#892 |
Grey Wolf
![]() Join Date: Aug 2005
Posts: 930
Downloads: 23
Uploads: 0
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Do I patch using JGSME (i.e. just add this as another mod)?
e.g. Mod order in JGSME should be?... TMO 1.6.2 TMO 1.6.3 Patch then RSRD etc ??? ![]() EDIT: Disregard this post. I found the info I was looking for in the DL instructions for RSRD. i.e. use JGSME Last edited by tomoose; 01-20-09 at 09:19 PM. |
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#893 |
Gunner
![]() Join Date: Nov 2008
Location: Holland
Posts: 100
Downloads: 202
Uploads: 0
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I have a question again i installed the latast TMO 1.6.3 version over the 1.6.2 version and almost all is OK
![]() I did this in V1.6.2 and it worked great it restored the function of the "." button. Now i did the same in V1.6.3 and the "." button no longer functions so i no have the next/prevous cam function atm. Does anyone have the same problem and did anyone found a solution?? So in short the solution as discribed in the FAQ of the V.1.6.2 no works for the V1.6.3 at least not with me. Regards Rowddy. |
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#894 |
Helmsman
![]() Join Date: Mar 2005
Posts: 106
Downloads: 83
Uploads: 0
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Here's a potential can of worms, but we're all adults, right?
What does Trigger Maru do better than RFB? I've been playing the latter for a long time and have never set foot in TMO. I see that it is very popular, however, and now I'm wondering what it offers. Could someone give me a brief outline of what Trigger Maru offers that RFB does not? I'm interested in how the flavor of SH4 changes with TMO installed. |
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#895 | |
The Old Man
![]() Join Date: Jan 2007
Posts: 1,441
Downloads: 234
Uploads: 0
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"Trigger Maru Overhauled is a "supermod" that touches on just about every aspect of the game you can think of, and focuses exclusively on the Pacific Submarine war, and the US Silent Service. It's stated goals are to make the pacific theater immersive and engaging to the player. Historical accuracy and realism (sometimes achieved by abstract means) is adhered to as much as possible, but some elements are taken with creative license in order to achieve its stated goals. Trigger Maru is also targeted for the "seasoned" submarine sim fan, and some elements have been made harder in order to present a higher level of challenge then that provided the stock game, while at the same time, reducing some elements of the game that one may find annoying. Trigger Maru also recognizes that "harder" is not neccessarily "realistic", and stands in solidarity with the Real Fleet Boat "supermod" in this regard. If your looking for 100% historical accuracy without creative license, the author of Trigger Maru heartily recommends Real Fleet Boat." Give a try and let us know what you think!
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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 |
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#896 |
Helmsman
![]() Join Date: Mar 2005
Posts: 106
Downloads: 83
Uploads: 0
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Thanks for the answer. May I ask someone to give some details about what kind of "creative license" is involved? Also, what are some of the things that you feel make TMO better (than stock, or RFB)? Just a few bullet points would suffice.
I know I could fire it up and see, but I'm so dim that I'll probably miss even the obvious things. Anyway, I'm mainly interested in hearing about what's going on under the hood. |
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#897 | |
Beach Leaf
![]() Join Date: Apr 2007
Location: Seattle, WA
Posts: 287
Downloads: 11
Uploads: 0
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A good example of the creative license in TMO is the torpedo failure rate. The failure rate is high, to provide a challenge, but not quite as insanely high as it was in real life the first couple of years of the war, because at a certain point it's not fun. RFB, on the other hand, would strive to maximum historical accuracy. |
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#898 |
Weps
![]() Join Date: Apr 2007
Posts: 351
Downloads: 35
Uploads: 0
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Can anyone think of a reason I'm not getting all the crazy good orange explosions after torpedo hits? I get the initial splash and some fire. But I never seem to get the giant fireball from hell. Can't figue it out.
Operation Monsun RSRD TMO 1.62 Patched to 1.63
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#900 |
Watch
![]() Join Date: Dec 2008
Location: Charlotte area, NC USA
Posts: 30
Downloads: 1
Uploads: 0
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Just finished successfully installing TMO 163 for SHIV:Gold v 1.5. It's like a whole new game. Many thanks for the extra enjoyment this puts into the game.
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