![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#916 |
Grey Wolf
![]() Join Date: Mar 2005
Posts: 762
Downloads: 55
Uploads: 0
|
![]()
To get the next/previous camera back take care of the Command 50/51 thing in both the 1.6.2 MOD folder itself, plus in the SH4 folder. Then enter the game. See if it works. It probably won't. Then exit the game and re-enter--it will probably work now. And make sure you are completely out of the game when you edit.
|
![]() |
![]() |
![]() |
#917 | |
Canadian Wolf
|
![]() Quote:
![]() RDP |
|
![]() |
![]() |
![]() |
#918 | |
Watch Officer
![]() Join Date: Apr 2005
Location: Oulu, Finland
Posts: 339
Downloads: 156
Uploads: 0
|
![]() Quote:
![]()
__________________
Cheers Uffe |
|
![]() |
![]() |
![]() |
#919 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: in a convergance zone
Posts: 1,186
Downloads: 3
Uploads: 0
|
![]()
in getting back contact/sub tails, removing the relevant .DDS files didn't seem to work cuz they showed up again
![]()
__________________
Leiser und tödlicher edler Ritter der Tiefe ![]() ![]() Corsair Vengeance M70; ASUS Crosshair V Formula-Z; FX 8350; Asus 7870; Samsung SyncMaster 2243SWX; coolmax CUG950B 950w psu; 8GB Kingston HyperX DDR3; Corsair M4 SSD 128GB, WD 1TB; x18 DVR212D; 7SP1 |
![]() |
![]() |
![]() |
#920 | ||
The Old Man
![]() Join Date: Jan 2007
Posts: 1,441
Downloads: 234
Uploads: 0
|
![]() Quote:
Happy Hunting!
__________________
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 |
||
![]() |
![]() |
![]() |
#921 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: in a convergance zone
Posts: 1,186
Downloads: 3
Uploads: 0
|
![]()
found a mod that doesn't overwrite anything in TMO. Oakgrooves submarine instruments torpedo tube indicator HUD, changes it from a green light to text. dunno about other parts of his mod, tho. looks mucho bettero too than just a green light. it can be seen in the recognition pic
SI Periscope&TBT Interface Kit ( Replaces Periscope&TBT screen instruments http://www.subsim.com/radioroom/show...ne+instruments
__________________
Leiser und tödlicher edler Ritter der Tiefe ![]() ![]() Corsair Vengeance M70; ASUS Crosshair V Formula-Z; FX 8350; Asus 7870; Samsung SyncMaster 2243SWX; coolmax CUG950B 950w psu; 8GB Kingston HyperX DDR3; Corsair M4 SSD 128GB, WD 1TB; x18 DVR212D; 7SP1 |
![]() |
![]() |
![]() |
#922 |
Commander
![]() Join Date: Mar 2006
Location: on a rock surrounded by water, that people call it UK
Posts: 473
Downloads: 31
Uploads: 0
|
![]()
Please could someone fix the auto-target (torp deep) unless it was done on purpose...
But all torps pass under all ships unless is corrected manually everytime the lock is aquired - it is a bit annoying. Thanks The only mods I use is the latest TMO for 1.5 plus its patch. Cheers |
![]() |
![]() |
![]() |
#923 |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
|
![]()
I have just clean installed SH4 just for OM, and I have ran into the same problem that prevented me from playing it in the 1st place! I hit F12 for the external cam, and nothing happens!
My mods: TMO 1.6.2 TMO 1.6.3 GERMAN VOICES OM V600 OM PATCH 2 OM PATCH 2 HOTFIX |
![]() |
![]() |
![]() |
#924 |
Sailor man
![]() Join Date: Mar 2008
Posts: 46
Downloads: 58
Uploads: 0
|
First of all, thx alot for this awsome colletion of mods in a single installation.
TMO, for me...Its the best mod out there. I'm having a problem tho, my hydrophone is having a mind of its own. When I take manual control of it, it doesn't always work. When I ask for a sound contact report, the will tell me there is a ship. I can confirm it through my scope. But when I listen for my self, there is nothing besides my own engine noise. No indicators light up, no nothing. Full stop, and dive to 100feet or more, doesn't change a thing. This a bug of some kind caused by TMO? for its the only mod i'm running after a fresh install/patch. If so, there a fix or a work around? |
![]() |
![]() |
![]() |
#925 | |
Commander
![]() Join Date: Mar 2006
Location: on a rock surrounded by water, that people call it UK
Posts: 473
Downloads: 31
Uploads: 0
|
![]() Quote:
crew assigned to deck gun + machine gun and inside the sub (so not on duty) die when a plane drop a bomb right on top of the deck gun. The only survivors are all others that are assigned to bridge watch, all other sub sections and damage control. I would understand if all died if they were "outside" on the guns... but see all of them dying when they are inside the sub it is a bit odd... More odd is to issue man into deck guns and machine gun and some of them are sit down and others are on the guns... when all are supposed to be dead. Cheers |
|
![]() |
![]() |
![]() |
#926 |
Watch
![]() Join Date: Jan 2009
Posts: 21
Downloads: 5
Uploads: 1
|
![]()
thyro, that's a bug with the stock game, not a TMO issue, try the Crew Quarters Mod, this will let you put crew safely inside the sub and stop them from taking damage as if they were outside the sub, even when submerged.
|
![]() |
![]() |
![]() |
#927 |
Gunner
![]() Join Date: Apr 2007
Location: Reno, Nevada.
Posts: 98
Downloads: 394
Uploads: 0
|
![]()
Thank you for this work..
![]() ![]() ![]() Last edited by thumper; 02-09-09 at 08:00 PM. |
![]() |
![]() |
![]() |
#928 |
Gunner
![]() Join Date: Apr 2007
Location: Reno, Nevada.
Posts: 98
Downloads: 394
Uploads: 0
|
![]()
I have seen this mod in the forums but i cannot find it now. I believe it is called TMO key padmod for RFB. Can someone help me with this??
![]() |
![]() |
![]() |
![]() |
#929 |
Frogman
![]() Join Date: Mar 2008
Location: Huntley, IL
Posts: 305
Downloads: 142
Uploads: 1
|
![]()
Hello. I recently returned to SH4 ver1.5. I am currently running these MODs, in this order:
TMO 162 TMO patch 163 HUD MOD for TMO 163 I am trying to get the tails back, like I did with the previous version of TMO. I followed the instructions in the TMO FAQ to get the tails back. But even though those 2 things are deleted from the MOD, there is still no tail. This did work with my previous TMO version & MODs. I wonder if there is something else I should do because of the latest TMO, or maybe the 1.6.3 patch, or the HUD MOD (from captain america). I double checked in the TMO folder that is in the JSGME mods folder...that the cont/dash lines were deleted and they are. So I need help please. Thanx for your time... ![]() |
![]() |
![]() |
![]() |
#930 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: in a convergance zone
Posts: 1,186
Downloads: 3
Uploads: 0
|
![]()
iinm, you need to remove them from the main DATA folder, not the one in jsgme
__________________
Leiser und tödlicher edler Ritter der Tiefe ![]() ![]() Corsair Vengeance M70; ASUS Crosshair V Formula-Z; FX 8350; Asus 7870; Samsung SyncMaster 2243SWX; coolmax CUG950B 950w psu; 8GB Kingston HyperX DDR3; Corsair M4 SSD 128GB, WD 1TB; x18 DVR212D; 7SP1 |
![]() |
![]() |
![]() |
|
|