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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#4006 |
Sea Lord
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Pardon me, Mr. Dodger, for misleading you. I never meant that my crew literally did not shoot, just that they could not hit anything. My experience is apparently similar to that of others in this thread. When you let the gun crew lay the deck gun (NO pun intended!), they kill a lot of fish, but rarely hit the target. When did you ever read of a WW2 sub skipper in the US Navy pointing the deck gun? Yet that is what SH4 demands if the fire is to be effective. I realize that there are differing views of what constitutes "realism", but I find the stock game to be generally pretty weak in that regard. YMMV
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#4007 | |
Sonar Guy
![]() Join Date: Jul 2007
Location: Oregon, USA
Posts: 384
Downloads: 74
Uploads: 0
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![]() I also mentioned that I usually fire the gun myself. For me, anyway, it makes a nice break from the usual patrol routine. I just love to watch the sails fly away when I get a good shot in. ![]() Good hunting!
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#4008 |
Bosun
![]() Join Date: Aug 2011
Location: Houston, TX
Posts: 67
Downloads: 87
Uploads: 0
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So on page one the moder says to install 2.5 followed by the optional one however the dl page to the optional one isnt there. Was it just added into the newest TMO version?
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#4009 |
Navy Seal
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Optional mods are included in the 2.5 download.
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"Some ships are designed to sink...others require our assistance." Nathan Zelk ![]() |
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#4010 | |
Sonar Guy
![]() Join Date: Jul 2007
Location: Oregon, USA
Posts: 384
Downloads: 74
Uploads: 0
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Good Hunting!
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#4011 |
Stowaway
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Hey guys check question.
Does anyone know which files control the darkness brightness at night? The reason I ask is back in the day when I started playing 2.5 I noticed that at nights the horizon was very dark, so dark it was hard to see things at night. Turns out something small changed in one of these files did something to where it displayed weird on my rig. Using the same file from TMO 2 solved the issue and nights are again dark, yet see able. If I recall its either the scene DAT. file or a file in the Env folder. As I am currently installing the latest to my rig again, if I have trouble I plan on using the old file and fixing it again. If anyone could answer it would help a great deal. Either way I will post my results. |
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#4012 |
Torpedoman
![]() Join Date: Mar 2008
Posts: 118
Downloads: 188
Uploads: 0
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Hi,
Not sure about the installasion process. I have loaded Trigger maru overhaul 2.5 using GME. Should I then extract Trigger maru overhaul 2.5/Documentation/optional mods and load them using GME? Thx |
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#4013 | |
Argentinian Skipper
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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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#4014 | |
Rear Admiral
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They're several files in scene dat, Env. and filters that can effect brightness, in fact many files effect how dark the night might be, horizon, etc. Not to mention he tweaks sensors to work with these settings, so adjusting them could increase or decrease visuals. What you could try is pulling the scene dat and Env files from 2.0, make a small mod and install it over TMO 2.5. You would get the env. look of 2.0, plus all the changes with 2.5. I can't say how or if it would effect sensors, probably minor, just have to test it. If you don't like it, try loading Improved stock Env. I think he made a version for TMO 2.5. If you don't like that, you could tweak your files, but understand water color, cloud colors, lighting values all have effect. I use my own mod. Basically what I did was change the colors for night to more neutral than blue and added light values around the moon for a wider halo effect. The horizon is still dark away from the moon, but the horizon show well in the moonlight. Also when the moon is overhead, night is a lil lighter. Course no moon, it's dark as hell... However, it does increase enemy visuals, but it realistically makes you plan your attack based on moonlight. The changes are simple if you need some help. I had a thread showing several SS with different moon textures, lighting effects, colors, etc., if you want to take a look. I probably have 100 env. mods, just I think this is what I finally settled on for my night look, but at times I use one of my others. ![]() Others http://www.subsim.com/radioroom/show...=196108&page=4 Last edited by Armistead; 09-19-12 at 10:03 PM. |
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#4015 |
Stowaway
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Having played it a few days it appears I am not having the trouble I was having with whatever earlier version it was.
Yes I understand the horizon was supposed to be dark, but for me, atleast then, the darkness covered the horizon making it impossible to see anything in the slightest bit of low light. Whatever it was has apparently been resolved sometime ago. Thanks for the help though! |
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#4016 |
Ensign
![]() Join Date: Nov 2009
Location: France
Posts: 223
Downloads: 42
Uploads: 0
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Hello,
I wonder about the use of "TMO_25_small_patch." This patch contains "CareerStart.upc" and "Flotillas.upc" dated March and July 2010, while the same files in "TMO_25" are dated December 2011. Can someone enlighten me? Thank you. Gibus
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![]() "Pacific is a big ocean. You don't have to find the enemy if you don't want to." Dick O'Kane |
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#4017 |
Planesman
![]() Join Date: Aug 2010
Location: The Mitten
Posts: 184
Downloads: 94
Uploads: 0
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I'm having trouble with the Mark 14 Torpedoes. The problem is there IS no problem. It's July 1942, I've been driving a Sargo around the Indies since Pearl Harbor, I've sunk almost 80,000 tons of shipping, and so far I've had ONE dud. Every other torpedo has either missed or exploded successfully. I mean, there's been several times where the torpedoes decide to drive in some other direction than the one I aimed them at, but they pretty much always explode when they hit the target.
It's kind of sad, because I launch in salvos to guard against a dud or two. But they all detonate, so a ship that would have taken one torpedo gets torn apart by three. I've made sure none of my mods overwrite TMO's US Torpedo files, and I've even put those files into a separate mod that I activate last to overwrite anything that might have made the torpedoes reliable. Didn't help. They still go off like clockwork. |
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#4018 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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![]() It sounds like you're just very a lucky guy. |
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#4019 | |
Sea Lord
![]() Join Date: Dec 2009
Location: In my U-552 and Tiger
Posts: 1,732
Downloads: 788
Uploads: 0
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U-552 Tiger IDF |
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#4020 |
Watch
![]() Join Date: Nov 2011
Posts: 29
Downloads: 27
Uploads: 0
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I just got TMO 2.5 and damn I have never been this impressed.
This is the single best mod I have ever played. |
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