![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#4231 |
Medic
![]() Join Date: Mar 2005
Location: NJ, USA
Posts: 163
Downloads: 17
Uploads: 0
|
![]()
Is there a way to reintroduce the click-able 600ft. depth gauge in the conning tower for the Balao (like the other fleet boats)? I'm aware the TMO instructions suggest just commanding a normal dive and leveling off when you need to when diving below 450ft., but this causes you to dive deeper than you want in order to achieve a certain depth. Seems silly that the other fleet boats, that can't dive as deep as the Balao have better depth control.
Along those lines, are there any 600ft. HUD gauges, or is that a limitation of the game?
__________________
![]() |
![]() |
![]() |
![]() |
#4232 |
Ensign
![]() Join Date: Jul 2007
Location: Otopeni, Romania
Posts: 233
Downloads: 942
Uploads: 0
|
![]()
I have encountered a funny thing. A plane spots me, don't know what model, dives to attack me and then, just after it passed above me it goes doing these awesome roller coaster moves in the air and then crashes into the ocean
![]() ![]() Mods: TMO RSRD |
![]() |
![]() |
![]() |
#4233 |
DILLIGAF
Join Date: Feb 2007
Location: florida
Posts: 2,058
Downloads: 210
Uploads: 0
|
![]()
bybyx ... that is called thankfulness
__________________
Self-education is, I firmly believe, the only kind of education there is. ![]() ![]() Mercfulfate 将補 日本帝國海軍 |
![]() |
![]() |
![]() |
#4234 |
A-ganger
![]() Join Date: Jul 2008
Location: South Dakota
Posts: 72
Downloads: 1401
Uploads: 0
|
![]()
i read all the change logs etc.searched but cannot find a answer as to what it does or if anyone uses it.could someone explain it to me please.thank you for your trouble.never mind found it,i know im old but even with glasses cant see.lol
Last edited by haz; 06-28-14 at 07:15 AM. |
![]() |
![]() |
![]() |
#4235 |
Ensign
![]() Join Date: Jul 2007
Location: Otopeni, Romania
Posts: 233
Downloads: 942
Uploads: 0
|
![]() |
![]() |
![]() |
![]() |
#4236 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
|
![]() |
![]() |
![]() |
![]() |
#4237 |
Samurai Navy
![]() Join Date: Dec 2008
Location: Ontario,Canada
Posts: 550
Downloads: 105
Uploads: 0
|
![]()
I think maybe I have buggered up my install of JSGME or something else, stock game works fine, I activate this Mod and everything seems the same, is the load and intro screen's supposed to be different when TMO is active?
|
![]() |
![]() |
![]() |
#4238 | |
Ace of the Deep
![]() Join Date: Feb 2004
Location: Colorado
Posts: 1,075
Downloads: 398
Uploads: 0
|
![]() Quote:
You should have SH4 in something other than the Windows Program Files folder (say, in a separate folder named Games), and within the SH4 main folder you should make another named "MODS". Then you should be able to extract a compatible version of TMO into the MODS folder. That is where JSGME will look for it. Hope this helps point you in the right direction.
__________________
![]() ![]() ![]() Run Silent, Run Deep, and Sink 'em All |
|
![]() |
![]() |
![]() |
#4239 | |
Samurai Navy
![]() Join Date: Dec 2008
Location: Ontario,Canada
Posts: 550
Downloads: 105
Uploads: 0
|
![]() Quote:
the problem is with JSGME and it has double folders for some reason. goes like this SH4/MOD/MOD as a root . I never created the double, it did it itself for some reason. refer to the post "going to give TMO a try " in the regular SH4 thread. figured this folder problem out here we go. ok, have figured out JSGME problem, with the new version of this tool, I had to unzip the download,place the folder in the game,unpack the folder the run JSGME as admin. anybody else have this problem here is the solution, manual unpack the main folder http://www.subsim.com/radioroom/showthread.php?t=214417 Last edited by captgeo; 07-09-14 at 05:32 PM. |
|
![]() |
![]() |
![]() |
#4240 |
Samurai Navy
![]() Join Date: Dec 2008
Location: Ontario,Canada
Posts: 550
Downloads: 105
Uploads: 0
|
![]()
Installation order:
Assuming you have no mods installed, you should enable TMO in the following order; Quote: 1.) 1_TriggerMaru_Overhaul_2-5 2.) TMO_optional mod what is the tmo optional mod????????? searched downloads for it ,can not find it, help please |
![]() |
![]() |
![]() |
#4241 |
Sparky
![]() Join Date: Jun 2012
Location: Mars Hill, North Carolina
Posts: 158
Downloads: 169
Uploads: 0
|
![]()
Inside the Trigger Maru folder, then inside the Documentation folder, is a Optional Mods folder for Trigger Maru.
|
![]() |
![]() |
![]() |
#4242 |
Weps
![]() Join Date: Dec 2012
Posts: 357
Downloads: 137
Uploads: 0
|
![]()
I think he means the compatible Mods for TMO, like RSRDC, OTC version for TMO, Environment Mods and so on.
One Mod I will recomend is the TMO small patch, it corrects the problem where you're getting a Tambor after a Gato as an upgrade. There are quite a few Mods for TMO roaming around. Here are a few I use: _ IJN Radar fix for TMO2 _ IJN Radar fix for TMO2 betaupdate _ LST TMO v2 (longer sinking time) _ TMO smoke Mod (a must have imo) |
![]() |
![]() |
![]() |
#4243 |
Weps
![]() Join Date: Dec 2012
Posts: 357
Downloads: 137
Uploads: 0
|
![]() |
![]() |
![]() |
![]() |
#4244 |
Sparky
![]() Join Date: Jun 2012
Location: Mars Hill, North Carolina
Posts: 158
Downloads: 169
Uploads: 0
|
![]()
IJN Radar fix for TMO
IJN Radar fix for TMO2 betaupdate I am looking for these.. Care to share? |
![]() |
![]() |
![]() |
#4245 |
Weps
![]() Join Date: Dec 2012
Posts: 357
Downloads: 137
Uploads: 0
|
![]()
Sure, but if you don't mind send me a PM with you Email and I'll send them tomorrow... its 01h00 over on this side of the world and I have to work tomorrow.
|
![]() |
![]() |
![]() |
|
|