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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#3871 |
Sea Lord
![]() Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
Posts: 1,936
Downloads: 139
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You are aware of the "New Construction" option? You can get a Gato or Baloa before the official release time, but you get transfered to Mare Island on West Coast by Frisco.
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A legislative act contrary to the Constitution is not law. -John Marshall Chief Justice of the Supreme Court --------------------- |
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#3872 |
Part-time skipper
Join Date: Dec 2009
Location: All over the Pacific...
Posts: 27
Downloads: 19
Uploads: 0
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Actually, the boats "exist" in their cfg files as of Jan 1 of 43/44, but the Pearl flotilla does not accept them until March 1. The sea trials are set up in the period in between. We're talking about getting upgraded to Balao in 42, way before any file should even know it exists.
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#3873 |
Sea Lord
![]() Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
Posts: 1,936
Downloads: 139
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![]() This is from the TMO Manual pg. 20
7. New Construction, 42: (14 Feb42 ) It was not uncommon for an executive officer on one submarine, to be detached from his current boat, and be sent back to the United States to commission a new boat as it's captain. This was more or less called, “being sent to new construction”. Selecting this option will start you off near Mare Island, California. Where your newly commissioned Gato class submarine is to undergo sea trials before transferring to the Pacific Fleet as a front line combat submarine. If you absolutely must have a Gato class as early in the war as possible, this is an excellent option. 8. New Construction 43 . (14Feb43) This is the same as New Construction 42, except that your commissioning a Balao class submarine instead of a Gato. If you absolutely must have a Balao class as early in the war as possible, this is an excellent option. I have gotten offered boats "early", but not that early. If I accept a Gato early, or a Balao early, I get the transfer to California, but I stopped doing that, as I like to play from the Asiatic Fleet, so after retreating to Fremantle, it takes even longer to get the better boats than even Peral, and if I take a better boat before they show up there, I get sent to Pearl. So what I do, is save the game about 30 miles out from port. so if I don't like the outcome of an automatic transfer, I can reload the game, and just decline the offer. Sorry you're experiencing that. I haven't had it happen that early for a Balao boat. Maybe start saving before ending your patrol, so if it happens in the future, you can reload the game and decline an upgrade.
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A legislative act contrary to the Constitution is not law. -John Marshall Chief Justice of the Supreme Court --------------------- |
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#3874 |
Watch
![]() Join Date: Mar 2005
Location: Cornwall, UK
Posts: 27
Downloads: 43
Uploads: 0
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Hi all,
It's been a long time since I have played SH4, today I installed it with newest version of TMO, last version I used was 1.7 so it was some time ago. It's all working fine apart from one small thing. I have chosen to start with the new construction campaign and I am currently on the part of the first sea trials where it asks me to complete a deep dive test. I can't find a key command or a click command to put the dive planes into deep dive setting. I can press D and it will dive to safety depth but wont go past it. I have tried CTRL+D and SHIFT+D to no avail. Anyone have any ideas? I need to dive to 500ft so I cant even use the depth gauge because that only goes to 450 lol. Thanks for any help on this. |
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#3875 |
Watch
![]() Join Date: Mar 2005
Location: Cornwall, UK
Posts: 27
Downloads: 43
Uploads: 0
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Hmm I just been through the manual and it says that there is a clickable depth gauge in the conning tower and the control room. I have found the conning tower one but it's not clickable and the control room gauge is nowhere to be found. Am I experiencing a bug or is my installation not correct?
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#3876 |
Watch
![]() Join Date: Mar 2005
Location: Cornwall, UK
Posts: 27
Downloads: 43
Uploads: 0
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Ok Problem solved, I found the depth gauge in the control room that is clickable lol, looks like the conning tower one is a bug.
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#3877 |
Sea Lord
![]() Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
Posts: 1,936
Downloads: 139
Uploads: 0
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It's been switched between the control room, and the conning tower.
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A legislative act contrary to the Constitution is not law. -John Marshall Chief Justice of the Supreme Court --------------------- |
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#3878 | |
Part-time skipper
Join Date: Dec 2009
Location: All over the Pacific...
Posts: 27
Downloads: 19
Uploads: 0
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#3879 | |
Sea Lord
![]() Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
Posts: 1,936
Downloads: 139
Uploads: 0
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![]() Quote:
That's why i started saving before ending patrols. If by chance a newer class boat is offerred too soon for my liking, I can decline it. Didn't care for the whole west coast thing, and starting out from Mare Island, and then cruising across the Pacific forever. But that's only because I prefer to play from the Asiatic Fleet side of it. And every now and then, transferring over to Brisbane. I wonder though, if there is a way to make your time in port longer when you do accept a new boat. ![]()
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A legislative act contrary to the Constitution is not law. -John Marshall Chief Justice of the Supreme Court --------------------- |
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#3880 |
Sonar Guy
![]() Join Date: Jul 2007
Location: Oregon, USA
Posts: 384
Downloads: 74
Uploads: 0
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My Gato class boat (USS Flying Fish) is presently in port (Brisbane). The Save file is the OnEnteringPort Auto-savefile.
Can I upgrade the present TMO v2.2 to TMO v2.5 while in port and continue on with my campaign, or will I have to start a whole new campaign? Present installed MODS: TriggerMaru_Overhaul_2 TMO_Update_20_to_22 RSRDC_TMO_V502 RSRDC_V5xx_Patch1 RSRDC_TMO_Pre Pearl Harbor Career Start Crew Rank Fix - RSRDC Radar and TDC Training Missions v1.02 I'll be re-installing all the RSRDC mods, but not the TDC Training Missions. Good Hunting!
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#3881 |
Engineer
![]() Join Date: Apr 2012
Location: Poland
Posts: 200
Downloads: 84
Uploads: 0
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Dont have definitive answer, but you can try. Some changes done to TMO25 may not "kick in" for your old saves; I'm thinking about changes (if any) to upc files: the game takes some of them, or information contained within and stores it in your docs folder (with your saves - 'upc initial" and such); I think the game doesnt update them - doesnt check main game folder for any changes - as far as I know. You may end with TMO25 mixed with TMO2.2 equipment availability dates and so on; or you may end up with your boat with no deck gun or wrong radar position on CT
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#3882 | |
Sonar Guy
![]() Join Date: Jul 2007
Location: Oregon, USA
Posts: 384
Downloads: 74
Uploads: 0
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![]() ![]() I fooled around with the gamesave file, and finally got a Forward Deck Gun, but only two crew for it, even though I included slots for a seven member team. Maybe upgrading to TMO 2.5 will do it. If it doesn't, I can always erase all my gamesaves and start a new campaign. ![]()
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#3883 |
Sea Lord
![]() Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
Posts: 1,936
Downloads: 139
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Whenever you upgrade a mod like TMO, it is adviseable to at least delete the SH4 folder in your documents folder.
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A legislative act contrary to the Constitution is not law. -John Marshall Chief Justice of the Supreme Court --------------------- |
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#3884 | |
Sonar Guy
![]() Join Date: Jul 2007
Location: Oregon, USA
Posts: 384
Downloads: 74
Uploads: 0
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Here is what I did before the upgrade to the GameSave files in an effort to get a Deck Gun. It resulted in a Deck Gun, but only two Deck Gun Crew. Upgrading to TMO 2.5 DOES NOT rewrite the .upc files in the GameSave folder. I'll probably make the deletions and start a new Campaign AFTER I return from patrol. Notes are highlighted: Comparing my SaveGames\00000020\ActiveUserPlayerUnits.upc (from last nights patrol near Rabaul) to the UPCInitial file shows the exact same entries ************************************************** ******************* START MY DOCUMENTS\SH4\DATA\CFG\UPCInitial\ActiveUserPlayer Units.upc ************************************************** ******************* [UserPlayerUnit 1] ID=Gato NameDisplayable=Gato UnitName=USS Flying Fish (SS-229) UpgradeClass=2 Type=Gato *************************** [UserPlayerUnit 1.Compartment 8] ID=GatoGunB CompartmentType=2 FunctionalType=ArtilleryRoom NameDisplayable=Fore Gun Deck [UserPlayerUnit 1.Compartment 8] ID=GatoGunB CompartmentType=2 FunctionalType=ArtilleryRoom NameDisplayable=Fore Gun Deck . . . IDLinkWeaponLoaded=4in50calUS, NULL [UserPlayerUnit 1.Compartment 8.WeaponSlot 1.Weapon] ID=4in50calUS NameDisplayable=4"/50 Caliber Cannon . . . WeaponCrewMembersSlots=7 [UserPlayerUnit 1.Compartment 8.CrewMemberSlot 1] ID=CrewMemberSlot_DGun2L NameDisplayable=Deck Gun Leader Type=Leader [UserPlayerUnit 1.Compartment 8.CrewMemberSlot 1.CrewMember] ID=POWatch NameDisplayable=Harley C. Henry [UserPlayerUnit 1.Compartment 8.CrewMemberSlot 1.CrewMember.Rank] ID=CPO Level=7 TreeType=USNavy NameDisplayable=Chief Petty Officer [UserPlayerUnit 1.Compartment 8.CrewMemberSlot 1.CrewMember.Rank.CrewMember3D] ID=ClothingCPOs ****************************** CrewMemberSlot 2 has similar specs all filled out [UserPlayerUnit 1.Compartment 8.CrewMemberSlot 2] ID=CrewMemberSlot_DGun2C1 NameDisplayable=Deck Gun Crew Type=Crewman ****************************** This is all that shows up for CrewMemberSlots 3 to 7 [UserPlayerUnit 1.Compartment 8.CrewMemberSlot 3] ID=CrewMemberSlot_DGun2C2 NameDisplayable=Deck Gun Crew Type=Crewman IDLinkCrewMemberLoaded=NULL WatchCrewMemberSlot3D=WM2@slot_M01 BattleStationsCrewMemberSlot3D=WM2@slot_M01 WatchAccessoriesForAdding3DObjects=NULL WatchAccessoriesForSubtracting3DObjects=NULL BattleAccessoriesForAdding3DObjects=NULL BattleAccessoriesForSubtracting3DObjects=NULL *** END OF [UserPlayerUnit 1.Compartment 8.CrewMemberSlots 3-7] ******************************* [UserPlayerUnit 1.UpgradePackSlot 5] ID=UpgDeckGun NameDisplayable=Deck Gun Type=NULL AcceptedTypes=USDeckGunBasicBow,USDeckGunAdvBow UserCustomizable=Yes IDLinkUpgradePackSlots=BowDeckGun,SternDeckGun CurrentUpgradePack=Upack4in50calDGBow IDLinkUpgradePackSlotsLoaded=NULL ********************************* [UserPlayerUnit 1.FunctionalSubsystem 28] ID=DeckGun1 NameDisplayable=Bow Deck Gun FunctionalType=WeaponMainCannon IDLinkFunctionalSubsystemSlots=BowDeckGun,1 ********************************* [UserPlayerUnit 1.FunctionalSubsystem 36] ID=CrewDeckGun NameDisplayable=Deck Gun FunctionalType=CrewMembersGrouping IDLinkFunctionalSubsystemSlots=CrewMemberSlot_DGun L,0,CrewMemberSlot_DGunC1,0,CrewMemberSlot_DGun2L, 0,CrewMemberSlot_DGun2C1,0 [UserPlayerUnit 1.FunctionalSubsystem 37] ID=CrewDamage NameDisplayable=Damage Repair Team FunctionalType=CrewMembersGrouping IDLinkFunctionalSubsystemSlots=CrewMemberSlot_Dama geL1,0,CrewMemberSlot_DamageC1,0,CrewMemberSlot_Da mageC2,0,CrewMemberSlot_DamageC3,0,CrewMemberSlot_ DamageC4,0,CrewMemberSlot_DamageC5,0,CrewMemberSlo t_DamageC6,0,CrewMemberSlot_DamageC7,0,CrewMemberS lot_DamageC8,0,CrewMemberSlot_DamageC9,0 *********************************** *** END MY DOCUMENTS\SH4\DATA\CFG\UPCInitial\ActiveUserPlayer Units.upc *** *********************************** Note the difference in FunctionalSubsystem 36 (Deck Gun) configuration of a SaveGame file from August, 2010 (Also a Gato). The difference in numbering was from the inclusion of Hogan's Alley in the older file, which also made the Foreward Deck Gun Compartment 9 and Functional Subsystem 37 instead of the usual Compartment 8, Functional Subsystem 36. TMO 2.5 also makes significant changes to the Data\Submarine\NSS_Gato\NSS_Gato.upc file with the addition of the After Battery Compartment (Old Hogan's Alley?) which were, apparently, not picked up in the GameSave files after upgrading. When I rewrote the GameSave .upc file, I did not include all of the CrewMemberSlots as shown below - probably the reason I only got two active crew members for the Deck Gun Team. There are sure alot of interrelated files in different parts in the .upc GameSave. [UserPlayerUnit 1.FunctionalSubsystem 37] ID=CrewDeckGun NameDisplayable=Deck Gun FunctionalType=CrewMembersGrouping IDLinkFunctionalSubsystemSlots=CrewMemberSlot_DGunL,0,CrewMemberSlot_DGunC1,0,Cre wMemberSlot_DGunC2,0,CrewMemberSlot_DGunC3,0,CrewM emberSlot_DGunC4,0,CrewMemberSlot_DGunC5,0,CrewMem berSlot_DGunC6,0,CrewMemberSlot_DGun2L,0,CrewMembe rSlot_DGun2C1,0,CrewMemberSlot_DGun2C2,0,CrewMembe rSlot_DGun2C3,0,CrewMemberSlot_DGun2C4,0,CrewMembe rSlot_DGun2C5,0,CrewMemberSlot_DGun2C6,0
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#3885 | |
Engineer
![]() Join Date: Apr 2012
Location: Poland
Posts: 200
Downloads: 84
Uploads: 0
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![]() Quote:
![]() But I wonder what will happen if you do delete all contents of those folders you mentioned? 1. The game will recreate them - and they will be up to date with TMO25; 2. Your saves will not load/get corrupted/the game will crash when loading such save; 3.All of the above ![]() There is also a file called 'career progress' or something - I wouldnt delete that; unless your career progress is also saved in that rich save game, but I doubt it... Too much hassle. |
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