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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#4486 |
Medic
![]() Join Date: Mar 2017
Location: Somewhere
Posts: 167
Downloads: 78
Uploads: 0
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So there is no way to fix that?
The Deck gun is also still bugged for me. |
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#4487 |
Navy Seal
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It's no bug and shouldn't be "fixed." Whether we like it or not some damage can't be fixed at sea, either in real life or in the game. Inability to do impossible things is not a bug.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#4488 |
Medic
![]() Join Date: Mar 2017
Location: Somewhere
Posts: 167
Downloads: 78
Uploads: 0
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I get that, but if the system is repaired and it does nto work even though it says clear. And it did not say "Torpedo Tube damaged" It says "Torpedo too damaged to fire". I just wanted to know if that's a thing.
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#4489 |
Pacific Thunder
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In Port: Deck Gun & crew fix. Yes it's a common issue, here's a good thread by wolfeinsamer that may help you fix it:
http://www.subsim.com/radioroom/showthread.php?t=222887 and Coletrains: http://www.subsim.com/radioroom/showthread.php?t=121472 also neumanf15's: http://www.subsim.com/radioroom/showthread.php?t=121460 Coletrains (post #14) in this thread: http://www.subsim.com/radioroom/showthread.php?t=121472 At least we can fix it now. Usually happens if you change the gun from fore to aft or vice versa from where it was when first installed. Sometimes it just happens. Happy Hunting! ------------------------------------------------------------------------------- http://www.subsim.com/radioroom/showthread.php?t=222887 wolfeinsamer's fix for deck gun crew slots disappearing. After digging around I have found a really simple method to fix the problem of the deck gun crew slots disappearing. Simply open the ActiveUserPlayerUnits.upc file in a text editor, and remove all instances of "AdditionalRepository". I was able to do this with 1 easy find and replace command. The file can be found in the SH4 folder in your documents. ../SH4/data/cfg/SaveGames/*/ActiveUserPlayerUnits.upc What you are doing is changing the lines like: [UserPlayerUnit 1.Compartment 9.CrewMemberSlotAdditionalRepository 1] to read..... [UserPlayerUnit 1.Compartment 9.CrewMemberSlot 1]
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" Bless those who serve beneath the deep, Through lonely hours their vigil keep. May peace their mission ever be, Protect each one we ask of thee. Bless those at home who wait and pray, For their return by night and day." Last edited by aanker; 05-03-17 at 02:01 PM. |
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#4490 | |
Navy Seal
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I have to say it's a bug because the damage control screen shows them as repaired, esp when have the "fix anything" chief on board. I'm fine with them not being repaired, in fact I dislike that special ability to repair everything that is damaged seriously or destroyed, other than he makes the pumps work at a more reasonable rate if taking on water. I recall the issue first appeared in 1.5 and then became a regular thing in TMO due to some changes he made in the damage zones? Ducimus never got around to adjusting. Not the biggest deal, just would be nice if damage control actually showed them as destroyed. Stern tubes have same issue, not as much with my depth charge mod but it does happen. |
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#4491 |
Medic
![]() Join Date: Mar 2017
Location: Somewhere
Posts: 167
Downloads: 78
Uploads: 0
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I can't fix the Deck gun, guess I have to accept it.
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#4492 |
Stowaway
Posts: n/a
Downloads:
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Hello. I want to ask what is the difference between the TMO and FOTRS modes?
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#4493 |
Navy Seal
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A little over 1 GB as opposed to more than 3.6 GB for one thing!
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#4494 |
CTD - it's not just a job
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TMO (last version was 2.5) was put together by a fellow with a username of "ducimus", starting years ago. He added some ships and planes from other modders, and did some tweaking of the Campaign files, but mostly changed the configuration of the Artificial Intelligence settings in the game, making several aspects of the game more difficult.
FotRS was a similar endeavor by AOTD_MadMax. He started with ducimus' TMO v1.7, and added quite a few ships and planes to that. His team also tweaked the Campaign files and changed the AI. In some areas of the game, FotRS is actually more difficult that TMO. FotRSU (the "U" is for "Ultimate") is our team's attempt to update FotRS, combining all the versions of it to include all of the ships and planes from AOTD_MadMax (he would drop and add for each version). We still have to work on the AI, since they are literally a bit too "killer", though some like it that way... and Rockin Robbins is the team leader ![]()
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"...and bollocks to the naysayers" - Jimbuna |
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#4495 |
Navy Seal
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So FOTRSU is based originally on TMO 1.7. We combined the best of FOTRS 1.2 through 1.5 and 2.0 to encapsulate the best of what AOTD_MadMax and the AOTD crew accomplished. Then we went from there to make the game more suited to single player rather than the multi-player that FOTRS 2.0 was aimed at.
EVERYTHING is revamped from TMO. Sounds are incredibly enhanced. Graphics are better. We've doubled the number of ships in the game. The eye candy can only be compared to GWX for SH3 in its excellence. We no longer have Ducimus' deal with the devil: do we make great gameplay or do we have great graphics. Computers can do it all today and FOTRSU does that. CapnScurvy has totally redone optics, changed the physics of the game so that in a dive the floor actually angles correctly. On capital ships the primary and secondary guns sound differently, have different (and amazing) smoke. Sensors have been reworked (that's still in process) and you can turn off SJ and SD radar completely. We have a new keyboard, the first one I can confidently say is BETTER than TMO. We have a new Aleutians Island campaign for S-boats. Propbeanie and CapnScurvy can fill you in on the other things. Cdrsubron7 has a passel of real meaningful, fun and non-buggy single missions so those people without the time to develop to a career can now experience the best of SH4 instead of the often hokey missions that came with stock. S7rikeback eliminated several dozen errors we inherited from TMO and the stock game, eliminating CTDs, game freezes and glitches. You can uninstall FOTRSU and not corrupt SH4! That's not true of TMO. I'll let other team members fill in what I left out, and there's a lot! Tell you what. Feast your eyes and ears on this:
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#4496 |
Medic
![]() Join Date: Mar 2017
Location: Somewhere
Posts: 167
Downloads: 78
Uploads: 0
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Seems like something worth to try out.
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#4497 |
Seaman
![]() Join Date: Nov 2017
Location: Earth
Posts: 34
Downloads: 225
Uploads: 0
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best mod so far
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#4498 |
Chief of the Boat
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Welcome to SubSim AirShark
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#4499 |
Gefallen Engel U-666
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AirShark!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#4500 |
Gunner
![]() Join Date: Jun 2017
Location: Kiel, Germany
Posts: 96
Downloads: 63
Uploads: 0
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Great Mod indeed! SH4+Tmo is the best Subsim out there, at least thats my opinion. Very easy to install and much more gameplay fun. No downsides, so use this mod if you want a better game. To Honor the work of all people involved, I snapped this sceenshot. Ahoi!
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"Natürlich ist das 'n Weihnachtsbaum, oder meinste, damit wird die Brücke getarnt, oder was?" |
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