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Old 07-04-07, 05:58 PM   #1
ReallyDedPoet
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I have used this since the beginning, I am sure there will be a new version with 1.3.

I take it you have seen the read-me above, many tweaks to the game, other mods added in, fixes added.

It is a good one.

Another larger mod is Feal Fleet Boat, the focus being realism.

In the end it is all about choice though


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Old 07-07-07, 01:36 PM   #2
WernerSobe
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any chance of making the radar man call out the bearing when i need it and not just by the first contact? I want to trace the targets on my navmap on my own without using the map update. Or at least a bearing dial around the radar screen would help a lot tracing the targets.
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Old 07-07-07, 02:10 PM   #3
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Not sure of the answer WS, here is a link to his Web Site:http://www.ducimus.net/sh4/

I think he is going to re-visit SH4\TM, when 1.3 arrives.


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Old 07-10-07, 06:22 PM   #4
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Quote:
Originally Posted by reallydedpoet
Not sure of the answer WS, here is a link to his Web Site:http://www.ducimus.net/sh4/

I think he is going to re-visit SH4\TM, when 1.3 arrives.


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I believe that is correct. Ducimus will update TM when 1.3 is released.
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Old 07-17-07, 03:14 AM   #5
switch.dota
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Quote:
Originally Posted by Ducimus
Why did you remove the next/ previous camera?
This modification is the most frequently asked and is testiment that this mod is not intended to make things easy despite some compromises to historical accuracy. I have always felt that the external camera gives the player too much info, and is something of a cheat given that the player can obtain info a real sub captain never could. Yet, its silly to deny oneself the eyecandy. Hence the "compromised realism camera". you can still look about your sub, but can't look at sound/radar contacts taht you otherwise couldnt see. Now, when you get a sonar/radar contact, you really have to wonder what you have there.

Ok, whatever dude, how do i renable the next previous camera?
In this mod, open the file data/cfg/commands.cfg in notepad. Search for "Cmd50" and
remove the semicolon placed in front of the key assigments for "Cmd50" and "Cmd51".
Quoted from the first post :p
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Old 07-23-07, 08:45 AM   #6
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OH shoot, while I'm at it....

How 'bout making F the "Plot Course" key and T the "Depth under Hull" key? Those two keys are currently free (I know, because that's where I put them!), and those two keys come in handy!

Also, the "W" key has two connections, one of which (CMD 331?) shuts the torp doors. This need to be remmed out. I think this is making the doors appear to be opning slowly -- when you cycle the forward tubes with "W", it also closes the doors.

Also, "B" seems to have two definitions as well -- Battle stations and Binoculars.

Chris P.
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Old 07-24-07, 10:29 PM   #7
Harpi
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Default Radar problem in mod Trigger Maru

Hallo be in a tight spot from mode Trigger_Maru_1 4 malfunction radars. Played am school firing torpedo, strain am on radar start him and radar only blink and nothing it is possible it somehow repair thanks.
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Old 07-24-07, 11:03 PM   #8
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Radar does not always work in submarine school. Works fine everywhere else. Don't ask me, why, thats just how it behaves.
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Old 07-25-07, 12:46 AM   #9
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Weee, ok finally cleaned up the original post a little bit more.
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Old 07-25-07, 01:44 AM   #10
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The MOD set i'm using is not too bad. It took a lot of fiddling to perfect it so i'll wait and see the results of TM 1.4 before swapping MODS. Your enemy AI is always the main attraction and it's packed well with this version and looking great.

One of the MODS i've installed already has Jap detroyers using side-throwing racks for tossing cans. Scared the heck out of me as i was doing my usual tricks to throw off the DD's at high speed and nail them broadside as they swing around for another pass.

Overall i liked the sound of your ideas. It should be scarry as heck to duel with DD's.

I think elite DD crews is enough of a boost. With the side-throwers that's a plenty dangerous combo. I prefer Jap detection ability to offer some natural amount of imperfections. The ability to sneak around is what's fun about the game. I think even a SeaKing helicopter today has to make a slight guess as to where to drop a can on a target. It's all a balancing act to MOD this aspect of the game.

The best tack to take is always to simulate what really happened in WWII and at the various stages of technology in the war. By 1944 the Allies over in the Atlantic pretty well could clean up on any German U-boats if they got a good ping on them. I don't know what the Japs had by then. But they've always been good at building electronic gadgets.
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Old 07-25-07, 02:00 AM   #11
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CRAP! just realized that 1.4 is up! cheers man...and I wish it was Friday :p
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Old 07-25-07, 04:34 AM   #12
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Great work. Thanks Decimus.
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Old 07-25-07, 05:31 AM   #13
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OMG, Thank You!
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Old 07-26-07, 06:36 AM   #14
Harpi
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Default Burn fuel

Could somebody do to after hit torpedo on ship has burnt oil.So to NAV MAP was submarine always in the middle of map
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Old 07-26-07, 07:55 AM   #15
chrisp
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Thanks for all your work on the mods. I really appreciate it. So what follows is just my humble opinion.

I don't like the contact map dots at close range. They're really ugly (IMHO). They're ot round, and have white stuff in them (my son thinks they look like amoebas). Any easy way to get the silhouettes back? I used them to verify my AOB estimate (I know it's cheating, but real submariners aren't limited by screen resolutions ;-)

I went back to 1.3a after playing 1.4 a while.

Again, I don't want to sound ungrateful, but that's my opinion.

Chris P.
Well, yeah, that's just, like, you're opinion, man!
--- The Dude
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