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Old 09-05-07, 04:26 AM   #826
aurgolo
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thank you a lot, ok i will try...........

but when you say "deactivate" TMaru you mean that with jgsme I should uninstall patch and TMaru mod then delete the umark file and then reinstall TMaru mod + patch?

thank you a lot

A
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Old 09-05-07, 04:42 AM   #827
Seadogs
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Quote:
Originally Posted by aurgolo
thank you a lot, ok i will try...........

but when you say "deactivate" TMaru you mean that with jgsme I should uninstall patch and TMaru mod then delete the umark file and then reinstall TMaru mod + patch?

thank you a lot

A
Thats it. Basically your just deactivating the mod, which brings you back to stock. You then delete the file from the mod which means it's not "modded out" when you re-activate it.
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Old 09-05-07, 04:49 AM   #828
Doolan
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Excellent job on TM! I'm loving every second of it. I am, however, a bit frustrated, as merchant routes seem to have changed quite a lot from what I was used to!

I always love playing the underdog, so I normally go for a sugar boat in the asiatic fleet from day 1 of the conflict. I am an enemy of save / load, so I tried 9 different patrols with disastrous results.

For a start, I always got sent to completely silent areas in which there was literally nothing to sink. Two exceptions to this rule were:

Photo recon in Manila (yes, my own base) where two carriers had spawned for some odd reason, and a tour to Luzon that revealed two different task forces on the way (which, with the new sinking mechanics, can't really be engaged with a sugar boat unless you're feeling very very lucky).

9 patrols, no merchant contacts, all warships.

Then I tried a Porpoise and got sent to Luzon again, so I spent a while scouting between two harbors to try my luck. The results were not any better: seven (yes, seven) destroyers / minelayers and, as for merchants, four fishing boats.

Where's everyone gone?

Bear in mind that I don't want a Hollywoodesque patrol full of tonnage and glory (a sugar boat can't do that really) but I'm yet to see anything larger than a sampan, and with the new escort AI my sugar boat has to turn its tail almost every time it sees a destroyer (yesterday, one saw my periscope at dusk from two miles away, and blew me out of the water in the first DC run!)

Where be them ships?

P.S: This is on a fresh SH4 1.3 install with TM 1.6, GFX2 and patch 1.6.2 installed in that order, no more mods. Also, I forgot to update with my last three patrols this morning from Cavite: a complete no-joy in Luzon, another in Celebes and yet another task force near Manila. Fired all four fish at a heavy cruiser, one dud, three holes. Two hours later she was still there with a slight listing, and I was getting DCed around by a throng of destroyers that I couldn't quite shake off...
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Old 09-05-07, 11:54 AM   #829
leovampire
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Default Don't feel bad Doolan

I am in the same boat as you looking for ships on my first patrol from Manilla.

The closer you get to Honshu the better the pickings because the Jap's havn't branched out much yet. The traffic picks up as they gain more teritory in the game. Another words T.M. was set up to reflect that so as the war and Jap's advance so does the traffic of ships.
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Old 09-05-07, 04:40 PM   #830
Doolan
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Glad to see I'm not alone in my suffering!

Stubborn as I am, I'll stick to the Asiatic Fleet and the Sugar Boat. For some reason time seems to run slower in the Pacific than in the Atlantic, and I realized my patrols were being rather short, so this time I'll try to spend at least 20 days out there and not return until fuel becomes really low. Maybe a trip or two to the Honshu area will pay off...
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Old 09-05-07, 04:46 PM   #831
leovampire
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Default my minimum time out on a patrol is 30 days

So my crew gains more experience seeing I always start off with a lot of rookies now that we can no longer get 5000 points to start with for setting up the crew.

If it is under a month and I run out of torpedo's I head back reload and refuel then go back out. Without docking just a restock.

If worse comes to worse sink all the invasion transports heading to Luzon to reach your quota of tonage needed for the merchant sinkings. Have to sink a lot more ships and harder with the DD's but it works.
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Old 09-05-07, 08:08 PM   #832
Doolan
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I followed your advice and headed towards Honshu. About 20 days into my patrol (after a rather inconvenient cargo shipment to the Philippines) I found two merchants, which I sank (the second one took no less than three torpedoes, as the crew refused to abandon it even though she had stopped and her entire bow was under the water).

On the trip back home, I made the huge mistake of radioing Pac informing of my situation. They had the bright idea of sending me further north. After doubting a while, I chose to head there to avoid the renown hit, do the minimum patrol time and head back. Shortly after completing the objective, I spotted a DD, too close for comfort, that I hadn't seen before because of the weather. I crash dived and ducked under the thermal layer as fast as I could, but the guy got lucky and damaged my hull on my way down. I blew ballast to stop diving immediately, but being hit by a charge at 150 feet is not something a S-Boat can take easily. As soon as the flood was under control, a new leak appeared, and a new one after that one. It wasn't long before I was having tea with Davy Jones.

Moral of the story, if you think you have already pushed your S-Boat's luck too far, head back home and keep radio silence. It seems there's somebody in ComSubPac who thinks my S-Boat is a souped-up Gato or something :P

I'll have to start a new career tomorrow and be more careful.

Still, amazing experience. TMaru really makes a difference here.
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Old 09-05-07, 09:16 PM   #833
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Rule #1: Stay out of Shallow Water
Rule #2: Never let Anyone, I repeat, ANYONE know where you are

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Old 09-07-07, 05:44 AM   #834
aurgolo
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3.) How do i get the mechanical clicking noise back when moving the periscope or TDC horizontaly?

If you like the clicking nose, then just delete the following file from the mod:
data/menu/cfg/dials.cfg


Dear folks i have a quick question,
I followed the instructions trying to get the mechanical noise back but with no success....did anyone experienced the same?

thank you for support, anyway TM is great and really love it......
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Old 09-07-07, 06:43 AM   #835
ReallyDedPoet
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Quote:
Originally Posted by aurgolo
I followed the instructions trying to get the mechanical noise back but with no success....did anyone experienced the same?

thank you for support, anyway TM is great and really love it......
Make sure you are in port, deactivate Trigger, delete the dials.cfg file, reactivate and you should be good to go.

I have done this, no problems.


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Old 09-07-07, 08:58 AM   #836
aurgolo
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Ok il will
the point is that i did not deactivate TM (instructions did not say to do that)

I will and update

ciao, tks

andrea
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Old 09-07-07, 09:01 AM   #837
ReallyDedPoet
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Quote:
Originally Posted by aurgolo
Ok il will
the point is that i did not deactivate TM (instructions did not say to do that)

I will and update

ciao, tks

andrea
Anytime you modify a mod, be sure that you de-activate first, make sure you are in port as well. We all live and learn here

Good luck with it.

Edit: Wondering if you may have problems when fixing this as you deleted the original as well as the one modded on top of it.


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Last edited by ReallyDedPoet; 09-07-07 at 09:29 AM.
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Old 09-07-07, 05:17 PM   #838
capt_frank
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I recently added the new TM to a clean SHIV 1.3 install BUT have the UBI opening screen, the opening movie and the main loading screen that looks like you're looking through binocs at the UBI battleship logo.

Maybe I installed TM in the wrong order?

The main option screen does read "version" 1.3 and I see the Trigger Maru button so it looks like 1.3 is installed a-ok and TM is there, maybe.

Thanks!
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Old 09-07-07, 06:21 PM   #839
sqk7744
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Default 1942 Tambor Conning tower missing textures

Hi Ducimus,

I am loving TM 1.6!!!

Currently, I'm working on creating a Kill Flag skin mod starting with the Tambor class USS Thresher SS200

I got the T01 (1941 part of 1942) and T02 (1943+) done
Please see the following post for more on this> http://www.subsim.com/radioroom/showthread.php?t=121745

Quick question for you:
Thing is, sometime in early to summer 1942 we receive a conning tower upgrade that just changes the top of the sail by removing the extra skin around the periscopes, leaving the look of the 1943 sail top, but the remainder of the conning tower is still 1941 skin, which we don't have a T01 or T02 skin for, so the game engine just displays a rusty top. ( oh and using TM v1.6 with FooFighters Tambor Hi-res skin )

This might be specific to Tambor 1941, Dec 8 start w/ TM1.6, then after your 3rd War patrol (out of Pearl) in early 1942 you receive a 'partial' conning tower upgrade, that the Tambor does not have a skin to (please see pic below)

Thanks for any input.
Cheers


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Last edited by sqk7744; 09-07-07 at 08:46 PM.
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Old 09-08-07, 08:39 AM   #840
aurgolo
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Thank you Reallydedpoet, i followed ur instructions and now everytinhg is fine...........

I take the occasion to point out something strange i realized by chance: i was reviewing my crew in the management screen and found that in 50% of cases the description tags which appear when the pointer is on the man do not correspond to the man skill.........e.g.: the tag says watchman but the small icon on the man is a propeller which means that he should be skilled in engines.......strange

I also realized that sometimes men show a small arrow which points up, what does it mean?

Anyway i still love SH4 and I will more with TM mod installed

thank u everybody for giving suggestions......

ciao

a
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