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Old 09-08-07, 08:47 AM   #841
ReallyDedPoet
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Quote:
Originally Posted by aurgolo
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
Glad it worked for you

Not sure on the description tages question :hmm:, someone else may be able to help with this.

The arrow means they are ready to be promoted.


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Old 09-08-07, 10:58 PM   #842
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I'm guessing there's no easy way to get rid of the "Natural Sinking Mechanics" mod from this?? After seeing how many files have been modded and not sure what Duci did to make them compatible with TM, anyway.

This part in 1.6 seems to be the cause of the unsinking ships issue and not Duci's zones file mod which was probably the only thing that was needed IMO.
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Old 09-10-07, 03:41 PM   #843
Kapteeni Rantala
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Quote:
RECOMMEND MODS: (if you want the FULL experience )
Silent service graphics mod by Captain Cox:
Thread w/ download links:
http://www.subsim.com/radioroom/showthread.php?t=110756

Captain Midnights CBS news as it happends mod by Captain Cox:
Thread W/ download links:
http://www.subsim.com/radioroom/showthread.php?t=108756
Question, does the game work properly with both your stuff and these two enabled?
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Old 09-10-07, 03:44 PM   #844
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One question,

I have patch 1.6.1, do I put 1.6.2 over 1.6.1 so it looks like this:

TMaru 1.6
GFX pack
1.6.1 patch
1.6.2 patch

Or do I have to just enable 1.6.2 and forget about 1.6.1?
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Old 09-10-07, 04:06 PM   #845
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Quote:
Originally Posted by bf2player2006
One question,

I have patch 1.6.1, do I put 1.6.2 over 1.6.1 so it looks like this:

TMaru 1.6
GFX pack
1.6.1 patch
1.6.2 patch

Or do I have to just enable 1.6.2 and forget about 1.6.1?
http://www.subsim.com/radioroom/show...&postcount=798
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Old 09-10-07, 07:22 PM   #846
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Quote:
Originally Posted by Kapteeni Rantala
Quote:
RECOMMEND MODS: (if you want the FULL experience )
Silent service graphics mod by Captain Cox:
Thread w/ download links:
http://www.subsim.com/radioroom/showthread.php?t=110756

Captain Midnights CBS news as it happends mod by Captain Cox:
Thread W/ download links:
http://www.subsim.com/radioroom/showthread.php?t=108756
Question, does the game work properly with both your stuff and these two enabled?
It works with those mods installed

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Old 09-11-07, 03:26 AM   #847
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Well I'm glad to see Ducimus's work is as well recieved here as it is on the SH4 forums!!
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Old 09-11-07, 05:53 AM   #848
Kapteeni Rantala
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Excuse me, but I have some issues with Trigger Maru.

Deck gun doesn't seem to do anything really to anything but small ships. Last night I fired all my AP shells at this 6000 ton freighter - no real damage, it seemed (A large fire started in the ship's stern after like 50 shells, but this is far from normal. Rest of the shells did not do seem to do anything). And this ship wasn't the only merchantmen that seemed to have armour of an Yamato class battleship. Oddly, small ships (junks, fishing ships and so on) don't seem to have any problems in taking damage from the deck gun. Torpedoes work fine (when you consider the fact that American torpedoes were not most reliabe early in war).

Command bars seems to be partly messed up and along with the hotkeys (or it might be intentional and I am just confused). Conning tower's command bar ect lacks the button for binoculars, and B-key doesn't respond to binoculars command anymore. I don't know if this is intentional but I don't see a way to use my binoculars now.

Now, I don't know if this is normal, but the AI anti-aircraft gunner doesn't seem to be able to do anything. Everytime my lookout has spotted enemy aircraft I have manned the aircraft-gun with assigned crew member under orders to engage - the AI does its job in selecting the fire commands, but doesn't fire.

Any idea what this is all about?

I am using Trigger Maru with latest patch (both game and Maru), and the only other mods I am using are Silent Service Graphic Mod, Captain Midnight's Sound Mod and Browning .50 Cal mod.

Last edited by Kapteeni Rantala; 09-11-07 at 06:36 AM.
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Old 09-11-07, 06:48 AM   #849
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Kapteeni Rantala,I will give it a shot.

Quote:
Deck gun doesn't seem to do anything really
Make sure your zones.cfg,is from WernerSobe natural sinking mechanics lite.
Quote:
Layout of the bars is partly messed up , and so are hotkeys
Is intentional and just confused). adjusted to resemble SHIII
Quote:
the button for binoculars, and B-key doesn't respond to binoculars command anymore.
>>Roll mouse wheel,in Bridge view,or "Tab"
Quote:
Now, I don't know if this is normal, but the AI anti-aircraft gunner doesn't seem to be able to do anything. Every time my lookout has spotted enemy aircraft I have manned the aircraft-gun with assigned crew member under orders to engage - the AI does its job in selecting the fire commands, but doesn't fire.Any idea what this is all about?
Do you have stations maned in crew slots,below damage control team? & "fire at will" selected ? Hope this helps,this Sim can be a daunting challenge to a new player,welcome aboard mate
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Old 09-11-07, 07:03 AM   #850
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Quote:
Make sure your zones.cfg,is from WernerSobe natural sinking mechanics lite.
Now I am confused. Give me detailed instructions, please?

Quote:
Do you have stations maned in crew slots,below damage control team? & "fire at will" selected ?
Yes.

Last edited by Kapteeni Rantala; 09-11-07 at 07:16 AM.
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Old 09-11-07, 07:14 AM   #851
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The deck gun is only there to tacke small ships that don't warrent a torpedo or to finnish off a larger vessel that you had already damaged with torpedoes and was taking its time sinking.

TM uses a damage model called Natural Sinking Mechanics. This model sinks vessels through flooding, pretty much exclusively, rather than by simply ticking off enough damage points for the ship to sink. This simultes the sinking mechanics that a RL ship would have. A 6000 ton frieghter would easily soak up twice the number of AP shells in RL, unless you hit it under the water line to induce flooding to begin and then it would take a very long time to flood becuse the holes punched by a 4 or 3 inch shell would not be very big.

AP shells are best left for tackling small warships that have some degree of armour plating, they would simply go strait through a merchant without exploding (the game models this). HE is better for merchants it does more damage.

Try to hit more below the water line and the deck gun will be more effective at sinking ships.

As to the AA guns, are you using the 50 cal as an AA gun? If so it has poor elevation so unless the aircraft was coming in low (and they never do this in SH4) the AI gunner would not be able to fire. Select a 20mm cannon next time you finnish a patrol. Otherwise, make sure you have a crew member assigned to the AA gun slot on the crew manager screen.

Probably the best strategy when faced with an enemy aircraft is to crash dive imediately rather than fight it out on the surace (unless you can't dive for some reason eg. damage). A direct bomb hit on your sub can really ruin your day!

TM also remapped the keys try using you mouse wheel to access the binoculars.
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Old 09-11-07, 07:18 AM   #852
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Quote:
The deck gun is only there to tacke small ships that don't warrent a torpedo or to finnish off a larger vessel that you had already damaged with torpedoes and was taking its time sinking.
Actually, I tend to use it for most targets that lack escort (and real armament)

In any case, I am am not convinced at all that this is the cause for the "pea" deck gun. I fired all my AP shells (full load) at the freighter and then some HE shells - all I got was a fire on the stern and no visible damage. The ship didn't seem to be effected at all. There is no way that a 6000 ton freighter, even if being fired on the hull only (not waterline), could withstand 140 3.5 inch AP shells, let alone same a number of 4.5 inch shells.

Last edited by Kapteeni Rantala; 09-11-07 at 07:35 AM.
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Old 09-11-07, 08:03 AM   #853
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Welcome to SUBSIM DRAGONFIRE_Sr(AWG)

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Old 09-11-07, 08:05 AM   #854
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tactic,for to try

#1 Mount 40 mm fwd. Auto man,& select target in deck gun,"fire at waterline","Fire at will". You man 40 mm fwd. ,hit flank,Rake her with all you got! make that water line look like a sieve.It uses up her hit points fast.Under 2,000 yds.you will get shot at,but with the 40 pumping them out she doesn't hit much. OUCH !:rotfl:
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Old 09-11-07, 08:12 AM   #855
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Quote:
Originally Posted by Kapteeni Rantala
Quote:
The deck gun is only there to tacke small ships that don't warrent a torpedo or to finnish off a larger vessel that you had already damaged with torpedoes and was taking its time sinking.
Actually, I tend to use it for most targets that lack escort (and real armament)

In any case, I am am not convinced at all that this is the cause for the "pea" deck gun. I fired all my AP shells (full load) at the freighter and then some HE shells - all I got was a fire on the stern and no visible damage. The ship didn't seem to be effected at all. There is no way that a 6000 ton freighter, even if being fired on the hull only (not waterline), could withstand 140 3.5 inch AP shells, let alone same a number of 4.5 inch shells.
A 6000 ton ship is a very big merchant. In naval terms, a 3.5 inch gun, is a pea shooter! TM and Natural Sinking Mechanics attempt to simulate RL effects. Its not a case of how many shells you pump into a ship its where you pump them. You could shoot all of the superstructure off the ship and it would still not sink. It would look a mess probably on fire from stem to stern but still floating. The only way it would sink is if you flooded it and 3-4 inch shell holes are pretty small so it would take a long while to sink days possibly.

The deck gun is not the boats primary armament, its torpedoes are. If you're using TM and NSM the deck gun is relagated to being a secondary weapon as in RL.
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