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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#841 | |
Canadian Wolf
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![]() 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. RDP |
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#842 |
Ace of the Deep
![]() Join Date: Nov 2002
Location: No-good Missouri scum
Posts: 1,223
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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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#843 | |
Mate
![]() Join Date: Sep 2007
Location: Finland
Posts: 54
Downloads: 7
Uploads: 0
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Question, does the game work properly with both your stuff and these two enabled? |
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#844 |
Bilge Rat
![]() Join Date: Sep 2007
Posts: 1
Downloads: 5
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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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#845 | |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
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#846 | ||
Canadian Wolf
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![]() @ bf2player2006 Welcome to SUBSIM ![]() RDP |
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#847 |
Bilge Rat
![]() Join Date: Sep 2007
Posts: 1
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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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#848 |
Mate
![]() Join Date: Sep 2007
Location: Finland
Posts: 54
Downloads: 7
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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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#849 | ||||
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
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Kapteeni Rantala,I will give it a shot.
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#850 | ||
Mate
![]() Join Date: Sep 2007
Location: Finland
Posts: 54
Downloads: 7
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Last edited by Kapteeni Rantala; 09-11-07 at 07:16 AM. |
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#851 |
Ace of the Deep
![]() Join Date: Aug 2007
Location: Bolton, UK
Posts: 1,236
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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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#852 | |
Mate
![]() Join Date: Sep 2007
Location: Finland
Posts: 54
Downloads: 7
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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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#853 |
Canadian Wolf
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Welcome to SUBSIM
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#854 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
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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.
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#855 | ||
Ace of the Deep
![]() Join Date: Aug 2007
Location: Bolton, UK
Posts: 1,236
Downloads: 0
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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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