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Old 02-12-08, 07:43 PM   #1
stormrider_sp
Planesman
 
Join Date: Aug 2005
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TM 1.7.6 problems and difficulties

First of all I'm new to ww2 subsims, but I've been playing lot's of modern ones over the past years. I recently purchased my copy of SH4 and started playing. Got involved and wanted to move on, and found these TM 1.76 Mod.

But I'm having a few problems using it, either on my gameplay or due to crashes.

First, related to Gameplay. I spent the last 4h trying and re-trying a ambush that I set near japanese coast while playing the campaing (1941).
I set it in a way I can use my 4 aft tubes, 90 degrees to a Matsuki class destroyer's path which is traveling 7knots. By the time it finally reaches 1000m from me he is perpendicular to my position. I tried this scenario more than 20 times and could never hit a single fish on him. I tried lots of combinations of spread angles but the sukr always accelerate from 7kts to 22kts in a few seconds and all my torps pass by it. I tried different depth settings and everything I could do with a 4 torps spread attack.
(I'm using auto targeting tho)
This scenario raises my a few question. Is his accelaration value real? Is he way to smart detecting my incoming torps? Or am I too dumb to ever hit him??

Second problem happens everytime I use the Identification Book. The game crashes back to desktop. TM 1.76 package is the only mod I have activated so I'm pretty much sure there aint no conflicts.

To end this post I would like to ask how to modify this mod so I have the old map style back. I dont really like those huge black dots (contacts' icons) with no course and other informations like the stock version. The bearing around my ship looks pretty good tho.

Thanks in Advance
Storm Rider
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Old 02-13-08, 01:12 AM   #2
Captain von Keldunk
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Hello
1 Maybe jap dd has elite crew and can hear your torpedoes and/or you keep your scope up too long.
2 I have no problems with id book. Hope your tm1.76 download was ok,
maybe you need to do reinstall.
3 Have you read the manual/tread of tm1.76.
Hope this helps
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Old 02-13-08, 07:14 AM   #3
Taurolas
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Hi and welcome Stormrider_sp!

Just a note but if you are playing in 1941 the torpedo's you are using have a very high possibility of malfunctioning, which in turn mirrors what happened in real life, Torpedo's only really started to get better from 1943 onwards. From 41 to 43 you can expect, circle runners, deep runners plus other gyro related problems and lets not forget faulty magnetic detonators...

Destroyers especially if using TM 1.7.6 will hear incomming torpedo's and will try and manouver out of the way, especially if these are MK10s or MK14's as these also leave a visible wake for the eagle eyed nips to spot.

regards the TM mod and the identification book.... have you patched SH4 to 1.4 (the official ubi SH4 patch) before installing any mods?

I know it sounds daft but it wouldnt be the first time somebody has installed SH4 and forgottten to patch it before installing mods that run on a specific patch.
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Old 02-13-08, 08:14 AM   #4
Defiance
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Hiya,
If i have a pesky destroyer i try for a front tube shot to his oncoming bow at close range, At the same time i send a 30 deg shot to his port n starboard, This usually works if he starts to weave to avoid 1st centred shot

Also as said fish are pretty dud at the start like in rl

As for crashing, I would check as said in the above post

Can you replecate the crashing without tm installed ???

Not much help but also as said use scope quickly and watch depth and also i on/off tdc if i move direction so it renews again when i lockon (hope that makes sense)

Welcome Aboard

Have Fun

Def

PS: When you're comfortable and not crashing i really would suggest ROW and it's addons ohh and of course NSM4 (also a nsm4 row compat ) I use row/tm/nsm4 and some skins and hud stuff, Can always up a jsgme screeny if you ever want to try this mix

Bye

Def
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Old 02-13-08, 08:21 AM   #5
stormrider_sp
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Lol!!, Yep, I applied the v1.4 before the mod.

It sounds weird that I tried more than 20 times the same situation (I saved that a few minutes before optimunm ambush) and still, after trying all different combinations and lots of torpedoes fired, none hit. Shouldnt I receive an alert from my crew that the torp was a dud tho?? Regarding the wake, it is a pitch black night ambush, that should give the torps at least a chance, isnt it?? (is that a 100% chance of failure????)
Remember that the scenario was almost optimunm, pitch black night, moderate seas, single escort, optimunm positioning.....

I still think that accelerating from 7kts (14km/h) to 22kts (44 km/h) in 2 secs is faster than my road car (0-100km/h in 17 secs), yeah, I know that my car is pretty slow tho, lol, but it is still a car...
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Old 02-13-08, 10:58 AM   #6
Wilcke
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Yes the crew will alert you to a dud....meaning the contact exploder did not go off after impacting.

If the torp is a deep runner, circle runner, premie then no the crew will advise of such an occurence but quite a bit of time goes by prior to the announcment.

Best to turn on externals and event cams and just follow the torps to see what they are up too. One of the issues with the DD's in SH4 is that they can accelerate from 7 knots to 22 knots in 2-3 seconds....somewhere there is a thread about this being addressed. Again there is much work/modding to be done in SH4.

Best of luck!
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