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#1 |
Planesman
![]() Join Date: Jan 2009
Location: Canada
Posts: 188
Downloads: 157
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Noob questions about TMO 1.62
I have posted six times including this one, but a long time reader.
I have finnished watching the John P Cromwell and Dick Okane video's by RR. I built up enough confidents to add some mods and start a new career. I have been playing SH4 UBM for the past 6 months. I have a couple of questions about game crashes and torpedo's. I have the following mods installed in this order TMO 1.63 TMO Patch 1.63 OM v600 OM v600 patch 2 TMO Pre Pearl harbour career start date with the Jones's mod enabler. 1. Everytime I start a new career in Pearl Harbour and go and add more crewmembers the game will crash. I have been able to add mybe three crewmembers before it will crash. I have removed TMO Pre Pearl Harbour career start date and have same results. 2. After watching the John P Cromwell/Dick Okane video's and then going to sub school for practise. I am wondering if the speed of the torpedo either slow or fast will have a make big difference where the impact point on the ship would be. If I aim at a spot would the torpedo hit the exact spot. 3. Is the contact magnetic influnance setting effective enough to break a ship in half with TMO. 4. In game settings under measurements units. I can choose Imperial, metric or Authentic. What is the Authentic setting for. I know I have more questions, but I don't remember them right now. I have searched for answers with no luck. I'm posting this in the hope of getting answers from this community. I have to thank Ubisoft for a good game and the modding communityt for making it even better. |
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#2 |
Grey Wolf
![]() Join Date: Aug 2005
Posts: 930
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I'd suggest you back off each mod until the problem disappears. If you remove all the mods and the problem is still there then you're looking at a re-install, play and check, insert ONE mod, play and check etc until the problem reappears. Long way to find out but I'm not sure you'll have a choice.
I haven't used DoK method so can't answer that one. As to the Contact/Influence settings either 'could' break a ship in half but it would depend on so many factors such as the type of ship, the angle of the hit, the depth of the torpedo etc. Just because it's set to 'influence' doesn't guarantee a 'snapped' ship. If you can get the torpedo to strike at the right angle/depth/position on the hull then yes, you might get the ship to break in two but.......... ![]() Hadn't noticed the "Authentic" setting. Not sure what other measurements people would use other than Imperial (i.e. miles/yards etc) or Metric (i.e. metres/kilometers). That's a new one, he, he. |
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#3 |
Planesman
![]() Join Date: Jan 2009
Location: Canada
Posts: 188
Downloads: 157
Uploads: 0
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Thanks tomoose.
I unloaded all mods then installed one by one. So far I haved installed TMO 1.63 TMO Patch 1.63 RSRDC TMO v163 v 410 OM v600 OM v600 patch 2 without having any problem. I'll keep my fingers crossed. I'm back on patrol # 1 again and so far I'm enjoying no problems and having fun at the same time. I did notice a merchant with no flags on mast. I saved before I sunk this merchant. It turned out it was an American ship. I recieved a message saying" Who's side are you on" Oops, I quess I shouldn't be sinking any ships that don't have any flags showing. |
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#4 | |
Commodore
![]() Join Date: Jul 2002
Posts: 608
Downloads: 25
Uploads: 1
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Quote:
The O'Kane method doesn't require you to take torpedo speed into account ... except when guesstimating your lead angle. Personally, I prefer fast torps and adjust 1.5 degrees for every knot of target speed. But, in case you make a mistake, your TDC will compensate for an erroneous torpedo speed. The Cromwell method uses torpedo speed as one leg of your attack triangle. Wrong speed equals a miss. The TDC is only used if you want to confirm your settings. I've always assumed the "Authentic" setting adjusts for whatever side you're playing. Subs normally use Imperial and U-Boats use metric. If you had "Metric" selected and skippering a sub, you'd still see all your measurements in metric. |
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#5 |
Grey Wolf
![]() Join Date: Aug 2005
Posts: 930
Downloads: 23
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In version 1.5 is the torpedo depth setting in the U.S. subs in feet or still in meters? I know that in the past it was apparently set in meters so that when you set the torpedos they were WAY deeper than intended?
I've been loath to try it during my current campaign as I don't want to waste any fish so I've been keeping the depth between 5 and 10. ![]() |
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#6 | |
Commodore
![]() Join Date: Jul 2002
Posts: 608
Downloads: 25
Uploads: 1
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Quote:
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#7 |
Planesman
![]() Join Date: Jan 2009
Location: Canada
Posts: 188
Downloads: 157
Uploads: 0
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Munchausen
Thanls for the reply. It makes sense about the authentic settings. I always use the imperial setting as I play US subs. I havn't worried about the speed too much, as I play using th Dick Okane method with fast torpedo and have very good sucess. When I start using the John P Cromwell method then I would take into account the speed of the torpedo. I am still not very good a long range shots, but then again. I need lots of practise. I don't know if it was an US or Russian merchant, but if it is, than I will pick on the Japs, since there is plenty of those ships. tomoose Thanks for the reply. Wouldn't the torpedo depth settings be it metric or imperial be the same as the map setting. If I choose imperial for the map thur the game settings, wouldn't the torpedo depth setting be the same. It a good thing I leave the depth setting unchanged if they are different. |
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