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Old 11-09-12, 10:11 AM   #16
Webster
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Originally Posted by Sailor Steve View Post
You know, that could explain a few things...

i tried doing a few of my mods to be RFB compatable but i soon found there were things he did with the files in that mod that redirect some of the files that get used so with modding the files sometimes certain things dont show up only to find its because different files are being used.

there are also some other things going on i wont get into but lets just say RFB changes the way files are used in the game so modders must use RFB files to make mods for RFB or you will get CTD and other issues.
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Old 11-09-12, 10:38 AM   #17
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Originally Posted by Webster View Post
i tried doing a few of my mods to be RFB compatable but i soon found there were things he did with the files in that mod that redirect some of the files that get used so with modding the files sometimes certain things dont show up only to find its because different files are being used.

there are also some other things going on i wont get into but lets just say RFB changes the way files are used in the game so modders must use RFB files to make mods for RFB or you will get CTD and other issues.
Ahhhhh.... here I was thinking I just really sucked at modding!! I tried doing stuff with RFB and no matter how much i tried or how deep i went there always seemed to be something wrong or out of line.... weird anomalies and so on... that would make sense as to way, i saw that files were redirected but had no clue as to how deeply it was altered.... thanks webster, i dont feel so bad now
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Old 11-12-12, 09:31 PM   #18
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Originally Posted by treblesum81 View Post
I'm coming back to SH4 after a break (and a full system reformat) and looking to install a megamod. In the past, I've never really found much reason to love one more than the other, so I'm wondering if either has had any updates in the last year which would make it a better choice this time around.

Thanks
I made a crude patch for TMO 2.5 in March 2012 that does away with the Tambor class (or T-class) glitch and may be helpful:

1_TMO_25_small_patch.rar
http://www.subsim.com/radioroom/downloads.php?do=file&id=3506

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Art
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Old 11-13-12, 11:20 AM   #19
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Originally Posted by aanker View Post
I made a crude patch for TMO 2.5 in March 2012 that does away with the Tambor class (or T-class) glitch and may be helpful:

1_TMO_25_small_patch.rar
http://www.subsim.com/radioroom/down...o=file&id=3506

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Art
Hey, I was looking at that mod earlier... could you give a bit more detail on what it actually does.... the download description and even the quote from decimus elude to things but dont actually say what it is patching\fixing....
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Old 11-13-12, 12:01 PM   #20
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Originally Posted by Encrusted_Garlic View Post
Hey, I was looking at that mod earlier... could you give a bit more detail on what it actually does.... the download description and even the quote from decimus elude to things but dont actually say what it is patching\fixing....
There is a glitch in TMO 2.5 that gives you a Tambor class because of the Terrible T campaign. USS Tuna had a proud war record for example so I am not knocking the Tambor class.

However when you have patrolled in a more advanced GATO class boat for a few patrols, return to base and get offered a new command, you may be expecting a BALAO and become confused when you get an older TAMBOR class instead.

The patch changes that so with satisfactory patrols the progression of new commands in a Career is into newer boats.

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Art

Oh yeah - Ducimus didn't endorse this, nor did he object, nor did he want to do it at the time... lol. So, I did it because he has done so much to improve SH4 (and I assume SH5 too ) and is probably wore out. :)
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Old 11-13-12, 12:32 PM   #21
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Oh - to your main question - with TMO 2.5 you get historically accurate surface and submerged speeds and ranges and other tweaks.

No more 9 knot patrols - Standard speed is (rough guess) 12 - 15 knots and approx 10,000 - 12,000+ nm surfaced and approx 100 nm submerged at 2+ knots. You'll run out of breathable air and battery at about the same time.

He made a lot of improvements in 2.5 then called it quits. Can't blame him for that - all by himself he put together an outstanding super-mod!

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Old 11-13-12, 01:40 PM   #22
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Originally Posted by aanker View Post
Oh - to your main question - with TMO 2.5 you get historically accurate surface and submerged speeds and ranges and other tweaks.

No more 9 knot patrols - Standard speed is (rough guess) 12 - 15 knots and approx 10,000 - 12,000+ nm surfaced and approx 100 nm submerged at 2+ knots. You'll run out of breathable air and battery at about the same time.

He made a lot of improvements in 2.5 then called it quits. Can't blame him for that - all by himself he put together an outstanding super-mod!

Happy Hunting!
I agree, for one person it is very impressive.... hell, for 5 people it would have been impressive...

Thank you so much for answering that question, I wanted to ask in the proper place on your download page but honestly forgot, saw you on here so i figured i would ask..... good idea as far as the mod, im going to use it now.
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