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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#361 |
Weps
![]() Join Date: Jul 2007
Location: Bentonville, AR
Posts: 367
Downloads: 22
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can this be placed midstream (prior to patrol starting) a career?
Im using TM 1.4 and other minor mods...any conflicts?
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TM2(SS) USS Asheville - Plankowner, Shellback, "Order of the Ditch" http://ths-i.com/ |
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#362 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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Need to be in port.
As for TM, it will foul a few things up. One, the AI includes a range of skills including the occasional "elite." The way Ducimus has the AI tweaked, those guys could very well be Bungo Pete's little brother trying to prove they're as good as he is. Other than that, his career starts, etc are different. You'd also need to uncomment bungo pete fromthe campaign.cfg (I included bungo pete in there as a layer with it commented out, actually). So, if you want to do it, delete the UPCData flder from 0.73. Then go all the way into Campaigns and find Campaign.cfg. Open that, and there is a bit at the very end commented out called "Bungo Pete." The part from ;[Section 91] to ;Exclusive Layer... all has a ; as the first character. Delete that ; from each line in that section (look at the section right above). Save. You can now install it I think. Beware though, the elite AI will be NASTY. In general, my plan once I got this thing closer to "1.0" was to release a version that was TM compatible, and RFB compatible. Just pre dumping any files, or indeed possibly slight differences if need be to make it easy on the end user to install. |
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#363 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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#364 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
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Thanks Tater
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Regards, Bando |
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#365 |
Watch
![]() Join Date: Jul 2007
Posts: 29
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He he ran into task force on my last trip there using the 0,73,managed to take 1 battleship out before i had to run for my life
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#366 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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I'm excited to get 0.75 out the door this weekend, too.
More surprises. |
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#367 | |
Helmsman
![]() Join Date: Jan 2006
Posts: 107
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Quote:
![]() It's been great fun nonetheless. The Caroline's are in the center of jap boat traffic. And i prefer not getting "patrol" missions that require 3 days of staying in one area. I have my favorite attack areas i need to get to ![]() |
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#368 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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Well, the repeat mission bug is with the gamer as is, I haven't messed with the patrol structure all that much.
If the same "sink" mission near truk comes up, that might eb the one U was working on, I was trying for somethign but haven't figued it out yet, though ducimus has with his new construction mission, so I have a template to copy from... tater |
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#369 |
Helmsman
![]() Join Date: Jan 2006
Posts: 107
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I could try porting some files over from some other mods to get some new patrols. As it is, my favorite hunting grounds are the deep ocean northwest of the Solomons between there and Truk. Not far from the Carolines. No complaints.
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#370 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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In the current version posted, there is a little traffic there.
The stock game traffic in the Solomons was rediculous. Oil tankers steaming from Honaria (which didn't exist at all during the war, and why would they need oil, they certainly didn't HAVE oil there). I have been working on this a little. 0.74 has hints of a tokyo express---if this is an area you like, patrolling it and giving me feedback would really help! ![]() There should be almost no traffic before August, 1942 when the US invades. The japanese landed there, dumped off some construction equipment and people, and that was pretty much it. I might need to add a small maru from Rabaul maybe every 3-4 weeks, it really shouldn;t be more than that. After the US lands, they start to resupply. At first, escorted merchants, later, strictly military ships, mostly DDs acting as erzatz APDs. The testing I need is this, within a few hundred miles of Guadalcanal (Cape Esperance to be exact), I'm hoping these random groups will only appear at night. Their MO was to get just outside air range at dusk, then dash in as fast as possible, unload, then dash out to outside air range by dawn. Didn't always work. In RL they actually tied supplies to rafts and literally threw them off moving decks offshore. Anyway, I'm curious to see if it works, but again, only after the US takes Lunga Point (August 7th). |
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#371 |
Helmsman
![]() Join Date: Jan 2006
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Late '42 south of Truk - that middle expanse of open ocean - between Truk and the city of Rabaul, on that main shipping route seen on the map mod PULL DOWN PACIFIC MAP 1.4 , i've fought a lot of Warship Convoys. Surface radar makes it all possible.
I also like the idea of setting up on shipping lanes that pass through chokepoints. In real war i'm guessing any vulnerable chokepoint would have some destroyers and air cover there all the time. Like there was at Gibralter(british) |
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#372 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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http://mpgtext.net/subshare/413Impro...rs%20v0.75.rar
please beat this up. Want to find any major issues before it gets absorbed (with a few layer changes WIP) to TM1.5. tater |
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#373 | |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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#374 | |
Ace of the Deep
![]() Join Date: Feb 2007
Location: Adelaide, Australia
Posts: 1,047
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__________________
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#375 |
Watch
![]() Join Date: Jul 2007
Posts: 29
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Yes sir im on it
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