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Old 01-17-16, 05:37 PM   #11
Armistead
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Join Date: Dec 2008
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TMO and RSRD work together fine. and both work great with numerous other mods. For the most part mods are just values.

TMO and RSRD have different campaigns. I don't think TMO in the beginning messed much with a campaign, thus why lurker probably decided to give us a realistic campaign, something the game lacked. so it was something lurker and Duc supported each other on.. Later TMO did a lot more campaign work, both are different and offer you different options of play. RSRD give you historical accuracy, while TMO is about half historical, half random.

As far as the paths any group takes in in mod, it will remain the same for that group, the difference is lurkers groups are almost always historical, so it will always be the same makeup and spawn the same time, it usually spawns once and despawns once....TMO uses more percentages, meaning he can set parameters for that group to spawn over and over and use further percentage values to change the make up of the group and it will spawn over and over on a set time, say every 48 hours. You can also set percentages that a group may not spawn at all when spawn times come. What this does is spawn a different group makeup each time the group spawns, so it's not the same each time it spawns.. but waypoints are set for the group and don't change, so it will still follow the same path, the difference is because of percentages used, it won't be the same group or come through at the exact same time. This is the quick way to to make traffic, you create one group, one set of waypoints, but use numerous percentages to change platforms, times spawned, etc.... and respawn it over and over, whereas most of lurkers groups are independent one time groups. You can use something called loops that take you down a different path, also using percentages, but you have to reconnect it back to a previous waypoint, TMO uses some.

Now one fun thing about TMO traffic is the zag pattern, With RSRD the course doesn't zig zag, except for course changes, with TMO, he zags about every 10 nms, so you often have to deal with constant course changes during an attack.

Yes, with RSRD the same stuff will show at the same time at the same place, so if you learn it, you can always find it, however, he has 1000's of historical groups, so it'll take you a few years figuring it all out, but yes, if you mark times and locations, you can always find it there. One can only imagine the hours of work it took to make a historical mod where you can basically relive WW2 if you choose to do so.

RR usually contends if you mod of change a mod it trashes the intent of the mod....certainly, some have and some mods are incompatible, so it's good to understand them and talk to others and see what they like. The thing is no modder can make everyone happy, thus 100's of numerous other mods pop up with each persons views on how a certain aspect should be....the fact that some want to argue what should come first as a name is rather silly.. Most accept supermods as the mod they are working with, because the supermod changes about every aspect and is the first mod loaded in order. Simply, you load RSRD first, then TMO, you have no RSRD, if you load TMO first, then RSRD, you have 90% TMO and the campaign changes of RSRD. , thus RSRD for TMO or any other supermod lurker adjusted it to.....
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