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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#2 |
Watch Officer
![]() Join Date: Nov 2007
Location: Montreal, QC
Posts: 345
Downloads: 614
Uploads: 10
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Good work with this, thanks.
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11 War Patrols / 56 ships sunk or damaged for 212,022 tons Zero casualties throughout the war Scuttled on 8 May, 1945 in Sonderburg Bay, after German surrender |
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#3 |
Commodore
![]() Join Date: May 2007
Posts: 629
Downloads: 39
Uploads: 0
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Thank you Capt Morgan.
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#4 |
Sonar Guy
![]() Join Date: May 2005
Location: Squaresville, daddy-O.
Posts: 394
Downloads: 186
Uploads: 0
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I'm guessing that the escorts are a little nerfed, too, n'est pas?
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"Turning enemy ships into marine habitat since 1986!" Mods Loaded:TMO 2.2, RSRDC, MaxOptics, Strategic Map Symbols, Stop The Shouting ![]() OR: RFB, RSRDC, Maxoptics, SCAF, Strategic Map Symbols and the sanity-saving "stop the shouting". |
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#5 |
Stowaway
Posts: n/a
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From everything I understood in the original post the only thing that RSRD changes on escorts is the sensor file. Meaning the training that TMO mods are still there but RSRD makes the sensors realistic to the year along with DC tech IIRC.
I had started a career, with this mod and TMO and RSRD and enemy escorts spotted me from about 5 nms away which surprised the heck out of me to say the least.'it seems that TMOs super escorts are still very much there. |
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#6 |
Rear Admiral
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Will the changing of the planes spawn, will it effect the historical plane traffic for battles?
I thought lurker said RSRD doesn't effect TMO sensors, but for sure RSRD overwrites crew ratings that nerf escorts. |
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#7 | |||
Commander
![]() Join Date: Dec 2009
Location: Just east of the west coast.
Posts: 463
Downloads: 423
Uploads: 0
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First off, thanks for downloading and trying this.
Well if they get nerfed by installing RSRDC, then they'll be just as nerfed with this patch - I haven't touched the escorts at all. Armistead's comments above however, point to a different matter (Crew ratings) that may create a similar result. I had originally intended to try my hand at a general compatibility patch for TMO 2.1/RSRDC but it will be a while before I learn enough to take that one on. I had some success with the aircraft though, so I released this much. Quote:
Quote:
Maximum Aircraft Range=1500 ;[>0] in kilometers Poor Airbase Modifier=0.25 ;[>0] Modifier for poor airbase (carrier) rating Novice Airbase Modifier=0.3 ;[>0] Modifier for novice airbase (carrier) rating Competent Airbase Modifier=0.35 ;[>0] Modifier for competent airbase (carrier) rating Veteran Airbase Modifier=0.4 ;[>0] Modifier for veteran airbase (carrier) rating Elite Airbase Modifier=1 ;[>0] Modifier for elite airbase (carrier) rating Night Modifier=0.5 ;[>0] Modifier on strike probability at night Default Air Strike Probability=10 ;[>0] Default probability to send an airstrike from a airbase (carrier) Enemy Air Strike Probability Increase on Radio Messages Sent=40 ;[>0] Increase over the default probability on a radio message sent Friendly Air Strike Probability Increase on Contact Report Sent=70 ;[>0] Increase over the default probability on a contact message sent Enemy Air Strike Probability Increase on Player Detection=80 ;[>0] Increase over the default probability on player detection Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session Logic Steps Between Air Sessions=25 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec) They are less effective than they are under RSRDC. I'm undecided as to whether I'll keep TMO's airstrike.cfg. In Play, I was a little disappointed as to the frequency of air attacks. I'm still testing out this. Deleting Data\Cfg\Airstrike.cfg from my patch will restore RSRDC's air strike characteristics. Quote:
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There are no great men, only great challenges that ordinary men are forced by circumstances to meet. -- Admiral William Halsey |
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