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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Frogman
![]() Join Date: Nov 2009
Location: Nederland
Posts: 301
Downloads: 557
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Thanks for your help,
If TMO will force you to play more realistically what mods do I have to install at this moment? thanks, Henny |
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#2 |
Rear Admiral
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Having played both I would say TMO doe's make you play more realistically, the AI is rather easily defeated in RFB.
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#3 | |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
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![]() Feel free to ask questions like that any time! |
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#4 |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
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Having played both, I would say that TMO and RFB are equally "realistic" within the limitations of the game. That is assuming you play at 100% realism and use the add-on RSRDC campaign mod.
RFB is probably more accurate on various technical aspects, but TMO is more immersive. TMO is also more current since it includes Nisgeis's 3d TDC mod. I have been trying to integrate it into RFB, but it is slow going. The best way to decide is to try both and see which one you like best.
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#5 |
Admiral
![]() Join Date: Jul 2009
Location: Now, alot farther from NYC.
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I have to agree with the consensus here. Having also played both RFB and TMO, TMO is IMO the way to go. I have always run RSRDC in tandem with TMO for the historical battles and convoy routes.
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#6 |
Frogman
![]() Join Date: Nov 2009
Location: Nederland
Posts: 301
Downloads: 557
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thanks
![]() TMO/RSRDC ![]() |
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#7 |
Sea Lord
![]() Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
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Aside from TMO and RFB, there is also Fall Of The Rising Sun. It incorporates more and varried shipping to shoot at from merchants to warships.
There is also a wider range of aircraft that you might see in the game. The current version is 1.3, but an update is in he works, but it will be some time before it's released I'm guessing due to all the work that's going into it. Right now, my mod of choice is TMO. But if you have the room, load in MultiSH4, and you can have all the mods on your hard drive, and depending on how you feel, you can play whatever mod grabs you at the moment.
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#8 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
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The question is not what is the best mod set up or mod combination. The question is about the best mod....Singullar, not Plural. Doesn't anyone read except me, aaronblood and CapnScurvy? (Note how I casually managed to align myself with two geniuses. (I am so clever, I continually amaze myself!).)
One of the best is floating Dead Bodies, taken from PE. Couple that that with mod that has white sharks, and you have one of the best mod combinations ever, if only the white sharks get hungry enough to make an appearance, which they rarely do. Unfortunately, that was not the question! Last edited by I'm goin' down; 02-29-12 at 03:21 AM. |
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#9 | |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
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#10 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
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OM is a great mod. I had a setup with OM/OMEGU/Kiub. It takes some work to figure out manual targeting, but once solved it is a heck of an attack tool. I posted on how to maunual target in a UBoat, but I do not see the post in the threads. It is the same theory as manual targeting for American boats, but you set the dials differently.
You can supplement it with RSRDC, and use the UBoat in the Pacific Theater. |
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#11 | |
Navy Seal
![]() Join Date: Feb 2009
Location: Kentucky
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I think what throws people is the differences between the US and German TDCs the US one gives you visual aid with the PK dial and you have the aid of the model on the American dials which is helpful you even get the little arrows which shows you port and fore tube track.gyro angle.The US TDC is much more user friendly but of course the game does not allow you to manipulate the entire American TDC with the German one (as far I understand anyway) you have as much control as the real one allowed. |
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#12 |
Frogman
![]() Join Date: Nov 2009
Location: Nederland
Posts: 301
Downloads: 557
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I have installed Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Ubisoft\Silent Hunter 4 Wolves of the Pacific\MODS] 1_TriggerMaru_Overhaul_2-5 RSRDC_TMO_V502 Do I need also V5xx patch 1 and SH15 V550 ? I also read: TMO is also more current since it includes Nisgeis's 3d TDC mod. What does it means? ![]() |
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#13 | |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
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![]() Up to now, I have tried various shortcuts,( i.e. just dropping the mod in w/without the camera file or dropping in the equivalent TMO files). However, all the files are interlinked so it is not a perfect fit. I next tried with Winmerge, which was also not successful. next, I am planning to go through the files with the S3d editor, compare the changes and import them into the relevant RFB files (or copy the RFB changes into your files, which may be easier). From what I see, there are only 2 DAT and 2 SIM files to go through. I presume the DDS and TGA files in the texture folder can be used as is? of course, if I knew what variables were changed/added in the DAT and SIM files, it would be easier... ![]()
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#14 |
Ocean Warrior
![]() Join Date: Jan 2008
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Just the coinning tower files are changed, so NSS_Gato_CT.dat and NSS_Gato_CT.sim.
The radar is pretty much all under one node in the dat file that can all be moved together, but the TDC is a bit less tidy, but all the parts are next to each other and everything is labelled properly with what it is (which took a long time). Probably easiest to make a copy of the dat, delete all the entries you don't want and then save it as a dat with only the TDC and radar data in it and the import that into the conning tower you want and then line it all up. The sim file is a bit more tricky, as it's not got any parent relationships to keep it all together, but again everything is labelled properly.
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