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Old 04-19-16, 11:05 PM   #1
Bleiente
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Quote:
Originally Posted by fitzcarraldo View Post
I'm not in my machine now so - if I remember well - is in the "misc" folder. It is the tga file with an image of diverse colours of skies. I told it to CapnScurvy and he recommended me to delete the file. If you leave it in TMO 25 standard the colour of the sea is seen more light blue than the original.
Ok - then tell me to what specific file in which folder and which Mod is later, did really interest me.

thank you



Quote:
Originally Posted by Rabid Wolverine View Post
Tried your mod and it is nice...But..No umark,no sounds from the enemy ships,x used to make the chrono appear doesn't now,torpedoed ships sink fast,and I cannot use the sonar as the operator...
If I now understand correctly, you have problems with the Mod soup ...

1. To limit your problem - what modifications and the order in which you have activated via JSGM?

2. Have you started a new campaign and/or SH4 deleted the folder under c:/documents/...?

greetings

Last edited by Bleiente; 04-20-16 at 09:02 AM.
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Old 04-20-16, 05:05 AM   #2
flaminus
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Quote:
Originally Posted by Bleiente View Post
Ok - then tell me to what specific file in which folder and which Mod is later, did really interest me.

thank you
Hmm... I've checked the OTC folder and find no sky thing. there are only some radar images in the "misc" folder. And I searched through the entire OTC Data and no "skypac.tga" found neither.
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Old 04-20-16, 07:58 AM   #3
fitzcarraldo
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Quote:
Originally Posted by Bleiente View Post
Ok - then tell me to what specific file in which folder and which Mod is later, did really interest me.

thank you

The file is "reflex_pac.tga" (I´m sorry for my previous error).

It is in OTC.....\Data\Textures\TNormal\tex

And:

OTC....\Data\Textures\TLowRes\tex

These files affect the colours of the TMO 25 environment (it has his reflex_pac file). The sea is mostly light blue with this file and are modified also sunsets, etc.

Best regards.

Fitzcarraldo
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Last edited by fitzcarraldo; 04-20-16 at 10:39 AM.
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Old 04-20-16, 03:12 PM   #4
Bleiente
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Excellent Note @fitzcarraldo ... I test it up, the graphics are really much better.
However, I must then adjust the visual settings in the CFG again under certain circumstances.

I have the effect new left images in the German Navy Sims Forum ...
http://www.marinesims.de/wbb2/thread...751#post307751

Thank you - Greetings

Last edited by Bleiente; 04-20-16 at 10:24 PM.
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Old 05-01-16, 02:36 AM   #5
bybyx
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Hello,
Can you make a list of the mods included in this mod soup?
How did you managed to make it work with TMO?
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Old 05-02-16, 06:17 PM   #6
Lt commander lare
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Hi I was wondering if this will work for stock 1.5

Thank
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Old 05-03-16, 07:37 AM   #7
Bleiente
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Quote:
Originally Posted by bybyx View Post
Hello,
Can you make a list of the mods included in this mod soup?
How did you managed to make it work with TMO?
To recap, the main contents of my ModSuppe, there is / are playing influential with include:
- ISP (without the problematic scene.dat only the relevant files)
- NewDepthCharges
- TDW
- Many very beautiful sounds of FORTS and other modifications, as well as new to me mixed and edited sound files
- TMO Smoke Mod
- Nav_Map makeover V2.1
and much more

I myself have the adapted sensor.cfg -the guard now looks as good as the players and the self sim.cfg - the IJN see now toward more accurate.

Since TorpX had modeled in the original ISP Porpoise class so chic with their limited Sea endurance of 6000nm at 10kn, I have the boats improved P-class (Perch) away.
Accordingly, I have also set up / edited that only the following boats P-class are available:
SS 172-173 with riveted hull (USS Porpoise and USS Pike)
SS 174-175 welded (USS Shark and USS Tarpon)
The boats of the improved Porpoise (also called Perch class) thus no longer be so available.
The use of Manila (especially as the Philippines relatively promptly fall) I imagine there before exciting ... especially when `then the diesel becomes scarce.


The flak was -both reasonably adapted for ammunition and effect- towards reality and reworked the ammunition for the deck guns back on Ducimus-Standart.
this means that the deck gun:
3"/50 - 180 Granaten HE
4"/50 - 150 Granaten HE
5"/25 - 110 Granaten HE

Just let's clarify that sub-carriages to the guns used did not permit it to use selbige as Flak, apart from the Mark 40 for the 5 "/ 25 gun. However, then this could at max. Elevation of 40 degrees to shoot for 13 km, where ultimately diving was both tactically strategically more sense.
In addition, a submarine is not a destroyer or even cruisers, it is possible to operate in secret and therefore there is no armor-piercing ammunition (they had in reality not).
...

Quote:
Originally Posted by Lt commander lare View Post
Hi I was wondering if this will work for stock 1.5

Thank
Lt Commander lare
I do not believe that the Mod soup with SH4 V1.5 Vanilla works because most of the content to specifically TMO_RSRDC_OTC (the best combo for me) are matched.
The included sound folder you can use without restrictions but surely.

As I said, my English is very bad.
Please forgive me this ...

regards
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Old 05-03-16, 03:36 PM   #8
Lt commander lare
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No worries
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Old 05-06-16, 07:09 AM   #9
bybyx
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Hello Bleiente!
I have the following mods. What is the proper order of activation?
I also have a couple of questions:
1.Ralles mod soup makes the game easy compare with a pure TMO install? TMO gives quite a challenge. The escorts, the airplanes are not easy in TMO.
2. The Real Evironment mod is the same as it was released years ago? It looks to me smaller in size than the original mod. I have the one from subsim and it is alot larger than the one from your download link.
3. What other mods could you suggest that could work with what i already got.




Last edited by bybyx; 05-06-16 at 07:19 AM.
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Old 05-26-16, 02:32 AM   #10
Bleiente
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Yes - the ModSoup and OTC disable, then delete the following files ...

Quote:
Originally Posted by fitzcarraldo View Post
The file is "reflex_pac.tga"

It is in OTC.....\Data\Textures\TNormal\tex

And:

OTC....\Data\Textures\TLowRes\tex

These files affect the colours of the TMO 25 environment (it has his reflex_pac file). The sea is mostly light blue with this file and are modified also sunsets...
"TheDarkWraith_DC_Water_Disturbance_v2_0_SH4" - I have not tried ... no idea.

"TDW_Ship_Plane_Fire_Damage_v1_3_SH4" - makes no problems, works well with TMO_RSRDC_OTC and RallesModSoup.

-----------------------------------------------------------------------------------
Have you seen my pictures - I was met with the Solomon on a Destroyer Squadron ... it was very exciting ... who have actually seen me at night to about 6 nm.
I think I had pretty lucky ...

Last edited by Bleiente; 05-26-16 at 02:53 AM.
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Old 05-26-16, 02:56 AM   #11
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Quote:
Originally Posted by Bleiente View Post
Have you seen my pictures - I was met with the Solomon on a Destroyer Squadron ... it was very exciting ... who have actually seen me at night to about 6 nm.
I think I had pretty lucky ... [/I]
Yes i saw them. the Destroyer Squadron should be the famous "Tokyo Express"!
As for the visual detect range of 6nm in night, that's strange. I usually be detected by about 5nm at night.
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Old 05-26-16, 03:06 AM   #12
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Quote:
Originally Posted by flaminus View Post
As for the visual detect range of 6nm in night, that's strange. I usually be detected by about 5nm at night.
I have the distance only appreciated ... it was pretty hectic, as they opened fire (have the sensor patch of ModSoup the fire distance of 10,000 to 16,000 increase).

I think that one of the destroyers equipped with radar - to simulate the high visual skill of Jap (probably part of "Toccos Revenge" from OTC).
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Old 05-26-16, 03:29 AM   #13
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These screenshots are unbelievably beautiful!!
Great job Bleiente!!
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Old 05-30-16, 12:19 PM   #14
Bleiente
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Has it turns out that LURKER had in 2008 created a stunning good "fire and smoke Mod".
Test images in MarineSims.de:
http://www.marinesims.de/wbb2/thread...505#post308505
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