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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
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No, not compatible.
RSRD, while a great mod and a all time favorite of mine, is quite outdated as its creator has not been active for sometime. There have been many advances in SH 4 since its last update. When I started my mod I intended to update RSRD for TMO, but RSRD is a finicky mod, editing it with the mission editor breaks things. I do not have time not inclination to edit everything via text lol. Need the visualization of the mission editor. Plus, RSRD makes the AI in TMO far too easy, takes the bite out of the mod. Thus, I chose to update TMO alone. TMO Update BH V2.0 has a redesigned campaign, which is inspired by RSRD. Campaign change is a major aspect of the mod and strives to be historically accurate, balanced with playability and adds many ships , planes, to the roster. Tenants of the campaign are: 1. Overall campaign traffic follows history. Start of war you will run into mostly lone merchants, some traveling in pairs, unescorted, some armed, s some unarmed until mid 42 or so. This reflects the Japanese disregard for submarines as a real threat. As war goes on will see more convoys and escorted vessels at appropriate times. Convoy size and composition will change as well. Convoy routes become more defined as they were as well. In late 1944, most traffic shifts to costal waters, as it really did, forcing player into the shallows and to use discretion. 2. Historic Contacts Inspired by RSRD, the "random" silly Allied style task forces of IJN warships have been removed and using historical documents, most movements, even seemingly insignificant ones , of ships such as BB, CV, CA, CL are recreated. Especially those where a submarine did encounter them. Campaign orders are structured to put player in the vicinity so they have a chance to contact ships, and in some cases player is directed via a ULTRA message, where appropriate. Example, current patrol I am on, I received a ULTRA about a Japanese submarine departing Palau in March 1944. I waited, encountered him at night zig zagging. In a fairly dramatic action (will be in the report I post when patrol is over) sunk the submarine . Major battles from Midway to Okinawa recreated, many minor battles as well. Movements and timing of various forces are as historic as possible. 3. For first time in SH 4, can perform realistic/historical night surface attacks, even in some circumstances get inside the convoy and attack from within. 4. Reworked depth charges and damage model for player subs. Basically subs now have a more realistic damage model when it comes to depth charge damage, flooding etc. Player sub is lost due to failure of damaged/destroyed systems overwhelming player and crew and sinking beyond crush depth or taking so much damage over time hull collapses, but this is rare. 5. Completely reworked special missions. No more absurd and boring hollywood nonsense special ops Missions are based on actual missions that occurred, taken from patrol reports and other sources. There is much more, make sure to check out ALL documentation if download the mod. README for V1.0 has most info on the campaign. V2.0 README has the additions made. |
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#2 |
Sea Lord
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I really like the sounds of depthcharge explosions they do not cut off prematurely like in KSDII. I am searching for a fix but I can't find it. The depth charge sound sound cuts off in the middle of the sound. Perhaps you have an idea how to fix this? I wonder is it because the explosion effect itself is very short thus the actual sound is also short so that's why it gets cut.?
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#3 |
Navy Seal
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Patrolling area BRIAR PATCH in June 1944.
Caught Ozawa's force exiting San Bernadino Strait on 15 June 1944 (Flying Fish spotted this force in real life). Per orders I sent a contact report, then attacked. Sunk the Taiho, damaged a CA, BB, and unknown ship (three torpedoes fired from long range hit Taiho, which I aimed at. Other three missed and lucky hits on others. DD's paid me back for it though. Believe this is worst damage I have ever survived in TMO. Depth charge attack was brutal and shocked even. Then the plane getting us the next day. Boat was a total constructive loss. Fifth patrol and planned to change commanders, do a overhaul, and see if could make it to the end, but TMO had other plans lol. Going to give U boats a try for a while and see if can get the night surface attacks working way I did in TMO. Hell of a last patrol in TMO for a bit. https://www.subsim.com/radioroom/sho...32#post2812332 |
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#4 | |
Navy Seal
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Depth charge explosions are from EAX Sound mod....they are excellent. Im hoping we can get vickers to do a EAX version for KSDII and Dark Waters |
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#5 |
Stowaway
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Hey Bubblehead, posting in this thread instead of pvt message as you asked. So I did the things you mentioned, moved the install folder out of my main program files, made sure it wasn't read only, installed the LAA (4gig wouldn't work, invalid directory), yet still get a crash on start. I can tell it is enabled as the load screen changes to the TMO one. I'm adding a screenshot of my JSGME as you requested since these other things did not work.
I forgot to mention, I saw you had the update patch for TMO as well, so I was installing that mod/patch as well, including the EAX clang splash mod in there. However, there are two versions of that EAX mod, one in the original TMO and one in the new patch. I didn't know if I should enable both, and this is shown in the screenshot, I went with the newer one. https://imgur.com/a/cQCOdut Any help is much appreciated! |
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#6 |
Gefallen Engel U-666
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achmed242242!
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__________________
"Only two things are infinite; The Universe and human squirrelyness?!! |
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#7 |
Admiral
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achmed242242!
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__________________
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#8 |
Chief of the Boat
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Welcome aboard
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