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Old 06-13-09, 05:05 PM   #1231
sT(--)cK
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Default chrono fix

hi there

if somebody is having the same problem with chronograph which just disappears at high resolutions as i do so this is supposed to help

make this change in menu_1024_768.ini
Code:
[G29 I2]
Name=Chrono
Type=1026;Menu group
ItemID=0x29020000
ParentID=0x29000000
Pos=-31,0,312,300
Zone= -31 768 312 300 0 1 0x29000000 0 0 0x29020000 -0.1 0 0 0
Color=0xFFFFFFFF
at least it works for me @1920x1200
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Old 06-13-09, 05:43 PM   #1232
Highbury
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Quote:
Originally Posted by sawacs View Post
I have been playing the Trigger mod and the appearance mods are wonderful. However, the torpedo mods are not so great. Out of 6 torpedoes that have been fired, two have been duds and the rest have gone under the ships even though I set the depth on them to their shallowest which is 6 feet.

Things do not get much more frustrating than this.

Btw, is there a way to remove the dud function without removing TM? My busy schedule does not allow me to spend 3 hours on this game to have two duds.

What is the deal here?

Thanks, Sawacs
Only 2 duds? That's good! Mk. 14s will have alot of duds and run deeper then set until sometime in '43. That is historically accurate.

But if you want no duds at all just select "NO DUDS" in gameplay options. I have no idea if that will make Mk.14s run at the proper depth though. You can also just take Mk.10s until the 14s are fixed in '43, smaller bang, but a more assured bang.
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Old 06-17-09, 11:11 AM   #1233
CapnScurvy
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Quote:
Originally Posted by reaper7 View Post
Thanks Sabre, found that on another post alright.
Just wondering if I should be playing on Imperial measurement or Authentic Measurement, and what is the difference between the two.
The difference between the two simply is the Authentic mode will automatically apply the Imperial measurements when playing the American side; the Metric measurements when playing the German U-Boat side.

If you have a preference to one or the other type of measurements, the specific type you choose (Imperial/Metric) will be used for either side you play regardless whether it is authentic or not.

Earlier you asked, "I set the range to 1300yards and when I click the mouse button it jumps down to 400yards) is there a reason for this?"
For one thing don't use the Attack Data Tool (that's the round right hand dial where you set the targets Speed, AoB, and pull-up the Stadimeters second image to take a manual range to target) to submit a range to the Position Keeper (the left hand device that shows the target and subs orientation, speed, range, etc). The Attack Data Tool was not designed to allow for mouse dragging a range and sending it to the Position Keeper for computing a firing solution. For one thing (since we were talking about the difference's between Imperial and Metric side of play) take a look at the "Range" dial for the Attack Data Tool in both types of measurements. Their the same!! Hmmmmm, How, can a dial that needs to show a different measurement use the same dial. Also, the dial only goes up to 130. Where can you set the dial to 160 as the stock Imperial Recognition Manual requires for Japan's largest battleships? Can't be done.

The point is, the Attack Data Tool as it relates to range finding is just for show. The dial spins, and looks as if it has a purpose. You can even drag it around to the given (inadequate) points but, it's really just for show. The Position Keepers "Range" field is what gets figured into a firing solution. When "manual targeting" is used, this range is changed by either taking a sonar reading of the target and "sending" it to the PK, or using the Stadimeter and sending it's marked reference point to the PK. I know, your supposed to make a range estimate using the periscopes hash marks but in most cases these marks are again just for show. Many mods have changed the view size of either the scope themselves or the target "camera" image making the hash marks useless (if they were ever correct to begin with).
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Last edited by CapnScurvy; 06-17-09 at 11:31 AM.
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Old 06-18-09, 04:27 AM   #1234
reaper7
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Quote:
Originally Posted by CapnScurvy View Post
The point is, the Attack Data Tool as it relates to range finding is just for show. The dial spins, and looks as if it has a purpose. You can even drag it around to the given (inadequate) points but, it's really just for show. The Position Keepers "Range" field is what gets figured into a firing solution. When "manual targeting" is used, this range is changed by either taking a sonar reading of the target and "sending" it to the PK, or using the Stadimeter and sending it's marked reference point to the PK. I know, your supposed to make a range estimate using the periscopes hash marks but in most cases these marks are again just for show. Many mods have changed the view size of either the scope themselves or the target "camera" image making the hash marks useless (if they were ever correct to begin with).
Ok Thanks for reply to that CapnScurvy. By the way have downloaded your AOB calculator and printed it out on card, what can i say excellent tool. Make things a lot easier - going to make one out of perspex for longterm use. Thanks
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Old 06-20-09, 01:16 PM   #1235
Kaleun_U96
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Default U-boat addon problem with TMO

hi all together...

I love that TMO, can't play without.

But now I started the german campaign from the U-boat missions addon. After a while you get the possibility to launch search planes from an aircraft carrier, to search the area of your choice for enemy ships.

Here comes my problem: Every time I want to launch a plane from a carrier and click to set it's search area, SH4 crashes to desktop... I've no idea why... (that doesn't happen if i go back to default SH4, I tried)

I've only installed
- TriggerMaru_Overhaul_1.7
- Hotfix 4/17 Radar Fix
- Binoc fix (CaptScurvy)

someone got the same problem, or a solution for it?
I don't wanna play without TMO
thanks in advance
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Old 06-20-09, 03:46 PM   #1236
Roger Dodger
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Quote:
Originally Posted by sawacs View Post
I have been playing the Trigger mod and the appearance mods are wonderful. However, the torpedo mods are not so great. Out of 6 torpedoes that have been fired, two have been duds and the rest have gone under the ships even though I set the depth on them to their shallowest which is 6 feet.

Things do not get much more frustrating than this.

Btw, is there a way to remove the dud function without removing TM? My busy schedule does not allow me to spend 3 hours on this game to have two duds.

What is the deal here?

Thanks, Sawacs
I use auto-targeting myself, being not a math guru. I've noticed that when I hit the Target (L)ock switch, the selected torpedo sets itself for up to 15' deeper (goes from 10' to 25' depth), and under the target. I've been just resetting after (L)ocking the target, but have to do this everytime I raise the scope and re-(L)ock the target. A minor inconvenience, but annoying nonetheless. Any suggestions on how to fix this, or just live with it? Also, I normally set my torpedo depth to 10'. Any deeper, they all seem to go under the target.
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Old 06-21-09, 04:59 PM   #1237
LiquidSnake
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I hope Iam rigth here.. ive got a Problem.. since ive installed Trigger Maru 1.7.. every Mission starts in Paused mode.. and if i enter the backspace.. to end paused mode.. it will shortly done but then its paused again (so 1 secound after touching backspace).. and it never chenge that.. so i cant play.. anything...!!!

ive installed.. SHIV+all Patches.. + U-Boat Missions and then Trigger Maru 1.7, the HotFix and MaxOptics... and then ive change some things with the silent3ditor.. but only the weapons.. nothing more.. please can me help somebody...?

My System:

Athlon 3200+, 128 Nvidia Card, 2048 Ram, Win XP.. nothing special installed...

PS: Sorry for my bad English, but its hard to write it.. my german is better (like Lothar Matthäus^^)

Edit: my post can be ignored. Ive got it.

Last edited by LiquidSnake; 06-22-09 at 08:04 AM.
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Old 06-22-09, 09:59 AM   #1238
banjo
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Try removing all add ons/mods. Then try the stock game. Does it still do it? If not add UBM and try again. Keep doing that. Add a mod and try it.

If none of that works you might have to re-install the game.

Last edited by banjo; 06-22-09 at 05:26 PM.
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Old 06-25-09, 04:47 AM   #1239
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Not sure if I should mention this but there is an update about TMO 1.8 over at the "other" forum site, a few interesting changes there.
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Old 06-25-09, 08:42 AM   #1240
AVGWarhawk
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Quote:
Originally Posted by Torpedoloader View Post
Not sure if I should mention this but there is an update about TMO 1.8 over at the "other" forum site, a few interesting changes there.

Yes there is
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Old 06-27-09, 11:35 PM   #1241
Mikeb213
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Default Help!

Not quite sure what to do with my SH4. Alright so I got TMO installed but now when I go to play I will go through a patrol, cruise to a port to end my patrol and once I get there about the time the anchor should pop up so I could end my patrol the game locks up and says SH has stopped responding. I have not loaded any other mods because I cant seem to get this one up and running and am afraid to mess this one up. So here is all the info on my set up.

I am running,
Amd 6000 3.0 Ghzx2
4gb of ram
512mb nvidia 8800 GT
Windows Vista Home Basic

What other info can I provide so you guys can help me out?

Ah one other thing to add....so I may be doing this wrong but when I load the game I have to disable the mod first then reenable it once the game has loaded and I am in the office. Anytime I load the game and the TMO screen shows up it never loads.
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Old 06-28-09, 01:18 AM   #1242
karamazovnew
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Welcome Mike.
Are you using SH1.4 or SH1.5 (comes with Uboat Addon)? Did you try doing an alt-tab when it locks at the loading screen? Sometimes you can see a dialog box stating the problem. Usually it's an id missing. As far as I know, even tho TMO is only for Fleet boats, It does depend on the 1.5 files.
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Old 06-28-09, 01:27 AM   #1243
Mikeb213
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I am running 1.4
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Old 06-28-09, 01:42 AM   #1244
karamazovnew
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Well, there's your problem . In that case try to see which version of TMO is still compatible with 1.4. I don't remember as I can't live without Uboats.
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Old 06-28-09, 09:21 AM   #1245
Mikeb213
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Ah so the problem is that 1.7TMO doesn't work with SH4 1.4? Only 1.5?
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