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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1321 |
Lieutenant
![]() Join Date: Jul 2009
Location: Tacoma,Wa
Posts: 253
Downloads: 97
Uploads: 1
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Np easy to do!
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![]() Home of the Unorthodox Naval Shipyard
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#1322 |
Helmsman
![]() Join Date: May 2009
Location: Essex, England
Posts: 107
Downloads: 87
Uploads: 0
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Hey thanks for this loads a lot quicker now as it says on the box!
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#1323 |
Lieutenant
![]() Join Date: Jul 2009
Location: Tacoma,Wa
Posts: 253
Downloads: 97
Uploads: 1
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NP . A game pic is always smaller than real pictures so less information to have to compute.
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![]() Home of the Unorthodox Naval Shipyard
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#1324 |
Bilge Rat
![]() Join Date: Aug 2009
Posts: 1
Downloads: 6
Uploads: 0
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Hi I have question Is It normal that when i attack merchant ships surfaced suddenly everything goes broken on my tambor? I use deck gun for some time fire aim fire aim fire and for one second i have information about everything destroyed on my ship, strange. Of course merchant ship opens fire but i dont think that he can put ammo for some time then in one moment destroy everything in the line
The same think happened after destroying previous merchant at the end i`m leaving the battle on the depth about 55m and guess what happened: hull damaged battery damaged fuel 25% etc etc.... ver1.5 TMO1.7(plus two fixes)thenRSRDthenRealEnviromentMod First mission in campaign: Hunt for merchant ships Are there any easy tricks for higher fps because after installing those mods my submarine runs like on the stones?(i think because of the constant fog) Last edited by garm44; 08-13-09 at 03:41 AM. |
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#1325 | |
Seasoned Skipper
![]() Join Date: Dec 2008
Location: Arizona
Posts: 665
Downloads: 104
Uploads: 0
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Thomas Jefferson - "When the people fear their government, there is tyranny; when the government fears the people, there is liberty." |
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#1326 |
Weps
![]() Join Date: May 2005
Posts: 369
Downloads: 16
Uploads: 0
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Hello Skippers,
I'm back after a long hiatus....Anyhow I've downloaded 1.7 and hotfixes. I assume Duci's work is awesome as usual. 1.8 is still in beta?
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#1327 |
Rear Admiral
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It's still a beta. I've played with it for awhile. Think it need's some more adjusting. Not sure if others have it, but you have to be careful about being spotted. I got a sound contact at night and a merchant was about 4000 yards away. Right before I sunk it with the DG I finally got the ship spotted message. Really have to be careful with TC. Got a sound contact and was tracking...no crew messages yet and a dd was blasting me away.
Love all the clickable dials. You can almost run the sub without the icons showing. Love the sounds. He tweaked the env. I get a bright outline at scope depth I don't like that I didn't have with real env...could be my card. The Captains room is a nice feature but really no use but eye candy. After a few adjustments I think it will be great. |
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#1328 |
Admiral
![]() Join Date: Apr 2007
Location: Florida
Posts: 2,279
Downloads: 54
Uploads: 0
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I have a question reguarding the DCs in this mod. Now I know that TMO isn't 100 percent when it comes to realism but there is one thing that I have noticed while playing and that is the Japanese destroyers being able to set a depth charge well below 150 feet prior to 1943. I quote the book "Escape from the Deep": O'Kane had cut no corners in preparing his new boat and crew for combat, pushing both to the limit. He knew that the Japanese where becoming more and more skilled in antisubmarine techniques. Indeed, they had caught up fast. Until 1943, they had been ineffective on the whole in combating U.S. submarines. The depth charges they used had not been as powerful as the American ones and been set to explode only at depths above 150 feet. This meant that as long as boats went to 300 feet during evasion, they stood little chance of being sunk by a depth charge. So can this be in anyway added to the mod? Keep in mind the Slient Service lost less subs to DCs then the U-Boot Waffe did.
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"When you're born into this world, you're given a ticket to the freak show. If you're born in America you get a front row seat." - George Carlin |
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#1329 |
Swabbie
![]() Join Date: Sep 2005
Location: Maryland
Posts: 8
Downloads: 11
Uploads: 0
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Hi,
Does anybody know where I can still download the Trigger Maru mod for SH4 v1.4? Can't seem to find a good location searching the SUBSIM forum or the Web. ThankS! |
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#1330 |
Officer
![]() Join Date: Jan 2008
Location: Herriman, Utah
Posts: 247
Downloads: 398
Uploads: 3
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Click on downloads at the top of this page. Click on SH4, Then Mega Mods. There you'll find TMO v1.4.
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#1331 |
Navy Seal
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Just downloaded TMO 1.8beta. Wow! That is visually impressive. Time to sink some hapless victims!
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#1332 |
Seaman
![]() Join Date: Mar 2004
Posts: 31
Downloads: 27
Uploads: 0
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i haven't' been able to find TMO_EnableUboat_ver3
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#1333 |
Admiral
![]() Join Date: Aug 2003
Location: Michigan, USA
Posts: 2,387
Downloads: 21
Uploads: 0
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#1334 |
Ocean Warrior
![]() Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
Uploads: 0
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I download TMO1.7, fix, and SCAF TMO fix and added RSRDC and fix. Only forward torpedo compartment has its crew. The boat won't take commands re speed. WTF? Any suggestions.
If my guns had their crew I could shoot at passing boats, but .... |
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#1335 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
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Battle Stations to long ?
Pardon obvious, I'm goin' down.
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