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Old 12-06-09, 07:26 PM   #16
Nbjackso
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Quote:
Originally Posted by JGoldrick View Post
I am enjoying your mod. I have a question about the OBS Scope or Night Scope, the green color seems too be a bit too overpowering. I am having a hard time seeing ships with it, is there a way to lower the tone of the green color? Thanks again.
From the Full Screen Scope Mod read me file. "The green filter for the night scope is the handy work of ArcLight, from his OPCF mod."
Here is the link for that mod for more info: http://www.subsim.com/radioroom/down...do=file&id=554
Back in WWII, the green tint is just a filter. With it, visibility was slightly better, not like night vision of today's technology. I agree with banjo, if you want, try to up the gamma a couple of notches.

Quote:
Originally Posted by banjo View Post
...when I enter the game I am facing the FAN on the aft bulkhead.
This is a glitch, and is documented in the SMMO read me file as a known issue. It is caused by using CapnScurvy's Max Optics mod. It wasn't an issue in the SMMO for TMO 1.7 version, but Ducimus changed something and now the camera faces aft at the start of each mission. If it bugs you that much, just delete the camera.dat file from the Data/Library directory before you enable the mod using JSGME. If you do delete the file, you will lose the extra zoom level from the periscopes, TBT and binocular views.
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Old 12-07-09, 09:07 AM   #17
halcyonskys
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enjoying this mod collection. =) thank you.
does this use lite_fog_V2+Slow_water ?
(kept mine in just in case).

im also using the long wakes. the others for removing more stuff im glad you made as options, becuase i didnt care for those. maybe after i get better who knows.
a couple other extras im using that id like to throw in for possiblitys..
'easy aob' aka TGT Dials to PK fix. small radar contacts stage 1 mod. oaks-hudgauges. more contrast for the design instruments mod.
the tgt dial is a must if you havent tried it out yet. just rocks. =)

i also use CrushDepth, and Torpedo+25%morepowerful, and Websters no crew fatigue, but i guesse those alter the game and arent just visual. (also using scaf, RE, and shipreflect-causticmod5.1).

have a good one =)


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Old 12-07-09, 05:00 PM   #18
Armistead
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anyway to pull the lifeboat with debris out seperate to run with TMO, without all the other.
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Old 12-08-09, 01:30 AM   #19
Nbjackso
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Quote:
Originally Posted by halcyonskys View Post
enjoying this mod collection. =) thank you.
does this use lite_fog_V2+Slow_water ?
(kept mine in just in case).

im also using the long wakes. the others for removing more stuff im glad you made as options, becuase i didnt care for those. maybe after i get better who knows.
a couple other extras im using that id like to throw in for possiblitys..
'easy aob' aka TGT Dials to PK fix. small radar contacts stage 1 mod. oaks-hudgauges. more contrast for the design instruments mod.
the tgt dial is a must if you havent tried it out yet. just rocks. =)

i also use CrushDepth, and Torpedo+25%morepowerful, and Websters no crew fatigue, but i guesse those alter the game and arent just visual. (also using scaf, RE, and shipreflect-causticmod5.1).
I will recite the same warning that every other modder uses when asked if this mod or that mod can be used. DO SO AT YOUR OWN RISK!!!

I'm guessing that if you used these mods with TMO and they all worked to your satisfaction, then they should also work with TMO+SMMO. Just pay attention to witch files are being overwritten and play around with the order if things don't work the way you want them to.

Quote:
Originally Posted by Armistead View Post
anyway to pull the lifeboat with debris out seperate to run with TMO, without all the other.
No problemo. PM me with your email address and I will send them to you.
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Old 12-08-09, 01:54 PM   #20
Armistead
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Tried to PM you, but says your not receiving messages
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Old 12-16-09, 08:53 PM   #21
Armistead
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nb, doe's this mod just have max optics or scaf also. I miss marking ships by the funnels......
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Old 12-17-09, 08:23 PM   #22
Nbjackso
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Quote:
Originally Posted by Armistead View Post
nb, doe's this mod just have max optics or scaf also. I miss marking ships by the funnels......
Yes and no. I did use CapnScurvy's Max Optics and Ship Centered Accuracy Fix mod in SMMO for TMO 1.7. I didn't have to alter any files when I updated the mod for TMO 1.9, but I Think when Ducimus pulled SCAF out of 1.9, it had an effect on SMMO for TMO 1.9. Therefore, I only listed Max Optics in the credits and not SCAF.
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Old 12-18-09, 10:53 PM   #23
I'm goin' down
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Default easy AoB issues

When I installed NMMO initially, I did not pull out any of its mod subfiles. I noticed that there is a New Real Environment and a Real Environment. Initially, the mod seemed to work fine, as I had a new opening screen, etc. I liked the new scopes. It did not affect Easy Aob, an indispensible mod in my opinion, which I activated before NMMO and its related downloads. Then I began having computer problems which are unrelated, I believe, to the mod. My computer is now in the shop. Here is my report on some recent problems I began experiencing yesterday.

Easy Aob: The big problem that arose after I had successfully used it for a while is that moving the target ship on the Aob dial on the Attack Dials did not moving the corresponding target ship course dial on TBT. That effectively negates the effectiveness of the Easy Aob mod. This problem started prior to the time I moved the various subfiles from the initial download, such as New Real Environment, and activated it instead of of the Real Environmentsubfile. For example, when I deactived the Real Environment, NMMO and Longer ship wakes, the Easy AoB mod, which I activated ahead of the NMMO and its related mods, operated properly. The same problem with Easy Aob mod when I substituted the New Real Environment in lieu of Real Environment.

Also, I may be picking up dds at 5 miles which seems a little close. I have heard that sensors are affected in 1.9 when NMMO is activated. Any truth to this?

This could all be related to problems that started with my computer, which went fubar right when this was happening.
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Old 12-19-09, 10:30 PM   #24
thumper
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Default Bashi channel

Every mission from pearl or midway sends me to the BASHI CHANNEL, start of war on..How do i get a new area??
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Old 12-20-09, 09:35 AM   #25
lurker_hlb3
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Quote:
Originally Posted by thumper View Post
Every mission from pearl or midway sends me to the BASHI CHANNEL, start of war on..How do i get a new area??

What the system is telling you is that it can't determine the correct mission to use. The "BASHI CHANNEL" is the default the system uses when it gets into this problem.

To resolve this problem I need to know the following

Name of Pearl Harbor command ( Pacific Fleet or Pacific Fleet, Div 2 )
Type of Sub
Start Date of campaign


Also

Based on a code review of this mod, it is "not" the cause of your problem

Last edited by lurker_hlb3; 12-20-09 at 09:59 AM.
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Old 12-20-09, 01:28 PM   #26
thumper
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Location-Midway ..SubPac..12/8/1941.. Gar class sub..
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Old 12-20-09, 03:32 PM   #27
lurker_hlb3
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Quote:
Originally Posted by thumper View Post
Location-Midway ..SubPac..12/8/1941.. Gar class sub..
can you tell me the mods you have installed and in what order ?
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Old 12-20-09, 04:49 PM   #28
thumper
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I found the problem "Midway Career"..Everything works fine after i removed it..THANK'S for your help..
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Old 05-01-10, 12:36 PM   #29
BillBam
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Is there a way to remove the bearing plotter? It does not scale to 16:10 aspect.

EDIT: Figured it out, deleted the bearing.dds file.

Last edited by BillBam; 05-01-10 at 12:46 PM.
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Old 05-23-10, 06:15 PM   #30
Chubster
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HI.....Does this mod change the way the the range dial works on the attack periscope screen. It seems no matter how i try to click it I can only get a range between 143 and 1241 yards ???

In stock TMO this could be turned to select any range you wanted ?

Really like the rest of the mod so far but this is annoying me
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