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View Poll Results: How should Aircraft visual detection be?
Leave it as it is. Submerged detection is part and parcel of TMO. 8 15.69%
Change it to be a MAD like sensor in late 1944 like the beta patch has already done. 43 84.31%
Voters: 51. You may not vote on this poll

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Old 02-09-11, 08:06 PM   #16
Hylander_1314
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As far as a radio room, or Captain's Quaters type thing goes, unless it serves a real purpose, why bother? If you could go there, and get reference data, like in SH-1 where you could see the calender date, and the moon phases, it would be great. It's nice to know what the moon will be like for that night, as it greatly affects how one sets up night attacks.

Just my 2 bits. (adjusted for inflation), and I'm a practically minded player. Bells and whistles are nice, but unless they contribute to something more than eye candy, I have no need for them personally.

Also, no sense wasting time on something and burning out if there are more pressing things that could really use the attention.
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Old 02-09-11, 11:42 PM   #17
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Quote:
Originally Posted by Jan Kyster View Post

Things flavoured to your taste has always worked very fine. At least for me!
Heh, has worked for a lot people apparently. It's a little disconcerting when the mod your working on reach's an audience as far as Korea. ( Link ) . I say it's disconcerting because eventually, I'm going to make a decision that will be a royal screw up, and EVERYBODY is gonna know it. I've been told people in France and other places play it too. I just googled around and saw people talking about the mod in places id never think they'd be discussing submarine sims. I guess it's not called the "world wide web" for nothing, eh?

LOL, it just occurred to me that some of my past acquaintances on subsim, must think i have an ego the size Texas. Heh, well im glad people like the mod, but i never wanted a large audience. Espeically when i think of all the things that could have been done better.
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Old 02-10-11, 12:29 AM   #18
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Quote:
Originally Posted by Ducimus View Post
Heh, has worked for a lot people apparently. It's a little disconcerting when the mod your working on reach's an audience as far as Korea. ( Link ) . I say it's disconcerting because eventually, I'm going to make a decision that will be a royal screw up, and EVERYBODY is gonna know it. I've been told people in France and other places play it too. I just googled around and saw people talking about the mod in places id never think they'd be discussing submarine sims. I guess it's not called the "world wide web" for nothing, eh?

LOL, it just occurred to me that some of my past acquaintances on subsim, must think i have an ego the size Texas. Heh, well im glad people like the mod, but i never wanted a large audience. Espeically when i think of all the things that could have been done better.

You're kind of modest duci lol, TMO is an amazing mod, esp since it's a one man op.

I like the MAD sensor as the poll shows most of us do.Also, keep the captains cabin and radio room please.I know its eye candy but its nice to have another compartment, even if its a pseudo one, until Captain America returns(if he does) and finishes his project.Nice to have a place to "hang" until contact is made then can move from the cabin tot he control room to the conning tower and to the bridge if needed, an immersion thing but it adds to the game in my opinion.
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Old 02-10-11, 02:14 AM   #19
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Quote:
Originally Posted by Bubblehead1980 View Post
TMO is an amazing mod, esp since it's a one man op.
.
Not entirely, i did have some (or a lot) help in various parts of it. Interiors, torpedo textures, and the UI graphics is a great example of that.
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Old 02-10-11, 08:02 PM   #20
Jan Kyster
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Quote:
Originally Posted by Ducimus View Post
...when i think of all the things that could have been done better.
That's your curse. The rest of us are ignorants and busy enjoying what we actually got.

Quote:
Originally Posted by Ducimus View Post
Not entirely, i did have some (or a lot) help in various parts of it...
Yeah, the credits list in TMO manual is incredible. Creme-de-la-creme!

Originally I would have said something like "Your package has always given me endless hours of fun", but even as a non-native english speaking guy, I know there's something not quite right with that phrase...



But reason for posting is this little list of things I would like in TMO 2.1

Longer gun range! It is very cool to be shelled from +10km range to enemy
Agents reports! Long list of historic messages to be merged into to messages.txt.
Tater & Co's merchant pack! Shimmering or not - this is the best stuff!
YamatoForever destroyer packs! Great ships and great conversion by YF!
Nagato and Myoko mod
AOTDMadMax's packs
Narwhal - the new one!
Large life boat by Privateer
Destructible factories... would be the coolest missions ever: bombard this!

Subron 50 - would really like to see this in the TMO package.

Surcouf?? after all she was on her way to join the USN!



OT - I promise never ever to pester you again with this, but have a tour and please rethink my offer. It is good medicine: http://www.linie.com/
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Old 02-10-11, 08:46 PM   #21
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Quote:
Longer gun range! It is very cool to be shelled from +10km range to enemy
Excellent Idea! I'll actually get to work on that when i get home. I hit a wall this morning of "ok.. thats done... now what ?". This is doable.

Quote:
Agents reports! Long list of historic messages to be merged into to messages.txt
Sounds like a mod somewhere?

Quote:
Tater & Co's merchant pack! Shimmering or not - this is the best stuff!
YamatoForever destroyer packs! Great ships and great conversion by YF!
Nagato and Myoko mod
AOTDMadMax's packs
Large life boat by Privateer
This all sounds like "Major revision/addition" stuff. Not, something small enough to be considered part of a patch.

Quote:
Narwhal - the new one!
No, i will not (and cannot) include this. Its a subsim donation download and I don't care to backstab the powers that be.

Quote:
Destructible factories... would be the coolest missions ever: bombard this!
Huh? Link please.


Quote:
Subron 50 - would really like to see this in the TMO package.
I'd have to create my own. This is alot to ask for.
Quote:
Surcouf?? after all she was on her way to join the USN!
Creating a TMO compatible version is on my mental to do list. But it will not be included. A.) I didn't really check and ask. and B.) its beyond the scope of a patch.
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Old 02-10-11, 09:30 PM   #22
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Great! 1 out of 10 is actually a brilliant score for me!

The Agents Reports is a mod by Danurve http://www.subsim.com/radioroom/showthread.php?t=170062

Zel's work on Destructible Factories http://www.subsim.com/radioroom/showthread.php?t=177771

Haven't heard from him for a while, but sending hope he's okay.


Regarding the Narwhal then Neal released it to be a regular download http://www.subsim.com/radioroom/show...&postcount=859


And Subron 50... I'm fully aware it's a lot to ask for!
Was put in the list, since this is the "only" thing missing in TMO for it to be a complete Fleetboat mod.

But hope you one day in the future will be bored and then...! taa-daah!
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Old 02-11-11, 05:52 PM   #23
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Thus far....

- I've fixed submerged water coloration in the enviorment. Now it's more in sync with the surface lighting conditions then what i was before.

- Added "Own ship" to the TDC panel in the periscope view. I saw a post awhile back mentioning this missing label and wondered why i hadn't noticed it myself.

- Historical green linoleum floors are back. Along with checked steel plating in the conning tower. I swapped out one of the newer interior texture file for an older one, to my surprise it worked without issue.

- Added a "Jury Rigged Ice Creamer" to the after battery compartment to most (but not all) boats because it was easy.

- Cleaned up watch officer vocals. (Graph file - again). I mean I REALLY cleaned up the file this time. He should vocalize all orders most of the time now without any "yes sir yes sir".

Still have to add a few lines to him though (IE weather report), assuming they work. (probably wont). Trying to get him to point in the right direction when a ship is spotted. He and the watch crew is supposed to point at the target , but don't. Either the logic in the file is off, or the subcommand the graph file uses internally isn't working in SH4.

- Increased AI gunnery range by 67%.

- I tried (and failed) to get the OOD (aka navigator files) to vocalize depth under keel. I ended up getting drunk and going to bed instead.


I think I might try........
- to get the radarman to vocalize some response for radar signals detected. (I predict failure)

- Puts around with the OOD at battle station graph file (where he stands next to the scope). He needs more life to him.

-Tweak sub damage zone dimensions. (for instance theres a reason why when your flooding, you always sink stern first. )


Why am i doing this again? I already forgot. The hangover doesn't help.
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Old 02-11-11, 05:58 PM   #24
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I don't want to get weird, but I could hug you, man.

Can't wait for updated patch.
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Old 02-11-11, 06:27 PM   #25
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Quote:
Originally Posted by Jan Kyster View Post
Longer gun range! It is very cool to be shelled from +10km range to enemy
Good Gawd! What is this obsession with long range gun fire?

This makes no sense from either a historical or a ballistics perspective. Hitting a small target from such a range, with any gun, is very very hard (meaning unlikely). This would be like having Mavis bombers bomb from 20,000 ft.



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Old 02-11-11, 06:35 PM   #26
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Keep in mind, just because they can shoot at X range, doesn't neccessarily mean they'll hit at X range.
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Old 02-11-11, 06:43 PM   #27
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longer gun range is cool

I tried it myself for the Surcouf and it was lots of fun !

regards

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Old 02-11-11, 07:32 PM   #28
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Quote:
Originally Posted by TorpX View Post
Good Gawd! What is this obsession with long range gun fire?

This makes no sense from either a historical or a ballistics perspective. Hitting a small target from such a range, with any gun, is very very hard (meaning unlikely). This would be like having Mavis bombers bomb from 20,000 ft.
I forget the submarine or the thread, but there was a Submarine hit by a shell and had another miss close behind that was fired so far away they couldn't tell if it was a DD or a cruiser firing them.

From a ballistics perspective it makes sense though, given these guns had rather large ranges. Keltos had a historical stat sheet for some jap destroyers which had their max range at 17000 yards (From memory, anyway) If they could hit at this range remains to be seen, of course, but DD's hold fire until well under 10000 = /

Last edited by Mescator; 02-12-11 at 12:16 AM.
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Old 02-11-11, 09:10 PM   #29
I'm goin' down
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Quote:
Originally Posted by Ducimus View Post
Heh, has worked for a lot people apparently. It's a little disconcerting when the mod your working on reach's an audience as far as Korea. ( Link ) .
TMO is so realistic that you got the The Dearest Leader of North Korea hooked. He commanded his Navy to immerse themselves in it, especially radar evasion tactics. Then the DPRK Navy used TMO tactics to attack and sank the South Koren Navy ship a few months ago. Of course they deny it....
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Old 02-12-11, 12:29 AM   #30
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Quote:
Originally Posted by Mescator View Post
I forget the submarine or the thread, but there was a Submarine hit by a shell and had another miss close behind that was fired so far away they couldn't tell if it was a DD or a cruiser firing them.
I have incidents like that from two sources. One is in "50 North. An Atlantic Battleground" by Alan easton. They were perhaps 2-5 meters from getting a direct hit on a U-Boat at 15000 meters range...

And it might very well have been U-333, Peter Cremer, that was the target. He told the story of when they were stalking a convoy, when suddenly a large splash next to the boat got them all wet. With absolutely nothing in sight... Alaaarm!

I may not ask for or even know if it's possible with that kind of gun range, but the in-game range of some 4 to 6 km before engaging is kinda... lame...


Good to see it's part of TMO now!

Or maybe not...?

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I ended up getting drunk and going to bed instead.
What an absolutely brilliant move!
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