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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#4606 |
Ace of the Deep
![]() Join Date: May 2005
Location: Off your Stb side with good solution
Posts: 1,065
Downloads: 44
Uploads: 0
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I have to agree FiFi.... if there is nothing to sink, then at the very least the mission should be to partol sector X for X hours/days. Hard to complete a mission to sink ships if there are none there!
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#4607 |
CTD - it's not just a job
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One thing to remember about SH4, is you don't have Admiral Lockwood or Fife to chew on your backside when you come back, so if you are taken to a location from a "Proceed immediately to Convoy College and standby for further orders!" (or some-such) and once you arrive there, you get "You are to conduct anti-shipping operations. Spare no mercy!" (or some-such), there is nothing binding you to that area. Allow for fuel consumption, and go where you can find ships. In the overhead radio rack in the Control Room (if I'm remembering my TMO correctly) should be a link for a "Convoy Routes" map that you can look at to get ideas from. Go and be careful! Sink 'em all!
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"...and bollocks to the naysayers" - Jimbuna |
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#4608 |
Ace of the Deep
![]() Join Date: May 2005
Location: Off your Stb side with good solution
Posts: 1,065
Downloads: 44
Uploads: 0
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Just discovered that by accident.... after 4 days of Patrolling and no ships...I went off to the Philippines and sunk two ships. To my surprise I get a mission complete off of the Marshall Islands
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#4609 |
A-ganger
![]() Join Date: Nov 2008
Posts: 72
Downloads: 190
Uploads: 0
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is there a clock mod that can make clock bigger, have hard time seeing it?
is there something that flips scope 180'. was looking 180, looked away and it was now point 0'? the range dial; is there away of getting rid of it? hit the fire button and range sets to something else... is it 'normal' for sonar guy to lose contact after torp hits? did re-acquire fleeing ship, but didn't see ship that had lost power 500 yards away. so, when on the surface, if seeing whole ship that just came into view; what range is that? or what is the horizon view range from the bridge. Last edited by DaveR; 04-05-19 at 11:23 AM. |
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#4610 | |
Medic
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http://www.subsim.com/radioroom/down...=4063&act=down theirs a nice set of Chronographs and instructions on were to find it in your ini file. I haven't found the Range wheel yet but I know exactly what you mean... ![]() made me chock on a big fat convoy attack when id not seen the range wheel jump. anyway use the stock game intres for your ini file its almost twice the size of TMOs and you can use any one of those very nice chronos ....and remember to Back up your ini file. case you get lost in there. |
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#4611 |
A-ganger
![]() Join Date: Nov 2008
Posts: 72
Downloads: 190
Uploads: 0
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thanks divemonkie, looking into now.
![]() (had launched two torps, as scope was going down, noticed 2nd torp veered to the left, supposed to be '0' gyro. noticed range had changed from 1K to 4K yards) ![]() ended first mission in marshal islands (MI), with 2 ships and 18K tons. it would have been more if not for dud, dud, dud, dud ………… in fact, last ship was finished off by 35 shells. ![]() and then there was the unusual; chasing contact, just below the coral reef at 8'49"/162'39", in open water, when 'BANG', took 9 points hull damage, minor damage in different compartments and all the crew got minor injuries in two compartments. all damage/injuries were cleared up after 15 minutes. tree trunk? looked around, couldn't see nothing and depth gage said over 1000 feet. (?) ![]() then later, right when I loaded a saved game, another bang and alarms went off. the only damage I could find was 2 points against the AA gun. ![]() ![]() after the sinking's, the MI area was now swarming with patrol craft. no matter where I went, one after another; (actually, all were patrol craft). learned a way of determining these bloodhound craft. would start a long range tracking. if tracking changed radically, would turn the craft so it was at 6 o'clock. would then go to flank; but, of coarse, would lose contact in sub's wash. after around 10 min, would turn 20 degrees and yep there is the bloodhound. normally, after another 15 or more minutes, would lose contact. ![]() |
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#4612 |
CTD - it's not just a job
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For whatever reason, if your sub takes damage during a session, and you save that session, no matter what caused that damage in the first session, it is heard all over again when you reload... very strange behavior. You might also hear a "Passing thermal layer" if you did that... But damage from an anti-subnet will cause the scream of the banshees in your boat, every time after when you load that Save game... Keep your ear cans off, and the speakers turned down when you re-load. It is also better to make certain that there is no damage to your sub when you go to Save, else you may end up with it right back where it was when you first incurred the damage. One of several weird parts of the SH4 Save "System"...
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__________________
"...and bollocks to the naysayers" - Jimbuna |
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#4613 | |
Medic
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see if I can post this without screwing it up [G29 I4] Name=Chronometer Second Type=1031;Stat bmp array ItemID=0x2902000E ParentID=0x29020000 Pos=150,-82,12,184 Zone= 119 686 12 184 0 1 0x2902000C 0.5 -0.5 0x2902000E -0.5 0.5 0 0 [G29 I5] Name=Chronometer Minute Type=1031;Stat bmp array ItemID=0x2902000F ParentID=0x29020000 Pos=152,-94,8,52 Zone= 121 674 8 52 0 1 0x2902000C 0.5 -0.09 0x2902000F -0.5 0 0 0 [G29 I6] Name=Estimated Second Type=1031;Stat bmp array ItemID=0x29020010 ParentID=0x29020000 Pos=150,-82,12,184 Zone= 119 686 12 184 0 1 0x2902000C 0.5 -0.5 0x29020010 -0.5 0.5 0 0 [G29 I7] Name=TimeOfDay Hour Type=1031;Stat bmp array ItemID=0x29020008 ParentID=0x29020000 Pos=145,-87,22,174 Zone= 114 681 22 174 0 1 0x2902000C 0.5 -0.5 0x29020008 -0.5 0.5 0 0 [G29 I8] Name=TimeOfDay Minute Type=1031;Stat bmp array ItemID=0x29020009 ParentID=0x29020000 Pos=148,-76,16,196 Zone= 117 692 16 196 0 1 0x2902000C 0.5 -0.5 0x29020009 -0.5 0.5 0 0 [G29 I9] Name=TimeOfDay Second Type=1031;Stat bmp array ItemID=0x29020011 ParentID=0x29020000 Pos=151,-201,8,60 Zone= 120 567 8 60 0 1 0x2902000C 0.5 -1 0x29020011 -0.5 1 -1 11 [G29 I10] Name=Torpedo Sec Type=1031;Stat bmp array ItemID=0x29020002 ParentID=0x29020000 Pos=152,-201,10,62 Zone= 121 567 10 62 0 1 0x29020007 0.5 -0.5 0x29020002 -0.5 0.5 0 -7 Name=Torpedo Min Type=1031;Stat bmp array ItemID=0x29020003 ParentID=0x29020000 Pos=153,-185,8,80 Zone= 122 583 8 80 0 1 0x29020007 0.5 -0.5 0x29020003 -0.5 0.5 0 0 [G29 I12] Name=Estim Sec Type=1031;Stat bmp array ItemID=0x29020004 ParentID=0x29020000 Pos=152,-195,10,60 Zone= 121 573 10 60 0 1 0x29020007 0.5 -0.5 0x29020004 -0.5 0.5 0 0 [G29 I13] Name=Estim Min Type=1031;Stat bmp array ItemID=0x29020005 ParentID=0x29020000 Pos=152,-94,8,52 Zone= 121 674 8 52 0 1 0x2902000F 0.5 -0.5 0x29020005 -0.5 0.5 0 0 [G29 I14] Name=Small Dial Type=1031;Stat bmp array ItemID=0x29020007 ParentID=0x29020000 Pos=117,-185,80,80 Zone= 86 583 80 80 0 1 0x2902000C 0.5 -0.965 0x29020007 -0.5 1 1 0 [G29 I15] Name=Close button Type=1032;Button ItemID=0x2902000D ParentID=0x29020000 Pos=146,-48,20,18 Zone= 115 720 20 18 0 1 0x29020000 0.5 -0.16 0x2902000D -0.5 0 0 0 [G29 I16] Name=Big Dial Type=1031;Stat bmp array ItemID=0x2902000C ParentID=0x29020000 Pos=58,-76,196,196 Zone= 27 692 196 196 0 1 0x29020001 0.5 -0.505 0x2902000C -0.5 0.5 0 0 [G29 I17] Name=Handle Circular Outside Type=1031;Stat bmp array ItemID=0x2902000B ParentID=0x29020000 Pos=38,-66,236,234 Zone= 7 702 236 234 0 1 0x29020001 0.5 -1 0x2902000B -0.5 1 0 0 [G29 I18] Name=Big picture Type=1031;Stat bmp array ItemID=0x29020001 ParentID=0x29020000 Pos=38,-46,236,254 Zone= 7 722 236 254 0 1 0x29020000 0.5 -1 0x29020001 -0.5 1 0 0 [G29 I19] Name=Chronometer Checkbox Type=1033;Check box ItemID=0x2902000A ParentID=0x29020000 Pos=132,-10,48,36 Zone= 101 758 48 36 0 1 0x29020001 0.5 0 0x2902000A -0.5 1 0 0 these are the stock game chrono pos and zones. this should double the size of TMOs. Oh Crap! it worked. back up first case I missed somthing... Last edited by divemonkie; 04-06-19 at 09:23 PM. |
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#4614 |
A-ganger
![]() Join Date: Nov 2008
Posts: 72
Downloads: 190
Uploads: 0
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didn't understand what you were doing divemonkie and was hoping for something easier. but, figured it out and appears to work great. thanks.
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#4615 | |
Medic
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![]() should have just posted the zones and pos for you, took me awhile just to figure out how to post it. anyway glade to hear its working. I was having the same problem. as for range I've just started closing it after inputting all my data before I fire. Not ideal but it works. ![]() |
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#4616 |
Nub
![]() Join Date: Jun 2019
Posts: 4
Downloads: 4
Uploads: 0
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ok noob question because I couldn't find it in the manual or forum search, but does radio stations not work in TMO? I can't find the button to pull up radio and change stations or even use it.
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#4617 |
CTD - it's not just a job
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On the "Misc" menu item tab at the bottom edge, hit the "Radio / Map" button
![]() You can drag that down to view the map ![]() Unfortunately, it does not resize the radio for old eyes... ![]() If you look closely at the radio, there is a "Previous Channel" and corresponding "Next Channel" dial either side of the red and green "lights". The power "On / Off" switch "hides" the thing. TMO does not add any "stations" to the radio, so all you'll have is "Washington", which is a "news" station. The "Gramaphone" button, next to the Radio button on that same "Misc" menu can play music, and operates in a similar manner. TMO does include some period Big Band music. If you add a radio station mod to the game, be sure and download Digital Trucker's Radio Station Manager to check the mod for conformity. Unlike with some of the messages in the "message.txt" file in the Campaign folder, where the message won't display if the dates are out of sequence, in the Radio applet, that can crash your game. The Radio Station Manager can help get the dates in the proper order. ![]()
__________________
"...and bollocks to the naysayers" - Jimbuna |
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#4618 | |
Nub
![]() Join Date: Jun 2019
Posts: 4
Downloads: 4
Uploads: 0
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Last edited by JiggatheBAWS; 07-02-19 at 08:28 AM. Reason: clarity and quoting |
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#4619 |
CTD - it's not just a job
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Welllll... one of the problems with doing a mod like they did in TMO with that radio, is that if a player uses a smaller screen resolution than what is designed for the "slide-out", then you will have issues with the player being able to "see" it. Since it comes out from the upper-left, see if you can't "grab" a corner of it with your mouse moved up into that corner, maybe it will turn into that "X" icon you can see of my mouse in the first screen grab. ?? Click and drag, if you can.
How about mentioning what your Windows video card is, as well as what your display monitor is, and what it is capable of, as far as screen resolution, and what you have it set to in Windows. Also, when at the main menu in TMO, click on the "Options" choice, and then "Graphic Settings", and on that settings screen, look at the "Game Resolution" drop-down box. Mine is set to "1920x1080, 16:9, 60Hz" on this computer. On my laptop, it is "1600x900, 16:9, 40Hz", but yours might be set to something like "1024x768, 5:4, 60Hz" (the game's default), while your actual Windows display is set to something higher. You want to "match" the monitor's "Native" (aka: "recommended" in 'modern' Windows) resolution in Windows and SH4 both. That might make it to where you can at least "see" the radio as in my first picture above, but it might also make it show like it does in the 2nd picture, or maybe something in between... ![]()
__________________
"...and bollocks to the naysayers" - Jimbuna |
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#4620 | |
Nub
![]() Join Date: Jun 2019
Posts: 4
Downloads: 4
Uploads: 0
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