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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | ||||
Admiral
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![]() ![]() ![]() besides the interiors it does include a subs folder, with each of the U.S. boats in there... & likely includes a eqp. file an most likely a .dat or .sim file I'd think of course, won't know fo shure until looking... will take a peek inside & see what's what in there... ![]() Quote:
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![]() M. M. ![]() post edit : Ok, after doing a bit of... poking about, in the guts of vickers03's interior mod... In the "library' folder, there are a couple of files there... that may have a bearing on the damages taken or not by other ships... maybe... jus' guessing here... ![]() GraphHitPointsAll.dat That as I am guessing, may be the cause of it... maybe... *shrugs* no idea, as I have no means, much less knowledge of .dat files... ![]() Am more... knowledgeable where it pertains to .cfg & the like that work with using notepad to dink about there... ![]()
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#2 | |
Navy Seal
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I DM'd you about the issue to make sure you saw my response. Yes, I did testing in single mission and the campaign(did a quick edit to a "test" version of the mod I keep on hand. I knew where to find a BIYO MARU) and no such issues on my end. Biyo is a native SH 4 ship (believe it was the old split freighter) and renamed BIYO MARU in TMO. I kept most of the native TMO "maru" names (although I plan to rename them all at some point) I could test with vickers interior mods another time, just had time earlier today to run that test. Based on what you have told me and looking over the files, I believe running the non-compatible interior mods caused the issue. As I mentioned in the README , use caution when using mods outside of those prescribed, overwrites can "break" then mod. Plus side, vickers has said the TMO versions of his interior mods are in the works, so we will have the glory of other compartments at some point. In injunction with this update and the future updates I plan, hope it will really elevate TMO. |
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#3 | |
Admiral
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![]() Aye, got the DM & read it... ![]() ![]() Yeah... took a shot at using it (vickers Interior mod, though slated for FotRS-U, (which is based off an earlier on version of TMO...) figured... what the hey...) Maybe, just maybe... it might work as is without too much hassle... Have to say it was looking good, until I ran into that torp issue. *sighs* Ahh well, not a real big issue, wasn't terribly too invested in that career any way. So, no real big loss there. *shrug* was worth a shot. ![]() Do have to say, outside of that, it did look fab, though... Will eagerly look forward to a TMO based compatible copy of the Interiors mod. ![]() ![]() I am, using vickers original no rust version of the 4K skins mod, along with the battle flags mods (just the conning tower portion of it, with the kill flags for now... when I get some kills, that is. ![]() ![]() M. M. ![]()
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#4 | |
Navy Seal
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The day we have officers quarters, engine rooms, torpedo rooms etc, interiors at all for TMO, I may cry lol. Well, glad were not too invested in that career yet, load up a new one and let me know how it goes. I just started my third patrol in the USS Seal (Salmon Class), March 1942 now in Banda Sea (G6, M1-II) . Testing this patrol with torpedo fix I just released (tested in single missions previously) and the depth charge disturbance mod, which I have tweaked so they don't nerf TMO escorts sonar so much, but still provide that small window of escape, and make it so player does not have to go to 500+ feet every time to get away lol. Played last two patrols without it, TMO escorts are tough lol. Will see how it plays out |
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#5 |
Torpedoman
![]() Join Date: Feb 2009
Posts: 111
Downloads: 488
Uploads: 0
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Started a campaign with the S-boat out of Cavite.
Went north to Luzon to attack enemy "phibs" at Aparri. Twenty or so miles out I came across what appeared to be a single destroyer. It was broad daylight around noon. What I should have done (this is after all TMO) was to dive the boat. But nooooooo.... dummy here wanted to look around a bit then dive. Of course he saw me. As the scope went under he was coming right for me with a bone in his teeth. Turns out he had friends. Five of them to be exact. Five hours later (all run at normal time, no time skip) I managed to get away. Counted over 400 charges dropped. As they left the area I went to periscope depth to watch them leave. Boy was I surprised to see TWELVE destroyers leaving. I guess as the cans ran out of depth charges they had called in reinforcements. Needless to say with a damaged boat , I never made it to Aparri. Currently limping back to Cavite. It is good to be home in TMO. ![]() |
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#6 | |
Navy Seal
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S Boat oh nice. They are significantly more delicate than they were (were kind of tanks to be honest) and can not go nearly as deep as they did in previous TMO versions. Glad you survived. How damaged are we talking? Yes, the Aparri landing force was well escorted in real life and thus is in the mod. I built it based off of published orders of battle(as I did every historical action in the mod) , so each ship you encountered has a historical counterpart and with changes, their help can come from hours away instead of the previous 15 minute limit. In testing been off coast of Japan, been under for hours being depth charge, think I got it, then a new warship contact comes in closing, pinging , finds me and starts process all over again lol. So you were detected and they called for help, their buddies joined in on the party hunting the sub. My first patrol in the mod after release, was in December 1941. I was in Bashi channel and sunk a merchant, two DD's responded about 30 minutes later, detected me from an unusually logn distance and depth charged me about 6 hours as well, one charge came so close, it flooded forward torpedo room and put hull damage up to 24, damaged a lot of equipment, injured crew, boat went out of control for a time to 411 feet while was trying to balance out as repairs were going on, lucky with that hull damage , hull did not collapse from the increased depth. Good to be home in TMO indeed lol. Glad you are enjoying it. What was the max depth you took the S-Boat during the attack? |
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#7 |
Torpedoman
![]() Join Date: Feb 2009
Posts: 111
Downloads: 488
Uploads: 0
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I started at 250' At the end of the fight I was at 320. I was nervous as hell giving the order to go to 320. But she held together.
I lost both periscopes, damaged diesel engines, aft battery, trim pump, compressor and the entire watch crew wounded. I'm trying to get back to Cavite at reduced speed before its closed due to enemy attacks. No way I'm making it to Surabaya. On an even less pleasant note the boat has no SD radar so planes can show real close not giving me much time to dive. Did I mention my boat S-37 has no AA defenses? |
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#8 | ||
Admiral
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![]() Yeah, restart is in S-18 & the Sealion... both just a couple of days outta Manilla. S-18, with orders to head to Celebes sea & await further orders... Sealion, to head just a wee bit north of Aparri in the College area & also to await further orders... jus' hope My career isn't comprised of an over abundance of going to point X (X being what ever locality there.. ![]() ![]() ![]() ![]() A shame it took them soo bloody long to get their heads outta their aft quarters over the torp fiasco, though... ![]() ![]() What's the word on that, the depth charge disturbance mod...? ![]() Quote:
![]() M. M.
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#9 | |
Navy Seal
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Ah yes, the orders can be silly, its an old issue from stock days as well. The orders are untouched from last TMO version, I did not get around to it for this release( Alot more complicated to implement than one would think and can cause problems in campaign) but a revamp is planned in the future for orders to be be more in synch with the update mod. Yes, that is accurate in early days the patrol orders changed quickly, a lot of confusion. In the sim if you don't each your goal, as long as sink a couple ships it usually offsets not reaching the objectives. I used to ignore patrol orders all time and managed to sink. Only thing if have some dry patrols (which in this mod you now will from time to time) and then don't complete orders consistently it affects your renown and more importantly the rating you are assigned internally, eventually will relieve you of command, that is a hard coded thing. Happened to me once when testing some things in campaign, before I knew how to edit the orders assigned in the save file. Depth charges......I've only been depth charged twice on this patrol and it was ineffective on first first one, but second one was decent, still needs adjustment. I stumbled on a carrier and two CA with 6 DD in the Banda Sea off Buru Island at night in March 1942 submerged and attacked, but three premature explosions 10 yards or less from the carrier and one miss when carrier took evasive action caused me to miss. The seas were heavy, so the escorting destroyers were ineffective with their counter attack and the DC disturbances just made it worse, none of the charges came close and they quit hutting after an hour. I reduced the disturbances created by depth charge explosions from 45 seconds per charge to 15, so the AI does not lose track of player as easy. Second attack from a DD after sinking the 9900 ton freighter (KOBAYASHI MARU) her was escorting, directly attacked me for about two hours, seems lost contact and kept dropping astern of me at about 1000-1500 yards for another hour then he went quiet to listen for 45 minutes or so , then left area with the other second ship he was escorting and. Definitely reduced his accuracy in tracking and dropping charges but still provided a decent counter attack, may need a little more adjustment though. For next try, I may reduce the time on each charge to say 10 seconds and the size of the disturbance and try it on next patrol. Plus side, in the second attacked I was able to keep the boat at max depth of 365 feet during the attack, which is very deep for a Salmon class. |
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