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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Sea Lord
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#2 |
Navy Seal
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![]() Which port was that? I've never encountered that before. Do you have any other map or mods enable that overwrite the .loc? Also, I made no changes to the scenery, just use the nav map makeover by Nbjackso, with a few customizations to the files, but nothing with the scenery. Please provide date/time/location/ and description of CTD with the Oyodo. The Oyodo has been a issue at times. However, I have encountered it, identified it with no CTD before, so I included it in the sim. Far as the awful rec manual drawing, that was the one that came with the ship from wherever I found it here on subsim. |
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#3 |
Sea Lord
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Is there an updated version already?
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#4 |
Navy Seal
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Below is a link to the current version.Another update is forthcoming, hopefully by the end of the month.
https://www.subsim.com/radioroom/dow...o=file&id=5965 |
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#5 |
Sea Lord
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hey hello Bubblehead ...
![]() this is a fresh install I do not use any mod that is not from your compile here is my list [MODS] TriggerMaru_Overhaul_2-5_UpdateBH Revised Final = 1 Nav Map MakeOverTMOUpdate = 2 NavMapMakeOverTMOUpdatePatch = 3 AlliedShipsTMO = 4 ShipsforTMO = 5 EAXsoundsim_without_WebstersManeuver_TMO = 6 TMO2_different_smoke_and_splash_effects = 7 IJN_Radar_Fix_2 = 8 TMONewDepthChargesType95 = 9 for the "ctd" that this product when I am at the uzo by consulting the identification manual ... and that I am on the page of the said ship ... see the screen ![]() |
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#6 | |
Navy Seal
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I tried it twice and did not get a CTD flipping through the manual or when ID' the Oyodo. I will try it again. Will you provide date/time/location please? |
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#7 |
CTD - it's not just a job
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Manual- and auto-targeting might make a difference also.
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__________________
"...and bollocks to the naysayers" - Jimbuna |
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#8 |
Admiral
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phooey, just did a NCL_Oyodo_sil, included in a release for FotRS, that correctly displays the Rec Manual image for that ship.... can d/l it for your FotRS set up... & copy that _sil for it, to replace the current _sil that's missing 1/2 of the ships image... that should correct that issue... of the ship missing 1/2 its hull in the manual.
Bubblehead, could reach out to phooey, & see if it'd be ok, for Him... to use that image to use in TMOverhauls mix. Just a suggestion... ![]() ![]() ![]() M. M. post edit : phooey's mod, can be found here : FORTSU 1.7 Ship Silhouette Fix And... per, phooey:
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Last edited by Mad Mardigan; 01-15-22 at 07:21 AM. |
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#9 |
Watch
![]() Join Date: Aug 2012
Posts: 29
Downloads: 136
Uploads: 0
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Perhaps a similiar fix could be done for the issue I'm having? One ship in the id booklet is causing me crashes and the fotrs mod doesn't crash for me. So it's not a ram issue. It has to be the mod.
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#10 |
Sea Lord
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Hello everyone
![]() I don't understand here... I think I was clear I show what I see in my games. The screens are pretty self-explanatory I think. now I haven't checked in the basic TmO 2.5 to see if there are the same problems.. I can't check all of them... another thing that I noticed... some time ago I had assembled RFB 2.0 by the way, it's great..!! for the time I do not understand that such a project was not pursued... the smoking problems are identical to yours so I conclude that you took pieces of RfB and TmO to build yours... however it there were already errors it seems to me in these ... so the errors were reflected in yours ... now I don't need an explanation for the radar besides there is a manual for that "in game" what I want is to stop seeing all these graphic bugs... I'm not familiar with all these mods I master more silent hunter3.. I was a bit fed up with this one... so I'm going to devote myself more to the American navy that I really don't know... Now I understand very well the effort you are making here and I know that you can't all do... besides yours is on the right track and I think that will be part of the best here... especially the navigation which is very good.. whatever the fuel consumption.. the weather.. battery charging.. better than Fotrs (I think Beanie & s7rikeback will cut me out...!! lol ![]() ![]() but what I want is to no longer see bugs of this kind whether on the antenna cables or whatever because it really does stain the mod we are already bored enough with the graphic bugs of the basic games.. if only Nvidia released official drivers to fix these problems with through lights and such... because there is really a problem with anisotropy, anti-aliasing etc... it would really help modders with their creations... I don't understand some here.. those who support Ubisoft who don't give a damn about you for years have not assumed their after-sales service the DMCA it works both ways so it seems to me to stop stamping their logo on the bars loading I do not support people who take me for an idiot.. if you allow me the expression... Hi my friend Mad Mardigan who supports your work here... ![]() A lot of people download your mod and nobody sees these things... I find it strange... or no one says anything .. it's ommerta or what? or maybe my computer is not like the others... FYI, I don't use the steam version, it's the disk version. ![]() ![]() a relic almost impossible to find today or at prices that are too expensive.... Mine is in perfect condition, new impeccable disc.. Last edited by Kal_Maximus_U669; 01-15-22 at 11:20 AM. |
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#11 | |
Navy Seal
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Yes, Ducimus was able to get the subs to historically accurate(mostly) fuel consumption and speeds, which is one of my favorite aspects of TMO. No trolling around the pacific at what is essentially harbor speed. The fuel in TMO takes into account the modification of the ballast tanks to carry fuel, which US subs would use for the transit to area, then once fuel consumed, typically about time arrived in patrol area, would convert tank back to ballast. Originally, this was a "special ability" but he did away with this and made it standard. I have hoped it will be incorporated into FOTRS as well, it may be at some point (not sure) , but I understand why if not, its a lot of time consuming work and testing to implement this, and the numbers for the engine power etc that work in TMO may not work same in FOTRS, can have unintended consequences on other aspects of the sim. More than I would be willing to do at this point when have many things in mod can accomplish. I've experimented with making the subs handle a bit more realistically, a long the lines of RFB but ran into some issues, quite time consuming, so its been put on backburner for now while I finish up things for the upcoming release. |
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#12 |
CTD - it's not just a job
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FotRSU player submarines have completely different settings for almost all sim file settings, and therefore the fuel consumption is quite different. We have worked on that several times, and are only successful in changing battery charge and drain times, besides the fact that the "Range at current speed" uses bad math and is basically useless, which might be why the devs did not have it enabled in the Stock game...
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__________________
"...and bollocks to the naysayers" - Jimbuna |
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#13 | |
Navy Seal
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