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Old 03-19-25, 05:42 PM   #1
millnate
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Quote:
Originally Posted by Huno41 View Post
Try activating realistic sound travel in the options, fixed it for me.
BH,

I came across this comment, tried it, and I am no longer getting a CTD during that torpedo attack tutorial in the fleet school!!!

Seems the realistic sound travel needs to be activated in the game’s sound options!
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Old 03-19-25, 05:53 PM   #2
Bubblehead1980
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Quote:
Originally Posted by millnate View Post
BH,

I came across this comment, tried it, and I am no longer getting a CTD during that torpedo attack tutorial in the fleet school!!!

Seems the realistic sound travel needs to be activated in the game’s sound options!

Interesting. I always heard it would slow things down, cause CTD. Hmm. Glad that appears to have solved it for you.
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Old 03-20-25, 12:57 AM   #3
Bubblehead1980
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Quote:
Originally Posted by millnate View Post
BH,

I came across this comment, tried it, and I am no longer getting a CTD during that torpedo attack tutorial in the fleet school!!!

Seems the realistic sound travel needs to be activated in the game’s sound options!

I believe you are on to something. I just tried the cruiser training mission with realistic sound travel on, no CTD when fired torpedoes or on impact


Same exact setup, but without the sound setting, CTD after launch hmm.
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Old 03-20-25, 05:24 AM   #4
adrians69
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Submarine school torpedo tutorial works ok for me with no CTD. Just ran it 4 times to be sure it wasn't a fluke
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Old 03-20-25, 09:51 AM   #5
millnate
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Originally Posted by adrians69 View Post
Submarine school torpedo tutorial works ok for me with no CTD. Just ran it 4 times to be sure it wasn't a fluke
Was “ realistic sound travel” enabled in the sound settings?

I’ve run it a few times with no more CTD with that enabled. Makes sense with the built in EAX sound mod.
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Old 03-20-25, 06:03 PM   #6
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Screenshots from patrol in December 1941.


https://www.subsim.com/radioroom/sho...d.php?t=107786
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Old 03-20-25, 10:43 PM   #7
Bubblehead1980
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Default WIP TMO Update BH V2.1

Just a little update....


1. Reviewing/refining patrol orders in campaign

2. Reviewing, refining campaign traffic

3. Refining ships....hope to add "defensive depth charge" ability to some merchants as have read about them.

4. Restore lethality of TMO's aircraft.

5. Enhanced visual sensors for submarine watch crew

6. historical adjustments to SD radar to reflect its limitations
Also wish to make it where SD can be switched on/off as it is possible.

7. Player will operate from Corregidor December 19-30 1941 as Manila
and Cavite were untenable due to air raids, Manila declared open city as well.

8. Pacific Fleet Division 2 leftover from original TMO focused on special operations, which have been entirely reworked to be more in line with history. Considering making this a flotilla for use later war by older boats like Salmon, Porpoise, Sargo which began to patrol bypassed areas and perform lifeguard missions, as well as other special missions.

9. Fleetboats operating from Dutch Harbor in summer 1942 when assigned to patrol off Kiska and Attu after Japanese invasion.

10. If have time, refine new construction careers previously worked on, not included in last release

11. Spruce up the SUBRON 50 campaign in ETO .

12. Clean up the navigation map.

13. If possible get light houses that render at more realistic distances.

14.* WOLFPACK COMMANDER ADD-ON


I have begun preliminary work on a wolfpack commander add on. As most are away with AI submarines that can fire torpedoes now in TMO, there are wolkfpack assignments in the campaign. Of course this is scripted by simulating contact/orders through placement of AI subs with messages.

The AI subs will respond to and attack convoys when player makes contact report within range.

Once player makes rank of Captain, would simply add on the mod via JSGME and will give player patrol orders as wolfpack commander in assigned area with so and so submarine. Takes a lot of scripting and work to achieve it but could be interesting and add another level vs retirement or continuing on as a Captain commanding a sub.


I have limited time so if anyone is willing to test but also help out, much appreciated, let me know.
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Old 03-21-25, 01:31 AM   #8
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Quote:
Originally Posted by millnate View Post
Was “ realistic sound travel” enabled in the sound settings?

I’ve run it a few times with no more CTD with that enabled. Makes sense with the built in EAX sound mod.
Yes, I always have that enabled
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Old 03-23-25, 05:07 PM   #9
ElCid97
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For what it's worth:

https://pigboats.com/index.php?title..._Mark_9_Mod_1B

I'm sure you folks have this already down-packed when it comes to getting and finding references, but I figured "why not" when I ran across this when trying to fix some BuPers issues I'm having.

It was more of a "rabbit hole" thing when I was trying to find info on the S-Class. I'm trying to update the thing's "upc" file and I'm also trying to update some of the weapon stuff, but "upc" files in general, unfortunately, have been driving me crazy this weekend.

I thought it may help if you were thinking of any weapons updates such as adding the older Mk9 Mod1B as an option in the Asiatic Fleet or Alaska either early in the war or in pre-war stuff.

ElCid97
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