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Old 09-13-07, 07:48 PM   #1
panthercules
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Quote:
Originally Posted by Redwine
[I am starting to hate patch v1.3, really i am thinking seriouslly to roll back to v1.2... the only real improvement of v1.3 over v1.2 is the enemy AI, but to have it, we must to accept lot of things ruinied by patch v1.3.

Enemy AI may be tweked any way.... we can do it, i am thinking seriously to roll back, the only think apreciated into v1.3 is the no DVD exe, but v1.3 intruced more bugs than fixes.
Interesting that you should say that - I remember seeing a few posts to that effect shortly after the patch was introduced, but I haven't seen anybody saying it lately. I wonder (without having had time to search for it) - has anybody actually compiled a list of the specific changes introduced by the 1.3 patch that were not just things that modders had already figured out how to deal with after 1.2 or could be done by users modding 1.2? and then maybe compared that list to the list of whatever bugs or glitches might have been introduced by 1.3?

It seemed to me like there had been more positives than negatives with 1.3, but if it does turn out that many of those positives could have been achieved by modding 1.2 and that 1.3 broke stuff as relatively critical as battery life, it might be interesting to see how they really stack up in this respect.
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Old 09-13-07, 09:11 PM   #2
Dogster
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I copied all the subs out of the sub file from TM 1.2 then over wrote those in the sub file for patch 1.3 and it has worked so far, no bugs. I have the longer battery life. I saved of copy of the original sub files, so if things didn't work out or I just want to change them back I can.
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Old 09-13-07, 10:17 PM   #3
panthercules
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Quote:
Originally Posted by Dogster
I copied all the subs out of the sub file from TM 1.2 then over wrote those in the sub file for patch 1.3 and it has worked so far, no bugs. I have the longer battery life. I saved of copy of the original sub files, so if things didn't work out or I just want to change them back I can.
Interesting idea - think I'll give that a try - Thanks for the suggestion. BTW - is there a reason you used TM 1.2 instead of the latest version? If so, do you know where one can still find TM 1.2? I checked the TM thread (quick scan only - could have missed something) and only saw links to the latest version.
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Old 09-14-07, 09:22 AM   #4
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I like TM 1.2, I played it for months. When I download a mod I save In a filed I call unzipped mods, then I extract to another folder. Finally I put it in the JSGME "MODS" folder in SH4, yada, yada yada. I'll get to the point. I have a lot of old antiquated mods. I do this file/folder swapping a lot.
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Old 10-15-07, 12:15 AM   #5
panthercules
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Well, finally found a copy of TM 1.2 to download, and just tried it. A real bust - tried the TM 1.2 sub files, and got only 12-13 hours battery life at 2 knots in my Salmon class boat - clearly not working

Any other ideas out there?
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Old 10-15-07, 08:14 PM   #6
panthercules
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Well, the best I have been able to get the batteries, despite a lot of additional attempts, is still between 27 and 30 hours (from 100% to 10%) at 2 knots. That's still about 15 hours too short, but I haven't been able to find anything to tweak using either minitweaker or S3D that makes any real difference. Even tried playing around with the submerged drag, hoping the boat might go farther with the same propulsion if the drag was reduced, but no such luck

I did notice that if you drop to 1 knot you can stretch your batteries out to at least 43+ hours (oxygen hit 10% at that point, with batteries still at about 25%) - but of course you'll only go half as far in that time, which could be material if you're trying to extricate yourself from certain enemy waters before you surface.

I've about run out of ideas (and time) again, so I'm gonna have to shelve this effort and get back to it later unless (hopefully) somebody beats me to a fix.

One last possibility I may look into if I can find any old posts about it - I noticed that my green bar wasn't quite 100% in the engine room (it was close though, maybe 90%, so I'm not sure how much improvement could be expected) - I'm wondering if maybe there's some way to give the engine room crew a quality/experience/efficiency/morale or other such boost to improve submerged range like you can improve deck gun loading time? Anybody tried that already?
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Old 10-15-07, 09:38 PM   #7
panthercules
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Quote:
Originally Posted by leovampire
I think the problems you are experiencing is the same as the [REL] NSM3.3 compatible torpedo harcore mod.

Some things are getting carried over in the save file's from the start of the save file and refuse to show up as a change without a full delete of the save file then add the changes to the game then start the game up and let it build a new save file and WALA every thing works the way you set it for.

Something changed the way the game read's things with the 1.3 patch and when and how it comes into effect.



Hmmm - interesting idea - will check that out. I made a completely fresh start (deleted old SH4 folder in my docs) for ROW, but not for this latest testing (I just started a new career each time I tested the batteries this time). Guess I'll try wiping the SH4 folder and see if that helps.

Thanks for the suggestion

[EDIT] - another thread wandered into this area of discussion, but rather than further hijack that one I thought I'd bring this over here. I tried wiping out the SH4 folder but no luck so far - still capping out at about 30 hours at best (haven't re-tried all my attempts yet of course). Will keep at it just in case.
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