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Old 12-11-07, 02:05 AM   #1
El-Fish
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Quote:
Originally Posted by claybirdd
They were dropped as of the last patch. Sorry
Oh no!

Is there any where else I can download the latest version besides Filefront? I need a place that allows me to resume downloads and Filefront does not.
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Old 12-11-07, 10:50 AM   #2
Roads88
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I've done some digging and can't seem to find anything related to it. I believe there is a problem with the TDC. Based on watching the stop watch, the range is showing the target to close. Before the 1.4 patch I had no problem. Now I have problems hitting targets as close at 600 yards.

Does anyone know of a change in patch 1.4 or T.M. that would account for this. I know I'm reaching but I'm at a loss.

Its really taken away from the enjoyment of the game. I may just do another clean intall and go back to 1.3 and an older T.M. but I love the Narwhal.
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Old 12-12-07, 01:40 AM   #3
Fincuan
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Haven't noticed anything like that, my torps hit as they used to. Could you elaborate a little, maybe provide some screenshots? Also are you using any other mods that might affect range readings, such as the Manual targeting accuray fix?
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Old 12-23-07, 01:02 AM   #4
Roads88
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Default Brass Gauges

Ducimus were did you get those great gauges from your screen shots.

Those are SWEET.
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Old 12-23-07, 02:11 AM   #5
Ducimus
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Any textures ive used, aside from the crew textures, are made by oakgroove.


edit:

Quote:
Originally Posted by reallydedpoet

With 1.4 it is the slanted anchor, that is your homebase. I don't think Trigger has affected this.


RDP

Correct. I have not messed with base icons at all. The slanted one is your home base.
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Old 12-26-07, 01:12 PM   #6
jdkbph
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Default Gato Test Depth - heads up

Just had myself a little adventure in a Gato, running TM's New Construction career. Actually it's a slight mod of the mod, that allows me to choose a Gato from the 1943 New Construction career.

Anyway, the second part of the first shake down mission has me diving to test depth using the normal dive command whch is supposed to level off the boat automatically at the max rated or "test" depth. However, when the boat kept going right through 300 feet, past 400 and even past 500 feet, I kinda figured something was up.

Checked the Gato.cgf file and, sure enough, the test depth is defined as 210 meters. It should be 90 meters.

So if anyone else experiences a headache or an overall congested feeling when using the dive command in a TM Gato, you might want to make that little adjustment.



JD
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Old 12-26-07, 02:18 PM   #7
Ducimus
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Quote:
Originally Posted by jdkbph
Just had myself a little adventure in a Gato, running TM's New Construction career. Actually it's a slight mod of the mod, that allows me to choose a Gato from the 1943 New Construction career.

Anyway, the second part of the first shake down mission has me diving to test depth using the normal dive command whch is supposed to level off the boat automatically at the max rated or "test" depth. However, when the boat kept going right through 300 feet, past 400 and even past 500 feet, I kinda figured something was up.

Checked the Gato.cgf file and, sure enough, the test depth is defined as 210 meters. It should be 90 meters.

So if anyone else experiences a headache or an overall congested feeling when using the dive command in a TM Gato, you might want to make that little adjustment.



JD

If your running the 1.7.4 patch, this is intentional. I explained this change in said patch's post. You have to manually stop the dive with the A key. The reason for this change is because i adjusted the crush depth to be a little bit deeper then before. How deep? Im not saying! Half the fun of the game is not knowing the exact depth youll crush at. I will say the new crush depth is, within reason, and believable.
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Old 12-26-07, 04:32 PM   #8
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Weeeeell... OK. But at 210 meters I was taking damage.

The idea behind the "test" depth - which I think is what's being represented in the CFG file - is that you can go there safely. And of course, as in all properly engineered designs, there would be a margin. That margin (ie, how deep you can actually go without taking damage - and this would most likely vary somewhat from boat to boat) is really what we're talking about here, no? That is very different from "crush depth".

Now I'm not a naval architect (although I've been known to play one on TV), but I do know a thing or three about aerospace structural design and engineering... and it wouldn't surprise me at all if the design margins on these boats were in the 150% range, with catastrophic failure occuring at upwards of 200% load (although that would be extreme, with everything on the high side of nominal).

That said, I don't think you'd want to send a crew down to probe that region between the margins engineered into the design and the point of catastrophic failure. That's a place you'd only want to go if there were no other choice (ie, you're going to die anyway). And if you did go there and come back to talk about it, there would likely be consequences... comprehensive inspection at the least, if not actual damage.

Does this make sense?

JD
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Old 12-26-07, 04:41 PM   #9
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Dont look at the CFG file, look at whats in game. Your test depth, is still the test depth. Its just a number you keep in the back of your mind. "ok my test depth is 300 feet",

The trouble with using the CFG in this regard, is the depth gauge stops at 450 feet, when the boat can go deeper. Using the D key is the only way to circumvent this limitation. The problem is, this key fixates on the max depth setting in the cfg. So if your in a balao for example, and you specify a max depth of 400 feet in the cfg file, you will NEVER be able to go to 500 feet, because the D key will always bring you to the number specified in the cfg file, and since the gauge stops at 450.. thats as deep as you go. Your stuck there, even though that boat can quite easily go alot deeper.
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Old 12-26-07, 05:35 PM   #10
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Quote:
Originally Posted by Ducimus
The trouble with using the CFG in this regard, is the depth gauge stops at 450 feet, when the boat can go deeper.
Ah... a work around for a game limitation. Gotcha.

Thanks.

JD
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Old 12-30-07, 07:39 PM   #11
iafrate
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Is there another way i can d/l TM install file? Filefront keeps saying i dont have permission to d/l it. Thanks
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Old 12-30-07, 10:16 PM   #12
ReallyDedPoet
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Quote:
Originally Posted by iafrate
Is there another way i can d/l TM install file? Filefront keeps saying i dont have permission to d/l it. Thanks
It was uploaded to an alternative site, but that site has been down for awhile. Maybe try FF again and see what happens. If still a no go maybe somebody here ( with Duci's permission ) can upload it to an alternative site.

By the way, welcome to SUBSIM


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Old 12-31-07, 10:41 AM   #13
Hawk_345
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Ok i know i just asked this not too long ago, but of course i was not around for a while and a lot has changed so, i want to use TM,ROW,NSM, and RSRDC mods, if they are all compatible with each other, what order should i place the files. A screenshot would be very helpfull if someone has one or a complete list. thanks.

Also i would like to use this mod as well if its not already included with any of the above mods,i have not had the time to read everything yet.
http://www.subsim.com/radioroom/showthread.php?t=125556
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Old 01-11-08, 05:05 PM   #14
Gatlin01
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Default ROW addon

Hi Ducimus, I`ve been using your mod since it was born on SH4. I would like to know which of the ROW`s do you prefer for 1.7.5.
ATM, I have these d/l:
New clouds from killer2
New seafoam from jaketoox
Object reflections and search lights ver 5b
Sky and ocean controls ver 5
Sound effects ver 8
Special effects with stock zones ver 5b
Sub reflections and roll pitch mod ver 5
Textures with Sun Halo camera flair ver 5

Also, I`ve added RSRDC_P2_TM_V221
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Old 01-11-08, 05:11 PM   #15
TopCat
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Hi Ducimus

absolutely fabulous ... as always!

Just one question: Is this version 1.7.5 identical to the 1.7.5. Beta that was published before in this forum?
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