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Old 09-02-10, 06:59 PM   #2671
Jester_UK
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Sorry if this is a silly question.... But in TMO are ships in harbour impervious to torpedo hits?

I just started a new career using the recently released beta patch and sneaked into Kolonia after sinking the resident subchaser with gunfire from long range. I used up the rest of my ammo on the Byzun Maru (tanker of approx 4000 tons) but didn't have enough rounds to sink it, so even though the angle was terrible (moored in the harbour bow on to me), I fired two torpedoes at it. To my suprise both hit but did no damage at all.

I then fired my other two bow torpedoes at the hak?? Maru (can't remember the name.... Freighter of about 8000 tons) which was at an angle of just off 90 deg to me at the 2nd mooring further into the harbour. Both hit but again no damage.

I turned about and fired both stern torps at the same target, both hit, one dud. Again no damage.

I then turned around again and fired all four freshly reloaded bow tubes at the same target.

All four hit. Two duds, two exploded. Again no damage.

So for the freighter that makes 8 torpedoes of which 3 were duds but 5 exploded on target without causing the ship to even list fractionally. The Byzum Maru tanker was also undamaged even after being hit on the bow with one and having another exploding beneath the keel (plus about 50 rounds of HE from the deck gun).


I packed up and went home!!
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Old 09-02-10, 08:32 PM   #2672
Roger Dodger
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Quote:
Originally Posted by Jester_UK View Post
Sorry if this is a silly question.... But in TMO are ships in harbour impervious to torpedo hits?

I just sank two ships at Guam. The first on the west side was just leaving port, doing about 1 kt, and still in water too shallow to bring in a sub. It was a long shot (over 4000 yds), so I used two bow torpedoes on slow setting. Both were hits, and the ship sank, but just barely.

The second attack was in a whole fleet of merchants moored on the east side of Guam - speed 0 kts, and time about midnight. There was also a VERY snoopy gunboat prowling around. I watched him on the RADAR for awhile as I approached at 1/3 ahead, and noticed he never covered the south end of the formation. I approached to 5000 yards, then submerged, went silent, then plotted my course as far away from the gunboat as possible. As I went over the first depth contour, I then turned the boat 180 degrees, then backed in to the targets at 1/3 astern and silent running at periscope depth. Anytime the gunboat approached (on SONAR) I would shut down the engines and coast. As the gunboat turned away, I could raise the scope, get a bearing, lower the scope, then continue backing in until I could get an ID on the two targets and lock them into the TDC. I fired two torpedoes at each target from the stern tubes, range around 3500 yds, so was using slow setting again.
All four torpedoes scored hits and exploded. One ship was moored, and took awhile to sink, but it finally did. The other ship was docked. My hits started a fire on the ship, but its crew managed to put it out, and it didn't sink.

Strangly, the gunboat didn't even seem to notice what was happening, and continued his patrol around the anchorage even though every searchlight and flare in the port lit up the sky. I was able to sneak away easily (since I was pointed in the right direction). I might add that this last attack took a couple of hours since I was working most of the time in real time.

Ships in harbour are not impervious to torpedo hits, but the shallowness of the harbor and weird AOBs make sinking them alot more difficult.

Good hunting!
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Old 09-03-10, 04:38 AM   #2673
Spike88
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Just installed this mod, and have to say from the brief 10 minutes I spent with it, I'm highly impressed.
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Old 09-03-10, 02:42 PM   #2674
Powerthighs
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Quote:
Do you guys sink Sampans and fishing boats? I'm reading a lot of stuff saying Submarines sunk them with Deck gun and 40mm fire but i seem to have it stuck in my head that this incurs a renown loss in-game.
There is no renown loss for sinking sampans. Keep in mind they may have a radio on board to report your position. I have no idea if this is modeled in the game or not.
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Old 09-10-10, 02:22 PM   #2675
Jan Kyster
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Two troublesome observations.

Radioreport received at 06:06 June 21, 1944: Small convoy spotted. Long 124 14' E, Lat 27 38' N, Course ESE, 9 kts

It was only 100 miles away and we didn't really think we would find them but at around 10:50 we got them on radar.

Strange escorts floating almost out of water:


Haven't seen that behaviour elsewhere in TMO, so it's possible this convoy alone?
One of the ships in the convoy has to zig-zag all the time - it's like the spacing between them are too short?

Another "strange" thing... a bit north of Manila, there are two airbases. One US and one Japanese??


Besides these tiny "quirks", everything's fine!
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Old 09-10-10, 10:17 PM   #2676
Nbjackso
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Quote:
Originally Posted by Jan Kyster View Post

Two troublesome observations . . . Another "strange" thing... a bit north of Manila, there are two airbases. One US and one Japanese??
This is an issue with my Nav Map Make-Over mod. Let me check it out and I will report my findings, and possible fix.
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Old 09-12-10, 10:20 AM   #2677
jldjs
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On the UBI forum Ducimus replied that the Easier AI mod was not compatible with 2.0 Beta. Not knowing this I installed it
over 2.0 Beta because the DDs were getting me and I
could not escape. So I put it in (JGSME). I had saved
and restarted and was then able to escape with
usual tactics, slow, deep, silent, etc. What r ur
thoughts about this?
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Old 09-18-10, 04:25 PM   #2678
Bubblehead1980
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Quote:
Originally Posted by Ducimus View Post
I've been mulling it over the last few days, and i decided i'm going to "leak" what updates I have so far. Primarly because I'm predicting its going to be awhile before TMO is officialy updated (burn out's a bitch), and the changes I have thus far, i feel are important to gameplay, and it bugs me their just sitting here on my hard drive collecting virtual dust.

For changes, see the documentation directory in the download.

Install:
- AFTER TMO 2.0. and any optional TMO mods, but BEFORE RSRD if your running it.

- TMO optional mods for the aft deck gun are NOT compatible. I haven't updated that mod yet. So what you have is the default installation.

- You will need to start a new career game to see some of the changes.

- As always, be in port when applying this.

- If you don't like the bump mapping, simply delete the NO1.dds that resides in each of the submarine directories.
(example: data/submarine/NSS_Gato/NSS_gato_N01.dds )

- Feed back on changes contained within this update are welcome. Bug reports are welcome. Requests/wish's will probably be ignored if you don't present a very good case for them. (i'm really burned out on modding, so it takes a pretty good poke that strikes the right cord to get me to move on something)

Download:
http://www.filefront.com/17240111/TM...eta_update.7z/


Enjoy.

About to load this up, can't wait to see the changes.Thanks for the work ducimus!

does RSRD change anything with the new air files since its installe after? sure you thought about that.just if RSRd takes away from the new things, dont want to run it with TMO

Last edited by Bubblehead1980; 09-19-10 at 06:26 PM.
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Old 09-20-10, 04:17 PM   #2679
Bubblehead1980
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Anyone dealth with the "pseudo MAD" from the planes in the new TMO patch yet?
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Old 09-22-10, 06:23 AM   #2680
captain flounder
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Ahoy Captains,
Just followed the link in the "list of modifications" page where it's reported that TMO 2.0 is compatible with SH4 patched at 1.4. Here instead I saw that that's not true; SH4 v1.5 is required ... which is the "ultimate" truth?
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Old 09-22-10, 07:14 AM   #2681
Mescator
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Quote:
Originally Posted by captain flounder View Post
Ahoy Captains,
Just followed the link in the "list of modifications" page where it's reported that TMO 2.0 is compatible with SH4 patched at 1.4. Here instead I saw that that's not true; SH4 v1.5 is required ... which is the "ultimate" truth?
Aye Captain. 1.5 Is required for most mods now. The 1.4 Compatible versions are no longer being updated to my knowledge.

Good hunting
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Old 09-24-10, 10:36 PM   #2682
sortofredhead
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Default having a few Issues with TMO2.0

Just loaded TMO 2. I have SH 1.5

First thing I notice is that no matter if I tell it to start a campaign outside the harbor, it aklways starts at the dock. Minor issue there.

I do have SD radar, I raise the mast but the radar will not turn on.

I tried loading the Beta patch and no changes it either of these small issue. I do have realistic as my campaign setting if that makes a difference, but i do not know.

Any suggestions? Thanks.
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Old 09-24-10, 10:42 PM   #2683
Ducimus
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Quote:
First thing I notice is that no matter if I tell it to start a campaign outside the harbor, it aklways starts at the dock.
Explained in manual.

Quote:
I do have SD radar, I raise the mast but the radar will not turn on.
Radar screen in conning tower applies to SJ only. SD radar doesn't have a 3d display modeled in the interior. This is a Game limitation. Refer to navagation map for SD radar contacts instead.

Quote:
I do have realistic as my campaign setting if that makes a difference, but i do not know.
Campaign setting only refers to which realism values are checked by default (dud torp, realistic damage, limited fuel, etc).
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Old 09-24-10, 11:03 PM   #2684
sortofredhead
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Thank you. I did not "think" about the fact that I was at Midway.
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Old 09-28-10, 06:52 PM   #2685
Armistead
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OK, time to try TMO2...Seems I've heard mention of a patch, but I don't see one listed other than optional AI...is there one needed?

Edit..After install I do get the new loading screen. However, at the career or game screen where you pick a career I still have TMO 1.9 listed. Is this an oversight or do I have a problem.

Last edited by Armistead; 09-28-10 at 08:18 PM.
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