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Old 01-09-12, 08:50 PM   #3646
jldjs
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Default TMO2.5 Deck Gun problems

Running TMO2.5 i ended patrol with Tambor in Freemantle and was told I'd get a new conning tower and another AA gun platform. Ok, so when I prepared for next patrol I saw that the main deck Gun which had been a 5" on the rear was replaced with a 4" on the bow. Ok, plus I got a 40mm mounter on front of island. So I shoved off to Molucca Straight and while my external view showed the bow mounted 4", there were no crew slots for it. Also, there were crew slots for 3 AA guns though I only had two. Cycling thru the gun views, I had twin 20s aft, the 40mm fore, and, another view of the deck gun's site as the the third AA view(using the F11 view). What's up with that?
Also, on the previous patrol, when firing the 5" stern gun ths trajectory of the shots was eratice, some hit the water, others flew way over the target. Out of 60 shots I'd say a third fired correctly as to range.
I have not indtalled any of the TMO2.5 optional MODs.
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Old 01-10-12, 05:31 AM   #3647
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I have got a question, are there any restrictions concernng time compression while being hunted??

I was hunted by 2 dds, I escaped beneath a thermal layer after I had been bombed (some minor damage). They were pinging me, but missing me with depth charges, seemed to loose me. So I turned 128x,and after couple of minutes - bum, I'm going down.

I heard that in sh3 with TC more than 32x escorts spawned over your head, is it true in sh4? I'm learning mechanics in tmo 2.5, so I await your answers.
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Old 01-10-12, 06:20 AM   #3648
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Quote:
Originally Posted by jldjs View Post
Running TMO2.5 i ended patrol with Tambor in Freemantle and was told I'd get a new conning tower and another AA gun platform. Ok, so when I prepared for next patrol I saw that the main deck Gun which had been a 5" on the rear was replaced with a 4" on the bow. Ok, plus I got a 40mm mounter on front of island. So I shoved off to Molucca Straight and while my external view showed the bow mounted 4", there were no crew slots for it. Also, there were crew slots for 3 AA guns though I only had two. Cycling thru the gun views, I had twin 20s aft, the 40mm fore, and, another view of the deck gun's site as the the third AA view(using the F11 view). What's up with that?
Also, on the previous patrol, when firing the 5" stern gun ths trajectory of the shots was eratice, some hit the water, others flew way over the target. Out of 60 shots I'd say a third fired correctly as to range.
I have not indtalled any of the TMO2.5 optional MODs.
Read your TMO documentation on deckguns! You can't change between bow and aft.

What you experience is a stock bug that has plagued the game and players from the start. If you choose aft deckguns from the TMO optional mods, that all you'l get, otherwise they will be bow guns from what I understand.
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Old 01-10-12, 06:24 AM   #3649
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Originally Posted by Laserg View Post
I have got a question, are there any restrictions concernng time compression while being hunted??

I was hunted by 2 dds, I escaped beneath a thermal layer after I had been bombed (some minor damage). They were pinging me, but missing me with depth charges, seemed to loose me. So I turned 128x,and after couple of minutes - bum, I'm going down.

I heard that in sh3 with TC more than 32x escorts spawned over your head, is it true in sh4? I'm learning mechanics in tmo 2.5, so I await your answers.
How far were the DDs when you went into TC? Sounds like they just moved and reaquired contact with your boat. Be patient. Make sure they are either very far away, or are no longer in hunting mode (they have given up the chase).

But going to 128 TC is why you got tagged. You had no time to react.
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Old 01-10-12, 08:31 AM   #3650
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Yeah, this is the most possible scenario, but still does TC messes up while being hunted? I'm just curious.
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Old 01-10-12, 06:16 PM   #3651
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Originally Posted by Laserg View Post
Yeah, this is the most possible scenario, but still does TC messes up while being hunted? I'm just curious.
Okay, remember, TC isn't going to mess it up. If you have enemy DDs and other escorts looking for you, and you are close to them, I wouldn't go over 4 or 8 on TC. But be ready to drop it to normal time, by hitting the Backspace key. If you go too high in TC when they're close, you are asking for trouble.

For myself, I don't go to TC until I'm at least a minimum of 5,000 to 6,000 yards distance from them. And I make sure my stern is pointed right at them. If you're deep, stay there. At that distance though, change your Telegraph so it reads the numerical speed settings instead of the words. Go to about 3.5 knots on the dial and click on it. Then go to TC of about 8, and let about 30 minutes gametime expire on the clock. Go back to normal time and check the hydrophones yourself to see if you can hear any ships. If so, check their range using the active sonar ping.

If they are over 10,000 yards away, then go to 16x on the TC for about an hour of game time. Go to normal time, and check the hydrophones for ship noise. If it's clear, you should be able to surface.

Just remember, be patient! When you run silent, it takes time to go places! Give it time.
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Old 01-10-12, 08:14 PM   #3652
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Originally Posted by Hylander_1314 View Post
Read your TMO documentation on deckguns! You can't change between bow and aft.

What you experience is a stock bug that has plagued the game and players from the start. If you choose aft deckguns from the TMO optional mods, that all you'l get, otherwise they will be bow guns from what I understand.
The doc says only get bow deck gun unless you install optional mod. However, from the start of my career with the Tambor, the deck gun was aft! I didn't install the optional mod or put it there! What's the bug? That this Tambor got an aft gun? That the conning tower upgrade caused the gun to move to the bow? I had no control of where this gun was put so I guess I'm stuck with it until I get a new boat. Do you agree or is there a remedy?
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Old 01-10-12, 11:12 PM   #3653
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Quote:
Originally Posted by jldjs View Post
The doc says only get bow deck gun unless you install optional mod. However, from the start of my career with the Tambor, the deck gun was aft! I didn't install the optional mod or put it there! What's the bug? That this Tambor got an aft gun? That the conning tower upgrade caused the gun to move to the bow? I had no control of where this gun was put so I guess I'm stuck with it until I get a new boat. Do you agree or is there a remedy?
Read this post in RSRD that talks about this problem and possible way to correct it.
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Old 01-11-12, 03:13 PM   #3654
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Default Regarding SH4 mods.

I run SH4 v.1.5, SH4 v.1.4 with TMO and to be honest I'm not sure what's the better of the two experiences. I've tried RFB and RSRD, now I'm downloading FOTRS for v.1.5. Real Fleet Boat is good but I keep running into glitches where the skins come off and it shows a funky array of colors and what not. I got tired of having to continuously restart a game because of the stupid glitching. Especially when I get a kill RFB and TMO glitch out. I've settled with running stock SH4 v.1.4 with NSM just to cull the disappointment. Does anyone know what the best, most historical (preferably least glitchy) mod would be? Some say TMO, others say RSRD, others say RFB. What is it? I just want to be able to play a damn campaign start to finish with real immersion and zero glitches/crashes. What should I do?
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Old 01-11-12, 03:50 PM   #3655
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Quote:
Originally Posted by gi_dan2987 View Post
I run SH4 v.1.5, SH4 v.1.4 with TMO and to be honest I'm not sure what's the better of the two experiences. I've tried RFB and RSRD, now I'm downloading FOTRS for v.1.5. Real Fleet Boat is good but I keep running into glitches where the skins come off and it shows a funky array of colors and what not. I got tired of having to continuously restart a game because of the stupid glitching. Especially when I get a kill RFB and TMO glitch out. I've settled with running stock SH4 v.1.4 with NSM just to cull the disappointment. Does anyone know what the best, most historical (preferably least glitchy) mod would be? Some say TMO, others say RSRD, others say RFB. What is it? I just want to be able to play a damn campaign start to finish with real immersion and zero glitches/crashes. What should I do?
Well...I haven´t any glitches in TMO 2.5 plus RSRDC or RFB plus RSRDC or FOTRS in SH4 1.5. There are some CTDs, but I can live with that. I recommend you the TMO 2.5 plus RSRDC or RFB 2.0 plus RSRDC: realistic and good graphics.

Really I like FOTRS 1.3, very much, but now by now it is an "oldie"; I´m waiting the promissed version 2.0.

Regards.

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Old 01-11-12, 04:50 PM   #3656
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Does the "Terrible T" campaign option disappear with RSRD ? Seems to with my install. Just want to know if I am doing something wrong.

Thanks

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Old 01-11-12, 05:00 PM   #3657
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Originally Posted by TheBeast View Post
Read this post in RSRD that talks about this problem and possible way to correct it.
I read this post but don't understand it. I only have the 1 deck gun so I can't compare it to a functional one. The ActiveUserPlayerUnits.upc does have what you describe as the Problem, ([UserPlayerUnit 1.Compartment 8.CrewMemberSlotAdditionalRepository 1]), but i don't have a functional comparison. Should I use what is in the reference post as the functional one? Do a copy and paste but preserve the original compartment number?
Switching the lines in the USerPlayerSettings.upc did not fix the deck gun location, nor the crew slots.
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Old 01-11-12, 06:27 PM   #3658
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Does the "Terrible T" campaign option disappear with RSRD ?
Yes it will. RSRD has its own flotilla.upc file.
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Old 01-11-12, 07:03 PM   #3659
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Quote:
Originally Posted by jldjs View Post
I read this post but don't understand it. I only have the 1 deck gun so I can't compare it to a functional one. The ActiveUserPlayerUnits.upc does have what you describe as the Problem, ([UserPlayerUnit 1.Compartment 8.CrewMemberSlotAdditionalRepository 1]), but i don't have a functional comparison. Should I use what is in the reference post as the functional one? Do a copy and paste but preserve the original compartment number?
Switching the lines in the USerPlayerSettings.upc did not fix the deck gun location, nor the crew slots.
You can try moving the Deck Gun back to Aft Mount as described.
The Crew Slots should still be configured correctly for that Mount.
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POSSIBLE EASY QUICK FIX:
Shut Down SH4 so it is not running at all.
Edit file PlayerSettings.cfg.rep located in the Documents\SH4\data\cfg\SaveGames\<lastest_Date_Modified_folder>.

Swap the Deck Gun to other Mount and save changes.
i.e.
M02=NULL
M01=5_25_soclu
-=Change To=-
M02=5_25_soclu
M01=NULL

Restart SH4, Load Saved Game and check if Deck Gun is working.
You will also need to Move the Aft Deck AA Gun to the Foreward Deck Mount AA Position so both guns are not at same location.

Regards!
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Old 01-13-12, 05:40 PM   #3660
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To my FELLOW deck gunners!

It seems I have a super similar problem as Mr. Jldjs up there. I'm currently playing TMO 2.5, brand new career that was started fresh with 2.5, and I'm on my 5th or 6th patrol. The patrol started in August of 1942 and now it's September 1942! My PROBLEM has to do with....well, with everything on this dang sub.

So I'm in command of a Gar class sub. I've read the TMO manual PLENTY of times (it's really good by the way), and I've noted that Ducimus has clearly stated that he got the Tambor and Gar subs to ALWAYS have stern mounted deck guns. That's fine by me! I haven't changed ANY positions of the deck gun with TMO, I've left everything alone and uncontaminated.

I get back from a pretty amazing patrol. Get offered a conning tower upgrade. well actually it's FORCED on me, but that's fine. When I get it, I realize ALL my equipment has been taken off and the deck gun mount has been switched from stern to bow. Which I thought was IMPOSSIBLE for Gar and Tambor's, under TMO rules. What's more is that my beloved super special Admiral bestowed 5-inch 51 caliber gun is NO longer available. Because you can only mount it on the STERN. I'd have to pay to put a 4 incher on the bow...

URGH this is frustrating! Something Ducimus put in SPECIFICALLY to stop one bug has now been hit by a different bug. Ooooh this game sometimes.

My question is this. I was looking through other threads and I saw some explanations on how to get the stern mounting back or get the equipment to work again, but is there any way to have a more definitive solution? If I get the stern mount back, can I get my 5inch 51 back? What can I do to switch the deck gun mounting AND make sure my other equipment is intact? Is there any way to prevent the dreaded conning tower from mutating my submarine? I can be pretty capable, I just need to know where to look

Thank you for any help
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