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Old 10-02-10, 02:52 PM   #406
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Yes, the amount of work put into this mod is staggering ...

But you can use it for other boats with a bit of a brutal shortcut

For example, let's say that you want to apply it to the Salmon class:

1.- Go to Silent Hunter 4/data/Submarine/NSS_Salmon
2.- Open with notepad, word, or wordpad the file NSS_Salmon.cfg
3.- Edit the line:

Interior=data/Interior/NSS_Salmon/NSS_Salmon

and modify it to:

Interior=data/Interior/NSS_Gato/NSS_Gato

Now the Salmon will use the interior of the Gato, and while retaining all original Salmon characteristics and outside appearence, the interior will be that of a Gato, including the conning tower with the 3D TDC and radar.

It's a crude solution, and it is somehow more noticeable in the boats like the Porpoise class who have a very different layout, but it will work and not cause side effects in the sub class you have chosen. The only thing changed is cosmetic, visual, and will not alter how the sub behaves.
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Old 10-04-10, 08:26 PM   #407
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Is the TMo 2.0 compatible(doesnt overwrite TMO interior, such as clickable gauges etc) out yet or soon? Ready to try this out.
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Old 10-05-10, 11:20 PM   #408
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I second that motion.

Actually I know you all are very busy. While I may not have the talent to create such a masterpiece I have been tinkering with S3D enough to be able to import chunks, etc. If free time is holding a true TMO merge of this mod up (totally understandable) could you at least release a change log or a how to sheet. That way we could spend time merging it ourselves.

Or at least die of frustration trying....

Thanks!
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Old 10-09-10, 07:39 PM   #409
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Quote:
Originally Posted by Bubblehead1980 View Post
Is the TMo 2.0 compatible(doesnt overwrite TMO interior, such as clickable gauges etc) out yet or soon? Ready to try this out.
Bubble I run it with TMO..The interiors show fine, but it does nerf some of the clickable gauges, but still enough work, you just have to go around and find them, ones in the rear left control room work, some in the tower.

It also nerfs the mouse use at sonar, but the home end keys spin it fine and it works as it should.

Course I run it over about the same mods you use. Perfect mod for contacts off and even on.
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Old 10-10-10, 12:30 PM   #410
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Originally Posted by Armistead View Post
Bubble I run it with TMO..The interiors show fine, but it does nerf some of the clickable gauges, but still enough work, you just have to go around and find them, ones in the rear left control room work, some in the tower.

It also nerfs the mouse use at sonar, but the home end keys spin it fine and it works as it should.

Course I run it over about the same mods you use. Perfect mod for contacts off and even on.

So it just nerfs the clickables? Doesnt mess up the interiors or the interior free cam? Hmmm guess Ill have to check it out off thats true.
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Old 10-12-10, 07:05 PM   #411
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So it just nerfs the clickables? Doesnt mess up the interiors or the interior free cam? Hmmm guess Ill have to check it out off thats true.

Actually it may be the interior mod that nerfs some of the clickables. I think Duc added it not correcting all the clickables because plenty still work, just look around and you'll find ones that work, obvious you'll want the 600ft gauge.

Doe's kill the freecam, but you can add that back, just delete the cam file before installing the mod. Haven't figured how to fix sonar to work with mouse wheel, but home/end work just fine.

I'm getting pretty good with it. I had such a hard time plotting before with contacts off. I'll get two accurate ranges and bearing and send both to the TDC, then click the watch and the sonarman will announce targets course and speed. Just go to that range, use a tool to mark his course. Then pull out Ducs chart and figure time at that speed and design my course of intercept. Course I'll check it a few times to be sure, but never know when enemy will change course. Dive and go to stad measurements. I'm far from perfect, but getting my attacks within 2000 yards.

Last edited by Armistead; 10-12-10 at 10:20 PM.
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Old 10-12-10, 11:05 PM   #412
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Originally Posted by Armistead View Post
Actually it may be the interior mod that nerfs some of the clickables. I think Duc added it not correcting all the clickables because plenty still work, just look around and you'll find ones that work, obvious you'll want the 600ft gauge.

Doe's kill the freecam, but you can add that back, just delete the cam file before installing the mod. Haven't figured how to fix sonar to work with mouse wheel, but home/end work just fine.

I'm getting pretty good with it. I had such a hard time plotting before with contacts off. I'll get two accurate ranges and bearing and send both to the TDC, then click the watch and the sonarman will announce targets course and speed. Just go to that range, use a tool to mark his course. Then pull out Ducs chart and figure time at that speed and design my course of intercept. Course I'll check it a few times to be sure, but never know when enemy will change course. Dive and go to stad measurements. I'm far from perfect, but getting my attacks within 2000 yards.

Eh well I want to do this but will have to put it off for a bit until I have time to fool with this.I get to play for a little while each week night with current schedule so no time to do other things concerning SH 4 for most part but play.Perhaps itll be incorporated into the next TMO release...
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Old 10-21-10, 03:00 AM   #413
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amazing work.Would be great if could disable PPI scope until mid to late 43 when it became common.

An SD scope would be awseome.I'd settle with the A scope being an SD scope only and having PPI, little a historical but would work.
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Old 10-29-10, 01:36 AM   #414
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Quick question;

To fix the drunken sailor effect is easy enough, simply delete the Cameras .Dat file. I have however started using Maxoptics, which requires it's own Cameras file which brings back the Drunken Sailor.

Do you guys have a workaround? Using this thing precisely in rough weather (Like when you do entirely radar based shots xD) is almost impossible.
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Old 10-29-10, 06:02 AM   #415
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Quote:
Originally Posted by Mescator View Post
Quick question;

To fix the drunken sailor effect is easy enough, simply delete the Cameras .Dat file. I have however started using Maxoptics, which requires it's own Cameras file which brings back the Drunken Sailor.

Do you guys have a workaround? Using this thing precisely in rough weather (Like when you do entirely radar based shots xD) is almost impossible.
I used Shift-F2 to get the interior free camera. You can wander into the conning tower, and not have to deal with the boat rocking. Problem is, every time you go back to the interior free cam, it resets the position to be back in the control room.

The other choice is to open up cameras.dat in S3D, locate the Dummy_Cam_ConningTower node, and remove the Mech Shocks Pendulum controller.
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Old 10-30-10, 12:04 AM   #416
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Default heads up nisgeis and razark

my laptop broke. Now I am on an old desktop. The games have a slight lag, but not bad. Running TMO and RSRDC with a few mods. Then I added the 3D TDC and razark airplane mod in that order. Now the lag makes the sim unplayble. I can barely drag the cursor. I will deactivate razark's mod to see if that helps. If it doesn't I will have to deactivate the 3D TDC too. I should get my laptop back in a few weeks, but if you or anyone else can explain whether and how I can avoid the lag, it would be appreciated. I do not know the capacity of this computer, and I am too lazy to download a program to find out.

BTW, my secret to avoid depth charges when my sub was spotted by a bunch of Jap patrol boats at Truk Atoll was to scurry at flank speed into the jap port nearest the Atoll's west entrance and moor, submerged, in one of its boat slips. A DD and four subchaser's went wild, dropping depth charges all around, the impacts of which were absorbed by the quay wall surrounding the slip. The DD even took up a sentry postion adjacent to the quay wall and waited a couple of hours to see if I would had the guts to make a run for it. (They thought we were playing "Where's Waldo?") My boat did not move, except once when I raised the the periscope. It finally left. When the coast was clear my boat escaped to open water with one injured and no damage. We sank three stationary freighters and left one on fire. A fourth freighter was sunk near the boat slip, probably by one of the boats that was gunning for mine.

Last edited by I'm goin' down; 10-30-10 at 10:08 AM. Reason: correct spelling, etc.
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Old 10-30-10, 05:53 AM   #417
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Quote:
scurry at flank speed into the jap port neareste west entrance and moor, submerged, in one of its boat slips.
LOL this adds a new dimension to the idea of hide&seek
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Old 11-08-10, 09:40 AM   #418
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Nisgeis: was just wondering if it would be possible, using a hexeditor, to copy all the entries for the new stuff added for the controllers and paste it into the conning tower file of another submarine Just in case it might speed up the extension of the mod to the other boats
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Old 11-08-10, 12:18 PM   #419
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I was wondering that myself. I have been trying to catalog the difference between the TMO .sim files and the 3D TDC Mod .sim files in order to make a proper TMO 2.0 version. The 3D TDC mod is awesome but I hate losing the bells and whistles Ducimus worked to hard on in TMO when using it.

It would be nice if there was a "cut and paste" way to merge the two.
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Old 11-14-10, 03:30 AM   #420
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Quote:
Originally Posted by razark View Post
I used Shift-F2 to get the interior free camera. You can wander into the conning tower, and not have to deal with the boat rocking. Problem is, every time you go back to the interior free cam, it resets the position to be back in the control room.

The other choice is to open up cameras.dat in S3D, locate the Dummy_Cam_ConningTower node, and remove the Mech Shocks Pendulum controller.
I'd just like to thank you for that Razark. Finally got around/Got annoyed enough to remove the node. Much better!

If anyone wants the Cameras.Dat and the modders have no objections i can upload it as a work around for the problem
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