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Old 07-09-08, 09:17 PM   #1156
Zero Niner
Ace of the Deep
 
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Quote:
Originally Posted by Marbakka
Speaking of Natural Sinking Mechanics...

...I'm totally new here and I didn't really spend enough time in the stock version to make a fair comparison, but my initial reaction to the sinking in RFB/RSRD/PE is "yeah right." Maybe its just a common problem to the game engine but everytime I sink a ship by splitting it into two halves with a nice clean right angle cut, I cringe. Was that true in stock as well? Not tryin' to be critical...just sayin'
I think it is, the mod deals with the underlying mechanism by which ships are sunk (flood enough compartments) and didn't touch the graphical representation AFAIK.
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Old 07-10-08, 04:37 AM   #1157
DrBeast
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Quote:
Originally Posted by Zero Niner
Quote:
Originally Posted by Marbakka
Speaking of Natural Sinking Mechanics...

...I'm totally new here and I didn't really spend enough time in the stock version to make a fair comparison, but my initial reaction to the sinking in RFB/RSRD/PE is "yeah right." Maybe its just a common problem to the game engine but everytime I sink a ship by splitting it into two halves with a nice clean right angle cut, I cringe. Was that true in stock as well? Not tryin' to be critical...just sayin'
I think it is, the mod deals with the underlying mechanism by which ships are sunk (flood enough compartments) and didn't touch the graphical representation AFAIK.
That's true in stock as well. I know RSRDC and PE don't touch the sinking mechanics of the game, and I think RFB doesn't either (but that will change soon).
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Old 07-10-08, 05:37 AM   #1158
Wolfling04
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This is my current mod list and I'm not having any problems at all....**that I have noticed**:hmm:
Trigger Maru 1.52
RSRDC TMO v15_371
RSRDC Patch 9
TMO U-boat unable
#1PE3 Install
#2b Special Effect for NSM classic
#3b sub bubbles and caustics
#4 Ship_debris
#5 Real reflections for harbour and objects
#6 PE3 patch for TM
NSM4 Classic
Scaf 1.5 for RSRDCv371

so your saying as long as I have TMO installed RSRDC will run with NSM???
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Old 07-10-08, 06:04 AM   #1159
DrBeast
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Quote:
Originally Posted by Wolfling04
This is my current mod list and I'm not having any problems at all....**that I have noticed**:hmm:
Trigger Maru 1.52
RSRDC TMO v15_371
RSRDC Patch 9
TMO U-boat unable
#1PE3 Install
#2b Special Effect for NSM classic
#3b sub bubbles and caustics
Quote:
Originally Posted by Wolfling04
#4 Ship_debris
#5 Real reflections for harbour and objects
#6 PE3 patch for TM
NSM4 Classic
Scaf 1.5 for RSRDCv371

so your saying as long as I have TMO installed RSRDC will run with NSM???

NSM will run with RSRDC, but with a few quirks, and those quirks will remain even with TMO installed. To break it down a bit:
1. You essentially have stock aircraft Hit Points with your current config
2. Some ships might show quirky sinking behavior, as their zone files haven't been altered by NSM
3. Some ships will go asplodie with a single torpedo. Said ships are those loaded with any cargo other that freight, and are introduced by RSRDC. NSM wasn't designed with that in mind
4. By installing NSM after PE3 Special Effects for NSM, you effectively lose all Special Effects
5. If you're playing with the U-Boats, NSM will not work correctly, as no allied ships' .zon files are touched by that mod. Random quirkiness may ensue.

Proposed installation order:

If you play with US Subs:

NSM4 Classic
Trigger Maru 1.52
#1PE3 Install
#2b Special Effect for NSM classic

#4 Ship_debris
#5 Real reflections for harbour and objects RSRDC TMO v15_371
#6 PE3 patch for TM
RSRDC TMO v15_371
RSRDC Patch 9
Scaf 1.5 for RSRDCv371

If you play with U-boats:

Trigger Maru 1.52
#1PE3 Install
#2b Special Effect for TMaru

#4 Ship_debris
#5 Real reflections for harbour and objects RSRDC TMO v15_371
#6 PE3 patch for TM
RSRDC TMO v15_371
RSRDC Patch 9
TMO U-boat enable
Scaf 1.5 for RSRDCv371
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Old 07-10-08, 10:15 AM   #1160
Wolfling04
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Dr. Beast thank you for the info. I will switch the mods around and and see what happens

Thanks
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Old 07-10-08, 06:52 PM   #1161
lurker_hlb3
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Default New RSRDC Patch

RSRDC Patch Readme

Patch versions

The Photo Recon mission were not working correctly i.e. (unable to get a “Mission Complete) using the “stealth” target ship. All Photo Recon missions reverted back to “Reach Area” objective.

Made changes to the “Ultra” message traffic for users without a prior military back ground. Stop using military style date time groups and reverted to easier to read date and time.


Install instructions

All patches are “roll-ups”.

Remove all old patches and install new patch with JSGME




Download link in first post
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Old 07-10-08, 07:22 PM   #1162
silent killer
Soundman
 
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Default patch 10

thanks lurker for the patch,you are working to hard
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Old 07-11-08, 12:46 PM   #1163
Doolittle81
Commodore
 
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I should know the answer...but don't:

Can a career continue if one patches in the midst?? I mean, I know to get to port/office before changing (most) MODs. If I am on patrol 3 or 4 in a 1942 career, can I enable patch 7 while in Office and then just continue on with my career?
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Old 07-11-08, 03:18 PM   #1164
lurker_hlb3
Admiral
 
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Quote:
Originally Posted by Doolittle81
I should know the answer...but don't:

Can a career continue if one patches in the midst?? I mean, I know to get to port/office before changing (most) MODs. If I am on patrol 3 or 4 in a 1942 career, can I enable patch 7 while in Office and then just continue on with my career?

If you had patch 6 loaded when you started the campaign, you can load patch 7 right away as it does "not" change any of the core campaign files
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Old 07-12-08, 11:31 PM   #1165
virtualpender
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Lurker, first and foremost - thanks for this fantastic mod. I grew bored pretty quickly with SH4 initially but once I installed RSRDC and TMO I have been playing incessantly for the last few months.

My question is what does the modified SDL file in the sound folder do? I'm guessing it has altered some of the sound levels? Is there any harm if I remove this file?

Thanks again for all of your work.
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Old 07-13-08, 09:06 AM   #1166
lurker_hlb3
Admiral
 
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Quote:
Originally Posted by virtualpender
Lurker, first and foremost - thanks for this fantastic mod. I grew bored pretty quickly with SH4 initially but once I installed RSRDC and TMO I have been playing incessantly for the last few months.

My question is what does the modified SDL file in the sound folder do? I'm guessing it has altered some of the sound levels? Is there any harm if I remove this file?

Thanks again for all of your work.
It "adds" sounds for the F4F fighter. Removal not recommend
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Old 07-13-08, 04:24 PM   #1167
virtualpender
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Excellent. Thanks for the quick reply and again for all the work you've put into this.
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Old 07-14-08, 12:45 PM   #1168
AntEater
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Hi, a few points
- Maybe that is deliberate, but for my taste there are (still) too many single merchants and too few convoys and no patrolling warships.
AFAIK in 1944, the IJN got around to convoy basically every merchant, yet when I do a patrol in the Luzon straits in 1944 I still run into single merchants.

- Merchants are generally not armed enough. And it seems there are some that cannot be armed at all, like the "Hog Island type A", which comes far too often anyway.
Not so much the problem with the Hog Islanders themselves, except they could be renamed into somthing else as no original hog Islander served in the japanese merchant marine.
The problem is more that they're always unarmed.
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Old 07-14-08, 01:02 PM   #1169
runyan99
Mate
 
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Quote:
Originally Posted by AntEater
Hi, a few points
- Maybe that is deliberate, but for my taste there are (still) too many single merchants and too few convoys and no patrolling warships.
AFAIK in 1944, the IJN got around to convoy basically every merchant, yet when I do a patrol in the Luzon straits in 1944 I still run into single merchants.
Yep. My one RSRD patrol consisted of 4 unescorted merchants and no armed Japanese units. RSRD seems to take a fairly easy stock campaign and make it even easier.

Add patrol boat escorts to 75% of the merchants.
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Old 07-14-08, 01:54 PM   #1170
Lynx2069
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Default I tried posting this out on the main boards but I'm still unsatisfied.

Here's the original post:
Just curious if someone could maybe explain to me whats going on here. Im in October of 42 and have just been offered a new model submarine (balao).
Problem is after I except it I mysteriously find myself transferred to Mare Is. California. I tried starting a new patrol then ending it and transferring but transer is not available. Also might be of intresting note that after being given my current gato i was transferred to pearl from fremantle.

Here are the mods i currently run...

REL_TriggerMaru_Overhaul_152
TMO_SBoat_engine_Patch
TMO Pre Pearl Harbor Career Start
SS242 USS Bluegill_Lynx2069_BALAO Weathered
RSRDC_TMOv15_V371
RSRDC_V371_Patch10
#1 PE3 Install
#2d PE3 Special Effects For TMO
#3b PE3 submarine bubbles and caustics and roll pitch for TM
#5 PE3 real reflections for harbour and objects
#6 PE3 patch for TM
PE3 Install less floater
ROW PE3 Install sun flair for camera
ROW PE3 more fps less quality reflections
ROW Sound Effect v_9

If someone could provide the answer or at least explain to me what the hell is going on id greatly appreciate it, until then it's back to COD4....
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