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Old 05-24-22, 03:20 PM   #961
KaleunMarco
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Originally Posted by Bubblehead1980 View Post
Yes, twice now. October 1943...after attacking convoys, sunk a tanker (ichiyu maru) on first attack. Second one, after fresh install of SH 4 and mod, same boat though, one day later, prob same convoy as in nearly same position...


After sinking ships...while was submerged deep and evading after took a few depth charges, about 10-15 minutes in, roughly time it takes most ships to sink. External cam was off but heard the sinking noises. Assuming they reach a certain point in sinking and then CTD, both times. I've ruled out depth charges, etc. Four days before when I ran into a lone merchant en route to patrol area, sunk it with no problems. No CTD. Took depth charges for 12 hours a few days later in Sibutu Pass when a patrol detected me, no CTD.


Second ship was the Ryusei Maru (not a clone, formerly the Ryunn Maru , a "native" TMO ship) and boom another CTD under nearly identical circumstances.


Something related to sinking OR running the interiors, perhaps too much for system to handle, but would be shocked as plenty of RAM etc and never had these issues in TMO. I had no CTD issues in testing. I'm wondering if its related to the cloned ships as the Ichiyu Maru is a cloned ship from Nippon Maru for TMO.


I am about to test out V2.0 without interiors on another clean install, see if same issue happens. Just wondering if anyone else had issues.
ok, i do not mean to impugn....
are you running Mission Editor from your TMO_BH installation folder?
i have experienced specious CTD's that i traced back to using the ME stored in one installation folder for a different installation of SH4.
one must use ME from the same folder as the installation.
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Old 05-24-22, 05:13 PM   #962
Kal_Maximus_U669
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Default TMO BH V2

I just did the vickers update the one today I just had Ctd while I restarted this mission already three times without problem... because I have fun with the destroyer NDD_Mutsuki in order to see these reactions is there at moment of the torpedo firing the torpedoes leave then Ctd.. so there must be something with the interior maybe.... there you are gentlemen, good evening. Hope it works out because it sucks... I'm almost sure I'm starting a career again is it's settled...
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Old 05-24-22, 09:51 PM   #963
Bubblehead1980
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Originally Posted by KaleunMarco View Post
ok, i do not mean to impugn....
are you running Mission Editor from your TMO_BH installation folder?
i have experienced specious CTD's that i traced back to using the ME stored in one installation folder for a different installation of SH4.
one must use ME from the same folder as the installation.

No offense taken. ME is in the same folder its always been with no issues, the main SH 4 folder.
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Old 05-27-22, 05:01 AM   #964
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Hi, new user here.

I've downloaded JGSME, set up the shortcut to start in the SH4 folder, and downloaded this mod, which I've unzipped into a folder called MODS. However, I'm wondering if that's correct since the screenshot and readme talk about load order, which I don't have only having a single entry in JGSME for Trigger Maru Overhaul 2.5 UpdateBH V2.0.

I'm wondering if I've missed a step somewhere in the million odd links I've clicked through trying to info or a guide?
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Old 05-27-22, 05:16 AM   #965
Bubblehead1980
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Default First Full War Patrol outside of testing TMO Update V2.0

Finished up my first full war patrol in V2.0 last night. Had to start over multiple times due to release of new mods/updates, bugs. Plus wanted to use interiors mod. I ended up going without it as working to resolve a CTD issue, plus wanted to run without map contacts and have the 3D TDC and Radar Range unit, that unfortunately we don't have in the new interiors yet. 3D TDC and Radar Range Unit mod, for me is required to run without contacts and get a proper experience.

Anyways...was a interesting patrol, link to full report below. A few screenshots with descriptions are in the second post.


https://www.subsim.com/radioroom/sho...70#post2810670

Last edited by Bubblehead1980; 05-27-22 at 05:41 AM.
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Old 05-27-22, 05:23 AM   #966
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Originally Posted by CharlieReddog View Post
Hi, new user here.

I've downloaded JGSME, set up the shortcut to start in the SH4 folder, and downloaded this mod, which I've unzipped into a folder called MODS. However, I'm wondering if that's correct since the screenshot and readme talk about load order, which I don't have only having a single entry in JGSME for Trigger Maru Overhaul 2.5 UpdateBH V2.0.

I'm wondering if I've missed a step somewhere in the million odd links I've clicked through trying to info or a guide?

Once the mods are placed in mod folder, you need to click on te JSGME desk top icon, which should have been added automatically when installed JSGME in the SH 4 folder(unless you denied it permission). Once mods are in folder, you have to activate the mods via the desktop icon.

Click the Icon...

On the left of JSGME , you will see the name of the mods in the mods folder, click on it to highlight, then you will see the buttons in he middle...one is activate mod, other is deactivate mod, third is deactivate all mods. You will highlight TMO Update BH V2.0 first and activate it. Follow install order in the README.


Every mod REQUIRED to run the TMO Update BH V2.0 is included in the download. Consult the README, go into the TMO folder (which is in SH/MODS)you will need to go into the folder, click on the Required mods folder, drag and drop them into the SH4/MODS folder as did with TMO Update V2.0 and follow the activation order.
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Old 05-27-22, 05:43 AM   #967
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Originally Posted by Bubblehead1980 View Post
Once the mods are placed in mod folder, you need to click on te JSGME desk top icon, which should have been added automatically when installed JSGME in the SH 4 folder(unless you denied it permission). Once mods are in folder, you have to activate the mods via the desktop icon.

Click the Icon...

On the left of JSGME , you will see the name of the mods in the mods folder, click on it to highlight, then you will see the buttons in he middle...one is activate mod, other is deactivate mod, third is deactivate all mods. You will highlight TMO Update BH V2.0 first and activate it. Follow install order in the README.


Every mod REQUIRED to run the TMO Update BH V2.0 is included in the download. Consult the README, go into the TMO folder (which is in SH/MODS)you will need to go into the folder, click on the Required mods folder, drag and drop them into the SH4/MODS folder as did with TMO Update V2.0 and follow the activation order.
Hi, thanks, I figured it out. (I think).

I'm now trying to stop the time compression resetting to 1 every time I get a radio FOX or FLASH message. I've amended the main.cfg in data as I found on another thread, but it does absolutely nothing to the behaviour. Is this because the mods change things, or because I've installed them wrong, or because I'm doing something incorrectly.
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Old 05-27-22, 05:53 AM   #968
Bubblehead1980
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Originally Posted by CharlieReddog View Post
Hi, thanks, I figured it out. (I think).

I'm now trying to stop the time compression resetting to 1 every time I get a radio FOX or FLASH message. I've amended the main.cfg in data as I found on another thread, but it does absolutely nothing to the behaviour. Is this because the mods change things, or because I've installed them wrong, or because I'm doing something incorrectly.

I've yet to figure that out myself, I've made changes but has not worked and have not fooled with it in a while. If I recall, you have to the edit the main in the SH 4 folder (stock game) and in the TMO mod if its in there(I forget if I included it)


I would strongly advise against setting it where radio traffic does not bring you out of Time Compression. Radio traffic has been heavily reduced in this mod, but the messages you do receive are often important. This includes ULTRAS and orders. When running at CT without the stop, you may not even receive these messages and will find yourself in a confusing situation or missing out on important things all together. Really can alter the experience of the mod in a negative way. As mentioned, radio traffic is reduced as I removed a lot of the superfluous traffic. Up to you, but again, strongly advise against it.
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Old 05-31-22, 09:05 AM   #969
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Bubblehead1980, do the new version have the depth charges mod included?
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Old 05-31-22, 11:10 AM   #970
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Bubblehead1980, do the new version have the depth charges mod included?

Yes, the Type 95 is the standard/default DC in the install, when time comes to use type 2 (November 1943-end of war) Type 2 (included in download) can be activated via JSGME.
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Old 05-31-22, 12:01 PM   #971
Rhodes
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I apologise, i was asking about the depth charge distortions mod. The DC_Water_Disturbance_NewV1.
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Old 05-31-22, 12:16 PM   #972
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I apologise, i was asking about the depth charge distortions mod. The DC_Water_Disturbance_NewV1.


Ah got it. No, its not included in the mod. I've found it nerfs the AI too much for my tastes, too easy to escape so did not include it. Will have to enable via JSGME.
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Old 05-31-22, 12:22 PM   #973
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Thank you. I was not able to evade an escort, mid 44, at 600 ft and then a charge "landed" right on my deck and , but was saved by a CTD.

So save game reloaded!
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Old 05-31-22, 12:36 PM   #974
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Thank you. I was not able to evade an escort, mid 44, at 600 ft and then a charge "landed" right on my deck and , but was saved by a CTD.

So save game reloaded!

Ahh yea it happens Hmm wonder if the "clang" effec of depth charge dropping on deck t in EAX caused the CTD. Are you using the vickers interiors for TMO by chance? I have not had that happen when charge landed on deck, usually hear the clang and that is it. Very rare I get one on the deck though esp at that depth. Speed bursts are your friend sir lol


Interesting you bring this up, has long annoyed me I can be at 650-700 ft in Balao and they track me like I am at periscope depth and can never get away by getting below their sonar depth, as should be able to in some circumstances. I have tested a fix for that issue last couple patrols and plan to release when back in port as I do not want to tab out.

Sensors fixed ensures escorts active and passive sonar are tough as ever so TMO does not lose its edge, but their max effective depth is changed so in the deeper diving boats like a Balao or Tench can theoretically get "under" their sonar beam as they did in real life. However, also has a lot to do with skill level of escort, type of sonar gear they have equipped, and weather can play a role. Later war sonar is of course not as easy to defeat. I'm pretty happy with the changes.

The default TMO max depth of both active and passive sonar was set to 984 feet (300 meters!) lol which I would say is a bit much for WW II (especially IJN) sonar. Effective depth is still rather depth and varies as mentioned, but will find its a bit more realistic, while maintaining the challenge.
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Old 05-31-22, 01:09 PM   #975
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No, I am not using vicker interior mod, since want to finish this career and then began a new one more earlier in the war, etc.

Just v2.0 and the patches.



The charge landed on my deck and then exploded, I thought that would be and instant kill, but no. I began to sink and possible when I should had the death screen, I had the CTD.



I am with a Gato class, even at 550ft, silent running and 1 knot, after a good evasion, the destroyer would get me and ping me.
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