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Old 06-02-22, 01:16 PM   #991
Mad Mardigan
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Quote:
Originally Posted by Gorshkov View Post
Is Run Silent Run Deep campaign compatible with this mod?
See :

https://www.subsim.com/radioroom/sho...postcount=4689

Same answer, here... as well, for this mod set.








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Old 06-02-22, 03:36 PM   #992
Bubblehead1980
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Quote:
Originally Posted by Gorshkov View Post
Is Run Silent Run Deep campaign compatible with this mod?
No, not compatible.

RSRD, while a great mod and a all time favorite of mine, is quite outdated as its creator has not been active for sometime. There have been many advances in SH 4 since its last update.

When I started my mod I intended to update RSRD for TMO, but RSRD is a finicky mod, editing it with the mission editor breaks things. I do not have time not inclination to edit everything via text lol. Need the visualization of the mission editor. Plus, RSRD makes the AI in TMO far too easy, takes the bite out of the mod. Thus, I chose to update TMO alone.


TMO Update BH V2.0 has a redesigned campaign, which is inspired by RSRD. Campaign change is a major aspect of the mod and strives to be historically accurate, balanced with playability and adds many ships , planes, to the roster.

Tenants of the campaign are:

1. Overall campaign traffic follows history. Start of war you will run into
mostly lone merchants, some traveling in pairs, unescorted, some armed, s
some unarmed until mid 42 or so. This reflects the Japanese disregard for
submarines as a real threat.

As war goes on will see more convoys and escorted vessels at appropriate times. Convoy size and composition will change as well. Convoy routes become more defined as they were as well. In late 1944, most traffic shifts to costal waters, as it really did, forcing player into the shallows and to use discretion.




2. Historic Contacts


Inspired by RSRD, the "random" silly Allied style task forces of IJN warships have been removed and using historical documents, most movements, even seemingly insignificant ones , of ships such as BB, CV, CA, CL are recreated. Especially those where a submarine did encounter them.

Campaign orders are structured to put player in the vicinity so they have a chance to contact ships, and in some cases player is directed via a ULTRA message, where appropriate. Example,
current patrol I am on, I received a ULTRA about a Japanese submarine departing Palau in March 1944. I waited, encountered him at night zig zagging. In a fairly dramatic action (will be in the report I post when patrol is over) sunk the submarine .




Major battles from Midway to Okinawa recreated, many minor battles as well. Movements and timing of various forces are as historic as possible.


3. For first time in SH 4, can perform realistic/historical night surface attacks,
even in some circumstances get inside the convoy and attack from within.


4. Reworked depth charges and damage model for player subs. Basically
subs now have a more realistic damage model when it comes to depth charge damage, flooding etc. Player sub is lost due to failure of damaged/destroyed systems overwhelming player and crew and sinking beyond crush depth or taking so much damage over time hull collapses, but this is rare.


5. Completely reworked special missions. No more absurd and boring hollywood nonsense special ops Missions are based on actual missions that occurred, taken from patrol reports and other sources.



There is much more, make sure to check out ALL documentation if download the mod. README for V1.0 has most info on the campaign. V2.0 README has the additions made.
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Old 06-04-22, 03:12 PM   #993
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I really like the sounds of depthcharge explosions they do not cut off prematurely like in KSDII. I am searching for a fix but I can't find it. The depth charge sound sound cuts off in the middle of the sound. Perhaps you have an idea how to fix this? I wonder is it because the explosion effect itself is very short thus the actual sound is also short so that's why it gets cut.?
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Old 06-04-22, 05:12 PM   #994
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Patrolling area BRIAR PATCH in June 1944.

Caught Ozawa's force exiting San Bernadino Strait on 15 June 1944 (Flying Fish spotted this force in real life).

Per orders I sent a contact report, then attacked.

Sunk the Taiho, damaged a CA, BB, and unknown ship (three torpedoes fired from long range hit Taiho, which I aimed at. Other three missed and lucky hits on others. DD's paid me back for it though.

Believe this is worst damage I have ever survived in TMO. Depth charge attack was brutal and shocked even. Then the plane getting us the next day. Boat was a total constructive loss. Fifth patrol and planned to change commanders, do a overhaul, and see if could make it to the end, but TMO had other plans lol.




Going to give U boats a try for a while and see if can get the night surface attacks working way I did in TMO. Hell of a last patrol in TMO for a bit.

https://www.subsim.com/radioroom/sho...32#post2812332
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Old 06-07-22, 11:07 AM   #995
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Quote:
Originally Posted by Niume View Post
I really like the sounds of depthcharge explosions they do not cut off prematurely like in KSDII. I am searching for a fix but I can't find it. The depth charge sound sound cuts off in the middle of the sound. Perhaps you have an idea how to fix this? I wonder is it because the explosion effect itself is very short thus the actual sound is also short so that's why it gets cut.?


Depth charge explosions are from EAX Sound mod....they are excellent. Im hoping we can get vickers to do a EAX version for KSDII and Dark Waters
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Old 06-08-22, 03:46 PM   #996
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Hey Bubblehead, posting in this thread instead of pvt message as you asked. So I did the things you mentioned, moved the install folder out of my main program files, made sure it wasn't read only, installed the LAA (4gig wouldn't work, invalid directory), yet still get a crash on start. I can tell it is enabled as the load screen changes to the TMO one. I'm adding a screenshot of my JSGME as you requested since these other things did not work.

I forgot to mention, I saw you had the update patch for TMO as well, so I was installing that mod/patch as well, including the EAX clang splash mod in there. However, there are two versions of that EAX mod, one in the original TMO and one in the new patch. I didn't know if I should enable both, and this is shown in the screenshot, I went with the newer one.

https://imgur.com/a/cQCOdut

Any help is much appreciated!
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Old 06-08-22, 04:31 PM   #997
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Old 06-08-22, 09:36 PM   #998
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radar Re: Welcome aboard...

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Old 06-09-22, 05:53 AM   #999
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Welcome aboard
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Old 06-12-22, 02:04 PM   #1000
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Default A Nice Surprise

Been away for a bit, came back to see a new version of TMO along with the Fleetboat Interior to go along with it.



Thank you Bubblehead and Vickers.


I love the idea of prewar patrols.



Thanks to the choosing my own boat Mod I started my career in my favorite prewar boat, Sailfish.


First mission to go practice with Marblehead in Lingayen Gulf. That is so cool.

I had to reload the mission to get myself four MK-10's.


Here's my boat tied up at the sub tender. You can see Marblehead in the upper right corner.



Note the truck driving on the water to her right.



Amphib trucks..


I WANT ONE!!
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Old 06-12-22, 05:48 PM   #1001
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Quote:
Originally Posted by 4H_Ccrashh View Post
Been away for a bit, came back to see a new version of TMO along with the Fleetboat Interior to go along with it.



Thank you Bubblehead and Vickers.


I love the idea of prewar patrols.



Thanks to the choosing my own boat Mod I started my career in my favorite prewar boat, Sailfish.



First mission to go practice with Marblehead in Lingayen Gulf. That is so cool.

I had to reload the mission to get myself four MK-10's.


Here's my boat tied up at the sub tender. You can see Marblehead in the upper right corner.



Note the truck driving on the water to her right.



Amphib trucks..


I WANT ONE!!



Welcome back, glad you're giving the improved TMO a try.


lol yea the "amphibs" are scenery issues I have not been able to resolve.
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Old 06-18-22, 03:18 PM   #1002
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Default Surface Depth, Heavy Seas, Being swept off the Conning Tower

i cannot find the proper post to reply to, so please forgive me.

there was a minor discussion not long ago about being swept off the conning tower during tough weather and it was suggested that changing the Surface Depth might help.

i tried a deeper setting and the results were no better than standard depth.
then i tried a shallower setting and the results are much better.
6 m for a Balao seems to keep everyone in place during a 15 m/s wind.
rolling from the additional exposed freeboard does not seem to be a problem for either the crew or handling the boat and we do not seem to be detected any more than we usually do.
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Old 06-18-22, 03:27 PM   #1003
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Quote:
Originally Posted by KaleunMarco View Post
i cannot find the proper post to reply to, so please forgive me.

there was a minor discussion not long ago about being swept off the conning tower during tough weather and it was suggested that changing the Surface Depth might help.

i tried a deeper setting and the results were no better than standard depth.
then i tried a shallower setting and the results are much better.
6 m for a Balao seems to keep everyone in place during a 15 m/s wind.
rolling from the additional exposed freeboard does not seem to be a problem for either the crew or handling the boat and we do not seem to be detected any more than we usually do.

No prob. T he post was in the Dark Waters forum for U Boats, I replied there and in the Type VIIB had mixed results, but somewhat better. I rarely have the issue in fleetboats likely because the bridge/conning tower is higher off the water.
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Old 06-22-22, 01:49 PM   #1004
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Default The Geek showing through.

Technically this is a small alteration for the Fleet Boat Interior MOD for TMO.


I'm putting it here because the new TMO has a pre-war career starting point.


I'm a details kinda geek.


Read that as borderline obsessive / compulsive to the point my wife sometimes dreams of putting a steak knife in my neck. (Stay tuned for the next episode of "COPS")


Any-who, I started the Prewar campaign. Decided to go with the USS Pike instead of Sailfish. I've never tried the P-boat class

After moving the deck gun aft to where it is belongs in mid 1941, I noticed that the publications in the wardroom and in the yeoman's office were post Pearl Harbor attack.

This tweek puts prewar news papers and magazines aboard the boat. They are dated a month or two prior to the start date of the first pre-war patrol.

One of the newspapers is Brit. I figured out in the Asiatic Fleet you get news wherever you can find it.


Drop in JSGME and activate. Can be done in port or on patrol.





https://www.mediafire.com/file/83c6i...APERS.rar/file
Attached Images
File Type: jpg pap1.jpg (39.8 KB, 11 views)
File Type: jpg pap2.jpg (25.7 KB, 11 views)
File Type: jpg lifenew.jpg (28.2 KB, 11 views)
File Type: jpg pp.jpg (41.4 KB, 17 views)
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Old 06-22-22, 02:18 PM   #1005
Bubblehead1980
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Quote:
Originally Posted by 4H_Ccrashh View Post
Technically this is a small alteration for the Fleet Boat Interior MOD for TMO.


I'm putting it here because the new TMO has a pre-war career starting point.


I'm a details kinda geek.


Read that as borderline obsessive / compulsive to the point my wife sometimes dreams of putting a steak knife in my neck. (Stay tuned for the next episode of "COPS")


Any-who, I started the Prewar campaign. Decided to go with the USS Pike instead of Sailfish. I've never tried the P-boat class

After moving the deck gun aft to where it is belongs in mid 1941, I noticed that the publications in the wardroom and in the yeoman's office were post Pearl Harbor attack.

This tweek puts prewar news papers and magazines aboard the boat. They are dated a month or two prior to the start date of the first pre-war patrol.

One of the newspapers is Brit. I figured out in the Asiatic Fleet you get news wherever you can find it.


Drop in JSGME and activate. Can be done in port or on patrol.





https://www.mediafire.com/file/83c6i...APERS.rar/file


Very nice! Immersion matters in subsims so not OCD, it paying attention to details. I am sure vickers03 will appreciate it as well for the change.

I was very OCD with campaign lol...esp on historic movements of battles, certain convoys, etc. I could have finished a lot faster but the OCD when it comes to history and this sim kicked lol.

Far as deck gun. Did you use the aft deck gun mod from original TMO? This was included in download I believe, or that may have been V1.0

If not aware, default position for deck gun is forward due to the deck gun upgrade bug, but the aft deck gun was included. I use it when starting early war careers as well.
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