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Old 10-04-10, 03:04 PM   #1
Armistead
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Default Plane questions TMO2/RSRD

I don't know if it's just me or if the planes are acting different, certainly this group is. Early war chasing a Carrier TF through the Indian ocean. All planes are carrier types or float planes from CA's.

I attacked the TF and now giving chase. If I dive constantly for planes it will leave me behind, so I'm trying to keep up and only dive when several planes attack.

For one, some planes, with the blue stripes seem to toy with me. They dive, but often don't drop, but after several runs they usually do. In the past they always dropped some the first pass.

Also in pairs usually the planes are far enough apart that they attack seperate, now they're often almost side by side and both drop at the same time...Talk about murder. Here is an example, that's a lot of bombs at the same time.



In 1.9 my AA gunners rarely took damage from planes AA fire. Now they're getting wounded with each pass, some badly. I had to replace 3 gunners in a row from 3 seperate attacks. I like this, very realistic.

I skimmed through the readme, but seems only plane changes were sounds. I also thought RSRD changed most of the plane settings from TMO, because only a few types drop deep bombs.

Certainly not a complaint, love it, just wondered if anyone else noticed or just this is a rare group..TF does have 5 carriers.
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Old 10-04-10, 04:15 PM   #2
WernherVonTrapp
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I'm not far from starting a new career with TMO 2.0. Just out of curiosity, why are you still running 1.9? Something buggy with 2.0 that I'm not aware of yet?
Anyway, I can't wait. Especially since Ducimus said he was going to make some changes for the purpose of historical accuracy. Consequently, the A6M was armed with 2 -7.7mm machine guns in the nose and 2 -20mm cannons on the wings. That's a lethal combination for any sub. I've been attacked by float planes while on the surface too. It seems that if you are taking evasive action (starboard, port, etc.) it throws off their angle of approach and they have to maneuver around for a better angle. Maybe that's why they're behaving that way.
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Old 10-04-10, 04:43 PM   #3
Armistead
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I think you nailed it on the head. I did see the new machine guns on the A6M. I have a feeling these new guns are whats doing the damage to the AA gunners that never happened before.

So far just those planes that run in formation beside each other. Just so strange how they may make several passes before they drop. Like a cat with a mouse. With 5 bombs each, 10 bombs coming at you is badddd.

Course I seldom stay on the surface, but I don't won't to lose this TF.
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Old 10-04-10, 05:46 PM   #4
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Quote:
Originally Posted by WernherVonTrapp View Post
I'm not far from starting a new career with TMO 2.0. Just out of curiosity, why are you still running 1.9? Something buggy with 2.0 that I'm not aware of yet?
Anyway, I can't wait. Especially since Ducimus said he was going to make some changes for the purpose of historical accuracy. Consequently, the A6M was armed with 2 -7.7mm machine guns in the nose and 2 -20mm cannons on the wings. That's a lethal combination for any sub. I've been attacked by float planes while on the surface too. It seems that if you are taking evasive action (starboard, port, etc.) it throws off their angle of approach and they have to maneuver around for a better angle. Maybe that's why they're behaving that way.

2.0 with the new "beta patch" is awseome.Not buggy, made some great changes.My favorite is Ahead Standard gets you 15 knots now and is economical when it comes to fuel usage, doesnt take an ungodly amount of time to get around.Better underwater speeds as well in addition to better enemy aircraft(no zeros so far, just floatplanes and bettys) gun crews wear helmets, AA guns sound different from one another when fired.Late war Japanese ASW planes have a pseudo MAD(can detect you deep and bomb you deep I believe, have not played after Oct 44 yet with BETA patch though) Check the readme, the new changes are pretty awseome, esp in conjunction with RSRD)
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Old 10-04-10, 05:48 PM   #5
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Beta patch...I heard about it, but didn't see it in the first post TMO thread, just a easier AI mod...I assume it's tucked away in the thread somewhere...got a link...I wonder if I would have to start a new career with the beta patch.
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Old 10-04-10, 08:24 PM   #6
Bubblehead1980
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Quote:
Originally Posted by Armistead View Post
Beta patch...I heard about it, but didn't see it in the first post TMO thread, just a easier AI mod...I assume it's tucked away in the thread somewhere...got a link...I wonder if I would have to start a new career with the beta patch.

Quote:
Originally Posted by Ducimus View Post
I've been mulling it over the last few days, and i decided i'm going to "leak" what updates I have so far. Primarly because I'm predicting its going to be awhile before TMO is officialy updated (burn out's a bitch), and the changes I have thus far, i feel are important to gameplay, and it bugs me their just sitting here on my hard drive collecting virtual dust.

For changes, see the documentation directory in the download.

Install:
- AFTER TMO 2.0. and any optional TMO mods, but BEFORE RSRD if your running it.

- TMO optional mods for the aft deck gun are NOT compatible. I haven't updated that mod yet. So what you have is the default installation.

- You will need to start a new career game to see some of the changes.

- As always, be in port when applying this.

- If you don't like the bump mapping, simply delete the NO1.dds that resides in each of the submarine directories.
(example: data/submarine/NSS_Gato/NSS_gato_N01.dds )

- Feed back on changes contained within this update are welcome. Bug reports are welcome. Requests/wish's will probably be ignored if you don't present a very good case for them. (i'm really burned out on modding, so it takes a pretty good poke that strikes the right cord to get me to move on something)

Download:
http://www.filefront.com/17240111/TM...eta_update.7z/


Enjoy.

You will have to start a new career, but it is worth it.
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Old 10-04-10, 09:42 PM   #7
Ducimus
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Soo.. ahhhh.. I take it the changes in that unofficial patch are working ok?
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Old 10-05-10, 10:05 AM   #8
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IMHO rel 2 with beta patch has been excellent. Been playing
since you released it 'cause I had the Truk slow down.
I also use the easier AI patch and it works with beta too,
I think. Just started using RSRDc and someone said I
don't need the easier AI with it. Thanks for providing us
with such a great game experience.
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Old 10-05-10, 11:44 AM   #9
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Zeros should not have any bombs. They were capable of using TWO 60kg bombs under the wigs, but in practice off CVs I've never read ANY accounts of them being used. Not ever. Maybe late in the war from land bases, but CV airgroups... nope. I've never heard of bombed-up Zeros in the SWPA, either. That pretty much writes that off as realistic. Late in the war if they had bombs, they were probably willy pete set to detonate in the AIR for use against bomber formations. In RSRDC they should have dummy bombs so they make passes (and strafe), but not actual bombs. If they have actual bombs I'll certainly be altering that for myself, anyway.

In the Indian ocean, the only fighters used would have been early Zeros, too. Even assuming the Zero as a stand-in for late war types (at later dates than 1942, obviously), they'd not be bombed-up.

Maybe the TMO version is different, but honestly, bombs on a zero would be like a fleet boat with a SAM launcher to me, very anti-immersive.
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Old 10-05-10, 02:06 PM   #10
Bubblehead1980
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Quote:
Originally Posted by Ducimus View Post
Soo.. ahhhh.. I take it the changes in that unofficial patch are working ok?

New patch is great Ducimus.Just wondering if RSRD changes anything with the aircraft from the BETA patch.

Also, when planes have the pseudo MAD, can they cal bomb/depth charge you when you are deep? Would be cool if they can.
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Old 10-05-10, 03:42 PM   #11
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Quote:
Originally Posted by jldjs View Post
IMHO rel 2 with beta patch has been excellent... Thanks for providing us with such a great game experience.
+ 1 IMHO!


Quote:
Originally Posted by Armistead View Post
...so I'm trying to keep up and only dive when several planes attack.
No offense, but there's clearly somthing very wrong with you, man!


But love your images!!!

My crew only begs me not to get any ideas...
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Old 10-05-10, 03:49 PM   #12
Armistead
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Tater,
I guess that explains the many fake passes. I'm weak on aircraft knowledge. However, one type will make many fake passes, then finally will drop. I'll have to look at my SS's to get the type.
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Old 10-05-10, 04:36 PM   #13
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The planes pictured are Zeros. And I see many bombs.
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Old 10-05-10, 05:00 PM   #14
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Pretty sure i took 90% of the zero's out in the beta patch. I may have left some on the home islands, and Attu, but the likelyhood of encountering them should be really rare.

In the past, i left them in, purely for sake of variety. It's not like SH4 shipped with a lot of planes to choose from. At any rate, i found some info in the interregation reports that gave me a clearer indicator of what i should and shouldn't be using for ASW patrols. One of them was a torpedo/dive bomber that was previously only assigned to carriers. (I forget code name) The first dedicated ASW squadron had 30 of them i think.
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Old 10-05-10, 05:22 PM   #15
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RSRDC has the zeros fubared with insane bomb loads. Must not have been corrected, all the others except early war zero are spot on.

Modlet inbound for RSRDC (any version, it's just 1 eqp file).


http://www.filefront.com/17355517/Fi...Load_RSRDC.rar
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