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Old 01-10-14, 05:52 PM   #1
glilley
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Default Traveller Mod v2.6 TMO - 1.5 OTC Conflict?

Currently running the following mods loaded as follows on Win XP, SP3:
SH4 Gold
1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Traveller Mod v2.6 TMO

I before I loaded the Traveller Mod I had 1.5 OTC 031302 for RSRDCV502 running as the last load and running great. Loaded the Traveller Mod as last mod in JSGME and game hung up at last screen where it says " give 'em hell boys!". Had to Alt Tab to desk top and kill SH4. Removed 1.5 OTC 031302 for RSRDCV502 in JSGME and replaced with Traveller Mod in load order and Traveller Mod appears to work fine.

Had thought Traveller Mod was compatible with OTC. Any suggestions?
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Old 01-10-14, 06:13 PM   #2
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It's not compatible with OTC, although I thought he was working a a scaled version that would work with it, but not sure if I'm thinking that or what...
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Old 01-10-14, 08:54 PM   #3
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Thanks for reply. Read that also in his Traveller Mod thread but it was old enough that I thought it was done. Ain't nothing but a thing though. Still a great mod.
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Old 01-10-14, 10:01 PM   #4
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While many mods are not compatible with each other out right because no one beta tested them to a tight fit they can work well together if they are in the right order.

After TMO and RSRD Traveller should be next in line and then OTC and anything else you want after that.

A good order should be like the first five mods in this:

Generic Mod Enabler - v2.6.0.157
1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Traveller Mod v2.6 TMO
#1 Real Environment mod install
Traveller Mod 2.6 Patch 1 - ISE v3 Patch
#4 Warships retextured
Traveller Mod 2.6 No Midway Transfer
Traveller Mod 2.6 No DC Camera Shake
Traveller Mod 2.6 Larger Search Patterns
Traveller Mod 2.6 Harder Enemy AI Escorts
Traveller Mod 2.6 Automatic Ship ID
Traveller Alternate Main Loading Screens
Convoy Routes TMO+RSRD
tambor198's TMO+RSRDC missions pack

If you want to run OTC After TMO+RSRD you should be using 1.5_Optical Targeting Correction 031312 RSRDCv502 found here:
http://www.subsim.com/radioroom/down...o=file&id=4052

Not 1.5 OTC 031302 ... unless that was just a typo.
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Last edited by merc4ulfate; 01-10-14 at 10:13 PM.
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Old 01-12-14, 02:56 PM   #5
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Quote:
Originally Posted by merc4ulfate View Post
While many mods are not compatible with each other out right because no one beta tested them to a tight fit they can work well together if they are in the right order.

After TMO and RSRD Traveller should be next in line and then OTC and anything else you want after that.

A good order should be like the first five mods in this:

Generic Mod Enabler - v2.6.0.157
1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Traveller Mod v2.6 TMO
#1 Real Environment mod install
ect.

Merc,

I'm wondering about the part where you say traveller MOD has to be installed before OTC,is this self experiance?

Reading the readme of Traveller Mod v2.6 Compatibility Patch for OTC 1.5 (RSRDC version)
(This can be found in the [extras (optional) folder] of the main traveller MOD) were in it states:


Quote:

This compatibility patch allows Traveller Mod users to retain the main features of OTC v1.5- adjusted camera view angles and menu changes. Most other features of OTC 1.5 are not retained when using Traveller Mod, as it overwrites most of the other shared files.

** Please note this compatibility patch only works with the main OTC v1.5 version.
It will NOT work correctly with any of the other OTC aspect ratio versions. **



Installation Order:

1. TMO v2.5
2. Run Silent Run Deep Campaign mod v502 (TMO version)
3. OTC 1.5 (RSRDC version)
4. Traveller Mod v2.6
6. Traveller Mod v2.6 OTC 1.5 Compatibility Patch


Created by Traveller

Quote:


So in other words, any aspect ratio other than 4:3 (native ratio) will not work with Traveller MOD and will create problems but the installation should be diff. than you stated.


HJ
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Old 01-12-14, 03:23 PM   #6
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My current order is as follows:

1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
1.5_Optical Targeting Correction 031312 for RSRDCv502
Traveller Mod v2.6 TMO
Traveller Mod 2.6 OTC 1.5 Patch
1.5_OTC for 16 to 9 Aspect Ratio RSRDCv502

I have not done a whole lot of playing with this configuration but it seems to work. I didn't use the realistic scopes for OTC because it overwrites two more files that Traveller modded. I'll report back if I notice too many oddities.
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Old 01-12-14, 03:28 PM   #7
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Forgive me hertog you are absolutely correct.
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Old 01-12-14, 03:43 PM   #8
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np m8...

I'm thinking of starting a new career with a new MOD soup and was reading up on posts, releases and README's when I found it.

I'm not sure I'm going for Traveller's MOD as I find OTC to be a major improvement to SH4 and am rather reluctant to start a new soup without it.

Anyhow... Hope this helps others


HJ


[Edit]
Quote:
Originally Posted by SilentPrey View Post
My current order is as follows:

1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
1.5_Optical Targeting Correction 031312 for RSRDCv502
Traveller Mod v2.6 TMO
Traveller Mod 2.6 OTC 1.5 Patch
1.5_OTC for 16 to 9 Aspect Ratio RSRDCv502

I have not done a whole lot of playing with this configuration but it seems to work. I didn't use the realistic scopes for OTC because it overwrites two more files that Traveller modded. I'll report back if I notice too many oddities.

Please do!!

I'm running 8:5 ratio in this soup (without realistic scopes) and wouldn't want to have to discard OTC in another soup because it doesn't work.
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Old 01-13-14, 11:38 PM   #9
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Alright, reporting back in:

I was able to range a 4400 ton merchant within 100 yards of the map contact distance at 2100 yards on a dark and stormy night. (Rolling seas and trouble seeing waterline and mast head.) Hopefully I'll run across someone in daylight on calm seas but this guy was just the first one I ran into. I got speed and heading from plotting the map contacts and then used scope for range and bearing. (I didn't want guess work on AOB and speed to throw off testing the OTC corrections.)

I set the PK then launched a four fish spread. I shot +3, +1.5, -0.5, and -2.5. (I meant to do 1 and 3 each side, but I missed those a bit.) Both negatives hit (but dudded; proving yet another part of Traveller's Mod worked as advertised) and the positives missed in front. That's about what I expected: targets tend to turn away when they see the torps.

There's a radar depth button on the engineering toolbar. The icon on it is only an arrow in the top corner pointing diagonal. I don't remember left or right but it definitely didn't say, "This button is to go to radar depth," when I looked at it. I don't remember whether there was a button for that before or not but the other buttons Traveller added were better looking than this one.

That's pretty much the only gripe I've got with that configuration. It hasn't crashed yet, saves load just fine (haven't tried overwriting saves and don't plan to), everything else that I'd gripe about is exactly the way Traveller said it would be. I still haven't ended a patrol (I've got one kill on my first patrol and I ended up killing him with the deck gun because the torpedoes are broken in April '42.) I'll check in again once I've completed patrols and actually gotten radar and such installed on my boat. So far all indications are that enabling the OTC aspect ratio patch after Traveller's Mod will do what we're looking for.
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Old 01-15-14, 09:10 AM   #10
glilley
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Default Finally Got It Working (slaps forehead)!

Discovered the Traveller Mod v2.6 OTC 1.5 Compatibility Patch in the Extras folder and loaded it after Traveller Mod v2.6 - Now Traveller Mod and OTC hold hands and share a milk shake. Should've looked in the other folders before starting this thread.
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Old 01-15-14, 10:23 AM   #11
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Reading the manual does help occasionally.

I've been continuing my patrol; found a victim during daylight this time but misidentified it so I can't confirm my soup as working. (Noticed my solution and the map contact were quite far apart but the torpedo hit anyway. Obviously I had speed and AOB pretty close; my torp was set to low speed. When I saved and exited I noticed that the ship I sunk had added twice as many tons to my total as the ship I identified would have.)

I did notice that Traveller's Mod overwrote the recognition manual so the red highlighted part of the ship that OTC uses for ranging is no longer red highlighted.

I do really like this combination. The sinking dynamics are great. I hit this one in the nose; it went almost vertical in the water then the stern settled back down before I finally got the 'ship sunk' message.
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Old 01-15-14, 01:48 PM   #12
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I have had those nose down attitudes from struck vessels. Some take so long to sink that I will come to the surface and ventilate them with the deck gun. Because their guns are still active I try to do that only at night and outside of 3000 yards.
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