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Are you using [alt+tab] to get to the desktop fro any reason? This will cause some weirdness, including but not limited to: Silent Running not activating, co2 levels not returning to normal while surfaced, bridge watch not leaving the bridge after dive, Rockin Robbins attacking the Japanese navy.... :O: |
Dead Sailors
I reloaded the mission and the run silent started working, but I still have the dead sailors. Any idea on how to remove them from the sub?
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TMO keys - Rockin Robbins, where are you?
Contrary to Duciimus' suggestion, I loaded a mod call TMOkeys. Rockin Robbins has bragged about it. Does anyone have the chart of the keys? There is no readme with the mod that lays it out.
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I encountered my second Q-Ship yesterday. I do not know if they were added by the TMO mod but they are very clever and dangerous :yeah: |
[quote=Radio;1208106]Also: Do not save when your sub is submerged, if you load such a savegame it can become unstable as well.
This ain't SH3, i've been thru the war several times and never encountered a problem from saving underwater and i've done it hundreds if not thousands of time. |
Only TMO 1.9 installed,
I swim with a large time compression and my watching officer reports a ship contact ... The problem is that the time comprossion is not automatically reduced when contact and this contact is lost... How can I resolve this? I do not swim my patrol with time compression 1x ... :damn: |
Deep Dive order?????
The old "Deep Dive" order is no longer there? (Was alt D or shift D before enabling you to take your chances against angry DD:s):D
Any idea getting it back? //OB |
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the planesmen (the other one surface) by clicking on him. easy to remember and more interactive, just takes a minute with s3d if you're interested. |
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As an aside, the functionaltiy that was the deep dive command, is now radar depth. |
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for dive/surface is cool |
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- a changelog file in the support directory - the release post for this version of the mod - in the FAQ. So I am at a loss as to how there is any confusion on that subject. |
sinking mechanics
i am pretty sure i already know the answer to these but please, humor me:
did the stock sinking/damage mechanics make a comeback in 1.9? most merchies i encountered blew to bits after a single torpedo hit, broken in half and all that. quite a change after the slow agonizing deaths i was used to. second, i seem to be detected by merchies even submerged, at night, sparingly using the scope. this happened while patrolling during the second half of 1944 in a narwhal. i DID use ahead full and standard during the approach and i seem to remember that merchants get hydrophones late in the war, though i don't know if that was a TMO or RFB thing. or it's possible i screwed up something during mod installs. |
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1.9
Ducimus, it looks like you have anticipated most of the issues that people are raising. good for you, and good for us too. BTW, thanks for the tip on placing sailors on the deck guns. It does work. (The first time I needed to use it, unfortunatley, I realized my ship did not have a deck gun though!)
[I played some of the Dick O'Kane single missions in the Ace's single mission download pack, and in one of them, when you depart Pearl, the are remnants of sunken ships from Dec. 7, 1941, including one that is capsized, are scattered throughout the harbor. Nice touch!] |
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