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Old 12-15-21, 08:46 PM   #286
klemmaniac
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Originally Posted by propbeanie View Post
Check your "Options" menu, then "Graphic Settings", and clear the tick box for "Post Process Filters". That setting cranks up the saturation and adds a "graininess" to the image, trying to make the screen look like an old movie. If that's not ticked, then perhaps move the "Gamma" slider just a pinch - not too much now - but just a pinch to the right. You might notice pixelation in the shadows if you go too far. Even just a half of the width of the slider is probably too much.
Thanks. The gamma adjustment doesn't make much of an improvement, but I'll try turning off post process filters. And also, why is subsim website text in German for me?? lol. I am hitting subsim.com from the states, so confused.
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Old 12-15-21, 11:37 PM   #287
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At the very bottom-left of the page are two drop-down boxes. One chooses your interface style, the other whether you see German or English. Being a computer program, if you follow a link in, or accidentally change that, the site remembers it when you visit the next time. I have gotten stuck in a Deutch cycle more than once over the years... my hi-skrul German (aka: getting old and forgetful) no longer takes me there...
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Old 12-18-21, 01:01 PM   #288
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Default Hiroshima Harbor

Hiroshima Harbor Photos?
Really?
What do we have our intrepid US Air Corps for?
Why not send one of the zoomies to take some overhead photos?
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Old 12-18-21, 01:28 PM   #289
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Quote:
Originally Posted by KaleunMarco View Post
Hiroshima Harbor Photos?
Really?
What do we have our intrepid US Air Corps for?
Why not send one of the zoomies to take some overhead photos?
Because that'd be overhead bird's eye view... & what they want, is boots on the ground, (so to speak... ) eyeballs on target views...

pip, pip cheerio, mate....



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Old 12-18-21, 02:57 PM   #290
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Originally Posted by Mad Mardigan View Post
Because that'd be overhead bird's eye view... & what they want, is boots on the ground, (so to speak... ) eyeballs on target views...

pip, pip cheerio, mate....



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Old 12-19-21, 03:45 PM   #291
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I have a brief question. In all of my previous campaigns I've used TMO 2.5 with RSRDCv502. Is this new version compatible with the latter?
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Old 12-19-21, 03:48 PM   #292
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Old 12-19-21, 06:12 PM   #293
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Originally Posted by ReiKahn View Post
I have a brief question. In all of my previous campaigns I've used TMO 2.5 with RSRDCv502. Is this new version compatible with the latter?
No. TMO BH is an all in one mod, not compatible with campaign mods and OTC.

Regards.

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Old 12-19-21, 06:21 PM   #294
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Originally Posted by klemmaniac View Post
Can someone let me know how to turn up the contrast or brightness? Some of the textures are just black on my screen inside the sub, even during the daytime.
I use ReShade with SH4 and obtain great results. You have a lot of presets to use and doesn't affect the FPS.

Good luck!

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Old 12-19-21, 09:12 PM   #295
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Quote:
Originally Posted by ReiKahn View Post
I have a brief question. In all of my previous campaigns I've used TMO 2.5 with RSRDCv502. Is this new version compatible with the latter?

No, RSRD not compatible with my mod, as it will 'break' numerous changes,etc . Honestly, RSRD is not needed with the TMo update as I did a extensive rework of the campaign layers, inspired by RSRD. RSRD is a great mod but has been some time since it was updated and showing its age, plus it nerfs the AI of TMO . I have added many ships , planes etc. as well

Shipping in campaign changes based on time period...example in 1941-1942 there are not a number of convoys...a lot more single merchants and sea lanes are not as well defined. Then there are historic contacts, which spawn only once at historic/date time, take historic route to destination and arrive.

Mid 1943 convoys become more common and unescorted vessels become uncommon, and almost non existent by 1944, a few are there, esp in coastal areas. Sea lanes become more defined. In 1945, traffic thins out and what major convoys there are run in coastal areas, often stopping at night, sailing only in daytime. This reflects the real life changes Japan made, although a but too late.

The task force layers have been completely reworked. Much like RSRD, the major capital ships only move in the game at historic dates and times, so no more alliedesqueijn convoys roaming the ocean randomly. The major and some minor battles are scripted as well. I have a second update coming out in January, which further refines the mod and traffic.
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Old 12-20-21, 06:28 AM   #296
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Hi Sir: I really like your TMO's Project, but I have one question. Are you going to add or are there any plans to add the Submarine Squadron 50, in future?
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Old 12-20-21, 10:30 PM   #297
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Originally Posted by Kapitain Oliver Leinkraunt View Post
Hi Sir: I really like your TMO's Project, but I have one question. Are you going to add or are there any plans to add the Submarine Squadron 50, in future?

Yes, next release in January will include SUBRON 50...USN fleetboat operations in Fall 1942-Summer of 1943 out of Scotland with operations in North Sea, Bay of Biscay, and Norwegian Sea. Will start out in New London , CT, sail across Atlantic to support Operation Torch, then end patrol in Scotland as the SUBRON 50 boats did. From there on will operate out of Scotland, then sail back to US and on to the Pacific in late summer 1943, per history.

Obviously, the campaign will not be as intense as the Pacific and had to take some historical license to keep it interesting, as in SUBRON 50 boats did not see that much action, did not sink that many ships. The traffic will reflect that, but will have more chances than would if kept it strictly historical.


A lot of special operations will be conducted....landing/recovering agents from occupied countries, photo recon of coastal installations, etc.


One fictional but interesting mission I added to campaign prior to leaving for vacation (home for the holidays) was to rendezvous with a convoy in the "Black Pit" area of the Atlantic, then patrol ahead scouting for U Boats, of course if locate them, attack. Since have AI subs firing torpedoes in TMO now, it can get interesting. Ran into a wolfpack...encountered four U Boats in one night on surface, sunk two. If torpedoes were functioning properly, would have sunk more. I had to emergency dive twice to avoid incoming torpedoes. Three ships in convoy were sunk left on fire and sinking by the AI subs, did not witness actual attacks as was involved in my own actions, but heard explosions and saw fires, used free cam to look them over later.




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Old 12-21-21, 05:06 PM   #298
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Default promotion to Captain

can't find the GD post......

i believe you posted that you had set the promotion schedule such that you did not think a player could reach the rank of Captain and to let you know if it happened.

it happened. Promotion date is Feb 12 1944. Career start was 12/8/1942.


secondly, responding to a radio message, we parked ourselves off the Wake Atoll awaiting two air raids on Feb 5 and Feb 9, 1944. We were requested to provide lifeguard service. we did not see either raid nor were there any survivors to rescue. was that radio message a legitimate tasking that should have resulted in sea-air rescue or not?

thirdly, while we were in the vicinity of Wake, we ventured nearer the island to get a better look. we found some AA guns and some shore batteries. when i zoomed in closer on the Nav Map, it displayed two errors. please refer to screen print below. i believe the missing graphics are Small Coastal Defense Guns.

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Old 12-21-21, 08:41 PM   #299
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Quote:
Originally Posted by KaleunMarco View Post
can't find the GD post......

i believe you posted that you had set the promotion schedule such that you did not think a player could reach the rank of Captain and to let you know if it happened.

it happened. Promotion date is Feb 12 1944. Career start was 12/8/1942.


secondly, responding to a radio message, we parked ourselves off the Wake Atoll awaiting two air raids on Feb 5 and Feb 9, 1944. We were requested to provide lifeguard service. we did not see either raid nor were there any survivors to rescue. was that radio message a legitimate tasking that should have resulted in sea-air rescue or not?

thirdly, while we were in the vicinity of Wake, we ventured nearer the island to get a better look. we found some AA guns and some shore batteries. when i zoomed in closer on the Nav Map, it displayed two errors. please refer to screen print below. i believe the missing graphics are Small Coastal Defense Guns.


While unlikely will be promoted to Captain, not impossible in the initial release of update, but plan to tweak it a bit more. Depends a lot on how successful each patrol is to affect players ranking. I also had the number of patrols set to 20 satisfactory patrols to achieve that rank, so that means you have twenty war patrols completed in that time frame? Did you have some short patrols Also, what realism level are you playing at ?


Yes, I apologize for the issue at Wake Island. I discovered this issue recently. Apparently, the PBY flying boat, somehow had its disappearance date in its roster.cfg file set to July 1943(!). I am not sure how or why it was set to this date. The plan is imported from RSRD and I missed it. I discovered this recently when I went to conduct lifeguard operations/observe the bombing, changed it and planes showed up no problem. This will be resolved in next update, which will feature PBY strikes on Wake on 30 Jan, 5 Feb, and 9 Feb 1944.


These strikes are based on historical missions in Jan/Feb 1944 by PB2Y Coronado flying boats, based in Hawaii, which staged through Midway to strike Wake Island in advance of an during the Marshall Islands invasion. USS Tang was assigned to the lifeguard missions on 30 Jan and 5 Feb before being released to patrol off Truk. I have created these patrol orders for Balao class in the next update as well.



I'll look into the the errors on the coastal gun. Thank you for pointing them out.
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Old 12-21-21, 09:06 PM   #300
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Quote:
Originally Posted by Bubblehead1980 View Post
While unlikely will be promoted to Captain, not impossible in the initial release of update, but plan to tweak it a bit more. Depends a lot on how successful each patrol is to affect players ranking. I also had the number of patrols set to 20 satisfactory patrols to achieve that rank, so that means you have twenty war patrols completed in that time frame?
exactly 20 patrols! amazing!

Quote:
Did you have some short patrols
nothing less than three weeks. is that considered short?

Quote:
Also, what realism level are you playing at ?
68


Quote:
Apparently, the PBY flying boat, somehow had its disappearance date in its roster.cfg file set to July 1943(!).
lol; no need to apologize!
s7rikeback and PB have been schooling me up on fixing all kinds of subtle errors, like the list i sent to you last month or maybe the month before. this is a very complex system design...there are bound to be disconnects.

so...followup question: assuming you correct the PBY-date-thing, how do you plan to generate the air-survivors for us to rescue? i am intrigued by this!


Quote:
I'll look into the the errors on the coastal gun. Thank you for pointing them out.
it's probably a missing TGA file for a zoom-in view. i say that because there was an icon for a coastal gun visible on the Nav Map until i zoomed-in. that's when the error message displayed rather than the next level of icon.
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