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Old 05-10-22, 01:06 PM   #886
Bubblehead1980
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Quote:
Originally Posted by merc4ulfate View Post
Since I did not see anything in the new documentation do we now not have to add the Allied Ships for TMO and Ships TMO to the list of mods?

No, ship packs are no longer required, all ships required are included in the install. Disregard ship packs and V1.0 mods.

Double check, this is in the README

Last edited by Bubblehead1980; 05-10-22 at 01:17 PM.
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Old 05-10-22, 01:08 PM   #887
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Quote:
Originally Posted by merc4ulfate View Post
ALSO :

Do we still need to add:

TDW ship plane fire damage

TMO2 different smoke and splash

or were they incorporated into this version?

Will TMO2 different smoke and splash now conflict or replace what was done with the sounds you added from EAX?

Yes, TDW fire plane damage is a optional mod, apply at your discretion AFTER all required and TMO optional mods included


Different smoke and splashes are in the required EAX Sound sim..Bang Clang mod included in the download.

Vickers03 was kind enough to merge all of these together into one mod to avoid conflicts.
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Old 05-10-22, 01:10 PM   #888
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Originally Posted by Niume View Post
I would advise to create one patch which fixes all of the errors. instead of multiple tiny fixes

Well, things pop up over time so may have to do individual release. The U Boat fix, along with some fixes/well reworks to a few patrol objectives for better function will be released as a patch.
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Old 05-10-22, 02:03 PM   #889
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Great replies to both my post good to hear what's added.

Now I just hope the AA gun will work this time as last version it never would work.
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Old 05-10-22, 02:15 PM   #890
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Originally Posted by merc4ulfate View Post
Great replies to both my post good to hear what's added.

Now I just hope the AA gun will work this time as last version it never would work.
No problem, glad to help.


Hmm I never had a problem with AA gun.


If you had the AAguntodeckgun+Radio enabled, then the AI on your sub will only will only fire against surface targets and can only be manually controlled when at GQ and main deck gun is manned.

Unofortunately, the shortsighted devs never bothered to give us multipurpose AA guns(what the hell really?) which is terrible because that is what US subs primarily used their AA guns for, to attack smaller ships not worth torpedoes etc. Aside from Pearl Harbor and maybe two other instances, in all the reports I have read, etc, AA guns were not used against aircraft often.

Whenever mod it, its a either they function as deck guns, or they are AA guns and they are linked to the main deck gun and activated as deck guns. They wont fire if not manned. Ive tried to work around this but no luck.

I remember explaining all of this in the V1.0 README and a README included with the AAtodeckgun mod.


In TMO Update by default the AA guns are AA guns, but the mod can be enabled to have them as deck guns. In early war when onyl have one deck gun I keep them as AA guns but when get into mid to late war and have multiple AA guns...they along with deck gun can put quite a bit of firepower on a surface target. WIll shred the small boats and quite useful in self defense situation.


If assigned lifeguard duties I may keep them active as AA guns, since may need to move into shallows on the surface to get a downed pilot, cant dive, Airplanes coming in, rare though.
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Old 05-10-22, 02:39 PM   #891
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No problem, glad to help.


Hmm I never had a problem with AA gun.


If you had the AAguntodeckgun+Radio enabled, then the AI on your sub will only will only fire against surface targets and can only be manually controlled when at GQ and main deck gun is manned.

Unofortunately, the shortsighted devs never bothered to give us multipurpose AA guns(what the hell really?) which is terrible because that is what US subs primarily used their AA guns for, to attack smaller ships not worth torpedoes etc. Aside from Pearl Harbor and maybe two other instances, in all the reports I have read, etc, AA guns were not used against aircraft often.

Whenever mod it, its a either they function as deck guns, or they are AA guns and they are linked to the main deck gun and activated as deck guns. They wont fire if not manned. Ive tried to work around this but no luck.

I remember explaining all of this in the V1.0 README and a README included with the AAtodeckgun mod.


In TMO Update by default the AA guns are AA guns, but the mod can be enabled to have them as deck guns. In early war when onyl have one deck gun I keep them as AA guns but when get into mid to late war and have multiple AA guns...they along with deck gun can put quite a bit of firepower on a surface target. WIll shred the small boats and quite useful in self defense situation.


If assigned lifeguard duties I may keep them active as AA guns, since may need to move into shallows on the surface to get a downed pilot, cant dive, Airplanes coming in, rare though.
I had the mod enabled but nothing made it work. Even at GQ you could not load it nor move it and it also would never move or fire under AI control.
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Old 05-10-22, 02:48 PM   #892
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Originally Posted by merc4ulfate View Post
I had the mod enabled but nothing made it work. Even at GQ you could not load it nor move it and it also would never move or fire under AI control.

Very strange, worked fine on my end.


Did have any other mods enabled that could conflict with it?


1. Make sure are at GQ

2. Make sure all guns are manned, the main deck gun, plus the AA guns/ Then you can click the shell to the right side, which will load the gun.

3. Order the deck gun via orders bar to fire at will, or using binoculars, target a ship (place in bicoluars, hit space bar)


4. Even with the fire at will off, should be able to manually fire the guns.




3.
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Old 05-10-22, 04:41 PM   #893
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My current mod order, giving it a try.

Clean install no saves.

Generic Mod Enabler - v2.6.0.157

Trigger Maru Overhaul 2.5 UpdateBH V2.0
Nav Map Make-Over TMO Update 2.0
NMMO Patch TMO Update V2.0
EAX_Clang_Splash_Dud for TMO Update
Subron50AddOn
SubRon50messages
AAtoDeckguns+Radio
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
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Old 05-10-22, 05:06 PM   #894
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Anyone else having trouble with CTD with DC/Torpedo explosions?


Didnt have it in testing but starting on current patrol...had one CTD when torpedo tried to prematurely exploded. Had another from a second DC explosion.
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Old 05-10-22, 05:20 PM   #895
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Quote:
Originally Posted by merc4ulfate View Post
My current mod order, giving it a try.

Clean install no saves.

Generic Mod Enabler - v2.6.0.157

Trigger Maru Overhaul 2.5 UpdateBH V2.0
Nav Map Make-Over TMO Update 2.0
NMMO Patch TMO Update V2.0
EAX_Clang_Splash_Dud for TMO Update
Subron50AddOn
SubRon50messages
AAtoDeckguns+Radio
TDW_Ship_Plane_Fire_Damage_v1_3_SH4

Looks good. One of the SUBRON 50 objectives caused CTD with another player. I think the briefing was too long (game is very sensitive). Worked fine in testing but CTD. I have a fix if it happens to anyone else. Im on patrol so havent had a chance to test yet.
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Old 05-10-22, 05:24 PM   #896
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Mhmm... can't say that I have, though... to be frank about it, just got started off in My career set ups that I have set up, thus far.

Current set ups, include (separately, of course...)

1. Asiatic set up, for patrolling out of Manila, to begin with... am in the prewar time still... war, has not yet, broke out.

2. PH set up... same, as with # 1, above...

3. S class set up... (just finalized this set up, last night & just got started in a career in that one, earlier on today...) have yet to have ran into any enemies... YET.

4. SubRon 50 (See # 3 above, though ...) After getting it set up, started off on a career out of New London & have yet to have gotten over to the designated drop point/patrol area... yet.

so, as mentioned... have yet to really run into any enemies... YET.







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Old 05-10-22, 07:32 PM   #897
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Default LAA tool

Hi, skippers, does this great mod need LAA support ? and if so, where can i download this LAA tool ?
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Old 05-10-22, 07:37 PM   #898
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Quote:
Originally Posted by Bubblehead1980 View Post
Looks good. One of the SUBRON 50 objectives caused CTD with another player. I think the briefing was too long (game is very sensitive). Worked fine in testing but CTD. I have a fix if it happens to anyone else. Im on patrol so havent had a chance to test yet.
I'm running it now. Didnt realize the second objective was to target a friendly during the attack and then hit photo button for the IR part. Figured it out.

Definitely slows the game down but no CTD with all those ships. I did have a CTD off Dakar after that part of the mission. No way of knowing why it was kind of out of the blue when it happened. Trying again and loving this aspect of the game. Fun to play around North Africa.

The French are legitimate targets here. I thought they were friendly LOL

The German planes ... don't mess with them.

The AA issue I had. I wasn't reading what you said very well. Fill the crew berth of BOTH AA and Deckgun then GQ. After I did that I was able to move the gun. Weird to have to do both but its all good.
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Old 05-10-22, 07:39 PM   #899
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Hi, skippers, does this great mod need LAA support ? and if so, where can i download this LAA tool ?
Absolutely!! Don't even try without it.

Should still be in the download section



https://www.techpowerup.com/forums/t...-aware.112556/

Look on this page
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Last edited by merc4ulfate; 05-10-22 at 07:47 PM.
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Old 05-10-22, 08:42 PM   #900
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Originally Posted by merc4ulfate View Post
Absolutely!! Don't even try without it.

Should still be in the download section



https://www.techpowerup.com/forums/t...-aware.112556/

Look on this page
downloading now, thank you sir!
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