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Old 07-14-11, 12:21 AM   #3331
I'm goin' down
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Originally Posted by seaplate hitman View Post
If i usd other MOD ,how to make my sub hanging a flag too?
you might want to rephrase your post.
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Old 07-14-11, 02:55 PM   #3332
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Originally Posted by Ducimus View Post
CA's unpublished control room started with Vickers iinterior as a base. He then streamlined it for performance ,and added ALOT of minute detail. I think this is why CA has gone MIA. The amount of detail he was shooting for is mind numbing.
Any word from Captain America?
I was really looking forward to his Officer's Country Interior MOD.
As I recall, Ducimus was working with CA and had a pre-release verion of this Interior to start working with.
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Last edited by TheBeast; 07-14-11 at 06:47 PM.
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Old 07-14-11, 03:58 PM   #3333
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Quote:
Originally Posted by I'm goin' down View Post
you might want to rephrase your post.
I think he's he's asking if it's possible to transfer the flag to fleet boats in other mods - TMO/FOTRS etc. I'm sure it is, but I really have no idea how.

Copying the file mentioned in the PDF for controling the flag (or removing it) to another mod would be the first thing I'd try.
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Old 07-14-11, 06:12 PM   #3334
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Originally Posted by TorpX View Post
I don't know what kind of sighting they had, but what irritates me the most is if I'm engaged in a gun action and I go to another station, when I come back to the gun, I must reorient it and find the proper elevation again. (This is with RFB.)
Same in TMO 2.0/2.1. I go to measure the range, and the elevation is all FUBAR when I get back. If both my sub and the target are moving - which is usually true - the range has changed, sometimes by a lot, so I end up using "rangefinding by fire" anyway.

Subs were notoriously lousy gun platforms, with their narrow beam and lack of any real height for spotting the fall of shot.

It's definitely too easy to hit stuff with the deck gun. I suspect a significant degree of "auto aim" is at work, even when one manually aims and fires the gun.
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Old 07-15-11, 03:16 AM   #3335
seaplate hitman
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Quote:
Originally Posted by Capt. Morgan View Post
I think he's he's asking if it's possible to transfer the flag to fleet boats in other mods - TMO/FOTRS etc. I'm sure it is, but I really have no idea how.

Copying the file mentioned in the PDF for controling the flag (or removing it) to another mod would be the first thing I'd try.
You are right ! The way you advised is not effective. I am sorry, thank you all the same !
BTW, Are you from China?
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Old 07-15-11, 02:58 PM   #3336
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Originally Posted by seaplate hitman View Post
You are right ! The way you advised is not effective. I am sorry, thank you all the same ! BTW, Are you from China?
Sorry (but not surprised) to hear it isn't so simple.

Actually I'm from Canada. That striking icon was just what the Avatar-God had chosen for me at that moment. I see that I'm now "Eddie" from To Have and Have Not.
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Old 07-15-11, 05:13 PM   #3337
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Special Effects

I've been playing with some water effects to add Sea Spray to the US Submarines for TMO 2.2

I have the Porpoise, Tambor and Gato pretty much done.
Currently I am skipper of a Tambor Class do used it for a screen capture.

Effects shown for Surcaed and Decks Awash.


When I am done I will post it for download here at SubSim.
Kind of like EGU PAK for TMO.

I didn't notice and FPS hit when using this.

Regards!
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Old 07-15-11, 05:16 PM   #3338
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Quote:
Originally Posted by TheBeast View Post
I've been playing with some water effects to add Sea Spray to the US Submarines for TMO 2.2

I have the Porpoise, Tambor and Gato pretty much done.
Currently I am skipper of a Tambor Class do used it for a screen capture.

Effects shown for Surcaed and Decks Awash.


When I am done I will post it for download here at SubSim.
Kind of like EGU PAK for TMO.

Regards!
looks good, maybe just lighten up on the opacity a little so its no so bright
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Old 07-15-11, 05:34 PM   #3339
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Quote:
Originally Posted by Webster View Post
looks good, maybe just lighten up on the opacity a little so its no so bright
If I do that the effect is not visiable at night but I will play with it.. Screen cap was taken at noon on perfectly clear day.
Also there are 62 FX nodes each for Porpoise,Salmon, Sargo and 68 FX nodes for Gar, Tambor, Gato, Balao, Tench.

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Old 07-15-11, 06:05 PM   #3340
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Quote:
Originally Posted by TheBeast View Post
If I do that the effect is not visiable at night but I will play with it.. Screen cap was taken at noon on perfectly clear day.
Also there are 62 FX nodes each for Porpoise,Salmon, Sargo and 68 FX nodes for Gar, Tambor, Gato, Balao, Tench.
yep, this game never makes things easy but then maybe try a different approach then, try an off white or grey shading added to the image file so its not so "slap you in your face" white

anyway, good work
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Old 07-15-11, 10:01 PM   #3341
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I'm downloading this right now, i've been using stock 1.5 wit pacific enviroments but its getting rather boring, i hope tmo puts more life back into it!
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Old 07-19-11, 09:46 PM   #3342
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Ok guys, what am I doing wrong? I'm using Windows 7 and 7zip, downloaded the latest TMO file and am trying to extract it to my JSGME MODS folder in my SH4 directory and I'm getting this error:



EDIT: Fixed it. Ran 7Zip as administrator and all is good.
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Old 07-20-11, 11:54 AM   #3343
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I'm thinking of switching over to TMO from RFB, seeing as TMO is more up-to-date and has more features. I have two questions, however.

1. How does TMO handle sinkings? I really liked the Natural Sinking mechanism in RFB.

2. The main thing I hear about TMO is the destroyer AI and it's ability to get you. I am looking forward to the challenge of playing more as if my virtual life is on line, but am concerned about any "unfair" advantage they might have. Surface/radar depth attacks on moonless nights are still, possible, correct?

thanks
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Old 07-20-11, 05:11 PM   #3344
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Originally Posted by andqui View Post
I'm thinking of switching over to TMO from RFB, seeing as TMO is more up-to-date and has more features. I have two questions, however.

1. How does TMO handle sinkings? I really liked the Natural Sinking mechanism in RFB.

2. The main thing I hear about TMO is the destroyer AI and it's ability to get you. I am looking forward to the challenge of playing more as if my virtual life is on line, but am concerned about any "unfair" advantage they might have. Surface/radar depth attacks on moonless nights are still, possible, correct?

thanks
TMO uses a hitpoints system but its much better than stock(or seems to be) No knocking RFB at because its a great mod , but I didnt care for the sinking mechs when I played it, had some bad episodes like when it took 24 hours for a ship with multiple holes and burning on fire to sink, was a bit much.Perhaps its changed.I wish could have a hitpoints system combined with natural sink mechs...ships kind of act like that in TMO.For example...Deember 1941 in Luzon Straits I fired two fish at a small Haruna Maru Tanker(1500 tons or so) one ran under the keel and didnt explode, other was set more shallow and hit aft, just ahead of the props, ship stopped on fire and took 45 mins to sink but settled by the stern and finally went under on its own.That is TMO.You slammed 3 or 4 torpedos into a large freighter, depending on whats it loaded with(freight vs ammo) it will blow up.Tankers full o fuel explode quite nicely.

As far as TMO AI goes.Well yes it's a bit tough at times, designed to be so.I would not say it has an unfair advantage.Run RSRD with TMO and it'll be a little less tough, esp earlier in war but is tough in later war as it was in RL.

Surface attacks in TMO are very possible, depending on the conditions of course, much more than stock.I would like to adjust the escorts visual sensors so could get closer, I usually have to fire from 3000-4000 yards on surfce instead of 2000-3000 but NSA's are very possible.

Note:if you do use RSRD with TMO make sure you get the radar fix and TMO visuals for RSRD.Radar fix makes IJN radar more historical(thus not that effective) against a surfaced sub, it was way too effective before this mod in RSRD. TMO visuals corrects the eagle eyes of RSRD.
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Old 07-20-11, 08:31 PM   #3345
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Thanks

Is the IJN radar fix necessary/compatible with 2.2?
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