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Old 04-03-22, 05:16 AM   #751
Bubblehead1980
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Well you're having better luck at night surface attacks than I. I always seem to get noticed no matter what.
Hmm. Hope will read the tactics doc (link post in thread) and see how things work out after digesting the information and applying it.

Also, make sure you have the Radar Fix (included in download) activated properly, nothing overwriting it. Make sure that if have any additional mods or install order with TMO mods, not overwriting AIsensors.dat or AI visualsensors.dat.
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Old 04-05-22, 03:06 AM   #752
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Have you encountered this before?


Awarded Silver Star. What is funny the tiny medal is the Bronze Star Medal.




That... teeny... tiny... star badge, is 1 you earned earlier on. Awards, earned early on, get shunted to the side... to make room for the newer one, to be, showcased... as in the case of your having gained the Silver Star.

Just how early on, no telling exactly... though, I suspect... it can be possible to find out.




Can't recall just how though...


Bubblehead1980, could likely shed some light on that... or mayhaps, ol' propbeanie can, should they deign to pop in & do so, Captain Wreckless.


Hope this helps... clarify things...




M. M.
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Old 04-05-22, 03:18 AM   #753
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That... teeny... tiny... star badge, is 1 you earned earlier on. Awards, earned early on, get shunted to the side... to make room for the newer one, to be, showcased... as in the case of your having gained the Silver Star.

Just how early on, no telling exactly... though, I suspect... it can be possible to find out.




Can't recall just how though...


Bubblehead1980, could likely shed some light on that... or mayhaps, ol' propbeanie can, should they deign to pop in & do so, Captain Wreckless.


Hope this helps... clarify things...




M. M.

Damn, Already answered. Found out it was the RUIM uniform mod that caused it. I disabled it and then deleted. Don't really care for it. Tried it out to see if I liked it. Nah!

USN rating badges were to high up on the shoulder and on both sleeves which is incorrect. I looked at the dds file for them and doesn't seem possible to fix.

Medals for the crew were showing MoH as Silver Star. Duh!


I didn't earn any earlier medals. I only did 1 patrol even though the text showed 2. Weird.



That 1 patrol I sank 1 cargo ship early and then destroyed a 4 ship (3 cargo, 1 dumbassed DD) convoy for 20K+ tons on the way back to Dutch Harbor. With the RUIM mod I get the Silver Star Medal for this action. With just TMO only I get Navy Commendation Medal. No fair.
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Old 04-05-22, 04:35 AM   #754
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Damn, Already answered. Found out it was the RUIM uniform mod that caused it. I disabled it and then deleted. Don't really care for it. Tried it out to see if I liked it. Nah!

USN rating badges were to high up on the shoulder and on both sleeves which is incorrect. I looked at the dds file for them and doesn't seem possible to fix.

Medals for the crew were showing MoH as Silver Star. Duh!


I didn't earn any earlier medals. I only did 1 patrol even though the text showed 2. Weird.



That 1 patrol I sank 1 cargo ship early and then destroyed a 4 ship (3 cargo, 1 dumbassed DD) convoy for 20K+ tons on the way back to Dutch Harbor. With the RUIM mod I get the Silver Star Medal for this action. With just TMO only I get Navy Commendation Medal. No fair.


Yep, have to be careful adding mods, can conflict and cause weird things to happen. Some overt, some not so, but do affect how mod runs.

Medals have always been fouled up in SH 4, criteria etc. The MOH was replaced because basically every time player had a decent patrol it would hand out the MOH lol.


Yes, TMO, requires a lot to get a medal beyond the "lower" end medals. I've honestly never touched the medal files as not sure about how to do so and they are a aspect I like. Basically in TMO, you have to consistently achieve missions objectives through career and sink tonnage over time. High renown comes from sinking ships, and obviously some ships earn more such as a carrier vs a merchant, but a tanker, as those were prize targets, earns a bit of renown. I've adjusted values a bit in forthcoming version.


How did the scope filters work out?
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Old 04-05-22, 07:43 AM   #755
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Mission counts for the reports have been "off" in SH4 since they did the "repetitive missions" fix. Since you are assigned your next mission when docking at home port just after your patrol, the count for the as-yet not completed assignment is included in the logs. Either one team of programmers was using "zero" as the start of their in-game counting, and another group was using "one", or they completely missed the in-base log aspect of the game when they (Ubi / devs) applied their "fix" (which like most aspects of life was two steps forward, one step back)... lol
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Old 04-06-22, 12:18 AM   #756
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Mission counts for the reports have been "off" in SH4 since they did the "repetitive missions" fix. Since you are assigned your next mission when docking at home port just after your patrol, the count for the as-yet not completed assignment is included in the logs. Either one team of programmers was using "zero" as the start of their in-game counting, and another group was using "one", or they completely missed the in-base log aspect of the game when they (Ubi / devs) applied their "fix" (which like most aspects of life was two steps forward, one step back)... lol

Ah. Never noticed it before.
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Old 04-06-22, 12:35 AM   #757
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Originally Posted by Bubblehead1980 View Post
Yep, have to be careful adding mods, can conflict and cause weird things to happen. Some overt, some not so, but do affect how mod runs.

Medals have always been fouled up in SH 4, criteria etc. The MOH was replaced because basically every time player had a decent patrol it would hand out the MOH lol.


Yes, TMO, requires a lot to get a medal beyond the "lower" end medals. I've honestly never touched the medal files as not sure about how to do so and they are a aspect I like. Basically in TMO, you have to consistently achieve missions objectives through career and sink tonnage over time. High renown comes from sinking ships, and obviously some ships earn more such as a carrier vs a merchant, but a tanker, as those were prize targets, earns a bit of renown. I've adjusted values a bit in forthcoming version.


How did the scope filters work out?

Even when I commented out the mods medals it still messed things up. Anyway, the RUIM mod was just OK, IMO.

Filters were Meh. Even at 5K yards nothing can be seen. I even turned up the gamma and all that did was washout everything.


======


I installed the TDW Fire damage mod. Interesting. In clear skies and heavy seas, this convoy I attacked, I put 3 into a large merchie and 1 into the ship behind it. The large ship there were no secondary explosions and didn't sink out right. The other ship I hit under the funnel and got a BIG secondary explosion and fire. I had to wait for a reload.

The large ship went dead in the water and over time it decks were awash. The fire was put out on the other and she continued on at 5 kt.

In the mean time I put 2 into the 3rd merchie and down it went.

After this the large ship started exploding and went under stern first.

This whole time the DD was pinging everywhere but where I was. It only made 1 pass at me and dropped short.

I put 1 into the DD amidships, and down it went.

In the mean time the 2nd ship had boogied out of the area so I surfaced and gave chase. I was out of torpedoes show I started shooting in heavy seas at 3K yards. I noticed that the fires started up again and grew bigger. I think I hit her maybe 4 times before it sank. I don't think my hitting it did it.

So it appears this mod was doing what it was designed to do.
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Old 04-06-22, 04:07 AM   #758
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Originally Posted by Captain Wreckless View Post
Even when I commented out the mods medals it still messed things up. Anyway, the RUIM mod was just OK, IMO.

Filters were Meh. Even at 5K yards nothing can be seen. I even turned up the gamma and all that did was washout everything.


======


I installed the TDW Fire damage mod. Interesting. In clear skies and heavy seas, this convoy I attacked, I put 3 into a large merchie and 1 into the ship behind it. The large ship there were no secondary explosions and didn't sink out right. The other ship I hit under the funnel and got a BIG secondary explosion and fire. I had to wait for a reload.

The large ship went dead in the water and over time it decks were awash. The fire was put out on the other and she continued on at 5 kt.

In the mean time I put 2 into the 3rd merchie and down it went.

After this the large ship started exploding and went under stern first.

This whole time the DD was pinging everywhere but where I was. It only made 1 pass at me and dropped short.

I put 1 into the DD amidships, and down it went.

In the mean time the 2nd ship had boogied out of the area so I surfaced and gave chase. I was out of torpedoes show I started shooting in heavy seas at 3K yards. I noticed that the fires started up again and grew bigger. I think I hit her maybe 4 times before it sank. I don't think my hitting it did it.

So it appears this mod was doing what it was designed to do.
Yea, commenting out does not always work. Sometimes relationships in files are not are obvious. SH 4 is very sensitive about some things lol.


Ah, . Did you try the late war scope which essentially restores the default night periscope? Also, to be fair 5000 yards is a long way to see anything through the scope at night, even on a moonlit night, range needs to be closer for sure. I basically use radar for approaches at night until about 2000 yards, then can get a decent silhouette of target at least and plot to fire from 1000 yards or less. Enough do not need to pop up to radar depth anymore by that point as the TDC has a decent solution locked in, refined once have visual contact.



Nice job. Yea, fire mod is great. I've tooled around with it to keep the visual fires burning longer, because even when the visual dies out, the fire is still burning. If you have external cam on and get close can hear the "crackle" of a fire, means it is still burning, eating away at the ships hull strength over time, if it degrades it too much before fires go out, ship will sink. This will often retrigger the visual fire. I have witnessed it though where fire goes out, can't hear the fire either, than it catches fire again, simulates fires flaring back up, it happens. In forthcoming version i've increased sinking times, so sometimes get ships like tankers which are doomed, but stay afloat burning for a decent period of time. Interesting at night when hit one , and esp if two, lights up the immediate area. During surface attack, can help expose you to other escorts though have found since escort visuals are sensitive to light changes, more light, means they can se you better (obviously )

Hmm , sounds like heavy seas helped shield you from the DD, perhaps allowing perhaps let you get away with a little too much on this occasion lol.

Funny thing though is I've had some DD's be perfectly competent during heavy seas, not as effective due to waves but still competent, then some are just incompetent once seas state gets about above certain point, usually around 19 knot winds (10 meters per second) , which kicks up waves decent bit.
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Old 04-06-22, 02:14 PM   #759
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Originally Posted by Bubblehead1980 View Post
Yea, commenting out does not always work. Sometimes relationships in files are not are obvious. SH 4 is very sensitive about some things lol.


Ah, . Did you try the late war scope which essentially restores the default night periscope? Also, to be fair 5000 yards is a long way to see anything through the scope at night, even on a moonlit night, range needs to be closer for sure. I basically use radar for approaches at night until about 2000 yards, then can get a decent silhouette of target at least and plot to fire from 1000 yards or less. Enough do not need to pop up to radar depth anymore by that point as the TDC has a decent solution locked in, refined once have visual contact.



Nice job. Yea, fire mod is great. I've tooled around with it to keep the visual fires burning longer, because even when the visual dies out, the fire is still burning. If you have external cam on and get close can hear the "crackle" of a fire, means it is still burning, eating away at the ships hull strength over time, if it degrades it too much before fires go out, ship will sink. This will often retrigger the visual fire. I have witnessed it though where fire goes out, can't hear the fire either, than it catches fire again, simulates fires flaring back up, it happens. In forthcoming version i've increased sinking times, so sometimes get ships like tankers which are doomed, but stay afloat burning for a decent period of time. Interesting at night when hit one , and esp if two, lights up the immediate area. During surface attack, can help expose you to other escorts though have found since escort visuals are sensitive to light changes, more light, means they can se you better (obviously )

Hmm , sounds like heavy seas helped shield you from the DD, perhaps allowing perhaps let you get away with a little too much on this occasion lol.

Funny thing though is I've had some DD's be perfectly competent during heavy seas, not as effective due to waves but still competent, then some are just incompetent once seas state gets about above certain point, usually around 19 knot winds (10 meters per second) , which kicks up waves decent bit.

I haven't tried the late war scope. I've got the early scope mod installed. I'll take it out and see how it goes. Yea 5K yards is a bit far. I was testing it on a passing Tug on my way to Kiska.


I think it's funny when radar or lookout spot a passing ship and it's either a fishing trawler, tug, or small merchant flying "Old Glory" all in enemy waters.



I play with external camera active. I've heard the fire crackle.
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Old 04-06-22, 08:02 PM   #760
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I haven't tried the late war scope. I've got the early scope mod installed. I'll take it out and see how it goes. Yea 5K yards is a bit far. I was testing it on a passing Tug on my way to Kiska.


I think it's funny when radar or lookout spot a passing ship and it's either a fishing trawler, tug, or small merchant flying "Old Glory" all in enemy waters.



I play with external camera active. I've heard the fire crackle.

Yea, devs of SH 4 were lazy with their traffic patterns. I've corrected this in upcoming version, won't see small merchants flying US or Allied flags in occupied territory in middle of the war lol. Problem was was bad around Borneo and Java etc in Sept 1944, started running into Allied merchants sailing along off Tawi Tawi lol. Ridiculous.
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Old 04-06-22, 08:03 PM   #761
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https://www.subsim.com/radioroom/sho...14#post2802414


Fun testing convoy night surface attack in V 2.0
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Old 04-07-22, 01:51 AM   #762
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SE of Kiska tracked a DD on radar and at 9K yards went to Periscope depth. Tracked him for a perfect broadside shot. Fired 2 Mk 14 set at 5 ft and watched them both run under. Grr. Quick set up again with more of a STBD quarter shot. 2 more fish set at 5 ft. 1 ran deep but the other hit midships and down it went.


North of Kiska radar picked up DD at 12K yards. Turned to intercept went to PD. Had a perfect setup, 2500 yards broadside. 5 ft set and fired #1. 5 ft set and fired #2 about 7 sec later. I then watched #2 pass #1. Opps, forgot to set #1 to high speed. Anyway #2 ran deep, Grr. The DD saw #1, increased speed and turned to STBD. #1 almost hit the stern, but the DD turned tight enough that #1 ran parallel down the STBD side.



Both of these were daytime attacks.
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Old 04-07-22, 09:09 AM   #763
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Forgive me I wasn't understanding of the post about this but doesn't the mod already have vickers sea life mod? I saw the suggestion to add it manually to the list to cure the squares moving through the water?

If it is already there why add it again please?

Just curious.
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Old 04-07-22, 10:03 AM   #764
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Moving through the Torres Straights. Began to take damage, CTD.
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Old 04-07-22, 11:57 AM   #765
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Forgive me I wasn't understanding of the post about this but doesn't the mod already have vickers sea life mod? I saw the suggestion to add it manually to the list to cure the squares moving through the water?

If it is already there why add it again please?

Just curious.


No problem.

When the mod was uploaded originally, a texture was inadvertently left out, which caused the sea life to show up as weird "squares" instead of the fish etc.

Mod is a large file and not easy to upload to subsim as have to go through a admin, so not going to upload again just to fix one issue until next version (V2.0) Activating the sea mod independently solves the issue, which has been corrected in forthcoming release.
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