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Old 04-21-12, 04:40 PM   #3856
fitzcarraldo
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Quote:
Originally Posted by Laffertytig View Post
not played SH4 since september and am getting that itch again.

i see theres a 2.5 version of TMO now. is there much added with it or is it just all the previous updated combined?

just wondering how much it will screw with my mod list.

Your list is OK with TMO 25. Simply, replace TMO 2 and TMO 22 by TMO 25.

In the first post there are the new stuff (environment, etc.) of TMO 25 version.

Regards.

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Old 04-21-12, 09:32 PM   #3857
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Quote:
Originally Posted by Laffertytig View Post
not played SH4 since september and am getting that itch again.

i see theres a 2.5 version of TMO now. is there much added with it or is it just all the previous updated combined?

just wondering how much it will screw with my mod list.
Welcome back!

I think Webster's Missing Voices is also redundant.
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Old 04-22-12, 03:58 AM   #3858
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Quote:
Originally Posted by fitzcarraldo View Post
Your list is OK with TMO 25. Simply, replace TMO 2 and TMO 22 by TMO 25.

In the first post there are the new stuff (environment, etc.) of TMO 25 version.

Regards.

Fitzcarraldo
i must be blind, i still cant see anything in the 1st post if this thread about whats in 2.5?
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Old 04-23-12, 06:16 AM   #3859
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Quote:
Originally Posted by Laffertytig View Post
i must be blind, i still cant see anything in the 1st post if this thread about whats in 2.5?
Please read the TMO 2.5 manual for updates. They are listed on the first post.
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Old 05-01-12, 10:32 PM   #3860
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Default Where is the Deck Gun for my new Gato?

Using: TMO 2.2 (still) + RSRDC + RSRDC pre-war patrol (aft mount deck gun NOT enabled)

Started this campaign in S-27 (Asiatic Fleet). S-27 had a forward mounted deck gun (and crew) which I used several times to administer the coup de gras to a couple of merchants that refused to sink fast enough to suit me.

Upgraded boat to USS Sculpin (Sargo-class). Original pics of the Sargo-class boats clearly show an aft mounted deck gun, so I was not expecting to get a gun at all, and indeed, I didn't. I only used this boat on one patrol, since I kind of blundered into the Battle of Tassafaronga (night of Nov 30-Dec 1 - Guadalcanal). Fired 4 torps at a 'wounded' Jap DD, surface attack @ 2800 yds, but got spotted as I was firing the 4th torp, and he opened up on me as I was diving doing mucho damage (87%). I can claim two hits with the DD on the way to Davey Jones Locker. Fortunatly, the other DDs were kind of busy with the US fleet to pay much attention to me. I had to stay at Flank speed and under 70' to avoid sinking. Managed to make it to Tulagi, and docked, but could only refuel/rearm. They couldn't do a thing for the massive hull damage. Left Tulagi around 3:00 AM and arrived Brisbane four days later - ran on surface all the way.

On arrival, the Admiral was a little miffed about beating up my boat so bad, but I guess my sinking a Jap DD assauged his ire a bit, and he granted me command of a new Gato-class boat (USS Flying Fish). I gave a Purple Heart Medal to my AA Gunner who was killed in the shelling.

When I went to the sub's equipment screen for RADAR and other needed stuff, NO GUN and no crew space for the gun. Where's my deck gun?

Is there something in the data files that I can change while I'm in port to get the gun back? Could I upgrade to TMO 2.5, without having to re-start the whole campaign to get a gun? I've seen this issue before on this thread, but can't find it now.

Help, please!
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Old 05-02-12, 05:47 AM   #3861
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Roger,

I use the aft deckgun mod TMO provides. I too still use 2.2 because of an issue with 2.5 and something to do with a specific campaign messin' things up.

So I ave no forward firing gun, but I'm fine with that.

I can't remember where it was posted, but someone figured out where the deckgun issue was located and figured out the correction to get either bow or aft deckguns working. Just can't remember the post, or the proceedure. I should have bookmarked that one and saved it in my SH4 folder.
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Old 05-04-12, 03:02 PM   #3862
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Have anyone ever experienced a refit (conning tower upgrade) with TMO 2.5?
I am doing my second career with this version of TMO, and its always giving me new commands; now Im commanding USS Drum with early war CT, Brisbane command, december 1942, next sub available here will be Balao in july '43, CT upgrade should be available just right now (med war CT) as I am after 3 patrols with this boat, or in jan\feb'43 (late wat CT), but no, Ive got Balao instead, which shouldnt be available right now in this flotilla, but is generally available starting 1\1\1943 (see roster and sub upc file).
So, is it possible to get CT upgrade with this mod, and without problems?
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Old 05-04-12, 03:24 PM   #3863
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Quote:
Originally Posted by stanger View Post
Have anyone ever experienced a refit (conning tower upgrade) with TMO 2.5?
I am doing my second career with this version of TMO, and its always giving me new commands; now Im commanding USS Drum with early war CT, Brisbane command, december 1942, next sub available here will be Balao in july '43, CT upgrade should be available just right now (med war CT) as I am after 3 patrols with this boat, or in jan\feb'43 (late wat CT), but no, Ive got Balao instead, which shouldnt be available right now in this flotilla, but is generally available starting 1\1\1943 (see roster and sub upc file).
So, is it possible to get CT upgrade with this mod, and without problems?
I have no answer to your question, but I do have a question of my own for you: Did you get a Deck Gun for either your Gato or Balao? Look a couple of posts above yours - I still haven't gotten any answer.

Good Hunting!
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Old 05-04-12, 06:05 PM   #3864
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No, no problems with deck guns here; they are bow mounted on all sub classes, but Gar/Tambor.
What happened to you is similiar to what Ducimus wrote in his manual:

Code:
Special note on deck gun placement:
Due to a hardcoded bug in the SH4 game engine, it is not possible to switch locations of the deck gun 
once a game has been saved to file.  Trying to move the deck gun from fore to aft, or vice versa will 
result in the crew member slots disappearing.  In order to circumvent this bug and prevent it to 
happening during play, the deck guns have been ***8220;fixed***8221; to a location.  By default, TMO defaults to 
mounting deck guns forward of the conning tower, as this is the most popular placement. 
The exception to this are the Tambor, and Gar, which ONLY have an aft mount due to the larger 5***8221;/51 
caliber deck gun they can equip. A bow mount for these two classes is not available.
If you prefer your deck gun mounted aft of the conning tower, enable the ***8220;TMO_Aft_deckguns***8221; 
alternate mod found in the documentation directory.
But, you didnt mention that you changed deck gun placement mid game or something... It maybe something with upgrades being broken in TMO - in your case caused by starting with S class; or save game corruption ...

You can check your saves: open your last save folder (look for dates) and open file called "ActiveUserPlayerUnits.upc" (with notepad, or notepad++) and search for deck gun.
These are examples from my game:

GAR (stern dgun):
Code:
[UserPlayerUnit 1.Compartment 8.WeaponSlot 1]
ID=SternDeckGun
NameDisplayable=Aft Deck Gun Mount
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkBunker=GunsAmmoBunker
ExternalNodeName3D=M02
ExternalObjectName3D=NULL
ExternalDamageZoneTypeID3D=-1

IDLinkWeaponLoaded=3in50calUS, NULL

[UserPlayerUnit 1.Compartment 8.WeaponSlot 1.Weapon]
ID=3in50calUS
NameDisplayable=3"/50 Caliber Cannon
WeaponInterval=1941-12-01, 1942-12-01
WeaponSlotType=NULL
AmmoTypesAccepted=3inAPUS,3inHEUS
AmmoTypeLoaded=NULL
AmmoMagazineSize=1
AmmoMagazineRemaining=0
WeaponCrewMembersSlots=7
ExternalLinkName3D=3_50_Soclu
FunctionalType=WpCannon
Hitpoints=100.000000
EfficiencyHumanFactor=0.000000
EfficiencyMechanicFactor=1.000000
Efficiency=0.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
DamageDescription1=NULL,0,0.2,0,1,1,Jam,0,0,NULL,1,0.3,0.187355
DamageDescription2=NULL,0,1,0,0.5,1,Chamber Explosion,50,5,NULL,1,2,13.4679
While on my Gato save this section look the same except:

Code:
IDLinkWeaponLoaded=NULL, NULL
- because Gato has bow mounted deck gun:

Code:
[UserPlayerUnit 1.Compartment 9.WeaponSlot 1]
ID=BowDeckGun
NameDisplayable=Fore Deck Gun Mount
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkBunker=GunsAmmoBunker
ExternalNodeName3D=M01
ExternalObjectName3D=NULL
ExternalDamageZoneTypeID3D=-1
IDLinkWeaponLoaded=4in50calUS, NULL

[UserPlayerUnit 1.Compartment 9.WeaponSlot 1.Weapon]
ID=4in50calUS
NameDisplayable=4"/50 Caliber Cannon
WeaponInterval=1900-01-01, 1999-12-31
WeaponSlotType=NULL
AmmoTypesAccepted=4inAPUS
AmmoTypeLoaded=NULL
AmmoMagazineSize=1
AmmoMagazineRemaining=0
WeaponCrewMembersSlots=7
ExternalLinkName3D=4_50_soclu
FunctionalType=WpCannon
Hitpoints=100.000000
EfficiencyHumanFactor=0.000000
EfficiencyMechanicFactor=1.000000
Efficiency=0.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
DamageDescription1=NULL,0,0.2,0,1,1,Jam,0,0,NULL,1,0.3,0.395235
DamageDescription2=NULL,0,1,0,0.5,1,Chamber Explosion,50,5,NULL,1,2,5.85215
Gar has this here:

Code:
IDLinkWeaponLoaded=NULL, NULL
So, in your save, if you have no gun at all, those two sections (SternDeckGun and BowDeckGun) should have "IDLinkWeaponLoaded=NULL, NULL".
You can edit it to add deck gun to your boat, but you will have to add crew to it too, and thats seems more complicated ... (Should I go on? )

Just check your file if it has these sections it (should be there):
aft dgun:
Code:
Search "Compartment 8" (11 hits in 1 files)
  F:\$save\SH4\data\cfg\SaveGames\00000038\ActiveUserPlayerUnits.upc (11 hits)
	Line 7923: [UserPlayerUnit 1.Compartment 8]
	Line 7963: [UserPlayerUnit 1.Compartment 8.WeaponSlot 1]
	Line 7975: [UserPlayerUnit 1.Compartment 8.EquipmentSlot 1]
	Line 7985: [UserPlayerUnit 1.Compartment 8.EquipmentSlot 1.Equipment]
	Line 8003: [UserPlayerUnit 1.Compartment 8.CrewMemberSlotAdditionalRepository 1]
	Line 8015: [UserPlayerUnit 1.Compartment 8.CrewMemberSlotAdditionalRepository 2]
	Line 8027: [UserPlayerUnit 1.Compartment 8.CrewMemberSlotAdditionalRepository 3]
	Line 8039: [UserPlayerUnit 1.Compartment 8.CrewMemberSlotAdditionalRepository 4]
	Line 8051: [UserPlayerUnit 1.Compartment 8.CrewMemberSlotAdditionalRepository 5]
	Line 8063: [UserPlayerUnit 1.Compartment 8.CrewMemberSlotAdditionalRepository 6]
	Line 8075: [UserPlayerUnit 1.Compartment 8.CrewMemberSlotAdditionalRepository 7]
and bow dgun:

Code:
Search "compartment 9" (22 hits in 1 files)
  F:\$save\SH4\data\cfg\SaveGames\00000038\ActiveUserPlayerUnits.upc (22 hits)
	Line 8087: [UserPlayerUnit 1.Compartment 9]
	Line 8127: [UserPlayerUnit 1.Compartment 9.WeaponSlot 1]
	Line 8139: [UserPlayerUnit 1.Compartment 9.WeaponSlot 1.Weapon]
	Line 8161: [UserPlayerUnit 1.Compartment 9.EquipmentSlot 1]
	Line 8171: [UserPlayerUnit 1.Compartment 9.EquipmentSlot 1.Equipment]
	Line 8190: [UserPlayerUnit 1.Compartment 9.EquipmentSlot 2]
	Line 8200: [UserPlayerUnit 1.Compartment 9.CrewMemberSlot 1]
	Line 8212: [UserPlayerUnit 1.Compartment 9.CrewMemberSlot 2]
	Line 8224: [UserPlayerUnit 1.Compartment 9.CrewMemberSlot 3]
	Line 8236: [UserPlayerUnit 1.Compartment 9.CrewMemberSlot 4]
	Line 8248: [UserPlayerUnit 1.Compartment 9.CrewMemberSlot 5]
	Line 8260: [UserPlayerUnit 1.Compartment 9.CrewMemberSlot 5.CrewMember]
	Line 8302: [UserPlayerUnit 1.Compartment 9.CrewMemberSlot 5.CrewMember.Rank]
	Line 8319: [UserPlayerUnit 1.Compartment 9.CrewMemberSlot 5.CrewMember.Rank.CrewMember3D]
	Line 8338: [UserPlayerUnit 1.Compartment 9.CrewMemberSlot 6]
	Line 8350: [UserPlayerUnit 1.Compartment 9.CrewMemberSlot 6.CrewMember]
	Line 8392: [UserPlayerUnit 1.Compartment 9.CrewMemberSlot 6.CrewMember.Rank]
	Line 8409: [UserPlayerUnit 1.Compartment 9.CrewMemberSlot 6.CrewMember.Rank.CrewMember3D]
	Line 8428: [UserPlayerUnit 1.Compartment 9.CrewMemberSlot 7]
	Line 8440: [UserPlayerUnit 1.Compartment 9.CrewMemberSlot 7.CrewMember]
	Line 8482: [UserPlayerUnit 1.Compartment 9.CrewMemberSlot 7.CrewMember.Rank]
	Line 8499: [UserPlayerUnit 1.Compartment 9.CrewMemberSlot 7.CrewMember.Rank.CrewMember3D]
If its all there then we're lucky and need only to add the gun in its rightful place, so change secion9' IDLinkWeaponLoaded=NULL, NULL (look above).

Edit: If you decide to do all this, do this to in-base save.

Last edited by stanger; 05-04-12 at 06:31 PM.
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Old 05-04-12, 08:00 PM   #3865
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Quote:
Originally Posted by stanger View Post
No, no problems with deck guns here; they are bow mounted on all sub classes, but Gar/Tambor.

But, you didnt mention that you changed deck gun placement mid game or something... It maybe something with upgrades being broken in TMO - in your case caused by starting with S class; or save game corruption ...

You can check your saves: open your last save folder (look for dates) and open file called "ActiveUserPlayerUnits.upc" (with notepad, or notepad++) and search for deck gun.
These are examples from my game:

GAR (stern dgun):

While on my Gato save this section look the same except:

Code:
IDLinkWeaponLoaded=NULL, NULL
- because Gato has bow mounted deck gun:

Gar has this here:

Code:
IDLinkWeaponLoaded=NULL, NULL
So, in your save, if you have no gun at all, those two sections (SternDeckGun and BowDeckGun) should have "IDLinkWeaponLoaded=NULL, NULL".
You can edit it to add deck gun to your boat, but you will have to add crew to it too, and thats seems more complicated ... (Should I go on? )

Just check your file if it has these sections it (should be there):
aft dgun:
Code:
Search "Compartment 8" (11 hits in 1 files)
  F:\$save\SH4\data\cfg\SaveGames\00000038\ActiveUserPlayerUnits.upc (11 hits)
and bow dgun:

Code:
Search "compartment 9" (22 hits in 1 files)
  F:\$save\SH4\data\cfg\SaveGames\00000038\ActiveUserPlayerUnits.upc (22 hits)
If its all there then we're lucky and need only to add the gun in its rightful place, so change secion9' IDLinkWeaponLoaded=NULL, NULL (look above).

Edit: If you decide to do all this, do this to in-base save.
Thank you! That's exactly the info I needed. I'll print it all out, compare it to what I have, make changes as necessary, test it, and let you know how it came out. It was the "WHERE" the files were located that I really needed to know first. "WHAT" to change will now be really helpful. Again, I had NOT ENABLED the Aft Deck Mount. I had not had this problem before Ducimus 'fixed' the Gar/Tambor class. I remember playing a campaign where I had one sub with a Forward mounted gun, the next had an After mounted gun, and the next switched back to Forward mount without a hitch.

Thanx again! Be back atcha.
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Old 05-05-12, 02:05 AM   #3866
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This is all the info my gamesave shows pertaining to deck guns. NOTE: There is only Compartment 8, no Compartment 9. Everything for the Stern Deck Gun has been saved as Compartment 7 (below)

My gamesave is so messed up, I don't know how to unscramble it. Maybe I'll just have to do the rest of the war without a deck gun.

[UserPlayerUnit 1.Compartment 8]
ID=GatoGunB
CompartmentType=2
FunctionalType=ArtilleryRoom
NameDisplayable=Fore Gun Deck
Type=NULL
MechanicalCoef=0.500000
ElectricsCoef=0.500000
GunsCoef=0.200000
WatchmanCoef=0.500000
WatchStandingCoef=0.048000
MaintenanceCoef=0.014400
RepairsCoef=0.072000
ReloadingweaponCoef=0.072000
SleepCoef=-0.120000
LeadersSlots=0
CrewMembersSlots=0

EffciencyDenominator=2
EffciencyDenominatorBS=2
Hitpoints=200.000000
CrewExposure=0.700000
EquipmentsExposure=0.100000
WeaponsExposure=0.100000
ExternalDamageZoneTypeID3D=43
StatusActive=No
EfficiencyHumanFactor=1.000000
EfficiencyMechanicFactor=1.000000
Efficiency=0.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
FltDamage=0.000000
CriticalFlotation=1.000000
FloodingLevel=0.000000
FloodingTime=0000-00-00 00:00:00
FloodingSpeed=0.000000
DamageDescription1=NULL,0,0.2,0,1,1,Minor damage,0,0,NULL,0,0.2,0.212158
DamageDescription2=NULL,0.2,0.6,0,1,1,Medium damage,0,0,NULL,0,0.2,0.537745
DamageDescription3=NULL,0.6,1,0,1,1,Heavy damage,0,0,NULL,0,0.2,0.872138

[UserPlayerUnit 1.Compartment 8.WeaponSlot 1]
ID=BowDeckGun
NameDisplayable=Fore Deck Gun Mount
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkBunker=GunsAmmoBunker
ExternalNodeName3D=M01
ExternalObjectName3D=NULL
ExternalDamageZoneTypeID3D=-1
IDLinkWeaponLoaded=NULL, NULL


[UserPlayerUnit 1.Compartment 8.CrewMemberSlotAdditionalRepository 1]
ID=CrewMemberSlot_DGun2C1
NameDisplayable=Deck Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM2@slot_M01
BattleStationsCrewMemberSlot3D=WM2@slot_M01
WatchAccessoriesForAdding3DObjects=NULL
WatchAccessoriesForSubtracting3DObjects=NULL
BattleAccessoriesForAdding3DObjects=NULL
BattleAccessoriesForSubtracting3DObjects=NULL

[UserPlayerUnit 1.Compartment 8.CrewMemberSlotAdditionalRepository 2]
ID=CrewMemberSlot_DGun2L
NameDisplayable=Deck Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM1@slot_M01
BattleStationsCrewMemberSlot3D=WM1@slot_M01
WatchAccessoriesForAdding3DObjects=NULL
WatchAccessoriesForSubtracting3DObjects=NULL
BattleAccessoriesForAdding3DObjects=NULL
BattleAccessoriesForSubtracting3DObjects=NULL

**********************

[UserPlayerUnit 1.Compartment 7.WeaponSlot 1]
ID=SternDeckGun
NameDisplayable=Aft Deck Gun Mount
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkBunker=GunsAmmoBunker
ExternalNodeName3D=M02
ExternalObjectName3D=NULL
ExternalDamageZoneTypeID3D=-1
IDLinkWeaponLoaded=NULL, NULL
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Old 05-05-12, 04:31 AM   #3867
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So, do this:

Code:
[UserPlayerUnit 1.Compartment 8.WeaponSlot 1]
IDLinkWeaponLoaded=4in50calUS, NULL   //for 4.50 caliber DG or:
IDLinkWeaponLoaded=3in50calUS, NULL   //for 3.50 DG;
right after it paste this for 4.50 DG:

Code:
[UserPlayerUnit 1.Compartment 8.WeaponSlot 1.Weapon]
ID=4in50calUS
NameDisplayable=4"/50 Caliber Cannon
WeaponInterval=1900-01-01, 1999-12-31
WeaponSlotType=NULL
AmmoTypesAccepted=4inAPUS
AmmoTypeLoaded=NULL
AmmoMagazineSize=1
AmmoMagazineRemaining=0
WeaponCrewMembersSlots=7
ExternalLinkName3D=4_50_soclu
FunctionalType=WpCannon
Hitpoints=100.000000
EfficiencyHumanFactor=0.342513
EfficiencyMechanicFactor=1.000000
Efficiency=0.342513
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
DamageDescription1=NULL,0,0.2,0,1,1,Jam,0,0,NULL,1,0.3,0.292904
DamageDescription2=NULL,0,1,0,0.5,1,Chamber Explosion,50,5,NULL,1,2,6.7174
or this for 3.50 DG:

Code:
[UserPlayerUnit 1.Compartment 8.WeaponSlot 1.Weapon]
ID=3in50calUS
NameDisplayable=3"/50 Caliber Cannon
WeaponInterval=1941-12-01, 1942-12-01
WeaponSlotType=NULL
AmmoTypesAccepted=3inAPUS,3inHEUS
AmmoTypeLoaded=NULL
AmmoMagazineSize=1
AmmoMagazineRemaining=0
WeaponCrewMembersSlots=7
ExternalLinkName3D=3_50_Soclu
FunctionalType=WpCannon
Hitpoints=100.000000
EfficiencyHumanFactor=0.000000
EfficiencyMechanicFactor=1.000000
Efficiency=0.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
DamageDescription1=NULL,0,0.2,0,1,1,Jam,0,0,NULL,1,0.3,0.187355
DamageDescription2=NULL,0,1,0,0.5,1,Chamber Explosion,50,5,NULL,1,2,13.4679
Now, that difference in compartment numbering may come from different TMO versions: 2.5 vs 2.2; also - as you can see I have 7 crew slots for deck gun, I don't know if it was like this in TMO 2.2, so we need to find this out and then add those slots to your save file.
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Old 05-05-12, 09:04 AM   #3868
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Quote:
Originally Posted by stanger View Post
Have anyone ever experienced a refit (conning tower upgrade) with TMO 2.5?
I am doing my second career with this version of TMO, and its always giving me new commands; now Im commanding USS Drum with early war CT, Brisbane command, december 1942, next sub available here will be Balao in july '43, CT upgrade should be available just right now (med war CT) as I am after 3 patrols with this boat, or in jan\feb'43 (late wat CT), but no, Ive got Balao instead, which shouldnt be available right now in this flotilla, but is generally available starting 1\1\1943 (see roster and sub upc file).
So, is it possible to get CT upgrade with this mod, and without problems?
SH4 does not seem to distinguish between refits and boat upgrades. We've been discussing this in another thread, and Ducimus mentioned it in the TMO manual, but it's a hard-coded thing, and you either take the upgrade/refit/promotion, or decline it, there's no selection of refit instead of replacement.
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Old 05-05-12, 09:37 AM   #3869
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Yeah, I know that, but I found it a little bit suspicious that I didnt get a refit in one and a half of career; its not the first time I play SH4, I play it since 2007, but this refit issue wasnt such pronounced to get bothered too much by it. It makes me think, that a modder should not tweak availability dates too much, cause it seems with stock game it was more balanced (flotillas - subs - upgrades).
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Old 05-05-12, 09:20 PM   #3870
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Originally Posted by stanger View Post
Yeah, I know that, but I found it a little bit suspicious that I didnt get a refit in one and a half of career; its not the first time I play SH4, I play it since 2007, but this refit issue wasnt such pronounced to get bothered too much by it. It makes me think, that a modder should not tweak availability dates too much, cause it seems with stock game it was more balanced (flotillas - subs - upgrades).
I found the same exact thing, getting upgraded to Balao before it exists in game. I even removed it from all flotillas, and deleted the missions for it in all flotillas, until after the availability dates, and it still would give me a Balao in Sept 42, when it doesn't come out until Jan 43...

It doesn't seem like it could be the mod's fault, but I'm not sure. Even Ducimus hasn't got it figured out AFAIK.
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