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Old 04-14-12, 08:38 PM   #3841
Roger Dodger
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Quote:
Originally Posted by fitzcarraldo View Post
RSRDC also adds to TMO 25 new ships, the real thing in battles of the Pacific War (within the limitations of SH4, of course), and a realistic campaign (with very difficult localization of enemy ships). If you use the OTC mod of C. Scurvy, you lose the Nisgeis 3D unit, but the additions of OTC - for me - are a must have!

Regards.

Fitzcarraldo
Wetton was asking about the Cpt Scurvy vs 3D TDC. Thanx for the answer. How can the 3D TDC be disabled if it won't work with Cpt Scurvy? Its included with TMO. Sounds like an invitation to CDT to me.
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Old 04-14-12, 10:47 PM   #3842
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Quote:
Originally Posted by Roger Dodger View Post
Wetton was asking about the Cpt Scurvy vs 3D TDC. Thanx for the answer. How can the 3D TDC be disabled if it won't work with Cpt Scurvy? Its included with TMO. Sounds like an invitation to CDT to me.
Simply activate the OTC mod with JSGME, it overwrites the 3D TDC and the other stuff. Once active, OTC eliminates the 3D TDC. Nothing more needed.

If you like the hard gameplay, try OTC. There are versions for TMO alone or TMO plus RSRDC.

Best regards.

Fitzcarraldo
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Old 04-15-12, 03:03 AM   #3843
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Another quick one:
Row Sound V9 will work with TMO?
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Old 04-15-12, 08:57 AM   #3844
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Another quick one:
Row Sound V9 will work with TMO?
I use Poul Sounds in SH4. The mod needs some touches (eliminate some sounds). I didn´t try Row Sound. Also, you have the Webster´s sounds and Speech Overhaul sound mods.

Regards.

Fitzcarraldo
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Old 04-16-12, 09:20 AM   #3845
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Default trigger maru 2.5

many thanks for new mod back to sea again !
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Old 04-16-12, 04:27 PM   #3846
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Originally Posted by darqen27 View Post
Has anyone else run into the 17th Century Ghost ship?

I found it off the coast of Okinawa, weird think too, cant shoot it, thats for sure, :P

Deck crew reported a warship spotted I was like, OH CRAP!, no sound on the Hydro though, thought, weird, went up to the deck and looked and there it was
^^^^^

So no one can comment on this?
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Old 04-16-12, 05:05 PM   #3847
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Quote:
Originally Posted by darqen27 View Post
^^^^^

So no one can comment on this?
Been sighted numerous times. There were a few threads about it recently, such as this.
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Old 04-18-12, 02:18 AM   #3848
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Sorry that this has probably been asked before, but how exactly does TMO change the base damage model of the game?

Also thank you to the modders and those helping us new people ease into things.
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Old 04-19-12, 03:47 PM   #3849
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Quote:
Originally Posted by rean View Post
Sorry that this has probably been asked before, but how exactly does TMO change the base damage model of the game?

Also thank you to the modders and those helping us new people ease into things.
Go to the first page of this mighty thread, d/l the TMO 2.5 Manual and start reading. It's all in there.
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Old 04-19-12, 07:07 PM   #3850
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Yes I read the manual but all it says under the ship damage part is that it made them take longer to sink. I was hoping to get a bit more detailed answer. Is damage done by hitpoints? Is it sectional? etc.
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Old 04-21-12, 11:13 AM   #3851
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Default It is hard to escape the attack from DD

Is there some one can give me some advice to escape the attack from DD . The game version is TMO2.2.
When I encounter a batch of Japanese ships, they were always escorted by three of four IJN DDs. You know the number of DD is huge for me, after launching torpedos, I often dove to 160 meters(Balao),but the depth charges also hit me accurately.It's hard to survive in this situation.
Can you provide some good advice?
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Old 04-21-12, 11:19 AM   #3852
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Quote:
Originally Posted by seaplate hitman View Post
Is there some one can give me some advice to escape the attack from DD . The game version is TMO2.2.
When I encount a batch of Japan ships, they were always escorted by three of four IJN DDs. You know the number of DD is huge for me, after launching torpedos, I often dove to 160 meters(Balao),but the depth charges also hit me accurately.It's hard to survive in this situation.
Can you provide some good advice?
TMO (20 or 22 or 25 versions) is HARD stuff and very difficult gameplay. If you like Japanese destroyers really agressive, TMO 25 is for you.

Options: you can try RSRDC with TMO 22 or 25 (AI more gently), or the mod Easy AI for TMO.

Best regards.

Fitzcarraldo
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Old 04-21-12, 12:01 PM   #3853
seaplate hitman
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Quote:
Originally Posted by fitzcarraldo View Post
TMO (20 or 22 or 25 versions) is HARD stuff and very difficult gameplay. If you like Japanese destroyers really agressive, TMO 25 is for you.

Options: you can try RSRDC with TMO 22 or 25 (AI more gently), or the mod Easy AI for TMO.

Best regards.

Fitzcarraldo
I just want to find a good way under the vision of TMO.
But thank you all the same.
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Old 04-21-12, 03:40 PM   #3854
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Quote:
Originally Posted by seaplate hitman View Post
I just want to find a good way under the vision of TMO.
But thank you all the same.
Early War reports showed that:
"The main lesson was that the Japanese navy was much better than anyone had dreamed. . . The amphibious forces had been escorted by skilled and well-trained units which had kept their charges in shallow waters where submarines found it hard - if not impossible - to get at them. Contrary to popular belief, the Japanese did not have poor night vision; they were excellent night fighters.* [* It was learned later that Japanese night vision was considerably enhanced by huge 16-power binoculars.] Their antisubmarine vessels were equipped with good sonar gear operated in most cases by experts.
There seemed to be only one flaw. The Japanese depth charge was inexplicably inferior. It was not a powerful charge - perhaps no more than 200 or 300 pounds - and it apparently could not be detonated below 150 feet. Although the charges made a fearful racket when they landed close by, US submarine hulls seemed to withstand the blast with amazing resiliency. To escape its full force, the submarines had merely to go deeper than 150 feet - say, to 200 or 250 feet
" (Silent Victory, Clay Blair, Jr. page 175)

TMO makes full use of the Japanese expertise of sonar and night vision, but seems to make no adjustments for the (early war) shallow detonating depth charges. If you dive to 300', the depth charges WILL explode at 300'. There is probably no way to change this mid-war, so Ducimus programmed late war specs into TMO, and wished everyone 'Good Luck'. (No offense intended)

You might try shooting at only two targets (three slow-speed torpedoes each) from longer distance (more than 3000 yds, contact exploder only), dive deep and boogie out of the area at high speed. If you insist at taking on a well-escorted (3 or more DDs) from a shorter range, you WILL be located, and you WILL be depth bombed with accuracy. Only your skill at evasion will save you. One DD will stand-off listening and directing the other two. One DD will attack, followed by the other (usually from a different direction, being directed by the first DD).

My own technique is to AVOID such dangerous situations, and report the convoy by radio if possible. (DANGER: the Japs also have very good Radio detecting and triangulation techniques). I prefer to attack lone, unescorted, freighters (safest), or a small convoy with only one escort. You might try to take out the escort first (it can be done), then attack the convoy at your leisure. Safety first! Play the odds!

Good Hunting!
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Old 04-21-12, 04:06 PM   #3855
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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.

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