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Old 07-31-12, 04:48 PM   #3991
stanger
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It's in submarine\sub_class\sub-class.cfg file: there are periscope, crash and max depth values specified. First red line on depth gauge is peri depth, second --crash depth, with max depth set deeper than crash - its how deeper, below crush depth you can go before game will consider collapsing or telescoping your hull
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Old 07-31-12, 06:53 PM   #3992
Roger Dodger
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Quote:
Originally Posted by stanger View Post
It's in submarine\sub_class\sub-class.cfg file: there are periscope, crash and max depth values specified. First red line on depth gauge is peri depth, second --crash depth, with max depth set deeper than crash - its how deeper, below crush depth you can go before game will consider collapsing or telescoping your hull
Thanks, Stanger. Here is the (partial) file from NSS_S18.cfg:

[Properties]
PeriscopeDepth=14.5;meters
SnorkelDepth=9.75;meters
CrashDepth=48.8;meters
MaxDepth=60;meters
SurfaceDepth=5.562;meters
TorpLaunchMaxDepth=30;meters
StormConditions=9,0.1;max wind speed [m/s], max rain intensity [0,1]

Dignan should check this file (and the NSS_S42.cfg) to be sure they are reading "MaxDepth=60;meters".

If Dignan doesn't 'do' metric (like most Americans), just think 'yards'. A meter is only about 3.5 inches longer than a yard.
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Old 07-31-12, 09:20 PM   #3993
Dignan
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Quote:
Originally Posted by Roger Dodger View Post
Thanks, Stanger. Here is the (partial) file from NSS_S18.cfg:

[Properties]
PeriscopeDepth=14.5;meters
SnorkelDepth=9.75;meters
CrashDepth=48.8;meters
MaxDepth=60;meters
SurfaceDepth=5.562;meters
TorpLaunchMaxDepth=30;meters
StormConditions=9,0.1;max wind speed [m/s], max rain intensity [0,1]

Dignan should check this file (and the NSS_S42.cfg) to be sure they are reading "MaxDepth=60;meters".

If Dignan doesn't 'do' metric (like most Americans), just think 'yards'. A meter is only about 3.5 inches longer than a yard.
Ok, I checked my files. Stock is consistent, TMO is consistent with what you all have listed here. It's OTC_TMO25 version that is the culprit. MaxDepth is showing 1000 meters. Not sure why that mod alters the submarine folder. Anyone see any reason I can't just delete that folder from the mod and reinstall?

EDIT: So I just copied the Submarine folder from TMO and overwrote the Submarine folder files in OTC mod. That seemed to do the trick. The red test depth line now reads 200 or something close to there. Took it for a test dive to about 320ft for about 10 minutes. She held but was groaning and moaning. THanks for identifying the offending file for me. I'm sure Cap'n' Scurvy didn't realize this was in his mod.
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Old 08-01-12, 12:12 AM   #3994
Roger Dodger
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Quote:
Originally Posted by Dignan View Post
Ok, I checked my files. Stock is consistent, TMO is consistent with what you all have listed here. It's OTC_TMO25 version that is the culprit. MaxDepth is showing 1000 meters. Not sure why that mod alters the submarine folder. Anyone see any reason I can't just delete that folder from the mod and reinstall?

EDIT: So I just copied the Submarine folder from TMO and overwrote the Submarine folder files in OTC mod. That seemed to do the trick. The red test depth line now reads 200 or something close to there. Took it for a test dive to about 320ft for about 10 minutes. She held but was groaning and moaning. THanks for identifying the offending file for me. I'm sure Cap'n' Scurvy didn't realize this was in his mod.
It can be quite a puzzle trying to unscramble the spaghetti mill of references and files just to get to the right place to attempt a fix. All respects to Ducimus, Lurker, Capt. Scurvy, and many others for their hard work.

I'm still thinkin' that a random number is generated after passing test depth. Next time you try a test dive, you could implode at 225'.

Good Hunting!
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Old 08-02-12, 01:14 AM   #3995
TorpX
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Quote:
Originally Posted by Roger Dodger View Post
I'm still thinkin' that a random number is generated after passing test depth. Next time you try a test dive, you could implode at 225'.
You could be right. I am reluctant to push to sub down to the last foot. What would be gained, after all?

In RL, even if the hull could take the pressure, you would likely have "minor failures" of flanges, seals, and such.
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Old 08-14-12, 11:01 PM   #3996
Kongo Otto
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Quote:
Originally Posted by mikerolf1 View Post
I want to, but I can't. I am disabled and living on a fixed income. Any expense for computer games is out of the question, at least for now.
Hi, if you are still in need for SH4 1.5 i could give you one of mine (i have 2 copies of it).
It's a SH 4 Gold edition. Just PM me your Adress and i will send it to you.
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Old 08-29-12, 11:42 AM   #3997
Melonfish
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Hi,
just installed TMO 2.5 over 1.5 and i'm loving it so far, do have a couple of questions tho.
when i command man the deck/flak gun. nobody moves, is this normal? same when general order is called.
also when i dive my bridge crew are all still on the bridge even when i'm at like 200 ft?
again is this normal?
otherwise its a very nice mod enjoying it muchly
pete
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Old 08-29-12, 10:51 PM   #3998
Hylander_1314
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Not sure what you mean in your first question. Do you mean that the crew doesn't target anything? If so, you either have to lock onto a target with the binoculars, by lining them up on the target, and pressing the spacebar, or go to the deckgun menu via the icon to the lower left, and click on automatic targeting. Same goes for the AA gun, via its icon. Also if the target is out of range, they won't fire on it. Remember, the deck gun, and AA gun(s) are short range gear. Gotta be up close and personal to shoot at stuff.

As for the crew not clearing the bridge, TMO usually doesn't have that issue, as it was a stock bug that got sorted out long ago. Although, it could happen still if you ALT + TAB out of the game. Also, if you do ALT + TAB out of the game submerged, it can cause the game to not recognize when you surface, to clear the CO2, and the only way to solve it, is to save the game, exit out, and restart the game, and don't ALT + TAB out of the game unless you have to.

Hope this helps!
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Old 08-30-12, 10:48 AM   #3999
Armistead
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I think Hylander covered it well. If you plan on any long range shooting, you'll have to man the gun yourself. I've taken out merchants at 10,000 yards.
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Old 08-31-12, 06:25 AM   #4000
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Once again, the completely useless crew. "Hey, skipper, we can't shoot. Come'ere an' point the gun for us." Just like real. A real arcade game, that is.
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Old 08-31-12, 08:22 PM   #4001
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nope, not so random

Quote:
Originally Posted by Roger Dodger View Post
It can be quite a puzzle trying to unscramble the spaghetti mill of references and files just to get to the right place to attempt a fix. All respects to Ducimus, Lurker, Capt. Scurvy, and many others for their hard work.

I'm still thinkin' that a random number is generated after passing test depth. Next time you try a test dive, you could implode at 225'.

Good Hunting!
The maxdepth in the cfg files indicates the depth to which the sub will dive using the original control settings where "d" is dive to max. The actual crush depth is found at approximately 70% of the value listed in this location: \data\submarine\[subname]\[subname].zon in collisionableobject you will find a crash depth, which is actually "crush depth", but it happens quite consistently at about 70% of that number. The crash depth in the cfg files is the depth the sub goes to when you hit crash dive.
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Old 09-03-12, 09:51 PM   #4002
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Hello,

I keep crashing when i try to take a photo for a recon mission. any advice?


I am using TMO 1.5

Thanks
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Old 09-04-12, 02:14 AM   #4003
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Quote:
Originally Posted by conmcloud View Post
Hello,

I keep crashing when i try to take a photo for a recon mission. any advice?


I am using TMO 1.5

Thanks
Upgrade to more recent build.
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Old 09-04-12, 12:57 PM   #4004
Kloef
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After playing your mod for so many years i just want to say thank you!

I don't know what i would have done if i didn't have this mod, i'm still playing i just love all the work you put into it, what an effort!

Just wanted to let you know it's appreciated!
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Old 09-05-12, 02:04 PM   #4005
Roger Dodger
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Quote:
Originally Posted by BigWalleye View Post
Once again, the completely useless crew. "Hey, skipper, we can't shoot. Come'ere an' point the gun for us." Just like real. A real arcade game, that is.
1st: You have to be at 'Battle Stations (surface)' for the crew to even man the gun.
2nd: The gun MUST be loaded to operate the gun (no bullets, no bang). By default, you leave port with an unloaded gun, and the default ammunition is ALWAYS locked on the ammo you don't have. ERGO, the gun won't fire because your gun crew isn't smart enough to load the ammo you do have.
3rd: The crew has to be told to AUTO-FIRE the gun to work without assistance. WARNING: These guys will open up on a target at around 6000 yards (as soon as they can locate it). If you are trying to sneak up on a target at night (surfaced) to get into a good firing solution, they will shurley give your position away (and don't call me Shirley).
4th: If you are close enough to use the deck gun, then you are close enough for the target to fire back - many times with their own deck gun. It will take many shells from you to sink even a small freighter. A sub CAN'T dive with any holes through the pressure hull (well, it can dive, but surfacing later may present a problem). Until you get the signal "Target is sinking, sir", they can and WILL fire back at you.

Personally, I like the deck gun, but I use it with discretion. Junks, Sampans and Fishing Boats are good targets (they don't have deck guns). 'Wounded' freighters are also pretty good if I am out of torpedoes, especially if they don't have a large gun AND are unescorted. I usually fire the gun myself rather then let the gun crew auto-fire - they are such lousy shots they may only hit one out of three shots. 150 rounds for the deck gun isn't very many rounds. Its a nice break from the usual torpedo attack.

Good luck, and good hunting!
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