1. #1
    TravellerMods's Avatar Junior Member
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    Jun 2012
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  2. #2
    Hey Trav, I'm Armistead at the other forum, but I've already promoted your mod here as a must have mod.

    I've tweak it a little because I have 90% of my escorts set to elite, but not much...some values in my favor, some not....trying to find that perfect balance for my style.

    This mod made me like the game again, it rewards you for doing things right and punishes you for being stupid. The game has a much more realistic feel, you learn fast to protect your sub.

    One last patrol, I took mass damage, but water was 300 ft, I sat on the bottom and evaded the escorts thanks to rough seas...but with all the flooding I could never get my sub to surface. I actually crawled into the shallows until my deck was above water. I did what repairs I could, I had to head to sea for all the planes, slowly I sank to the bottom again. I actually had 4 destroyed compartments, only being able to sit on the sea floor save me...for a time.
    Twice I did this for planes, in the shallows again a plane scored....We adandoned ship, lol......A destroyed bulkhead should be unrepairable at sea, you got it perfect.


    Another occasion, after damage I barely made it home, sub half flooded, riding way low rolling in the water at 6kts flank.... The patrols sort of reminded me of what Wahoo and Tang must've went through.

    IMO, it's MOD of the year.......You guys will love it, just give yourself time to get use to it.
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  3. #3
    Originally Posted by TravellerMods Go to original post
    Ahh, Armistead! That's explains it. I read some of your posts here and thought they were knowledgeably written.

    Thank you for the recommendation. I know my mods aren't for everyone, but I'm hoping they do add something to the game.

    I read one of your threads over at Subsim about you trying to make enemy AI escorts harder. I have a few ideas on how to possibly accomplish that. If you want, I can release a mod for this.

    ps

    I just released v2.0 for TMO. I hope you check it out. It was a big update and has a lot of new features. Especially the overhauled crew injury and healing system. That really adds a new dimension to game play.

    Traveller

    I'm up. I have edited most of my escorts to elite using RSRD, which greatly improves the AI and how they hunt you. I had tweaked many settings as you have, longer contact times, etc...When I loaded your mod I did some minor tweaking to try and find balance with all my elite escorts, but not much tweaking.

    I really would like to increase the range of DC runs. Say an escort makes a run and his drop pattern covers 100 yards, somehow would like to double that, it's just too easy to hit flank and outrun charges, so if his run was longer, wouldn't be so easy to outrun. Elite escorts already do this to a degree. Also be nice to control the amount of charges dropped, but I think this is coded. If the run times could be longer, control number of charges dropped with longer contact times, that should make for fun.

    Check out this thread....My S-boat had one destroyed bulkhead, but it was stern engine, last room to rear on a S boat, so one compartment basically made diving impossible. I could control the dive though using tactics, but finally goofed and lost control....Probably realistic one compartment in a S boat makes diving basically impossible, but you can surface and do OK.

    One thing for sure, that was the worse angle I think I ever had in a S boat.

    http://forums.ubi.com/showthread.php...65#post8350465

    Yea, I need to DL your latest ver.......now....
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  4. #4
    For your v 2.0 mod to TMO, does it also affect the Gato, Balao, and Tench classes?

    Am I right that you've removed the rapid dive, enhanced speed, etc. experts? In TMO, rapid dive capability was tweaked to represent an experienced dive crew.
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  5. #5
    Oh yea, any idea on how to put a collision node on a DC....As of now they warp through your sub, be nice if they bounced off it with a thud, that would be intense with cams
    off hearing a charge bouncing off your sub, but also need a sound file connected to it somehow.
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  6. #6
    LouLewis1967's Avatar Banned
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    These do sound like some interesting ideas. But I too like the variety of crew specializations in the current TMO world. Yeah I guess they can be abused by loading up, but I tend to avoid having multiples of the same by just moving guys off the sub in port and bringing on new junior officers. Kind of like the real rotations that happened. Sometimes I even just close my eyes and pick guys at random with the mouse.

    I guess that means the Battery Recharge guy from TMO is gone. He seemed to recharge the batteries too fast, IMO.
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  7. #7
    Some of them are unrealistic, some I like. Historically the crew itself was skilled and highly trained. The ones I like and I often forget their ability name.

    Medic.

    Engine guy...one that give you an extra knot, realistically anyone could increase the throttle, but subs skippers often asked for that extra knot...You can stack two and get 2 extra knots...so again the problem with stacking

    OTT, the rest can go......Would really be nice if we were forced to rotate crew, lose a 3rd each patrol, but since you can do this yourself, guess not worth modding..
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  8. #8
    I've long made my own sound mod, but all I do is replace sounds with those I put together on the net, couse do a lot of mixing and blending of different sounds. I like a lot of Poul's sounds, but too many German accents for SH4, so I removed those and blended US accents and other noises. I assumed somehow you can add other sound files if you connect them to a bubble or node, just never added anything to have to do so., so never tried to figure
    out how.

    I saw your sound mod and will open it and check your sounds...are you having any issues with any sounds getting stuck, etc...I gave my nice gaming rig, but let my son use it and play on a lower rig with a old 24 bit sound card, some of my sounds get stuck on my lower end rig, but work fine on my higher rig.

    Been working on my own env. mod, really have the colors the way I like it anyway. I wish there was a way to rotate sunset patterns, so you could have several.

    One issue I hate is weather patterns, stuck with the 3, 4/10/15..mps wind. I finally figured out how to tweak fairly large waves, but working on tweaking those to swells instead, but I feel large swells and waves that make it very hard for your sub to ride on the surface should only happen during storms. I would love two more weather patterns, winds up to say 30mps, but no of no way to connect waves patterns to storms only.I think it would be silly to have 100ft waves under perfect blue skies. My last adjustment had the sub down to 10kts flank, often submerging it so electrics came on. Course I'm sure you know many values allow you to adjust higher in scene.dat, but the game will default them back to the coded level.

    Mostly I would like the longer DC runs, using less charges. I can't find any value in the DC files to do this, even though elite ratings seem to do it to a degree. It's not that they have a longer run pattern, they just have the presicion skills to know to drop them far ahead of you if you hit flank to outrun them.

    Another issue I hate are the small zigs groups go in when they know you're there, not really zigs, more helming left and right, plus the group usually slows way down. This is not to be confused with course change legs. These zigs really don't effect your attack much since they hardly stray a few hundred yards from the base course, be nice if they could be made much longer, say a NM, instead of helming. It's strange to me, when you're sensed or attack, some groups hold formation, all ships slow to the same slower speed and helm, other groups act more historical, they all split off and go in different directions at different speeds then will regroup after a set time. Makes it much harder to attack.

    I'll try your updated version and remove my tweaks and see how I like it.
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  9. #9
    You didn't answer my question about the other sub classes. Do the damage effects also apply to Gato, Balao, and Tench? Thanks in advance.
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  10. #10
    Originally Posted by TravellerMods Go to original post
    I just became aware of the TMO Tambor and Tench campaign upgrade bug, and added the fix to my Traveller Mod v2.0 for TMO and re-uploaded. So anyone who recently downloaded my mod might need to download again. Check the readme file to see if you have the fixed version.
    Would that mean that we should deactivate the TMO 2.5 patch that fixes the upgrade bug if we load your v2.0 mod?
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