1. #11
    Trav, do you know how well this would work with OTC mod?
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  2. #12
    Well, when it comes to modding crew rating, I'm a novice why you rate elite. It sounds like a great idea. I assume you could make it work with RSRD using the air bases? As long as the contact range that other assets responded is realistic would be great, maybe a lil further than TMO. Not sure how you disconnect plane behavior, but getting the same plane type to act differently is a brilliant idea. I assume it come from cloning a type and giving it it's own values, etc...?

    I have very limited modding skills, although I make many mods I just use them for myself because I use and tweak so many others mods. One thing I would like is to increase the sub's visual AI to see ships at a distance.....the sub AI should be able to see smoke on the horizon. Obvious smoke is generic eye candy, but would be nice if smoke was a "hard" object like a ship that could be seen. Haven't looked at all the speech files in somewhile, wonder if there is one for "smoke on the horizon". If you have any suggestions on improving the sub AI, advise.. I've started playing with the sensor.cfg, but not had much time to test and not sure what good numbers would be or how they work without testing.

    Oh, being as smart as you are maybe you can figure a workaround. As I'm sure you know you can add planes to ship groups using the ME or batch editor in RSRD. Problem is you can't adjust plane height when you add it to a ship group, so planes fly low and in time will crash. For instance, I added CAP per say to the Midway TF, so when it spawned I could see planes flying large circles around the TF, yet low, maybe 100 ft above the water, they may last a few minutes or a few hours. However, if they happen to spot you they go into more realistic behavior, increase height to attack and after the attack they basically will stay high...One issue though, I guess based on airstrike config, if the group is a carrier and a CAP plane spots you it can spawn 100 planes to attack you...lol

    AW, geesh, I'm cluttering your mod thread....I'll PM you several other ideas I have, so I assume you check your PM's here..., I give you my full list of what I've been working on and what needs I require.....lol
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  3. #13
    LouLewis1967's Avatar Banned
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    Well I just finished my second patrol, think I will load this up before leaving for my third. I also think I'm going back to RSRD. I didn't really see anything in the TMO traffic or missions that thrilled me (I'm sick of delivering coast watchers and radio repair parts quite frankly).

    So with TMO 2.5 and RSRD and the Traveller mod, anybody have any recommendations for minor mods? Like sound packs or graphic tweaks, sensor or plane adjustments. I think I'll start with the Traveller escort AI and not put the TMO AI back.
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  4. #14
    Hehe, not sure how you did it. I'm not sure how I would feel about a plane shadowing me all day, planes would long run out of fuel. You didn't state how they come in contact, is it surface only? I would assume they would lose contact and leave if you dived deep enough, unless you're attaching overpowered sonar or using tweaked MAD settings to the plane, that would be perverted. I could only guess you're tweaking some sensor radar or sonar....Might be better if the plane followed for a few hours, called other assets in, then left....Be tough if you used a sensor where they picked you up underwater and hung with you making it impossible to attack in daylight.. Be interesting to see what you come up with. I could see benefits as long as near homelands or a near base, but somehow fuel should come into play, but not sure planes work that way in game.
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  5. #15
    That's great news on the boat and plane....plane sounds very realistic and reasonable.......however u did it....

    Don't forget to put a few gals in the boat...I don't care if they're standing up..
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  6. #16
    LouLewis1967's Avatar Banned
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    Seems like the crew configuration changes mean this mod can not be installed during an active career. I loaded up my most recent autosave after installing the mod and still had the same crew, specializations, etc. Starting a new career set up the crew with the 2 damage/medic slots and appropriate specialties.
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  7. #17
    Originally Posted by TravellerMods Go to original post
    So far, here's what will be included in the next version of Traveller Mod for TMO:

    - Shadowing versions of H6K4, H8K2, and G4M patrol aircraft. If they spot you, they won't attack. Instead they will follow your sub at very high altitude indefinitely until nightfall, or until diving... all the time reporting your position. Other enemy aircraft or surface escorts may show up over time.

    - Torpedo versions of H6K4 and H8K2 patrol aircraft. They will attack with torpedoes at low altitude if your sub is spotted. Since these aircraft actually did sometimes carry torpedoes, I think it's good to have in the game.

    - Medium altitude level bombing style for H6K4, H8K2, and G4M patrol aircraft. This addition will add some variation to the usual low-level suicide style attacks. They will be less accurate, but safer for the crews.

    These 3 new aircraft behavior styles will supplement the default aircraft behavior in the campaign game. Once you detect an aircraft approaching, you never know what it might do.
    medium bombing much needed fix, instead of all the dive bomb runs from planes that can't.
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  8. #18
    Sounds interesting. Not sure if any planes tried to torp a sub, but I'm sure it could've been done, a few, sure will add a new element....I assume torps are instant death?
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  9. #19
    WernherVonTrapp's Avatar Senior Member
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    Welcome, TravellerMods.
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  10. #20
    LouLewis1967's Avatar Banned
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    Are your sound and weather change mods incorporated in the 2.01 mod for TMO?
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