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First, a small patch. The reason for this patch, is primarily to consolidate fixes developed by Tater in regards to campaign issues that caused a CTD, so there’s one less mod in your JSGME causing a conflict, which hopefully will eliminate some confusion as there’s a lot being loaded on top of TM these days. Since these fixes are "core" to the modpackage itself, I thought I should to make them, "official".
Changelog is as follows:
Quote:
- added Taters rec manual fix
- added Taters campaign file CTD fix.
- reduced lost contact time from 30 to 15
Why the reduced contact time? I have it on good authority that the functionality of how lost contact time works was fundamentally changed in patch 1.3. The rough gist of it is no longer a flat variable used across the board, but used differently based on skill level of the AI, and if the AI is a convoy escort, or not a convoy escort.
For a destroyer that is not part of a convoy, lost contact time is used thusly:
Code:
2 * (skill * 4 + 2) * lost_contact_time -/+ 30%.
Where as Skill level starts at 0 and ends at 1, where as 1 is elite. Non elite skill levels become fractions residing between 0 and 1.
For convoy escorts, the functionality of " Lost contact time= " remains the same.
In addition, regardless if the escort is a convoy escort or not, lost contact time is now calculated from the time that the escort arrives on location.
New construction, and unavailable transfers.
Should you complete all the sea trials and find a transfer is unavailable, in whatever version of the repeat patrol fix you happen to be using, open the file
data\UPCData\UPCCampaignData\flotilla.upc
And near the top, under Flotilla 1, change the dates on the following blocks of code to correspond to a few days before whatever date your new construction boat happens to be at, this will make your transfer available:
Code:
[Flotilla 1.UserPlayerUnitType 4]
ID= F1Gato
NameDisplayable= Gato class
AvailabilityInterval= 1942-03-20, NULL
IDLinkUserPlayerUnitType= Gato
UnitTypeCommonality= 10
IDFlotillaLinkTransferTo= NULL
Proper Installation of TM 1.6 and patch.
1.) The silent service pack if you’re using it.
2.) TM GFX PAK 2.1
3.) TM 1.6
4.) TM patch 1.6.3 (it's ok to overwrite)
5.) TM repeat patrol fix (whatever variation your using)
6.) Insert other misc mod here such as ROW
It is important to enable things in this order. Likewise, when disabling the mod, you must do disable mods in the exact inverse order, otherwise you risk messing up your SH4 installation.
If for whatever insane reason you choose not to run this mod, at the bare minimum I would run Row classic sea foam. The easiest way is copy it directly into the REL_Trigger_Maru_1.6, and overwriting existing files.
For avid users of this mod, I recommend merging portions of it into TMs GFX pack, as opposed to running it separately to minimize mod conflicts.
In specific, the following you can copy straight into TM's GFX pack, and overwrite anything already present:
For Installation of the ROW sub reflections, copy all the files for this mod into TM's GFX pack, EXCEPT for any file associated with the German U-boat. These files include
They should be copied into REL_Trigger_Maru_1.6, and NOT the GFX pack.
Alternately you can choose not to merge this mod in, and enable it as mentioned in the above installation instructions. However, I’d recommend merging them in to minimize mod file conflicts.
In conclusion, unless hell freezes over, or elephants fly, there will be no more revisions to TM by me for the foreseeable future.
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