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-   -   [REL] Traveller Mod for TMO (https://www.subsim.com/radioroom/showthread.php?t=203542)

Freakwave 05-10-13 03:58 AM

Quote:

Originally Posted by Traveller (Post 2054154)
I do know that environmental mods applied over TMO or any mod can affect sensors. Especially visual and listening. I've never experienced what you said happened to your crew while using Traveller mod. And my mod doesn't really mess with environmental files too much (except for the next version). I have played and tested my mod extensively. And yes, larger waves do seem to affect sonar and visual sensors. But I'm happy with that effect.

As far as being spotted all the time by planes, that feature is from TMO. But I have to say there are times when they flew close but didn't spot me, probably green crews.

Be very careful what mods you mix. If they weren't designed to work together, chances are something important will get broken. :-?

Yes those planes will keep you on your toes which is good. It has been a while since i played SH4. I made special care not to break any mods. I just have a "barebones" setup. All the needed mods up to your mod.

Thanks for your answer.

Armistead 05-10-13 12:10 PM

Quote:

Originally Posted by Freakwave (Post 2054144)
Hi, i am using your mod and am worried about how this mod afffects TMO sensory behaviour. In the TMO manual it states and i quote,

"Unfortunately these mods may have adverse effects on AI visual sensors, and possibly even AI underwater sensors. These ill effects will also effect your watch crews ability to spot targets, being unable to see things that you can see clearly." end quote. (Talking about evironmental mods)

Which is what happend on patrol i could see a ship clearly while my crew was oblivious. This happend only once though but it makes you wonder how many times the sonar guy might have missed a possible target. Airplanes always seem to spot me though :o I see all kinds of threads where ppl use a variety of environmental mods over TMO, so that makes you wonder even more.

Could you shed some light on this? I like the extra challenge this mod provides would be a shame to leave it out.

The goal of an enviroment mod is to get a nice realistic look. Then you want to tweak your sensors to function realistically in that look. When it comes to a mod like TMO, you want visuals to be realistic to what you see. The problem is many of your visual values effect both day and night, so a balance must be found. The problem is often your crew visuals are off, you can clearly see what your crew cannot and sometimes your crew will see ships you cannot.

It's not like your game will crash if you use or run another env. mod over TMO, it's just sensors may respond differently than his idea of how they should. For instance, your crew visuals at night may be 6000 yards in TMO, but say you change some light values, your crew visuals could go up to 10,000 yards, you didn't break anything, but you're changing sensors to how you want them.

I use my own enviroment. I can totally change the look, but then I have to decide do I want to tweak my sensors to get the basic same ranges of TMO, or do I want to make changes. Trav doing the same thing, his env won't break TMO, but it will reflect his idea of how sensors should react. It takes a lot of testing and time.

It's fairly easy to increase sub crews visuals to see to the horizon during a clear day, but you have to tweak numerous values for a realistic visual in numerous conditions, night, fog, waves, etc., so those visuals are realistic as well.

Freakwave 05-10-13 12:24 PM

Ah, i get it, thanks for the detailed explanation. :salute:

Traveller 05-11-13 11:51 AM

Thanks for that great detailed explanation, Armistead. :up:

zeus 05-14-13 10:37 PM

Hello Traveller!

When will the versión 2.4 comes out?

Traveller 05-15-13 12:32 AM

Quote:

Originally Posted by zeus (Post 2056773)
Hello Traveller!

When will the versión 2.4 comes out?

Hi. Very soon. I'm just putting the finishing touches on it. It will be the final version, so I want it to be good.

Traveller 05-16-13 01:16 AM

V2.4 final is released. :woot:

Here's what's new:


v2.4

- Torpedo Scandal revisited. Mk 14 torpedoes now have higher dud failure rates, averaging around 50-70% through 1943. Until now, (in my opinion) it was still too easy to rack up unrealistically high campaign game tonnage scores in the early years of the war with the Mk 14 torpedo, due to almost no dud failures. No more. Hopefully this will reflect more historical torpedo failure rates and patrol tonnage amounts from 1941-1943. Get ready for the same frustration actual commanders had to deal with!


- Lowered enemy surface ship nighttime visual sensitivity. No more enemy lookouts with night vision goggles. This was done to allow more realistic nighttime surface torpedo attacks, which until now has been all but impossible due to always being spotted almost immediately... even at extreme ranges in complete darkness. This change is not meant to be a cheat, as you can still be detected visually at night- but at least at more realistic ranges now. And it will now sometimes even be possible to escape on the surface into the darkness. But remember that your surface speed and angle of bow can still give away your position. I also lowered sub crew nighttime visual sensitivity to compensate for lower enemy nighttime visual sensitivity.


- Truly dark nights. I made nights much darker to compliment the new lower enemy nighttime visual sensitivity. I have adjusted darkness and spotting visuals to correspond the best I could, playing with the game default gamma correction setting of ~50%. I strongly recommend playing in a darkened room when it is nighttime in the game, or possibly adjust your game's gamma setting slightly brighter (but not too much, or it will be a huge cheat). You or an average sub watch crew should be able to visually spot a ship in total darkness at a range of around 2,500-5,000 yards on a moonless night with no waves. Enemy ship searchlights also play a much more important role now. Stay out of their searchlights if at all possible. If you get caught in an enemy escort searchlight, it will be very difficult to escape on the surface.


- Lowered enemy ship visual and radar surface area detection sensitivity. No more instant, automatic detection at long range. This was done to reflect a submarine's much lower detectable profile. Submarine angle on bow will play a much more important role now. Keep your bow or stern pointed toward enemy ships to greatly reduce your chance of being detected by lookouts or radar.


- Added all submarine flotilla availability dates and locations to the new career start and transfer screens.


- Added over 40 new loading screens. You may now enjoy viewing beautiful American pin-up girls and movie stars from the World War II era while your game loads.


- Added two optional main loading screens. See the included 'Extras' folder.


- Removed all available renown points when starting a new career. No more free handouts. You'll have to earn your way from the beginning!


- Added optional automatic ship ID. This option restores the submarine crew automatically identifying ships through the periscopes, TDC, and attack/navigation maps. Good for lazy people like me who don't like using the recognition manual! See 'Extras' folder.


- Battle stations icon at top right corner of screen will now flash when activated as a reminder.


- Fixed the missing ship sinking sounds.


- Lowered chance of repeat enemy airstrikes on detection of player sub.


- Increased all minimum and maximum shell damage amounts. Surface engagements will be deadlier now.


- Reinforced Tawi Tawi bottleneck. Due to heavy losses of Japanese merchant shipping in the Tawi Tawi region, the Imperial Navy has decided to reinforce the area with surface escorts, air patrols and radar-equipped shore batteries.


- Watch crew weather condition reports will no longer be possible unless the submarine is surfaced.


- Submarine sonar station and functions are no longer available unless the submarine is submerged.


- Readjusted wave motion and shape.


- Readjusted sub interior cameras. Cameras will shake and vibrate much less now in waves. I also included the option to not have shaking interior sub cameras. This option can be installed and uninstalled while in mission. Such as if you are trapped on the seabed floor with flooding, the camera will shake violently. You can install the no-shake camera patch during this time, then uninstall again later.


- Readjusted sky and water colors to be less brightly-colored.


- Restored the original gramophone. You will be able to listen to your favorite music now. Also check out my separate gramophone music add-on with over 40 new World War II songs.


- Sharpened and added more detail to all submarine interior and exterior textures. Should have no impact on framerates.


- Removed the landed PBY floatplanes. They were continuously being destroyed by the large waves. I had to make a choice between keeping the large waves or the landed PBY's. I chose the large waves.


- Readjusted sub equipment damage repair times to eliminate the saved game bug where all damaged or destroyed sub equipment would usually be magically fixed to 100% upon saved game reloads. Also, Mr. Fix-It can no longer repair destroyed sub equipment, yet he can still speed up repair times. But in return I have made the submarine rudder, starboard diesel engines, and the starboard propeller indestructible for practical gameplay reasons. You will never be permanently stranded at sea due to damage (unless you run out of fuel). All other sub equipment is destructible and unrepairable after destroyed.


- Readjusted various sound volumes.

-------------------------------------------------------------------------------------------------------------------------------------

2.4 will be the final version of Traveller Mod for TMO. Thank you everyone for using my mods, and for your feedback. I have put many, many hours into creating, tweaking, and testing them. And I have tried to find the best balance between difficulty, realism, and playability. I hope you all enjoy it. Have fun!

Traveller signing off... :salute:


Download v2.4 here: http://www.mediafire.com/?ozsgqmdsbd59iwx

Download Traveller Mod Gramophone Songs here: http://www.mediafire.com/?yt8y21geu362q1x

arnahud2 05-16-13 05:28 AM

Traveller, you deserve a BIG BIG thanks to have spent so many hours tweaking, improving and providing us such a great mod !!

:salute:

Bubblehead1980 05-16-13 10:38 AM

re
 
Looking forward to giving this mod a go, it has been a while but always enjoyed this mod.Thanks Traveler:salute:

zeus 05-16-13 02:55 PM

Hello Traveller!

With the 2.4 mod does not change the climate. I travel from Philippines to Formosa and nothing

1.-TMO 2.5
2.-RSRDC V502
3.-RSRDC patch 5xxx
3.-TRAVELLER MOD 2.4
4.-Automatic identificy ships

???????

Traveller 05-16-13 05:51 PM

Quote:

Originally Posted by zeus (Post 2057723)
Hello Traveller!

With the 2.4 mod does not change the climate. I travel from Philippines to Formosa and nothing

1.-TMO 2.5
2.-RSRDC V502
3.-RSRDC patch 5xxx
3.-TRAVELLER MOD 2.4
4.-Automatic identificy ships

???????

Hi. That problem is a stock 1.5 bug that has nothing to do with Traveller Mod. Also, Automatic ID Ships option doesn't quite work right, and I will be issuing a small patch to fix that and a few other minor 2.4 problems.

zeus 05-16-13 07:13 PM

Can I put the mod "More Frequent Weather Changes v1.2" after of the megamod "Traveller v2.4" for Fix the problem?

Traveller 05-16-13 08:58 PM

Quote:

Originally Posted by zeus (Post 2057832)
Can I put the mod "More Frequent Weather Changes v1.2" after of the megamod "Traveller v2.4" for Fix the problem?

Traveller Mod 2.4 already includes More Frequent Weather Changes (which makes the weather change more frequently once you reach your patrol area). The never-changing weather is a 'feature' that occurs in Silent Hunter until you get closer to your patrol area. There's really not much anyone can do to change it, since its hard-coded.

Cybermat47 05-17-13 04:45 AM

The final version? Good, I can finally stop installing updates, and finally PLAY the mod :arrgh!:

Traveller 05-17-13 10:44 AM

Quote:

Originally Posted by Cybermat47 (Post 2057934)
The final version? Good, I can finally stop installing updates, and finally PLAY the mod :arrgh!:

Um, actually there will be one last small patch released (probably tomorrow). :D It fixes a few minor things I unfortunately missed, plus addresses the common problem of undefended enemy harbors. But it won't be the full mod download. Just a small add-on patch.


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