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Old 07-20-15, 06:46 PM   #376
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I'm really enjoying this mod. The only issues I found was that:

1. The secondary objective for returning to base (For my instance is Manila) marker remains located at that location even though the base has been moved elsewhere; and

2. I no longer have the Captain's Quarters/Radio Room which I had access to in TMO.

Is there a way point 1. can be fixed and point 2. can be reinstated?
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Old 07-20-15, 09:43 PM   #377
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Someone did resolve the problem with the ships added by Traveller's 2.6 causing CTDs? .This is the main cause I don't use the mod.

Best regards.

Fitzcarraldo
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Old 07-21-15, 08:46 AM   #378
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When I install this mod alongside OTC and the relevant patches the ships length in the recognition manual is no longer shown, it just shows length but no data.

Is there a fix for this?

thanks
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Old 07-23-15, 09:28 PM   #379
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Yes, I had some other problems as well where the deck gun for the Balao was hidden inside the Conning tower for some unknown reason and also not having the Captain's/Radio access. I've basically now creating my own personal mod. I think it very clever the way the campaign missions were created in Traveller's Mod so I've extracted it for my own use combining it with CaptainCox and FooFighters Hi Res Redfin Balao Skin and changing the career start for the Balao so that I could use the Balao from the start in 1941 as well as the option of starting at Pearl Harbor or Manila.

My setup is now:

TMO and patch
RSRD with Patch and Convoys mods
OTC with 8:4 Resolution
OTC Realistic Scopes; And
Fred's Campaign file.

Cudos to Traveller for his Mod for TMO and CaptainCox and FooFighters for the Balao Hi Res Redfin skin. Actually I acknowledge all the modders whom in some way or another have given me guidance in some way to make my changes work.
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Old 07-27-15, 07:38 AM   #380
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Quote:
Originally Posted by Fearless View Post
Yes, I had some other problems as well where the deck gun for the Balao was hidden inside the Conning tower for some unknown reason and also not having the Captain's/Radio access. I've basically now creating my own personal mod. I think it very clever the way the campaign missions were created in Traveller's Mod so I've extracted it for my own use combining it with CaptainCox and FooFighters Hi Res Redfin Balao Skin and changing the career start for the Balao so that I could use the Balao from the start in 1941 as well as the option of starting at Pearl Harbor or Manila.

My setup is now:

TMO and patch
RSRD with Patch and Convoys mods
OTC with 8:4 Resolution
OTC Realistic Scopes; And
Fred's Campaign file.

Cudos to Traveller for his Mod for TMO and CaptainCox and FooFighters for the Balao Hi Res Redfin skin. Actually I acknowledge all the modders whom in some way or another have given me guidance in some way to make my changes work.
Remember the OTC correction mod in Traveller is only for the basic OTC configuration, I don´t know if it will work with realistic scopes. I use OTC with 16:9 monitor and I can´t use Traveller mod.

Regards.

Fitzcarraldo
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Old 07-28-15, 02:08 AM   #381
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Thanks for the heads up fitzcarraldo. Will check it out. Should it make a difference if I'm only using the campaign files from traveller's mod and have changed the upc career and flotilla files to accommodate the Balao? The Balao itself is part of the TMO mod.
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Last edited by Fearless; 07-28-15 at 02:20 AM.
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Old 09-19-15, 06:09 PM   #382
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Quote:
Originally Posted by Traveller View Post
Traveller Mod v2.6 Final for TMO 2.5

** Run Silent Run Deep Campaign (RSRDC) v502 for TMO 2.5 required **




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

The main purpose of this mod is to give experienced players more of a challenge, and at the same time encouraging them to play more historically and realistically. Reckless behavior will have dire consequences for your submarine and her crew. Also, I am hoping the many new features I have added will increase your enjoyment of the game. Have fun, but be careful!

----------------------------------------------------------------------------------------------------------------------------------------
Well, it's been about a year since the last update. But a new update is finally here.


Version History:



v2.6 Final



- Added 2 new search patterns to the submarine Navigation menu bar. There are now a total of 3.


- Added new optional 'Larger Search Patterns' patch. This optional patch doubles the waypoint distances of all 3 navigation map search patterns, allowing you to search a larger area automatically. See included 'Extras' folder.


- Added 2 new emergency evasion orders to the submarine Control Room menu bar. 'Double-Knuckle Evasion Maneuver': Crash dive, then 2 hard turns to port or starboard. There are now a total of 4 emergency evasion orders.


- Added new 'Turn to Current View Direction' command to the submarine Watch and Periscope menu bars. This command instructs the Navigator to set the submarine heading to the current direction your camera view is aimed. Makes navigation by visual much easier.


- Added 2 new commands to the submarine Watch menu bar: 'Target Nearest Warship', and 'Target Nearest Merchant'. These commands instruct the Watch officer to lock the TDB/UZO onto the specified ship type. It also instructs the deck gun crew which type of ship to target.


- Added 2 new commands to the submarine Periscope menu bar: 'Target Nearest Warship', and 'Target Nearest Merchant'. These commands instruct the Weapons officer to lock the periscopes onto the specific type of ship requested.


- Added new command 'Report Nearest Base Radio Broadcast Traffic Received' to the submarine Radar menu bar. This function orders the radio operator to report the nearest airbase radio wave broadcast traffic that is being recieved- both friendly and enemy.


- Added new ability to use the following functions while the game is paused: Recognition Manual, Sub Crew Management, and Gramophone.


- Added my own version of Ducimus' original TMO harder enemy escorts. This optional patch increases sensitivity of enemy escort hydrophone and sonar sensors. It should give you much more of a challenge, without making the game impossible.


- 'You have successfully returned to ... port' objective complete pop-up message will now show before the 'Dock to End Patrol' option appears. Should cause less confusion and accidental dockings before 'Return to ... port' objective is completed.


- Lowered submarine bulkhead durability, plus decreased depth charge blast damage. This will cause surface engagements to be even deadlier. One bomb or two shell hits may destroy sub bulkheads now.


- Decreased number of enemy air patrols upon player detection.


- Decreased wave height and influence. The larger waves were causing poor performance and a probable memory crash at higher time compression.


- Removed all sharpened and detailed submarine textures. They are now available as a separate download called 'Traveller Improved Submarine Textures'. This was done to reduce the file size of Traveller Mod by 1/3. 'Traveller Improved Submarine Textures' mod is compatible with all versions of Traveller Mod.


- My custom career missions will now have a much higher chance of occurring, depending on the year. These include orders to shell Wake and Guam fuel storage tanks, find and destroy enemy floatplanes at a hidden base, and find and rescue the aircrew of a downed PBY patrol aircraft.





v2.5


- Automatic Ship ID option was not showing ship ID names in the periscope and TDC views. Fixed.


- Automatic Ship ID option was not showing gramophone. Fixed.


- Sounds of unexploded depth charges bouncing off the submarine hull were missing. Fixed.


- S-18 and S-42 submarine clean fuel oil tank status was missing from equipment repair screen. Fixed.


- Added a campaign game 'Send SoS' feature. Simply by clicking a button, you may now be able to send a radio SoS and be rescued, returning to base immediately. This button with a large and small plus icon is located under the 'Send SoS' submarine orders bar menu button on the far right of the list. You must be surfaced to use it. What it does is simulate you sending an SoS radio signal requesting help, being rescued, and returning you to base. I did not include this feature as a cheat, but more as a necessity. There is always the very real possibility of running out of fuel in the middle of the ocean due to damage or poor planning. Of course, if this happened in real life, a rescue force would be sent to your location. So this was added to simulate that. Also, there is that horrible save game bug that randomizes crew injuries and deaths upon reload. And sometimes (due to real-life circumstances) we are all forced to save our career games with dead or injured submarine crews. This feature will also help avoid that by allowing you to retain your dead crew upon instantaneously entering port- no messed up save game reload required. There you can dump off their bodies and bring on some new hands. Plus, you will now be able to issue Purple Heart medals. And to prevent cheating and abuse of this new feature, I have added a career renown point penalty. You will now incur a -400 renown penalty in your campaign game when using the Send SoS feature.

How this all works: There will now be an extra mission objective showing on your clipboard and navigation map at the beginning of each new patrol mission. For example, 'Depart Midway' will show up. Just begin your patrol and start heading out to your main objective area as you normally would. A few hours later you will notice that your 'Depart Midway' objective is complete, and a 'Return to Midway' objective is now showing. Upon returning to Midway (or wherever), be sure that this objective is complete before docking, or you will incur the -400 point renown penalty. To complete the 'Return to..' objective, travel toward the map marker until a pop-up message displays telling you it is safe to end your patrol. If you use the 'Send SoS' button while on patrol, you will be unable to complete the 'Return to..' objective, and you will automatically incur the renown point penalty. If you are on patrol and your base relocates automatically to a new location, you always receive a radio message informing you of the transfer. Upon receiving this message, you will have 5 days to send a radio message reply. Once a radio message is sent, you will receive a message saying to transfer to your new base. Sending this message is very important, as it will allow you to avoid the -400 point renown penalty for not returning to your previous home base to complete the mission. Upon sending a radio transmission anytime during patrols, you will also sometimes receive pop-up messages telling other boats where their new base is. Just ignore these if they don't pertain to you. Be careful... using the 'Send SoS' feature too often can abruptly end your career, as SubPac headquarters isn't too happy about sending rescue forces to save you each time!


- All submarine equipment, such as rudders and diesel engines, is now destructible and unrepairable. If your sub gets stranded at sea, use the new 'Send SoS' feature.


- Removed Rescue Sub feature from v2.4, as it is no longer necessary due to the new 'Send SoS' feature.


- Enemy harbors are no longer left undefended. I got tired of cruising into enemy harbors and frequently finding them full of docked merchants and tankers, but not one warship patrol in sight. Not too realistic in my opinion. No more. Now all enemy harbors will have at least one warship patrolling at all times.


- Reinforced all completely undefended enemy harbors, such as Manila, Shanghai, etc. with coastal guns and searchlights.


- Reworked submarine crew death and injuries. Your sub crew will now sustain more injuries during combat, and may even die in the interior compartments. Also, at crew injuries of 50%+, their efficiency will be zero. Be careful!


- Moonlight is brighter now, and has much more effect on visual spotting. On partly-cloudy nights, moonlight will be less bright than on clear nights. Take care if the moon is out!


- Added white cross symbols for dead crew members.


- Increased submarine compartment bulkhead repair times.


- Increased submarine clean fuel oil tank repair times.


- Increased enemy air response chance upon player sub detection.


- Reduced interior camera shake and bounce even more. If you experience interior camera bounce after bottoming out at the end of a crash dive, just slightly readjust your depth again and it will stop.


- Toned down wave movement influence.


- Increased nighttime ambient light for partly cloudy and stormy conditions.


- Merged Tater's IJN Radar Fix Mod. Credit to Tater.





v2.4

[I]- 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



v2.3

- Greatly increased wave sizes. Ships will also no longer accumulate damage and/or sink from large waves. For realism reasons, lifeboats will still sink in stormy conditions. Crews of fishing boats and other small vessels will not be visible in heavy seas (they're taking shelter inside the cabin). Due to the new larger waves, I also readjusted all docked ship positions in ports so they will not become damaged by hitting docks during storms. * Be aware that your sub speed will be slowed and you will burn more fuel now while running on the surface during storms. Remember the movie Das Boot?


- All torpedoes, shells, and bombs now have a chance of critical hit (50% above previous maximum damage), or less than normal damage hit (50% below previous minimum damage). This larger varying degree of damage will add to more gameplay uncertainty.


- Added more landed Japanese floatplanes.


- Added a revised version of my old SH3 Depth Charge Shake mod. The sub interior cameras will now shake violently when depth charges explode close by. Hold on tight. (while running on the surface during storms, the interior cameras will vibrate slightly due to the large waves hitting the hull).


- Added fuel storage tanks to most enemy ports.
Don't forget... you get campaign renown for destroying enemy fuel storage tanks!


- Lowered all submarine cg's to deal with the larger waves.


- Readjusted depth charge depth precision to be less accurate.


- Readjusted ship sinking sounds to where they should not suddenly cut off quite as often anymore.


- Readjusted water colors and shadows closer to stock SH4 1.5 settings. Water is much less black now.


- Removed water impurities.


- Removed the extra Narwhale AA gun crew member.


- Added Improved Stock Environment mod v3 compatibility patch. This patch will allow players to use Improved Stock Environment mod v3 with Traveller mod v2.21. See included readme file for installation details.



Feedback is always appreciated.





v2.2

- Added ship sinking sound effects to most Japanese ships. This cool feature has been a broken in SH4 since it was first released, never have been working correctly due to a probable hard-coded bug. You would only hear these sounds if you were right next to a sinking ship. Now you will hear these ship death sounds at distance. I'm quite pleased with the results of this workaround fix, as it really adds to the atmoshpere of the game.


- Added interior collision metal clanking sounds when unexploded depth charges hit the submarine hull close to the control room.


- Added various Allied aircraft patrols. You will now occasionally encounter long and short range Allied aircraft patrolling out of Midway, Pearl Harbor, Brisbane, Fremantle, Darwin, etc. They won't affect gameplay too much, but hopefully add to the atmosphere.


- Added high-altitude F-4 Lightning photo recon patrols. These recon aircraft will photograph the Rabaul enemy area from spring 1942.


- Added Buffalo fighter patrols around Midway and Pearl Harbor. They will patrol until summer of 1942, and now have the correct early-war markings.


- Added early-war markings to the landed PBY floatplanes at Midway and Pearl Harbor. Their paint and markings will change to later-war from summer of 1942.


- Added solid clouds. Clouds will no longer be transparent. They will now block out the sun, moon, and stars. Cloud shapes, grouping, and shading were also redone. Image here: http://oi43.tinypic.com/33vnh50.jpg


- Added sharpened and more detailed textures to the S-18 and S-42 submarines. This is just a sample. All other subs and ships to come in future updates.


- Adjusted Sunderland search plane maxiumum range.


- Corrected the destroyed sub compartment bulkheads where they will not be repairable anymore.


- Lowered maximum unrepairable damage of sub diesel engines and propellers from 65% down to 50% for playability reasons.


- Lowered maximum unrepairable damage of sub fuel oil tanks from 15% down to 10% for playability reasons.


- Made nights less dark for playability reasons.


- Lowered sub deck and AA gun sound volume.


- Adjusted various sound effect volumes to be more audible.






v2.1

- Added custom enemy land-based fuel storage tanks. These large fuel storage tanks can be destroyed with surface guns, and will explode easily when hit. When destroyed, they will burn for approximately two days. New explosion and fire graphics are included. Secondary explosions also added for atmosphere. These new fuel storage tanks are now located around various enemy ports and seaplane bases. Once destroyed, they are destroyed for good. They will not be rebuilt again later. More locations to come in future versions. Also included are two custom campaign mission where the captain is assigned to destroy fuel storage tanks in enemy ports.


- Added customized landed/floating versions of various float planes. These include American PBY-4, plus Japanese F1M, H6K, and H8K. All include damage models and static propellers. You will find these planes parked near a few various float plane bases and harbors. More locations to come in future versions.


- Added groups of enemy bomber and figher patrols around the Japanese main islands. These groups consist of 6-8 aircraft, and will attack on sight.


- Added new G4M torpedo bombers. These bombers now carry a single torpedo and will attack from low altitude. Also added new level B5N2 bombers. These small bombers will drop bombs from medium-high altitude.


- Added Allied fighter patrols near Freemantle, Brisbane, Midway, and Pearl Harbor. If you notice any of these aircraft buzzing the port, get their number and report them!


- Added Nakajima A6M2-N floatplane patrols. Also added guns and bombs to them. They will now strafe and bomb.


- Added Zero fighter patrols. Also, all enemy bases now have some type of fighter cover.


- Added guns to F1M Pete patrol planes. They will now make multiple strafe runs.


- Increased firepower damage of Zero 20mm cannon shells. Also reduced shell storage amounts down to more historical amounts.


- Reduced aircraft shadow patrol amounts. There will now be fewer shadow aircraft patrols, and in return, more attack aircraft patrols. Now for about every three enemy aircraft patrols launched, one will be a shadow patrol (~33%). This should somewhat reduce the large swarms of shadow aircraft following the sub around on the surface.


- Torpedo Scandal revisited. Mk 14 torpedoes now have higher failure rates. Until now, (in my opinion) it was still too easy to rack up high tonnage scores in the early years of the war with the Mk 14 torpedo. 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 captains had to deal with.


- Changed the completion of defect fixes of Mk14 torpedoes to a more historical date of September 1943. Also added radio messages based on historical dates telling captains what detonater to use.


- Restored the original aircraft map icons on the strategic map for practical gameplay reasons. You will be able to see aircraft icons again when zoomed in close.


- Added a few new campaign game radio messages and War News events in the captain's office.


- Rescue Sub 1.2 and Hardcore patches are now merged and permanent features of Traveller Mod.


- Corrected the problem with the H6K and H8K lower altitude patrols not launching in career games.


- Corrected the Subchaser ship ID that was still showing in the periscope, TDB, and map views.


- Updated optional No Midway Transfer patch to be compatible with Traveller Mod v2.1








v2.06


- Added 2 optional patches... 'Hardcore' and 'Super Hardcore' versions. Can you handle the challenge, Captain???

Hardcore: Removes the unit auto-identification of all units in the periscope and TDB views. Also removes the ship and submarine auto-identification on the strategic map. Aircraft and land units will still be auto-identified by your crew on the map.

Super Hardcore: Same as Hardcore version, but also removes the auto-identification of all units on the strategic map, except for land bases.



- Added F1M Pete and H6K Mavis aircraft blueprint drawings to the recognition manual.


- Adjusted the 'Find Enemy Seaplane Base' campaign mission.





v2.05


- Removed the captain's log screen. Also removed the ship sunk and aircraft destroyed icons from the map. The 'She's going down!' sound officer message still shows, as it is hard-coded and cannot be completely removed. So you will still automatically know you sank a ship. You just won't know which one unless you visually confirm it!

These changes were done to add a bit more realism and challenge to SH4, by removing the certainty of automatic identification and location when a unit is destroyed. As captain, you will have to now guess the identity/tonnage and location of the sinking. If you shoot off a couple of torpedoes at periscope depth, and then dive, there will be great uncertainty about which ship was sunk. Even though the destroyed unit icons were removed from the map, it is still possible to manually add marks to the map with the pencil tool when a ship is sunk or aircraft shot down. Hopefully this will give you, as captain, a bit more realism and interaction with the game. And upon returning to port, you can check the captain's log on your desk to compare your patrol notes with the actual sinkings.


- Added a custom-made F1M Pete floatplane which is landed and floats on the water. Damage model is included.

http://img546.imageshack.us/img546/3416/111tkl.png


- Added a challenging custom campaign mission where you will be assigned to find a hidden enemy seaplane base, sneak in, and shell the parked seaplanes.


- Reverted back to the original smaller waves. The larger waves were damaging surface ships over time.




This will be the last version update for Traveller Mod for TMO... at least for a while. I'll be taking a break from modding to actually play the game. I hope everyone enjoys v2.05! ----------------------------------------------------------------------------------------------------------------------------------------


Features of this mod include:


------------------------
LONGER REPAIR TIMES:
------------------------

I have been wanting to remake my Silent Hunter 3 'Longer Repair Times Mod' (LRT) for quite some time, and finally got around to implementing a new version into this Silent Hunter 4 combined 'Traveller Mod v1.0'.

- Much longer equipment repair times. If your equipment gets heavily damaged, it may take days to repair it, depending on how many crew members are working on it. Be very cautious, especially if caught on the surface. A few shell hits can equal days of repairing, and 1 close aerial bomb may completely disable your sub.



---------------------------------------------------------------
MORE UNCERTAINTY AND LONGER, MORE DRAWN-OUT DEATHS:
---------------------------------------------------------------

I have also been wanting to remake my Silent Hunter 3 'Drifter Mod' for quite some time, and finally got around to implementing a new version into this Silent Hunter 4 combined 'Traveller Mod v1.0'. I always thought the instant death screens in the Silent Hunter series really took away from game play. Tension was instantly killed when that stupid death screen always popped up. That is why I implemented special features into this mod to get rid of that instant death in certain situations. You can now only die from sinking to crush depth due to flooding, from being stuck on the seafloor due to flooding and eventually running out of oxygen, or from losing all your diesel fuel, drifting on the surface in the middle of nowhere for months, and eventually starving to death or being eaten by the sharks.


- No more instant deaths from sub hull damage reaching zero. Original sub pressure hull integrity relevance has been completely removed. I wanted to implement this so the player can wait longer to see if they will really die or not. That uncertainty is always fun. I don't want this feature to be considered a cheat, as I have tried very hard to balance this by changing other game perimeters.


- Independent pressure hull. Submarine will now sink if pressure hull damage reaches 100%, even if on the surface!


- Ability to sit on the seabed floor without taking hull or equipment damage, even if your submarine has compartment flooding. Brings back Aces of the Deep memories.


- Much deadlier surface engagements. If you try fight it out on the surface, you're sub will get shot full of holes and become disabled very quickly. Just 1 or 2 shell hits can heavily damage equipment, cause compartment flooding, and perhaps even destroy your compartment bulkheads. Bombs and mines are also VERY deadly now. Please note that this mod does NOT turn your sub into a surface tank. Avoid surface combat at all costs.


- Made the sub Crew Berth compartment into an actual floodable and damageable separate compartment, which are not based on sub hull integrity any more.


- Compartment bulkheads are now permanently destroyed at 100% damage. They cannot be repaired at all once destroyed. If they get destroyed, your pumps will not be able to pump out the water. If you have at least 2 permanently-flooded compartments, it might be possible to make it back to base on the surface. But diving is not advised, unless you want to visit Davy Jone's locker.


- Some limitations of removing hull damage relevancy include the maximum diving depth never being affected when compartments and equipment are damaged, plus you will always get maximum renown on returning to base during campaign game due to always having 100% hull integrity. But I feel these trade-offs are worth it in the end to get much more varied and tense game play.


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** PLEASE REMEMBER - TRAVELLER MOD IS NOT COMPATIBLE WITH ANY OTHER MODS. IF YOU INSTALL ANY OTHER MOD OVER (AFTER) THIS MAIN MOD OR THE INCLUDED OPTIONAL PATCHES, YOU WILL LIKELY BREAK MAIN FEATURES OF THIS MOD AND IT WILL NOT WORK AS INTENDED. **

** You must start a new campaign game after installing Traveller Mod v2.5 Final **



Traveller Mod v2.6 TMO Final: http://www.subsim.com/radioroom/down...o=file&id=4106

The game seems to crash to desktop when I try and load it on my system. I am running TMO 2.5 and RSRDC along with it and it causes my game to crash for some reason.
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Old 09-19-15, 06:28 PM   #383
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Do ya *really* have to have that massive quote in your post?
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Old 10-23-15, 06:10 PM   #384
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Default A challenge!

At last, a mod that poses a challenge I can't pass up! The base game and TMO 2.5 were a bit too easy for my tastes, considering I was routinely sinking 10-20X the tonnage real submariners were sinking with the base game and a little under 2X with TMO. I had some trouble getting the mod to work, but it turned out that I didn't install RSRD correctly... my bad.

Thanks for the mod, Traveller! Time to load up the old S-boat and sink some ships!

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Old 10-24-15, 07:38 AM   #385
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You will have a lot of problems with Trav 26. Best versions were 22 or 23.

Best regards.

Fitzcarraldo
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Old 10-24-15, 02:43 PM   #386
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In regard of the torpedos the mod is not a challenge, it is unrealistic and unplayable. According to tests the Mark 14 is running 10-11 Feet too deep, what is simulated good. The magnetic detonator is simulated also quite good with 65% dud-chance at waveheights from 0-5m, 75% form 5-10m and 85% from 10-40m.

But the biggest fault is the dudchance with the impact pistol.
He has set a dudpercentage of 3000% when impacting with a 70-90° Angle, 1400% when impacting at 45-70°, 1200% at 20-45° and 1300% at 20-0°.
The late pistol is set correct at 1-15% depending on the angle.
That means that in the early years you have nearly only duds...

The Mark 18 was also buggy with a 99% chance of a dud with the early pistol. Even when the Mark 18 used the same pistol as the Mark 14 the Mark 18 would be much more reliable because the problem that caused the duds were that a Mark 14 running at full speed has nearly the double impact force than the Mark 10 from which it was developed. At the impact the guidiance of the firing pin bend and prevented the firing pin from hitting the charge.
The much slower Mark 18 doesn´t have that problems.

I have written a little mod which fixes the problem. It ist tested now by me. Except the torpedos I think that this is a really nice mod which does a lot of fun!
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Old 12-18-15, 06:24 PM   #387
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Just installed only the main mod in port and everything works fine...but my first impression about the environment rendering, is awesome.. Something near SH5 rendering, without shadow casting and godrays of course, but I'm very happy.
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Old 12-18-15, 08:05 PM   #388
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Denny: Did you see all the ships in Museum and no CTD? There is lot of modified ships in Traveller 26 causing CTDs in Museum and campaign.

Regards.

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Old 12-18-15, 10:45 PM   #389
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sadly....yes, i can't enter in the museum, CTD in the loading bar.
Suppose I will having a CTD too in patrol, do you?maybe I will keep only the env part because i fall in love with that

there's a fix?traveller mod is not created under tmo and rsrdc?

Btw, here my mod list

1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Traveller Mod v2.6 TMO
sim cfg----made by me, a little more easy AI(damn Fubuki)
UStorp125plus125
410 Rockin Robbins EZ Plot V2.0
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Last edited by denny927; 12-18-15 at 11:01 PM.
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Old 12-19-15, 08:06 AM   #390
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Traveller knows the problem but never fix it. Yes. You will have problems in campaign. Try only the environment and try how work AI sensors with the enviro. Ducimus AI behaviour is very sensible about changes in the TMO own environment.

Regards.

Fitzcarraldo
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