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Old 09-11-07, 09:06 PM   #1
NefariousKoel
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Default [REL] Trigger Maru 1.62 Lite

Trigger Maru 1.62 Lite

If you're like me and don't want the tougher damage modelling, this is for you.

I've also done a couple minor adjustments to a couple things. From the ReadMe:

This version of Trigger Maru was created to revert to the old (easier) damage model and also includes a few minor changes for convenience of use from issues I’ve noticed.

Installation:
Install with JSGME over the TM GFX mod as normal. This mod already includes the 1.6.2 patch.

Note: You will receive a JSGME warning that the files “moon.dds” and “moon_hallo.dds” will be overwritten. Go ahead and install them over it.

Changes:
1) Removed Realistic Sinking Physics mod.
The damage model is now back to earlier TM settings. No more using a whole load of torpedoes to sink something.

2) Changed some hotkeys.
Now the Q,W, and E keys control your torpedo tubes. All in one handy spot.
Q= Open/Close, W=Switch selected forward tubes, and E=Switch selected aft tubes.

Emergency surface is now Shift+E. I was always terrified I would accidentally hit the E key when fiddling with my tubes. That didn’t sound right, did it?

Added Pause game hotkey. It is now Shift+Backspace. You still go to TCx1 when hitting backspace by itself.

The in-game F1 help text has been updated to show these changes.

3) Added Battle Stations & Run Silent buttons to all stations
This is a must-have for me. Not only convenient, but no matter what station I’m at I can see if I forgot battle stations or RS on. Other buttons in TM are still present.

4) Edited out Nomograph by default.
See Duci’s FAQ on how to activate/deactivate it.

5) Reactivated Next/Previous outside view keys
, and . are working again by default so you can look at the pretties more easily.

6) Raised default Periscope Depth for all subs.
Periscope depths are now 0.3m higher than previously. I always found myself having to rise a foot or two to see over waves. The previous depths only seemed to give a good view if the sea was very calm.


Thanks to all the modders at the Subsim community for these wonderful toys!

Download:
http://files.filefront.com/Trigger+M.../fileinfo.html
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Old 09-11-07, 11:51 PM   #2
donut
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Nice Option,Admiral Hayseed Sir

Note:Replaced;Zones.cfg,from NSM 3.2,file dated 8/24/07;11:39 PM 52kb,fixed Following smoke bug,w/wernersobe's help. In OLD (T_M_1.6) Not to be confused w/your new (Trigger Maru 1.62 Lite) Your preferences, I like them all,my kinda game.

Have you given thought to deleting,.dds files in Data\Sea,to get map symbols back ?

Last edited by donut; 09-12-07 at 04:43 AM.
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Old 09-12-07, 01:34 AM   #3
NefariousKoel
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Naa.. I like Duci's no IFF mod.

Forgot to mention, I did modify the AI visual detection down just a hair and lowered airstrike probability down just a bit more too.
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Old 09-12-07, 07:50 AM   #4
ReallyDedPoet
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Nice work NK, nice for folks to have options.


RDP
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Old 09-12-07, 08:37 AM   #5
Seadogs
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Well I'm going to be honest, I like the NSM...alot, so I will not be using this. However, there are some that don't so thanks for the effort.
At any rate it is great to see TM get some love in any fashon and I hope others will follow suit.
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Old 09-12-07, 09:03 AM   #6
donut
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NSM is nice,different approach,same end result,Noted

If you likeT_M_1.6,& NSM,Up your Torpex to 1.5,& All will be cool again.
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Old 09-12-07, 01:52 PM   #7
NefariousKoel
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Not a bad idea donut.

I'll keep this one as a TM with intermediate difficulty for those who need a step up from the stock game but not too large of a step.
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Old 09-15-07, 08:27 PM   #8
silentscorp1971
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You could also just use lite then install Werner's 3.3 NSM overtop of all. I know it will install over TM 1.6.2 without breaking anything.
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Old 10-07-07, 01:00 PM   #9
g_BonE
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Any chance of seeing this updated to the latest TM 1.6.3 patch ?
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Old 10-07-07, 05:21 PM   #10
NefariousKoel
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Quote:
Originally Posted by g_BonE
Any chance of seeing this updated to the latest TM 1.6.3 patch ?
I was wanting to wait and see about patch 1.4 (and if it's coming as it supposedly is). Also waiting on RoW mod to get the kinks worked out and up to speed.

I've also been making some other tweaks to the game in the meanwhile, most notably adjusting the DD sonars and definitely making the thermal layer less like a brick wall when it comes to detection so even if you go deep they can still find you if they're close. Still testing out stuff for the right feel, however. I may do a minor update before long, though - it just depends on if I get the feeling right.

Keep an eye out in the future.
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Old 10-07-07, 05:27 PM   #11
WernerSobe
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now everyones comes with his own version of TM.

btw. TM 1.6 used the old NSM mod. The newest version has fixed bugs with ships that were tough to sink.
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Old 10-07-07, 05:34 PM   #12
NefariousKoel
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The one I'm currently messing with is 1.6.3, yes. The NSM mod has been completely removed from this one.

I've gutted TM and changed some things in all versions of this. It plays more like TM 1.5 but with some more of the goodies in 1.6.2/3 without making sinking more difficult, replacing part of the IFF setup with black contacts and ship outlines, and other little changes. It's not really TM anymore but uses quite a few parts of it and the related creator's mods.

It's been a bit since I put this one out there. I'll rename it on the next version to keep the confusion down.
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Old 10-08-07, 03:45 AM   #13
g_BonE
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can't wait to see it
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Old 10-08-07, 04:20 PM   #14
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This mod looks interesting, I didn't like TM because of the damage model / dificult will give this a try have you allso edited the icons on the map? - so you can see where the ships are heading and see where you own sub is heading..
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Real Environment mod

and Pacific Enviroments 4 mod
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Old 10-09-07, 04:41 AM   #15
NefariousKoel
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Quote:
Originally Posted by kriller2
This mod looks interesting, I didn't like TM because of the damage model / dificult will give this a try have you allso edited the icons on the map? - so you can see where the ships are heading and see where you own sub is heading..
Yes, they're back to normal for the most part. Except for they're all black. I wasn't too crazed about all the disco colors floating around on my maps.
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