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View Full Version : [REL] Trigger Maru 1.7.6 (Updated 24Jan08)


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Ducimus
07-30-07, 01:32 AM
So ahh tater, you might hate me for this, but ahh......


Im leaving the door open if you or anyone else ever want to script the traffic.
http://www.ducimus.net/sh4/dutch_harbor.jpg

I'd to it myself if i had the inclination, but ive got alot of other small stuff that i prioritize over anything dealing with S boats. I have to be honest, S boats to me are like the type II's of the pacific. Dugout canoes that just don't recieve my interest or attention in the slightest. But since Tmaru 1.5 im pushing for as a final release, i figured id better get dutch harbor functioning and leave the door open on it.

Basically its working and has two patrol missions assigned to it. One near Attu, the other near Kiska, Us harbor traffic in the area, and thats about it. All it needs is jap traffic.

ReallyDedPoet
07-30-07, 07:19 AM
Second patrol with the new Trigger Ducimus, very nice work, a step up from 1.3 for sure.

Also, in the end I left the contacts on the Nav Map ( thought about returning them to stock ) as is, adds to the challenge :yep:


RDP

theluckyone17
07-30-07, 07:36 AM
For what its worth, i removed ALL crew rating 4's from the campaign files. Hmm.. all except one that is. I'll give ya three guesses who's the only Elite in Trigger maru and the first two guesses don't count ;)
Good... so I got my butt whomped on by someone who's less than stellar. That does wonders for my self-esteem. :shifty: :lol: ;) (J/K)

The japanese didn't suddenly "get better" at ASW... I did this to promote variability. Well, in that case, I'm going to stop pretending like I've researched this stuff ('cause so far, I'm just getting it third hand). I'd imagine that some of the details you listed are able to be modded in, probably with varying difficulty... and some details can't. I'm not going to criticize, trust me... not until I gain enough patience to dive into this stuff myself. Then I might get mouthy, but I doubt it.

That variability is exactly what I love, btw... thanks! :cool:

tater
07-30-07, 08:06 AM
Throwing a little traffic up there is no problem, I just needed to read up and get a clue on how much. If the missions are already there it's not a big deal.

tater

momo55
07-30-07, 08:20 AM
Changing sink missions to 2.000 tons instead of 10.000 would be fine .

I'm happy with AI the way it is now. I like to play "HOUDINI" when those DD's come afther me and i manage to escape.(i play 100% now and like every sec.of it)

Most difficult part for me now is to approch a convoi or task force without getting detected to urly when i'm getting my info to set up TDC for manuel targetting .(only seccond patrol with MT:lol: and a bit slow in doing that )
But i see this as a learningstage to improve myself and a great chalange.

greetz

Rockin Robbins
07-30-07, 08:28 AM
My goal in transit is never to be seen. No fighting airplanes. No looking at airplanes except on radar. No attacking lone destroyers (unless I'm really busy trying to shorten my life like last time! :oops:).

My goal on approach is to be detected first by the explosions caused when a nice spread of torpedoes hits the largest merchant available. :arrgh!: THEN it's showtime.

I'm a chicken when there's no upside. I'll risk my life for a big payoff only. I made a deal with my crew that we don't commence any attack where we don't have a 50% chance of survival. (Don't tell them, but I have to estimate 75% before I commit to an attack. Dead sailors can't win wars. You're sworn to secrecy.)

scrapser
07-30-07, 10:56 AM
Has anyone confirmed whether this mod conflicts with Oakgroove's instrumentation mod? I see in the readme for TM some references to Oakgroove but I'm not sure if this is something done earlier or taken from his latest offering.

Thanks

Ducimus
07-30-07, 11:38 AM
Has anyone confirmed whether this mod conflicts with Oakgroove's instrumentation mod? I see in the readme for TM some references to Oakgroove but I'm not sure if this is something done earlier or taken from his latest offering.

Thanks

It includes it. Although i altered it a little. I resized it from 2048 X 2048 to 1024 X 1024. Looks just as good, but requires less overhead from your system.

tater
07-30-07, 11:57 AM
Just added traffic to Attu and Kiska, as well as routes along the Kurils.

I'll try and get 0.73 out the door this evening will all the new stuff.

tater

wovik
07-30-07, 12:19 PM
Just added traffic to Attu and Kiska, as well as routes along the Kurils.

I'll try and get 0.73 out the door this evening will all the new stuff.

tater

Thank you for this :up:

Ducimus
07-30-07, 01:54 PM
Im still scripting sea trials. Its kinda complex. Way things are working, i think ill have a total of 3 missions, and then send your ass packing to pearl.

tater
07-30-07, 07:05 PM
I have a small amount of traffic between Paramushiro and Attu/Kiska in the current version. I have no scripted stuff added for the invasion, that'll take a little research, then I can add it to the Battle of Midway layer.

tater

Palidian
07-30-07, 09:57 PM
I believe you are confusing AI and detecting ability.

Making the DDs use better tactics, and cooperate together better would be improving the AI. Simply making it easer to detect you, dose not effect how they chase you around.


RE: ahead 1/3rd,

You know you can manually set your speed to 1 kt, or even 0 kts and still have a rotation on your screws to keep forward momentum. I get the impression not everyone realizes this.

RE: for those who want the harder AI.
You want current settings or just a *tad* toned down? If i town them down, all i'll be doing is changing the max elevation on the sonar to a shallower elevation.

RE: sink missions,
yes i know, ill be changing those to 2,000 tons instead of the default 10,000.

tater
07-30-07, 10:26 PM
You are confusing what is possible to mod, and what is not.

AI behavior is a combination of hard coded stuff that is a black box to us, some cfg settings that are specifically behavior modifications (time to remain looking before they break off, etc---very few of these), and detections as it informs AI "decision making."

The AI behavior is very much driven by the arbitrary set up of the detection parameters. Sure, the down angle of a sonar might be a fact we could possibly research, or even the connection between surface area and detection probability, but the "sensitivity" setting? It's made up. Many of the setting are for tweaking the AI since thei behaviors are hard coded to react a certain way to certain stimuli. The detection rules define the stimuli. It's our only way to mod the AI behavior.

tater

Ducimus
07-30-07, 10:46 PM
What tater said.

When talking about the AI, its easier to just refer to it as "the AI" instead of "hardcoded routines we can't alter". That said, Detection is acutally a big part of the AI. Now what the game decides after its detected the player is out of a modders control - but how accuratly the game prosocutes the player is.

tater
07-31-07, 12:31 PM
What exactly gets changed in the flotillas and patrol objectives files, BTW?

I am messing with mine, and I wouldn't want to be propagating the stock problem to new missions.

tater

Ducimus
07-31-07, 01:47 PM
What exactly gets changed in the flotillas and patrol objectives files, BTW?

I am messing with mine, and I wouldn't want to be propagating the stock problem to new missions.

tater

If your referring to my WIP.

I enabled the dutch harbor flotilla, and gave it, two patrol missions. The variety where you have to be in the vacinity for 24 hours. The two areas are Attu, and Kiska, i made the allowable area you can poke around in, and still be considered in your patrol area fairly large. I made sure this flotilla has both S boat types available, and each currently only has two objectives, patrol attu, or patrol kiska. I didnt get over elaborate because i was pressing on to my "other" baby (no, not bungo pete).


I've then enabled Two additional flotillas. These are the new construction flotillas.
On starts in 15Feb42 and will disband around 5 or 6/42. This is gato new construction. The other starts in 15Jan43, and will disband around 4 or 5/43. This is the Balao new construction. In both cases, when the flotilla disbands, your transfered to pearl harbor. Its my intent to have you at sea, inroute to pearl as the flotilla disbands, rather then some auto transport and WHAM, there you are in pearl.

They have three purposes:

1.) to give the player the opportunity (and excuse) to get a gato or balao earlier then they normally could.

2.) To teach/instruct a few finer points that might resolve common complaints.

3.) To add some character/flavor to the game.


All normal flotilla are literally untouched aside from changes that were already published in Tmaru 1.4



As so far ive gotten two Sea trial missions scripted. I have one more to do, and im going to call it good. This one however, i think im going to create a new DE. Since DE's aren't being used aside from bungo pete (whos placed specifically in one spot), ive decided the best bet for mod compatiblity is to make him a DE since your using frigates and not DE's. This new unit, is going to be another version of a minesweeper, but hes being stripped down for a specific purpose, and will give no tonnage nor renown.


What im going to name him is a surpise, and what its intent is... well.... for the 3rd sea trial im going to set up a mission where this practice target zig zags back in forth varying his speed and AOB. Think of a shooting gallery where the duck tries to make himself hard to hit. The player at a stationary location then practices his targeting and tries to sink him.

After this portion is complete, the next portion is where ill be taking this same unit (who will be equiped with only one rear dropping DC rack), and use him to Depth charge the player, who must submerge, and make it pass the minesweeper. Its my hope to get this unit to drop a few depth charges on the player to "pop the DC cherry" so to speak.

After that sea trials are complete, and the player will be sent to pearl harbor.

Ducimus
07-31-07, 02:31 PM
Ehh.. nevermind that last bit about my target ship being a DE, yah hes still a DE, but i made him his own country. Has no chance to spawn in the normal campaign at all. heheheheh.

tater
07-31-07, 02:35 PM
Sorry, I was thinking of the repeat mission mod.

tater

Ducimus
07-31-07, 04:10 PM
*groan* Yeah i suppose ill have to update that as well. No biggie, just a couple of copy n pastes of new data blocks.

tater
07-31-07, 04:36 PM
I didn't mean 1.3-1.4 for that, I mean in general, how did you fix the problem?

I just don't want to make new objectives (copy and paste, then edit) from stock and afflict people with repeating missions :D

tater

Ducimus
07-31-07, 05:01 PM
Ok, my mind just went into granny gear. (long night)

How do we fix.. what problem exactly? repeating missions?

tater
07-31-07, 09:36 PM
cc, repeat mod in support. hard to type one handed. 1 year old asleep on me.

supposedtobeworking
07-31-07, 09:51 PM
Question:

I like the mod, but I want to take the 9KM atmosphere with the living breathing ocean implementation in TM and port it into my SH4 with my custom mod set. I looked at the readme in the TM1.4 package and found the section listing file changes under the environment modification section: It listed about 4 files...scene.dat, sensors.cfg, etc. I just arranged those 3-4 files in JSGME format in the right directory structure and plugged them into JSGME to my SH4 game. Is that all I need to do? It seems to work...I think...just double checking.

*Something odd I noticed since using TM1.4: I can see ships off my bow but cannot seem to pick them up audibly on the hydrophone. If I ask the sonar operator to report..sometimes he says something is there, but when I go to listen I cannot hear anything nor can I ping the target. I can see the target through visuals on the bridge though...so it should be close enough to hear. this happens when I first spot the ships and they are at long range...as they get closer I can start to hear them o sonar...but isn't that backwards? Anyone else notice this?

Ducimus
07-31-07, 09:52 PM
Hmm ok gotcha.


M'kay
all missions are defined in the missionobjectives.upc file. Mission objectives are categorized by geographical location, and are given an ID handle that is called upon by the flotialla.upc file. Example. Honshu. The ID handle "Honshu" has several different missions associated with it. Sink, patrol, photo spy, etc. This ID handle is one of many.

Flotilla.upc file is divied by flotilla and sub type. Each sub type has at least 5 missions associated with it. These missions are the aforementionied ID handle. Each has an entry date and exit date. Most of them overlap.

Game is supposed to randomly pick one of the avialable geographical ID handles, which in turn is supposed to randomly pick one of the missions associated with that area. still with me?

What i did was remove the overlap on avialable ID handles. I made them all sequential by using chronological entry and exit dates. No more then one geogrpahical ID handle being active at any one time. Then i went to the mission objectives and changed the ID handles themselves, to sperate the spy, photo missions so i could call them as a group, and the patrol/sink missions as a seperate group, this allowed me to vary the misson types every other patrol, and yet keep some semblence of randomness for replayabilty.

Ducimus
07-31-07, 09:58 PM
RE hydrophones.

My spidey sense has been tingling on that for awhile, and i think in Tmaru 1.5 ill be using less aggressive adjustments to fix the sonar contacts on the surface bug. Say.. -6 min sensor height on all three hydrophones. Currently set at -12 on two of them, and -4 on the one the Sboat uses.

tater
07-31-07, 10:01 PM
Gotcha.

That's a lot of work BTW (for anyone who hasn't looked at that stuff).

<S>

tater

Ducimus
07-31-07, 10:08 PM
Feel free to use that optional mod in Tmaru's support directory as a template. Your right, it was alot of work. You'll see that right away when you open the flotlla.upc file

Fearless
08-01-07, 01:26 AM
Is Tater and yourself by chance combining both mods together? That would be awesome.:cool: Another 2 great minds to create 1 great mod. :rock:

FooFighters
08-01-07, 05:36 AM
Is Tater and yourself by chance combining both mods together? That would be awesome.:cool: Another 2 great minds to create 1 great mod. :rock:

What would happen if we put Duci, Seeadler, Tater, Leo and Captain Cox in one room for a month ??

The best game ever :p :p

switch.dota
08-01-07, 07:01 AM
Erm, is this compatible with the Realistics SInking Physics mod? JSGME is having second thoughts about that...

Ducimus
08-01-07, 11:25 AM
Erm, is this compatible with the Realistics SInking Physics mod? JSGME is having second thoughts about that...

Yes and no. I don't have the zones.cfg in the mod for looks.

zones.cfg file i have a few changes in. One, increase sinking times (which you won't need because the other mod make similar adjustments), two, increased aircraft parts. You'd need to copy, the entire section on aircraft and their associated parts from the Tmaru zones.cfg into the sinking physics mod zones.cfg.

Otherwise, you have stock aircraft that can be swatted like flies unless the realistic sinking physics mod adjusts for them as well.

edit: now all that said, ive been thinking about incoroporating said, mod, but with a few adjustments to speed up the sinking time.

Canonicus
08-01-07, 01:34 PM
A side-by-side examination of zones cfg files from both TM 1.4 and Natural Sinking Mechanics, reveals that the listed aircraft parameters are identical...all values are the same.
If there are differences in these listings,then I'm not seeing them and I checked more than once to be sure.

Ducimus
08-01-07, 02:14 PM
A side-by-side examination of zones cfg files from both TM 1.4 and Natural Sinking Mechanics, reveals that the listed aircraft parameters are identical...all values are the same.
If there are differences in these listings,then I'm not seeing them and I checked more than once to be sure.

I guess the aircraft were buffed up then, so then yeah its compatible! :up:

Don cossack
08-02-07, 02:50 AM
Hi ,

Has someone experienced a CTD when launching the "against all odds " mission with
TM 1.4 actived. (CTD occured during loading screen)
In fact with only the GFX part is active, no pb.

Hope this help
Brgds
Don Cossack

Frederf
08-02-07, 04:44 AM
Love TM1.4. Just a few oddities:

1. Dutch Harbor has a japanese airbase!? (Dec 42)
2. No hydrophones above 40'?
3. Placement West of Pearl/ IDL not needed for people on 100% realism. 2 versions?
4. Feeling less than 100% happy about the radar work around, any other way?

I would suggest that the accurately sized sun and moon be incorporated into "TM1.5" as it's a no-brainer and easy to add. Once the glitches are worked out of the Realisitc Sinking Physics mod I'd say that is a no-brainer addition as well. Also if you could find or convince someone to update the recognition manual with lengths and armaments, etc, or at least a different bar-scale at the bottom (more, smaller bars) that would be much appreciated. Also splitting the merchant book into "most likely enemy" and "most likely friendly/ not gunna see" might be helpful too. If you can get key binds to cycling manual pages then you would truely be godlike.

Oh and once manual navigation becomes feasable I would ask you have a version that doesn't have the submarine circle and disabled ctrl-left click, for us true masocists.

I'm sure you're looking at the new scene.dat improvements.

If there are many versions of the Mk14 torpedo (improvement, bug fixes) throughout history it would be really cool to have Mk14, Mk14A, Mk14B, etc versions become available in limited numbers (heck even having only a few shiny new WORKING ones at first introduction) as history dictates would be awesome. I'm sure any real skipper would know what revision each of his torps was. If I'm not mistaken they are all labeled "Mk14" despite several different performance profiles all given the same name.

Once a real campaign layer comes out I wouldn't mind you including that either. I mean fun's fun but who wants to be stuck between 3 convoys inside 30nm? (Happened to me on stock layer) Kinda kills the joy.

Maybe reduce the radius on the sub tenders so you actually have to drive up to them.

I like the slower reloading deck gun. Keep an eye out for realism oriented deck gun mods. I think you may have over done it with the left-right accuracy. Seems to me that missing too much/not enough elevation would be one's primary concern at sea. Again I understand that it's there to keep us from becomming little battleships and you're right on.

Also consider adding a new ammo type to AA guns with 0 rounds just for the ability to always reload a fresh magazine into the gun without having to waste the old stuff. If all AA guns in the game have HE/AP then this won't be a problem (unless you can't switch to a round type with no more left?). I'd consider having a "safety" round type but I think the AI would just switch from any type with 0 rounds to a type with some ammo left so no real benefit. Sometimes it's hard to get those deck gun jockeys from shooting those last 3 rounds ;)

I'll keep my eye out for more suggestions and look for bugs. (only obvious thing I saw was the enemy airbase in Alaska).

Dave
08-02-07, 04:56 AM
I have downloaded and installed TM but i do not seem to have any indication on the start up screen that it has changed anything. Is this correct, i still get the movie:-?

Thanks
Dave

tater
08-02-07, 08:29 AM
Hi ,

Has someone experienced a CTD when launching the "against all odds " mission with
TM 1.4 actived. (CTD occured during loading screen)
In fact with only the GFX part is active, no pb.

Hope this help
Brgds
Don Cossack

It's just that any single mission with a subchaser or minesweeper will CTD because I changed their types from patrol craft and minesweeper to "corvette."

I can up a stand alone mod that will change them so they match TM.

Oh, if you only had the GFX on, then it must be different.

Only missions 07 and 087 were problems that I knew.

tater
08-02-07, 08:38 AM
This is a different set of missions (07 and 08), but here you go:

http://www.mediafire.com/?8yyymuttdtc

Marko_Ramius
08-02-07, 10:02 AM
Hi Ducimus,

I didn't test "Real Sinking Physics", but it seems a lot promising IMO, so have it in TM would be maybe some great addition.

Huchel
08-02-07, 02:14 PM
Just an FYI, I started getting a CTD when starting the game with TM installed along with some other mods. I reinstalled the game, patched, and tried again and was still getting the CTD. I played around and narrowed the problem down to TM, the main mod and not the gfx one. Turns out I had recently updated my codecs and they were hanging up on playing the 0 byte movie files that TM uses to bypass the intro movies. I restored those back to default and it works fine again. Obviously this isn't a huge hassle, but if anyone is having similar problems, it's something to check into.

Also, this is listed as a known issue on the front page. :damn:

USS_Mustang
08-02-07, 02:16 PM
Please help me. I'm a complete moron when it comes to installing all these feature packages. How do I do it? I want better game play.

Thanks!

Manny

Ducimus
08-02-07, 02:36 PM
Just an FYI, I started getting a CTD when starting the game with TM installed along with some other mods. I reinstalled the game, patched, and tried again and was still getting the CTD. I played around and narrowed the problem down to TM, the main mod and not the gfx one. Turns out I had recently updated my codecs and they were hanging up on playing the 0 byte movie files that TM uses to bypass the intro movies. I restored those back to default and it works fine again. Obviously this isn't a huge hassle, but if anyone is having similar problems, it's something to check into.


Known, issue, and was posted as such.

From the first page:


Compatiblity & known issues:

- You must be in port (not at sea) before enabling this mod.
- For some uses the 0kb movie files cause crashes at game startup. If your game crash's, remove those files from this mod.
- Due to extensive file changes, this mod is not compatible with any other large mod package.
- This mod is NOT compatiable with ANY mod that tries to alter the AI behavior.
- 50 cal machine gun has limited arc of fire. (consider it a novelty item)
- AI german Uboat does not have a proper wake, nor do damage decals display correctly.


:roll:

Ducimus
08-02-07, 02:43 PM
Just FYI, having been innundated with innane requests over the course of time, ive decided that in TMaru 1.5, i am going to combine all the optional mods into a mini mod pack that will be found in the support directory that will designed to be overlayed on top of TMaru 1.5. It will be called "Tmaru EZ MODE". stock fuel, no nomograph, no contact map mod, dumber then rocks AI, etc etc. Realism scores will reflect this.

At its core, TMaru has always been and will always be designed for the more seasoned sub simmer in mind who knows how to attack and evade, and expects his or her skills in submarine simulations to be put to the test on more then a couple occasions. As tempting as it is to dumbdown the core mod so people stop complainng about the AI, or stop ask me "how do i undo this?" even though ive posted how to a dozen times or what not, im not going to do it. Hence, the EZ mode optional mod!

Palidian
08-02-07, 04:27 PM
So is it ok to give an unrealistic detection ability, IE cheat, to make up for poor tactics?

You are confusing what is possible to mod, and what is not.

AI behavior is a combination of hard coded stuff that is a black box to us, some cfg settings that are specifically behavior modifications (time to remain looking before they break off, etc---very few of these), and detections as it informs AI "decision making."

The AI behavior is very much driven by the arbitrary set up of the detection parameters. Sure, the down angle of a sonar might be a fact we could possibly research, or even the connection between surface area and detection probability, but the "sensitivity" setting? It's made up. Many of the setting are for tweaking the AI since thei behaviors are hard coded to react a certain way to certain stimuli. The detection rules define the stimuli. It's our only way to mod the AI behavior.

tater

Palidian
08-02-07, 04:29 PM
This is why I believe it would be better to make several small mods then one large mod. Then people can pick and choose.

Just FYI, having been innundated with innane requests over the course of time, ive decided that in TMaru 1.5, i am going to combine all the optional mods into a mini mod pack that will be found in the support directory that will designed to be overlayed on top of TMaru 1.5. It will be called "Tmaru EZ MODE". stock fuel, no nomograph, no contact map mod, dumber then rocks AI, etc etc. Realism scores will reflect this.

At its core, TMaru has always been and will always be designed for the more seasoned sub simmer in mind who knows how to attack and evade, and expects his or her skills in submarine simulations to be put to the test on more then a couple occasions. As tempting as it is to dumbdown the core mod so people stop complainng about the AI, or stop ask me "how do i undo this?" even though ive posted how to a dozen times or what not, im not going to do it. Hence, the EZ mode optional mod!

Ducimus
08-02-07, 04:42 PM
I can't be all things to all people. Ultimatley you can choose to use this modpack, or not to. You have that choice. You can also choose, given the resources available on this forum, create your own modpack, or choose to run single individual mods. Creating those choices however, is really not my, or anyone elses, responsiblity or mandate.

tater
08-02-07, 04:56 PM
So is it ok to give an unrealistic detection ability, IE cheat, to make up for poor tactics?

The short answer is "yes."

I think you miss the point, however. My point was that the way the AI actually behaves, the actual "AI" and not the sensors, etc, is a black box to us. The code takes certain inputs--which we do have control over---and reacts to them as the hidden (to us) code tells them to. We can observe the way they behave under different conditions, however.

Then, by tweaking things like the sensors---which contain some variables that are arbitrary and are used to balance them in terms of gameplay---we can exercise a modicum of control over the AI.

The arbitrary variables are particularly interesting to look at. Things like the time to lose contact. Utterly arbitrary what value you pick. Sensitivity values are also arbitrary (they need to be tweaked to provide realistic outcomes). Other stuff like the angle down a sonar can ping, that's NOT arbitrary, but the data is likely pretty thin to give it an actual value.

Imagine you are the AI. You have certain hard rules, and maybe some probabilistic options. If X, then Y. If A, then 50% of the time do B, 20% do C, 20% do D, 10% do E. That sort of thing. If we can tweak what values get plugged in for X and A (or how often, whatever), we have SOME control of the reaction of the AI even if the 2 routines are impossible to change.

tater

R Hardman
08-03-07, 12:44 AM
I can't be all things to all people. Ultimatley you can choose to use this modpack, or not to. You have that choice. You can also choose, given the resources available on this forum, create your own modpack, or choose to run single individual mods. Creating those choices however, is really not my, or anyone elses, responsiblity or mandate.

My choice is this modpack as intended. It's brilliant. :up:

Archie
08-03-07, 12:51 AM
I can't be all things to all people. Ultimatley you can choose to use this modpack, or not to. You have that choice. You can also choose, given the resources available on this forum, create your own modpack, or choose to run single individual mods. Creating those choices however, is really not my, or anyone elses, responsiblity or mandate.
My choice is this modpack as intended. It's brilliant. :up:

Hear, hear :up:

adseal
08-03-07, 02:24 PM
Hello!

Again thank you Ducimus for this great mod.

I found that on the map there is one thing, that shows with what kind of enemy we are deal when we find him on radar (instead that all contacts are only dots - it is really great idea for such presentation of contacts :up:). In close up there are of course remarks that every single ships of convoy or task force are UNKNOWN. But when we have on the map only one icon showing a convoy or task force (we decrase scale of mp), there is exactly explained what it is: WARSHIP group or MERCHANT group. Is there any technical possibility to change this remark in second case also to UNKONWN?

best regards
Ad

Ducimus
08-03-07, 02:31 PM
Not, sure, ill have to look into it further.




In other news, im probably overhyping this, as its only a series of 3 scripted multi objective missions but, it was acutally alot of work.

http://www.ducimus.net/sh4/new_con.jpg

http://www.ducimus.net/sh4/new_con_01.jpg
http://www.ducimus.net/sh4/new_con_02.jpg
http://www.ducimus.net/sh4/new_con_03.jpg

kikn79
08-03-07, 02:51 PM
Very COOL!!!!! That is absolutely fantastic!!

Chuck

Ducimus
08-03-07, 03:52 PM
After the sea trials are done, you transfer to pearl harbor for combat duty. Unfortunatly i couldnt make the transfer automatic despite my best efforts, so you have to use the telephone in the office once sea trials are complete.

tater
08-03-07, 03:56 PM
Very, very cool stuff.

Glad I made duc figure out how to script all this stuff so I can learn easier ;)

tater

Ducimus
08-03-07, 04:29 PM
When scripting, everything, requires a trigger. No pun intended.

WilhelmSchulz.
08-03-07, 05:36 PM
Why is the periscope mod required for this? If a mod is required why not put it in the mod? :-?

Ducimus
08-03-07, 06:20 PM
Anvart's readme states that i may not use it without expressed permission. Im a busy person, and to me, thats about the same thing as leaving a message on an answering machine. I don't. I just call back later or not at all. Call it a personal quirk. Nothing against anvart, i just have this aversion to something akin to an answering machine.

THE_MASK
08-03-07, 06:42 PM
Does the latest TM1.4 download contain Taters cammpaign layers 0.74

Ducimus
08-03-07, 07:07 PM
Unfortuantly no. 1.4 has been out a couple weeks now. taters latest and greatest is well.. a recent development.

TM 1.5 will be updated with the latest and greatest of tater goodness.

WilhelmSchulz.
08-03-07, 07:22 PM
ok but is it realy required?

Ducimus
08-03-07, 07:59 PM
ok but is it realy required?

I feel it is. The reason is because i put the go back to previous view onto the periscope. Which means, when looking into the eyepiece if you press INS on the keypad, you'll go to the view where the periscope is in front of you, and you can look around the forward portion of the conning tower.

Without the periscope animations, your view is that of inside the well, and not of the tower. If you want the animations fixed, you need anvarts mod. Even if i didnt put that in, you'd his mod anyway.

WilhelmSchulz.
08-03-07, 11:18 PM
There are 2 files in the Zip package. Do I install both?

Ducimus
08-04-07, 12:36 AM
There are 2 files in the Zip package. Do I install both?


Yes. One file is primarly graphics and sounds that woudlnt be changing very often.

The other is primarly hard data files, and some graphics. The graphics in this package are the ones that would cause the mod to CTD if they werent present or were otherwise part of a core modification.

Both combined form the acutal mod, i seperated the two to make future updates easier. (IE, easier to D/L a 14 MB file then a 70 MB file). Also apparently has the added side bennfit of making it easier to customize your graphics and sounds. Ive thoguht about pulling the mod back into one total package, but i think im going to keep it in two parts, as people seem to like it better that way, and again, makes updating easier as well.

Ducimus
08-04-07, 03:17 AM
Just FYI, theres the updated, tenative changelog on 1.5



// added map labels mod by jace11

// added smaller rocks and plant mods by captain cox.

// removed 0KM movie files. Added support for movie removal w/ latest JSGME

// changes on max elevation on AI active sonar as follows

- Type93_1A -> Max elevation from 108 to 106
- Type93_3A -> Max Elevation from 112 to 112
- Type93_5A -> Max Elevation from 120 to 118

// readjusted no sonar contacts on surface fix.

// increased hps on Fubuki destroyer from 200 to 400.

// increased hps on Shiratsuyu destroyer from 120 to 400
(all jap tin cans now have 400 hps)

//returned early war gato back to its standard black configuration

//increased hps on the following subs from 320 to 420
(porpoise, salmon, sargo, tambor)

// slighly increased crush depth of porpoise, s18, salmon, and sargo.

// increased rudder hitpoints on player sub from 150 to 200

// Tambor, and gar now come with forward mounted deck gun by default.

// changed what deckgun subs come equiped with to be placed in same location for all years.

// removed 50 cal machine gun. Novelty item, no real use, was causing confusion to some.

// reduced sink mission tonnage requiremnts from 10,000 to 2,000

//enabled dutch harbor flotilla and created two patrol missions (attu and Kiska)

//created new construction flotillas (gato/balao), scripted three, multi objective "sea trials".



Theres still more stuff to do, so 1.5 will be a bit longer in the works. Intergrating the latest of taters campaign scripting, the Real sinking mechanics mod, and a couple other items.

Ranma13
08-04-07, 08:12 AM
Is it normal to not be able to find any merchants to destroy? I've done 3 separate patrols now and the only ships I've sunk was 1 merchant and 2 fishing boats, which I didn't want to sink, but there was a lack of targets...

Also, is the deck gun severely underpowered? The medium merchant I sank, I placed about 50 HE rounds into it aiming for the waterline but the ship didn't even start smoking. I had to sink it with a torpedo. Even the fishing boats took about 5 hits each, and considering it's a high-explosive round against a small, wooden boat...

tater
08-04-07, 08:48 AM
What month/year is it, and where is your patrol?

tater

Treylis
08-04-07, 11:35 AM
Don't suppose there's any easy way for you to make it less feasible to attack ports? I seem to be able to merrily sit in harbors for hours launching torps one by one and waiting for ships to sink without the harbor gunboats or planes/destroyers coming to harass me. It's not really that fun so I've just been rounding out tonnage requirements with it if I'm having trouble finding targets, but I'd like the game to make such activity much more life-threatening.

Ducimus
08-04-07, 03:46 PM
I have to say, i am frustrated with the AI. Not because its hard, but because i can't understand why people say its hard.

ive created a single mission, much akin to the U-505 mission from Sh3. And quite frankly, im sneaking away, and im not even trying. Its just frustrating. Maybe the small adjustments i made (listed above somewhere) made them stupid, but the adjustments were minor tweaks.

I think im going to give up on trying to get the AI just right, im just not seeing what people are complaing about. Im trying to, i really am, but im just not seeing it. :damn:

tater
08-04-07, 04:05 PM
Harbors are pretty weak in SH4 frankly.

My anchorages are a little trickier, but not much. US subs simply didn;t go into harbors, IMO harbors need to be deathtraps. Possible, but only for the truely legendary of damn lucky.

I could make the mines actually realistic, but if I do that, you'd be sensible to just not go into ports, lol.

WilhelmSchulz.
08-04-07, 04:14 PM
why is my wacth crew still blind? I thought you fixed that?

CaptainHaplo
08-04-07, 07:15 PM
Ducimus - I have to agree with you that I am not seeing the AI as a challenge. I just finished my first "100% realism" patrol with TM 1.3 - and brought home 120k+ tons (earliest date possible - 1941 start). Granted I did use reload 2x, and stumbled into a task force headed right at me - but even that "battle" wasn't all that dangerous.

Since your using Tater's campaign layers, is it possible those have tweaked down the escorts? I am only using TM1.3 with an overlay of realisitic ship sinking mod, which shouldnt have done anything to the AI. I also have tweaked my torp settings to what I personally feel is more appropriate - a CL shouldnt take more than 2, nore should a medium freighter. I got a total of 2 (yes 2!) dud torps (they hit but didnt go boom) - and I brought 1 home - the rest went off as desired. Granted I did set em to contact only although that toggle isnt supposed to work post 1.3 patch.

It may be what I saw was an anomaly. The TF had 7 DD's, 2 Hiryu CV's, a Maya and Furatake, one CL and one CVE. My first salvo stopped one CV and the Furatake, a snapshot hit the Maya and aft shot put a fish each into the CL and other CV. The group stopped, so whichever was the AI leader he was dead in the water but not sunk... patch shoulda fixed that... but anyway, went deep, motored off quiely and after reloads it was shooting fish in a barrel... 5 of the 7 escorts just sat still in formation, though I didn't waste torps on em - the other 2DD's roamed a bit from around where they lost contact with me. Even when my LONG range shots started hitting (6500+yds, slow speed torp shots) most of the escorts never moved. Once the heavies were gone, the CVE finally was made the "leader" and the group chuggered on, leaving just the CL with a big ole hole in its side. I sat and waited till it finally died after another torp and headed home. All told I took a total of less than 20 DC's in return, and that was while I was ducking and dodging to get my aft shot in. Once tubes were emptied I just went to 200' (layer was about 155') and silent running and slipped out at 2 knots. Really was too easy.

One thing I did note - and maybe its just me - but the only time I heard pinging was when I was in periscope view. Escort could be pinging me like mad but as soon as I swapped stations, no ping. He wouldn't have stopped I don't figure, so I dunno what to think. Ideas?

Now - with all that said Ducimus - lemme say this - I started using TM because RFB isnt 1.3 compatible, but your work is excellent and I appreciate it. You have made SH4 better with TM, and considering its a heck of a game stock - thats saying something. If I can be of help with my limited skills in any way, let me know. Thanks!

Ducimus
08-04-07, 07:40 PM
why is my wacth crew still blind? I thought you fixed that?


With such specific information, exactly what kind of answer do you expect to get from me? You may as well go to the local police station and say, "Hey i saw some dude run a red light!"

WilhelmSchulz.
08-04-07, 07:49 PM
I had attacked a Merchant but he got away so I surfaced to chace him down but when my wach reganed contact he was close enough for mim to see me and he was turning away.

tater
08-04-07, 08:03 PM
Cut out the depth charge medicine.

tater

Ducimus
08-04-07, 08:54 PM
When i adjusted the watchcrew visuals, i was very conservative, because i didnt want to go overboard and a have super human watch crew. The main point of the adjustments was so that this didn't happen:
http://img.photobucket.com/albums/v258/LukeFF/SH4Img25-6-2007_21.jpg

If i adjusted it any more, then id have people complaining about the uber watch crew with xray vision.

Gunner
08-04-07, 10:22 PM
Hi! Ducimus, finaly got my new rig runn'n the way I want so got TM 1.4, played around with single missions and war patrols and must say WOW, Awsome compile of mods and as usual,Luv yer tweaks, Thar be a method to yer madness :D
Anyhow started a newcareer out of Manila with yer favorite boat, S42 class :cool: headed for Luzon Straight, ran into Task force of Kongo BB, heavy cruiser an such, Play at 86% realism, not quite hardcore yet:lol: Plotted course to intercept and ready the boat for attack, all went well. Manually targeting the closest BB, fired a salvo of 3 fish at 1500 yd with a slight spread, 3 perfect hits, she started listing heavily and capsized, 30,000 tons to start a patrol with only 12 fish:rock:
http://i188.photobucket.com/albums/z93/dhuget/kongobb1.jpg?t=1186280412

Alude the 3 escorts by knowing when to zig and when to zag, use 2/3 when called for and crew , boat escaped to continue patrol without a dent. Any skipper who can hit 100K with this mod since Ducimus reduced merchant tonnage and a SBoat without cheating, I'd personaly eat my shorts:D

WilhelmSchulz.
08-04-07, 10:56 PM
When i adjusted the watchcrew visuals, i was very conservative, because i didnt want to go overboard and a have super human watch crew. The main point of the adjustments was so that this didn't happen:
http://img.photobucket.com/albums/v258/LukeFF/SH4Img25-6-2007_21.jpg

If i adjusted it any more, then id have people complaining about the uber watch crew with xray vision.
That is what happend. But worse!

Ducimus
08-05-07, 12:26 AM
Was your crew fatigued? Im having a hard time with this because my watch crew is spotting lifeboats at 7000 to 8000 meters.

WilhelmSchulz.
08-05-07, 01:40 AM
Was your crew fatigued?
Not that I can tell. I had only been at Battle stations for aout 30-45 min(love the B key option :up: ).

doc1133
08-05-07, 05:18 AM
I have to say, i am frustrated with the AI. Not because its hard, but because i can't understand why people say its hard.

ive created a single mission, much akin to the U-505 mission from Sh3. And quite frankly, im sneaking away, and im not even trying. Its just frustrating. Maybe the small adjustments i made (listed above somewhere) made them stupid, but the adjustments were minor tweaks.

I think im going to give up on trying to get the AI just right, im just not seeing what people are complaing about. Im trying to, i really am, but im just not seeing it. :damn:

playing 100 realism, tm1.4, now in mid 43, over 240,000 tons sunk, and i'm sorry to say, escorts are useless.
not been depthcharged once, even at peri depth,flank speed, and battlestations.
they seem to be blind.
also watch crew see ships but not planes.
sorry, i feel no right to complain, as i'm not a modder, and certainly not of the knowledge you have, but tm1.4 is to easy:yep:

momo55
08-05-07, 08:36 AM
I have to say, i am frustrated with the AI. Not because its hard, but because i can't understand why people say its hard.

ive created a single mission, much akin to the U-505 mission from Sh3. And quite frankly, im sneaking away, and im not even trying. Its just frustrating. Maybe the small adjustments i made (listed above somewhere) made them stupid, but the adjustments were minor tweaks.

I think im going to give up on trying to get the AI just right, im just not seeing what people are complaing about. Im trying to, i really am, but im just not seeing it. :damn:
playing 100 realism, tm1.4, now in mid 43, over 240,000 tons sunk, and i'm sorry to say, escorts are useless.
not been depthcharged once, even at peri depth,flank speed, and battlestations.
they seem to be blind.
also watch crew see ships but not planes.
sorry, i feel no right to complain, as i'm not a modder, and certainly not of the knowledge you have, but tm1.4 is to easy:yep:
Strange ..i play 100% realisme and TM1.4 ( S class june '42 ) and those escorts are realy mad ad me when i attack and sink one of there protected baby's. :lol:
I realy have to work to manage to escape there DC attacks ( even been forced to go way down testdept several times ). I even tought about it.... to have pen and paper ready in the next encounters to count the barrels they drop and when you have 3 DD's chasing you like i had last night ...fun fun fun !:up:

Can't understand how they spotted me so fast ...middle of the night ( i was cruising at 2/3 ) when W.O. "ship spotted at 42°" . I the little time i needet to change from map to bridge and bin.... i already saw the 3 DD's heading my way :lol: It was a task forse ..all i could see in a few sec's ...to far to id major ships. Mmmm..eat rice childern...it's good for your eye's.

Once under i have huge conversations with my poor sonarguy (i'm one of those gamers who's talking alot when gaming and whit my headset on i'm not alway's aware of the loudness i do this and who's lissening in the house ). Next day..."Who you're gonna feed to the sharks last night ?"....:oops:Not you honey..not you :rotfl:I suspect that my sonarguy is deaf and then you have something like this : ..no sonarcontact....no sonarcontact...Merchant..LONG RANGE..moving away ...Warship..long range ..moving away ...with 3 DD's at a stonetrow above me ... hey AMIGO..i askt for the closest warship ..remember...make place men..give me that wheel ...THERE !! WHAT is that son ..at 318° ? .....WARSHIP bearing 318° ..short range ..moving away ! ....Great find son ..don't lose him now ...etc..

I have no complaints at all about current AI Ducimus...i even like my sonarguy ...hope he learns the job with experience during this war.

Just thinking abouth something...never used "DECOYS" in TM before ...always forgot i have them ...next time i'll try one..

greetz

don1reed
08-05-07, 10:28 AM
Using TM 1.4.

Time: Oh Dark thrity.

Two enemy DDs, range 4400 yds., Br 315, speed 6 kn.

Visibility: Using Hi Pwr mag. on scope #2 can barely make out their bow wake, cannot ID their class.

USS Triton (SS-201) @ PD, Speed 1 kn. (silent running) scope awash 50%

Condx: Clear skies, no illumination, sea: Beaufort 3

With scope up for 3 min. while making a target speed estimation, notice both DDs change course directly toward me...:hmm:

...down scope, dive to 256'.

DDs reach my vicinity and start dropping crap ... ouch...spend rest of the night looking for wiggle room.

Ducimus
08-05-07, 11:25 AM
Might be the crew ratings in the campaign files. When i touched them myself, crew rating 3 (veteran) was predominate in all years of the war except the first year. ( my approach was to remove all crew rating 4's, then on all other crews, take the current level, and add 1 to it, but not to exceed 3 )

While using taters campaign mod, i only removed elites and left all other crew ratings alone. I thought maybe i should put some variety back in terms of skill levels. Im wondering if i should just take all skill levels , and increase it by 1 again.

edit: and 3 mins with periscope up is entirely too long. That 3 mins, should be 30 seconds or less, preferbly less.

edit 2:

Just want to say, that i think im going to wrap up 1.5 soon. To be honest, im tired of working on it, so its liable to be my final update on this mod. I'm not making the same mistake i did in Sh3, spend 70% of my time modding and only 30% of my time playing. As so far its 95% modding and 5% playing. With 1.5, im goign to call it a day, and changing my habits 95% playing and 5% modding.

WilhelmSchulz.
08-05-07, 11:43 AM
Well I do wonder though. Was TM1.4 released before of after pacth 1.3?

BooBooLovesAll
08-05-07, 11:55 AM
After.

Ducimus
08-05-07, 12:19 PM
there was version 1.3, then 1.3a, then 1.4.

1.5 looks to be my last one. Someone else can do this whole mod package/supermod thing.

EAGLE_01
08-05-07, 12:34 PM
Thanks again for allo your hard work and dedication, Ducimus. I apreciate it, as I'm sure everyone here does, and I have no complaints whatsoever with what you've done. You've made a great simulation greater :rock:

BooBooLovesAll
08-05-07, 01:00 PM
Hrm.

When I open the tubes for the sub and wait a few seconds, I still get the movie of the tube opening before it fires..

Any ideas?

NefariousKoel
08-05-07, 01:45 PM
The visual sighting stuff got a little jacked with Ubi's official patch, Will.

I've noticed some strange stuff when it's just a bit foggy/hazy. My crew is also not spotting ships until well after I can see them myself. I wouldnt' have a problem with it but I spend a lot of time in the nav screen. Oh well, I just upped the penalties for the Escorts to make up for the difference so at least I'm not spotted at the same time my crew calls them out.:yep:

Thanks for the work Duci. I also like the new engine sounds BTW. Doesn't sound like some rusty scamp anymore.:rock:

tater
08-05-07, 02:04 PM
I designed the campaign with the stock AI in mind, or at least settings that preserve a wide range of skill levels.

In general, I wanted IJN fleet ASW assets to be level 3 typically. With 1.3, I could really probably back down the typical DD to 2, with a decent % of 3s, and very few 4s.

It's tough though, and requires tons of playtesting to get right.

tater

CaptainHaplo
08-05-07, 03:28 PM
Ducimus and tater - I totally understand where fiddling with crew levels can be a testing nightmare. Duc - as for 1.5 being final - hey you deserve the playtime and I appreciate the work already done. My post wasn't meant as a slam, hopefully it wasnt taken that way.

doc1133
08-05-07, 09:24 PM
i and many others will miss you, and your brilliant work.
it cant be very rewarding for you if you hardly ever get to play sh4 and hopefully your brilliant mod, so good hunting mate, but please, in the future come back.
you will be very missed.
regards
doc133:) :)

Ducimus
08-06-07, 12:37 AM
Heres the updated change log on 1.5


// added map labels mod by jace11

// added smaller rocks and plant mods by captain cox.

// removed 0KM movie files. Added support for movie removal w/ latest JSGME

// changes on max elevation on AI active sonar as follows

- Type93_1A -> Max elevation from 108 to 106
- Type93_3A -> Max Elevation from 112 to 112
- Type93_5A -> Max Elevation from 120 to 118

// readjusted no sonar contacts on surface fix.

// increased hps on Fubuki destroyer from 200 to 400.

// increased hps on Shiratsuyu destroyer from 120 to 400
(all jap tin cans now have 400 hps)

//returned early war gato back to its standard black configuration

//increased hps on the following subs from 320 to 420
(porpoise, salmon, sargo, tambor/gar)

// slighly increased crush depth of porpoise, s18, salmon, sargo, and tambor/gar

// increased rudder hitpoints on player sub from 150 to 200

// Tambor, and gar now come with forward mounted deck gun by default.

// changed what deckgun subs come equiped with to be placed in same location for all years.

// removed 50 cal machine gun. Novelty item, no real use, was causing confusion to some.

// reduced sink mission tonnage requiremnts from 10,000 to 2,000

// enabled dutch harbor flotilla and associated patrol assigments.

//created new construction flotillas (gato/balao), scripted three, multi objective "sea trials".

// replaced campaign files with taters latest campaign mod (0.75)

- Replaced crew rating 4 with crew rating 3.
- Replaced crew Rating 2 with crew rating 3
- replaced crew rating 1 wtih crew rating 2
- replaced crew rating 0 with crew rating 2


Im going to try and run at least one patrol before i release it, as well as wait for any last minute changes/fixes to taters 0.75 campaign files. I imagine this will be in the next day of two.

afte that, im 7ziping the whole kittenkabuddle up, uploading it, and calling it quits. Only thing i intend to post after that is patrol logs and screenshots.

Roads88
08-06-07, 01:12 AM
Is the living, Breathing ocean still going to be part of 1.5.

If not I will keep running 1.3

One more thing...Thanks for all your hard work. Your Mods keep me interested.:lol:

NefariousKoel
08-06-07, 02:48 AM
Looking forward to it Duci.

alexoscar
08-07-07, 03:15 AM
Waiting for the 1.5 update to test this pack.

Thank you very much Ducimus!

FAdmiral
08-07-07, 10:50 AM
Ducimus, I am getting some feedback on editor created missions/patrols
not working with TM mod. I created 3 of them and the guys say they
won't work with your mod. The stock missions/patrols work fine and if they
remove TM, the editor missions/patrols work fine again too. I don't know
why TM and the editor are not compatible. Could patch 1.3 have something
to do with it?

JIM

tater
08-07-07, 10:57 AM
No, it's because I changed the subchaser and minesweeper "types."

In the stock game they are type=0 for the subchaser, and typer=5 for the minesweeper. Type=5 will not act like an escort even though the No13 unit has DCs, etc. Changing the MS to a type 0, 1, 2, 3, or 4 will make it act as an escort. Changing both to type=1 allows them to be pulled on a "generic corvette" type within missions.

Ducimus, if you want, I can try pack up a new version with those 2 units "BP cloned" to type=1 instead.

Ducimus
08-07-07, 12:12 PM
Nah its ok, cause this is the final version, or at least, im not making another revision for a long time. That and ive already merged in the 0.75 files, and i dont feel like going back and undoing it.

FAdmiral
08-07-07, 12:49 PM
OK, if its that simple, let the players do it themselves. Just give them a
step by step explanation on what they should do to make the change....

JIM

Ducimus
08-07-07, 02:10 PM
Tmaru 1.5 will signal my departure from modding. I just don't time and patience for it anymore. So, if anyone wants to take Tmaru and use it as a basis for their own works, go for it. Pacific aces folks, Der teddy bar, whoevers intrested in the pacific theater and fleet boats, be my guest after 1.5.

BooBooLovesAll
08-07-07, 07:22 PM
Is there a trick in keeping the torp doors open..?

Sometimes when I think I've opened them.. they're closed?:o

donut
08-07-07, 08:24 PM
Is there a trick in keeping the torp doors open..?

Sometimes when I think I've opened them.. they're closed?:oIf you dive to 100 ft. or more they close auto. hope this helps:lol: :huh:

Ducimus
08-07-07, 08:27 PM
bug in old version of Tmaru that was corrected in version 1.4

BooBooLovesAll
08-07-07, 08:39 PM
bug in old version of Tmaru that was corrected in version 1.4

Shame on me for not upgrading...:up::hmm:

FooFighters
08-08-07, 01:33 AM
Hi Ducimus,

Did you change the mission tonnage in TM1.5 ?
How much do you need now ?

Foo

switch.dota
08-08-07, 06:34 AM
I think it will be 2000 tons in 1.5. In 1.4 it's still 10k.

EDIT: Quoting Ducimus:
// reduced sink mission tonnage requiremnts from 10,000 to 2,000

Tobus
08-08-07, 06:45 AM
How does TM1.4 behave on the count of damage and sinking mechanics opposed to Natural Sinking Mechanics mod? JGSME says they are incombinable, so I guess they both have similar performance?

FooFighters
08-08-07, 07:18 AM
I think it will be 2000 tons in 1.5. In 1.4 it's still 10k.

EDIT: Quoting Ducimus:
// reduced sink mission tonnage requiremnts from 10,000 to 2,000

:damn: read first, post later :p

Superhero2k
08-09-07, 10:44 AM
Hi everybody,

at first: thanks for the superb mod, i really enjoy this new experience.
Nevertheless I have a question. Is it possible to keep the textes in the game in the original language without disabling the mod?

Greets, Philipp

Ducimus
08-09-07, 01:32 PM
Ok so its up. I make no promises its entirely bug free cause i just didnt have the time or patience to throughly test it like i wanted.

Im gonna let it ride for a couple weeks, then check back to see if any major bugs WITH THE MOD have come up. I'll post one more revision for fixing MOD BUGS only.

JochenHeiden
08-09-07, 01:41 PM
So you're saying there will never be any more TMs after this?

dean_acheson
08-09-07, 01:46 PM
I'm horribly excited about 1.5, have you made any decisions on the bathtub issue yet?

Personally, I hop back and forth on the question...

Ducimus
08-09-07, 01:50 PM
I'm horribly excited about 1.5, have you made any decisions on the bathtub issue yet?

Personally, I hop back and forth on the question...

In by default, optional mod to remove it. See, FAQ in big, bold letters.

Ducimus
08-09-07, 01:53 PM
So you're saying there will never be any more TMs after this?

I will post ONE more version for fixing bugs in the mod only. After that, im done. I suspect that just becaue i stop workinng on TMaru, doesnt mean it will die. If anyone wants to adapt the mod and further it, they are free to do so. Ive said this before, i know, but i have to draw a line somewhere, and start tending to real life issues at some point. Now would be a good time for me to do that.

Fearless
08-09-07, 06:52 PM
Awesome Ducimus. A well deserved break from it all is warranted.:up:

Fearless
08-09-07, 07:48 PM
@ Ducimus.
Has the commands.cfg and Menu.txt changed in 1.5? Reason for asking is that I've added an additional button on the hud that commands my sub to go to "Decks Awash"

Ducimus
08-09-07, 07:55 PM
Whatevers in the changelog. Off the top of my head, i dont recall making any changes to either file

Fearless
08-09-07, 08:42 PM
Whatevers in the changelog. Off the top of my head, i dont recall making any changes to either file

Awesome, Thanks for that.

ReallyDedPoet
08-09-07, 08:48 PM
Welcome to SUBSIM:up: Superhero2k


RDP

tater
08-09-07, 09:30 PM
I really like TM 1.5, but I want 80% of the graphics back to stock, the stock campaign, and basically none of your changes.

I never read readmes. Can you walk me through step by step?

;)

heheh

tater


PS---anyone have the jeopardy music wav file anyplace?

Ducimus
08-09-07, 09:33 PM
I really like TM 1.5, but I want 80% of the graphics back to stock, the stock campaign, and basically none of your changes.

I never read readmes. Can you walk me through step by step?



Scuse me while i have a thermonuclear meltdown....


http://www.earthinstitute.columbia.edu/news/2004/images/mushroom_web.jpg

Ok, i feel better now. :lol:

tater
08-09-07, 09:36 PM
LOL

ReallyDedPoet
08-09-07, 09:36 PM
Just saw the new version is up, nice, thanks Ducimus:up::up:


RDP

sneekyzeke
08-09-07, 10:06 PM
:o :D :rock: Thank You Much, Ducimus!!!

Fearless
08-09-07, 10:57 PM
I really like TM 1.5, but I want 80% of the graphics back to stock, the stock campaign, and basically none of your changes.

I never read readmes. Can you walk me through step by step?



Scuse me while i have a thermonuclear meltdown....


http://www.earthinstitute.columbia.edu/news/2004/images/mushroom_web.jpg

Ok, i feel better now. :lol:

Wow!!! hot stuff :lol:

Archie
08-10-07, 02:00 AM
Ducimus, you are a bl0ody legend mate :up:

THANK YOU! If you are ever in Oz, I will buy you a beer, well, many beers actually!

switch.dota
08-10-07, 02:06 AM
ROFL @ Ducimus blowing his top... :rotfl: :rotfl: :rotfl: :up:

Delusory
08-10-07, 07:23 AM
ducimus, will it be posible to update the campain files with the new realeses of taters' new campain layer? And maybe you could write how-to for this if we need to change something in other files (some settings, links etc.)?

But if it is just to overwrite, than it's ok :)
by the way, thanks for a great mod :up:

kevtherev
08-10-07, 07:33 AM
have downloaded and enabled both of the T_M1.5 folders together with the periscope and silent service mods. Now when loading the first loading screen freezes. If I then TAB-ALT I see on desktop a message - data/menu/gui/layout/radio_messages.dds cannot be found. Prior to enabling these mods with JSGME I ran the stock version with 1.2 patch and everything was o/K. I did a search for files and could only find data/menu/gui/radiomsg.dds. Surely this cannot be the file or is there one missing from the T_M mods??
Help would sure be appreciated :cry:

doc1133
08-10-07, 08:07 AM
what can i say but thank you so much.
have really been looking forward to 1.5.
thanks again.
your a genius:)

JScones
08-10-07, 08:44 AM
...I ran the stock version with 1.2 patch and everything was o/K.
You need to be running patch 1.3 for TM to work correctly, not 1.2. ;)

kevtherev
08-10-07, 09:02 AM
...I ran the stock version with 1.2 patch and everything was o/K.
You need to be running patch 1.3 for TM to work correctly, not 1.2. ;)

Yup, thanks again Mr. Jones, have just downloaded the patch and will be installing it shortly, pity there was nothing in the read me about this requirement, or maybe I mised that as well. Thank the Lord for the forum and people like yourself for all the help given to such as I !!!!

Jhereg
08-10-07, 12:31 PM
Thank you Ducimus for the wonderful improvements and a better game, now enjoy the fruits of your labor:up:

Tobus
08-10-07, 01:27 PM
Ducimus, your work is well received, your (permanent?) break from modding well deserved. My crew is manning the rails in your honor.

Ducimus
08-10-07, 01:52 PM
Just FYI, if your having an overabundance of aircraft that would put the RAF over Biscay bay to shame, try applying the following to your /data/cfg/airstrike.cfg file:


Maximum Aircraft Range=1500
Poor Airbase Modifier=0.1
Novice Airbase Modifier=0.175
Competent Airbase Modifier=0.25
Veteran Airbase Modifier=0.25
Elite Airbase Modifier=0.5
Night Modifier=0.2

All i did was take the current settings, and divide them by 2. You can do this while on patrol. Just exit the game first.

donut
08-10-07, 02:00 PM
Keep on trucken,nice adjustment, Thxs.

C DuDe
08-10-07, 02:44 PM
ooooh goody....

Loved 1.4 and am DL-ing 1.5 now...

Thing is, I can't wait to return to base to update (in middle of 2nd mission of first partol) so I'll have to start a new career... again... thank you! :shifty:

You sure this is the last update right? ;)


Top of the line dude's... awesome!!! :up:

FooFighters
08-10-07, 02:53 PM
Thanks mate, I love version 1.5 !
Enjoy your well deserved rest:up:

My thanks also goes out to everyone who contributed in this mod

:rock:

Ducimus
08-10-07, 03:42 PM
Keep on trucken,nice adjustment, Thxs.

Heheh not really. I just left sea trials and am heading to Honshu, and the amount of planes while in transit was pissing me off. Never had that many before. Bad luck maybe. After looking the JP aircover.mis file, seems theres alot of overlap with large airbases west of wake island, so i basically said, "ok, ******* this" and adjusted the airstrike file. :rotfl:

Ducimus
08-10-07, 11:15 PM
( Link to self: http://www.generalraydavis.net/images/finback1.jpg )

Roads88
08-11-07, 02:16 AM
[QUOTE]Heheh not really. I just left sea trials and am heading to Honshu, and the amount of planes while in transit was pissing me off. Never had that many before. Bad luck maybe. After looking the JP aircover.mis file, seems theres alot of overlap with large airbases west of wake island, so i basically said, "ok, ******* this" and adjusted the airstrike file. [/QUOTE

Thanks...The aircraft were making me nuts. Everthing else is aces, Thanks again:up:

chopped50ford
08-11-07, 02:25 AM
Keep on trucken,nice adjustment, Thxs.

Heheh not really. I just left sea trials and am heading to Honshu, and the amount of planes while in transit was pissing me off. Never had that many before. Bad luck maybe. After looking the JP aircover.mis file, seems theres alot of overlap with large airbases west of wake island, so i basically said, "ok, ******* this" and adjusted the airstrike file. :rotfl:

I have to agree, the planes are a huge nieusance. One every hour during the day, and the thing that pisses me off, is that they are always coming at you. I understand the patrols, but crap...the planes are not even effective to what thier doing.

Im on my 4th in a row Honshu mission in TM 1.3.:doh:

minsc_tdp
08-11-07, 02:35 AM
Just one question about this cool mod:

I like the default key configuration, since my voice command stuff is all set up for that. Do I have to use the TM Commands.cfg file for some reason?

It would be great if someone very familiar with TM could customize my voice_commands.csv to match it, if anyone can do that I'll put it in the release since TM is so popular.

holtzbr
08-11-07, 08:02 AM
15.) I didnt get transfered from new construction to Pearl Harbor, why?

Because you didnt read the directions on the final last segment of the 3rd sea trial. For various reasons, i ended up being unable to get the transfer to work automatically, so you have to do it yourself by "picking up the phone" and calling ahead.

I returned to base and picked up the phone for the transfer, but no transfer options are available to me... (me scratching my head...) :hmm:

Any ideas?

Gunner
08-11-07, 09:44 AM
Just finished Sea Trials, transferd to Pearl, Great way to start Game, thanks Ducimus for TM 1.5:rock: Don't let DD detect you in third segment, if he does, he won't let go, must be Bungo Pete's brother:arrgh!:

Ducimus
08-11-07, 12:18 PM
15.) I didnt get transfered from new construction to Pearl Harbor, why?

Because you didnt read the directions on the final last segment of the 3rd sea trial. For various reasons, i ended up being unable to get the transfer to work automatically, so you have to do it yourself by "picking up the phone" and calling ahead.

I returned to base and picked up the phone for the transfer, but no transfer options are available to me... (me scratching my head...) :hmm:

Any ideas?

Your probably got a reapeat on the 3rd sea trial. The way it normally works is you do the 3rd trial in april, and the option to transfer opens up at the same time.

holtzbr
08-11-07, 12:37 PM
Got it. Thanks.

- Holtz

tater
08-11-07, 05:05 PM
Found a single group that was pretty fubar in the 1941a TF layer.

http://mpgtext.net/subshare/62741a_Jap_TaskForce.rar

This is not JSGME ready, it's for the bug fix. Anyone else can simply unload TM1.5 and drop this mission all the way inside TM's Campaigns/Campaign folder and let it overwrite the 41a_Jap_TaskForce.mis in that folder. Then you can reload TM1.5 and yer good to go.

I dumped all the AI 4s, and there is nothing under 2 so it's entirely TM friendly I believe (ducimus will add it with any tweaks in the "bug patch" he said he'd come out with.

BTW, it's not a CTD level screwup, it will just show some bizarre TF behavior in a couple places. I added a few waypoints to a group, and when I ran the zigzag I didn't run the normal code to remove radiused waypoints because there were a few I wanted, and there should only have been one group with paths long enough to ZZ. Guess I missed one and boom, ZZs with a radius larger than the path length... ships will be... confused. Course it's only maybe 10% of the total route, so the chances of being there when it happens to go by in a 3 month period are slim.

tater

Frederf
08-11-07, 07:42 PM
Ducimus has served the community well and deserves all the break in the world. As his work comes to a rest it would seem a shame for the momentum of Trigger Maru to be lost. I would like to propose that TM development switch to more of a "mod collection" and group/ original mod maker effort to minimize or eliminate any workload on Ducimus.

I don't know about the rest of you but there are certainly promising small-scale mods that look like perfect "TM1.6" material. I'd like to list some of them and am interested in what others have seen in the works that they fancy.

* Realistic sized sun and moon http://www.subsim.com/radioroom/showthread.php?t=109913
* Environment Mod http://www.subsim.com/radioroom/showthread.php?t=119553
* Various uniform, crew name, crew picture, historically correct ranks, historically correct medal mods
* WIP improvements to the recognition manual adding aspect ratio and length information
* PPI and Ascope radar overlays that are more real and useful for determining bearing and range.
* Realistic Sinking Physics (once the overhauled version comes out)
* Personal: Optional Pearl Harbor exit that's actually at Pearl (instead of W of Midway)
* Personal: Radar on/off button should be more clear, an illuminated "stop" hand means on? Confusing.
* Tater's campaign layer files
* Spelling and expanded map labels
* Other, will finish later?

Harry708
08-11-07, 09:02 PM
Looks like a good mod but in section 16 of the read me you state that the S Class boats were the only ones that carried the Mark X torpedoes, read Silent Victory by Clay Blair Jr. and you will see that due to the severe torpedo shortage at the beginning of the war other boats carried the MK X torpedoes, the Plunger, Pompano, Seadragon and Drum to name a few. If you want to get rid of the MK X you should do it after 1942. :oops:

tater
08-11-07, 09:15 PM
FWIW, when I get to a version 1.0 of the campaign and I officially consider it "mostly done" I will make a TM version available (AI dropped, JSGMED not to mess with TM, etc).

tater

aanker
08-11-07, 10:55 PM
Looks like a good mod but in section 16 of the read me you state that the S Class boats were the only ones that carried the Mark X torpedoes, read Silent Victory by Clay Blair Jr. and you will see that due to the severe torpedo shortage at the beginning of the war other boats carried the MK X torpedoes, the Plunger, Pompano, Seadragon and Drum to name a few. If you want to get rid of the MK X you should do it after 1942. :oops:
Nice job Ducimus and I appreciate (more than you know) how much you have improved SH4.

I prefer the MK-14's anyway however according to Clay Blair Jr's SILENT VICTORY, with the torpedo shortages the US had at the beginning of the War they used anything they could find including MK-10's from 1941 - 1943 in the P class, Salmon/Sargo, T class and Gato's. The warhead was even changed to torpex.

Thanks again, Art

alexoscar
08-12-07, 03:36 AM
TM 1.5 installed and working like a champ. I only write this to say you:

THANK YOU!!!

This game is a big game (just like SH3) because the modders. You are our modern heroes :up:

sneekyzeke
08-12-07, 09:10 AM
Gawd, some folks will nit pick someone to death. 'Nuf said.

sneekyzeke
08-12-07, 10:01 AM
Above post un-called for. Bad morning. My apologies to all. Zeke

mookiemookie
08-12-07, 03:26 PM
Wonderful work, as always.

One thing though: I'm playing a new construction career, and I'm in the third leg of it and cannot for the life of me sink Dinsdale. Does he change speeds? I've been trying all morning to sink the SOB and I can't get my torp's anywhere near him...they're always way in front. I think I have the speed pegged right at 9.0 knots, but it could be something else. I like to think I'm pretty good with manual targeting...been doing it for quite a while now and never had problems before, anyways.

Is there a way to get the old attack map with the X's on it back? I know it's a bit of a cheat, but I like a crutch. I think of it as checking my solution with my fire control party. :up:

donut
08-12-07, 04:16 PM
Wonderful work, as always.

One thing though: I'm playing a new construction career, and I'm in the third leg of it and cannot for the life of me sink Dinsdale. Does he change speeds? I've been trying all morning to sink the SOB and I can't get my torp's anywhere near him...they're always way in front. I think I have the speed pegged right at 9.0 knots, but it could be something else. I like to think I'm pretty good with manual targeting...been doing it for quite a while now and never had problems before, anyways.

Is there a way to get the old attack map with the X's on it back? I know it's a bit of a cheat, but I like a crutch. I think of it as checking my solution with my fire control party. :up: NOT sure,but your desire is in the read me ,or change log .See post # 1. Dinnsdale ,is Bongo Pete on a bad hair day,tough exersize huh.

BooBooLovesAll
08-12-07, 04:56 PM
First of all, 1.5 rocks!!

Question though,

How come when I get a new boat.. I can see upgrades available.

But when I save the game and come back.. those upgrades are gone?

tater
08-12-07, 06:56 PM
I fired a spread of 3 at him from ~2300 yards and hit with 2. The manual TDC mojo was with me that day (and a big, fat dose of luck). Course I have been playing with subchasers and minesweepers as my primary escorts seen for a while now.

<G>

tater

Fearless
08-12-07, 07:15 PM
First of all, 1.5 rocks!!

Question though,

How come when I get a new boat.. I can see upgrades available.

But when I save the game and come back.. those upgrades are gone?

Are you in port when you use your saved game? Try one of the autosaved files preferably the arriving back one. As far as I know it has nothing to do with TM 1.5 as I have no problems with saved games

switch.dota
08-13-07, 04:10 AM
I found something rather troubling in 1.5: I had started a screw-up career in a Gar class, 8 dec 41, from Pearl. I was on my way to Japan (straight line from start point to Japan) and about halfway there... SD contact! Now I was in the middle of the damn Pacific, no airbase covering the area. I said to myself: CARRIER! And immidiately started plotting aircraft courses in hopes of finding the bugger. Now after about an hour and 5 game days... I realise there's an entire area halfway from midway to japan where aircraft spawn from thin air! What's up with that?

Ducimus
08-13-07, 04:17 AM
I changed the midwar tower on the Tambor and gar back to its stock configuration. I dont know if that would cause an issue or not. Originally i modded it to use the Gato's midwar tower. The reason i changed tower configurations back to stock is because of reports of radar not functioning correctly. For the life of me, i can't reproduce theres reports, and while i don't doubt the "radar not working" errors occured, i just cant isolate when/how. The only safe alternative was to change towers back to stock. I think these errors had more to do with towers being available earlier, in combined with radar availablity dates.

Suffice to say, im slowly trying to whittle it down. I have to admit, i seem to have a hardon for the tambor and gar class, why i dont know. Probably the idea of taking a fleet boat from wars beginning to wars end. Realistically, these are the only boats id really want to monkey around with anyway, as any mod here would be an improvement. Mods elsewhere would only be an "acceleration of aquirement date".

At any rate, im modding the Tambor/gar to where it uses the Gato Midwar tower, and the Gato Elite tower. So it will have 4 tower upgrades instead of the stock 3.

Just FYI, ive always thoguht it a utter sin that the USS Tautog, met its end at the scrappers cutter torch.
http://www.submarinesailor.com/Boats/Reserve/Reserve.asp#199


http://www.submarinesailor.com/Boats/Reserve/1959tautog01.jpg
http://www.submarinesailor.com/Boats/Reserve/1959tautog02.jpg
http://www.submarinesailor.com/Boats/Reserve/1959tautog03.jpg
http://www.submarinesailor.com/Boats/Reserve/1959tautog04.jpg
http://www.submarinesailor.com/Boats/Reserve/1959tautog05.jpg


This is a boat that was there at Pearl harbor, and was still in service at wars end. That boat, saw the war from start to finish. Not too many boats can say that, let alone being at pearl harbor when the japaense attacked.

At anyrate, the main reason im making this change is cause im gonna try and play a tambor from 41 to 45. So i'll be pretty sure if my changes are working or not at some point :88)

These changes will most likely be in, in the "Fix mod bugs" version of Tm1.5, which is slated to be version 1.5a

tater
08-13-07, 08:41 AM
Technically, there should be 2 carriers around there, though I did not alter the stock PH mission. In RL, Hiryu and Soryu detached from the Kido Butai on 16 December to join the strike on Wake. They conducted air attacks starting the 21st.

Shouldn't be any other CVs there. I didn't mess witht he airbases, but it is possible Wake (incorrectly) has a start date that is before it actually surrendered and became operational for the japanese.

I wouldn't think it should be operational until the end of december at the earliest.

tater

switch.dota
08-13-07, 08:47 AM
If there was ANY CV there, I'd have found it by now... unless my sonarman is deaf or the carriers aren't moving. However the density of aircraft in that particular area reminds me of the Solmons in august 42. Note that I spent about a week in the same general area and always faced aircraft coming in from various directions. It felt as if some JAP TF with 3-4 CVs was playing hide and seek with me :(

tater
08-13-07, 08:52 AM
I suppose (I'd need to check) that the stock PH mission might have them steaming back to japan.

Remamber that the CV airgroups are about the size they were in RL in terms of planes, and every plane is flying ASW patrol all the time out to max range. They could easily be steaming too far for you to hear them and still have planes everywhere since they would be steaming away from you.

tater

switch.dota
08-13-07, 09:00 AM
Midway-Tokio. Close to the midpoint in-between. SD contact, bearing 0-30. Leaveing the area for Japan after 10 days of searching for the CVs. SD contacts constantly on 160-180. At some point I had airplanes coming from all directions - no contacts whatsoever.

I really need an invulnerable sub mod so I can track those pesky aircraft on the surface.

tater
08-13-07, 10:02 AM
Really, the CV air groups need to be reduced to almost nothing, or eliminated.

On Dec 11th (in the PH layer in game) the PH force is north of Midway maybe 1200km. It angles WSW, and actually is north of Wake december 16th when it should be. Given the range of the zero and the way SH4 deals with random "airgroup" spawns, it's entirely possible for you to have come accross the Kido Butai RTB from PH.

Trout
08-13-07, 03:02 PM
Couple of questions:

has anyone tried bumping up the Lost contact time from 30min to an hour or more?
I've never once been under long enough for CO2 to be a problem (or even batteries, for that matter)

Also, if I were to try this I'd want to de-sensitize the AI sensors - what would you guys recommend I change in the cfg files?

Basicallly I wanna simulate some very long evasions without dying every time.

thanks
Trout

tater
08-13-07, 03:06 PM
What's too bad is that there is one such file. Ideally there might be Sim.cfg, Sim2.cfg, etc. Each ship could then point at one---even if it was a class level distinction cause you could always clone ships. Then you could have a couple different AI flavors. Some might give up easily, others might have an axe to grind.

tater

Ducimus
08-13-07, 03:39 PM
asicallly I wanna simulate some very long evasions without dying every time.

Thats easy, lower the damage radius on the depth charges. Ironically, once i lowered them to such a degree, i was getting complaints about depth charges going off next to the sub - doing no damage at all.

cali03boss
08-13-07, 06:35 PM
everytime i download that .7z file it said invalid command line.

Monica Lewinsky
08-13-07, 08:55 PM
Sorry to say this, but after 7 tries each day this week, I had to dump this mod [delete it]. The thing I disliked the most was the remapping of the keyboard back to SH3. If you want to live in the past, that's fine - live in the past, I do not want to go back to the past and had a hard time converting back to SH3 keyboard commands. It's a mod for people that do not like changes from SH3 or resist change at all. I gave a weeks worth of trying to accept it, but it is not for me.

That is not to say that that the hard work is not recognized nor the hard work is not welcome - doing a Mod - It's just that it has no appeal to me after numerous tries to try to like it and make it work for the F-word, - FUN! to play.

Sorry. :(

Archie
08-13-07, 09:18 PM
Everyone is entitled to an opinion, but what is the point of trashing the mod in this thread because you cant be bothered to remap the keyboard. For me, TM1.5 is the sum of its parts, it is a fantastic, immersive experience that takes 'out of the box' SH4 and rattles its cage so dang hard the wheels fall off. Along with Krillers texture pack and Foo's sub reskins, TM 1.5 rocks my boat. Anyways, i'm wasting good sea time sitting here defending what does not need to be defended! :arrgh!:

Ducimus
08-13-07, 09:54 PM
If you want to live in the past, that's fine - live in the past, I do not want to go back to the past and had a hard time converting back to SH3 keyboard commands. It's a mod for people that do not like changes from SH3 or resist change at all..

Whatever, wheres my jump to conclusions mat? I know i left it around here somewhere.
http://www.thinkgeek.com/images/products/additional/large/office_space_kit_mat.jpg

ReallyDedPoet
08-13-07, 10:06 PM
Sorry to say this, but after 7 tries each day this week, I had to dump this mod [delete it]. The thing I disliked the most was the remapping of the keyboard back to SH3. If you want to live in the past, that's fine - live in the past, I do not want to go back to the past and had a hard time converting back to SH3 keyboard commands. It's a mod for people that do not like changes from SH3 or resist change at all. I gave a weeks worth of trying to accept it, but it is not for me.

I have used FTT in GWX, then here with SH4, and now with Trigger, the keyboard stuff is a small part of a much larger experience with this mod, in fact for me it would not rank in the top features of Trigger. Having said that, I like that it is included in the package.

Like Archie said in a few posts back, Trigger is the sum of its parts, and I'll add, a dam good sum at that.

In the end though, to each his own :yep:


RDP

Cdr84
08-13-07, 10:49 PM
Just installed 1.5, Thanks.

If I install the repeat mission fix I get a CTD when selecting the Alaska area.

Am I doing something wrong?

Works fine otherwise.

Doom

Ducimus
08-13-07, 11:01 PM
This mod, orginally started as FTT when Sh4 first released. During that time, The keyboard layout was changed to make the transition from Sh3 to SH4 easier. Seriously, a number of folks, including myself, have been playing SH3 for years (yes, thats plural). So shifting away from a control layout which has become 2nd nature over years of use is not an easy thing to do, and infact makes Sh4, a bit harder to get into. "resistance to change" has absolutly nothing to do with it.

At this point, this configuration has only be reinforced even more over time, and is probably not.. no... no probably about it.. it WILL not change, at least not by me. Why? Because i think this is the first complaint ive ever seen over the keyboard layout of this mod. Its apparently not upsetting the majroity of users, so why change it when It's obviously not broken? Now where this mod is concerned If there was a need for a change, change has occured. Again, wheres my jump to conclusions mat? :rotfl:

Ducimus
08-13-07, 11:03 PM
If I install the repeat mission fix I get a CTD when selecting the Alaska area.


I'll check into it, but really the repeat patrol fix isnt really needed for alaska anyway, as i didnt script that area out. It has some basic patrol areas, a photo /commando insertion around attu and thats about it, go sink some ships! ;)

ReallyDedPoet
08-14-07, 12:06 AM
"resistance to change" has absolutly nothing to do with it.



If it is not broke don't fix it :yep: Makes sense to me.


RDP

Ducimus
08-14-07, 01:21 AM
Just installed 1.5, Thanks.

If I install the repeat mission fix I get a CTD when selecting the Alaska area.

Am I doing something wrong?

Works fine otherwise.

Doom

Im gonna need more specifics friend, because i can't duplicate your CTD.

TopCat
08-14-07, 04:13 AM
Hi Ducimus

After a couple of weeks of absence - sometimes i've got to work :-? - I downloaded 1.5 and played for some hours yesterday.
As always, your work is phantastic! Thanks a lot! :up:

There are two things I noticed that might be bugs. I played with an S-42 (your Alaska Campagin):


When travelling and reloading batteries a max distance of about 3'000 km (I play metric) is indicated (with full tanks). With full batteries it is more than 30'000 km. Well, I have no problems with the different numbers (because when reloading batteries, engine power and therefore diesel is used for this), but the indication of 30'000 km endurance for an S-Boat is pretty much.
Dunno if this is something that can be fixed...
When the a ship is spotted and it is a friendly one, the time compression does not go down. I got messages from my WO that a Ship was spotted. This happened at a high time Comp., but the time comp. did not jump to 1x or 8x. I think changes of time comp. should behave the same with enemy, neutral and friendly ships.Thanks again for this great mod.
Greets
Top Cat

switch.dota
08-14-07, 04:22 AM
Both are stock issues.

wovik
08-14-07, 10:31 AM
I'm getting a CTD on a Mid 1943 Pearl Harbor start using a Balao class sub on a Hokkaido mission. I installed the Repeat Patrol Fix option. I also changed the Pearl Harbor outside harbor start location to original. This is TM1.5.
I tried it several times with slightly different routing around Midway. It always seems to be about 166.7E to 166.8E longitude but various latitudes.

Date: 15 Jun 1943
Time: 19:00
Approx. location on map: 33.7N, 166.8E

This is from a save just east of the CTD area:

[CareerTrack 1.CareerStatusLast]
ID=ID
Reason=CSS_LastStatus
NameDisplayable=NULL
CurrentDate=1943-06-07 13:00:00
PlayerRankAchieved=LTCDR
PlayerCurrentLastPromotionDateTime=1943-06-05 13:00:00
CurrentFlotilla=PearlHarborCommand
CurrentFlotillaBase=PearlHarbor
CurrentSDepartureDescription=-1.89576e+007,2.54882e+006,242.189
CurrentUPCFlotillaUserPlayerUnitType=F1Balao
CurrentDifficulty=Easy
PlayerCurrentRenown=4550.000000
PlayerCurrentRating=0.000000
PlayerHighestRating=0.000000
PlayerPatrolsCompleted=0.000000
PlayerTonnageSunk=0.000000
PlayerWarshipsTonnageSunk=0.000000
PlayerMerchantsTonnageSunk=0.000000
PlayerShipsSunk=0.000000
PlayerCurrentMedals=NULL
CrewMembersCurrentMedalsRepository=NULL
CrewMembersCurrentPromotionsRepository=2
PlayerCurrentObjectiveCode=Hokkaido
PlayerDefaultObjectives=ID94
PlayerCurrentObjectives=ID148
PatrolStartDateTime=1943-06-07 13:00:00


Jack

tater
08-14-07, 06:53 PM
Wierd, seems like there shouldn't be japanese ships out there.

leovampire
08-14-07, 08:20 PM
Tryed to send you a link to a file but it says your mail box is full

Fearless
08-14-07, 10:16 PM
Does it have to do anything with this line?

CurrentSDepartureDescription=-1.89576e+007,2.54882e+006,242.189

wovik
08-14-07, 10:57 PM
Does it have to do anything with this line?

CurrentSDepartureDescription=-1.89576e+007,2.54882e+006,242.189

I noticed that too. The original 1.3 departure is:

DepartureDescriptionOut1= -18957616, 2548824, 242.189346

What I wonder is why you need 3 numbers to locate "X" and "Y" on the map.

But I don't think that has anything to do with it as it worked fine going on other missions. This is the first time I have seen Trigger Maru CTD. I gave up that start time as I kept getting a mission in the same location and always CTDed about the same longitude.

Cdr84
08-14-07, 11:04 PM
Sorry to get back to you so late Ducimus.

I downloaded it 2 times on WiFi and got the same problem. I downloaded it again at home on cable and works fine.

Go figure?

Thanks,

Doom

Ducimus
08-15-07, 12:32 AM
Tryed to send you a link to a file but it says your mail box is full


Ooops, cleared it out. Should be able to PM me now.

Trout
08-15-07, 12:51 PM
Sry, I cant find the proper cfg file or the line I should change- where is it please?

thanks
RM


asicallly I wanna simulate some very long evasions without dying every time.
Thats easy, lower the damage radius on the depth charges. Ironically, once i lowered them to such a degree, i was getting complaints about depth charges going off next to the sub - doing no damage at all.

tater
08-15-07, 01:03 PM
You need to use minitweaker or S3D on the DC zon file.

goose814
08-15-07, 04:46 PM
I have a question on the Gato availability for the Asiatic Fleet in career mode. It shows that they are not available until Dec 1943, but that the Balao is available in Aug 1943. Is it a mistake and the date should read Dec 1942 for the Gato? I'm aware of several Gato's that started patrols from Fremantle before Dec 1943. Thanks.

Gus

Seeadler
08-15-07, 04:59 PM
Why is the scene.dat of TM1.5 older than the one from TM1.4?:hmm:

Ducimus
08-15-07, 05:07 PM
Why is the scene.dat of TM1.5 older than the one from TM1.4?:hmm:

Only thing i can think of, is maybe my computers internal clock is off. I had to reset my CMOS a few times a while back, and i probably forgot to adjust the time on my machine. Otherwise it makes no sense, because 1.5 has Leovampire LBO mod intergrated into the scene.dat

Monica Lewinsky
08-15-07, 06:38 PM
Everyone is entitled to an opinion, but what is the point of trashing the mod in this thread because you cant be bothered to remap the keyboard.Never trashed the mod, I said it is not for me. Too bad you wigged out on someone having a different opinion.

tater
08-15-07, 08:17 PM
Seriously, if the keyboard layout is the primary beef, take the 10 minutes it would require to mod it to your liking, lol.

tater

wovik
08-16-07, 06:37 AM
I'm getting a CTD on a Mid 1943 Pearl Harbor start using a Balao class sub on a Hokkaido mission. I installed the Repeat Patrol Fix option. I also changed the Pearl Harbor outside harbor start location to original. This is TM1.5.
I tried it several times with slightly different routing around Midway. It always seems to be about 166.7E to 166.8E longitude but various latitudes.

Date: 15 Jun 1943
Time: 19:00
Approx. location on map: 33.7N, 166.8E ....

I located the problem. It was a missing audio file called for by an event.ini file for one of my radio stations. This file was supposed to play at 19:00 on June 15, 1943 (see above CTD time and date). I wasn't using the radio but that didn't matter. I discovered this when using Digital_Trucker's "Radio Station Manager" program. It checks all the radio station's event.ini files and shows any mistakes in them.
After correcting the mistakes including replacing the missing file it didn't CTD anymore. I tested this by removing the file again and it CTD'ed at the above time.
You may want to check your radio station's event.ini files for mistakes if your getting CTD's.

ReallyDedPoet
08-16-07, 07:17 AM
Just getting the new version now :yep: Very nice work :up::up:


RDP

Ducimus
08-16-07, 11:43 AM
I'm getting a CTD on a Mid 1943 Pearl Harbor start using a Balao class sub on a Hokkaido mission. I installed the Repeat Patrol Fix option. I also changed the Pearl Harbor outside harbor start location to original. This is TM1.5.
I tried it several times with slightly different routing around Midway. It always seems to be about 166.7E to 166.8E longitude but various latitudes.

Date: 15 Jun 1943
Time: 19:00
Approx. location on map: 33.7N, 166.8E ....

I located the problem. It was a missing audio file called for by an event.ini file for one of my radio stations. This file was supposed to play at 19:00 on June 15, 1943 (see above CTD time and date). I wasn't using the radio but that didn't matter. I discovered this when using Digital_Trucker's "Radio Station Manager" program. It checks all the radio station's event.ini files and shows any mistakes in them.
After correcting the mistakes including replacing the missing file it didn't CTD anymore. I tested this by removing the file again and it CTD'ed at the above time.
You may want to check your radio station's event.ini files for mistakes if your getting CTD's.



Im overjoyed it wasn't from something i did. I shudder at the thought of having spent more time fruitlessly trying to track down a problem id have never have found. That's a tough one find, seriously.

wovik
08-16-07, 11:57 AM
I'm glad it wasn't Trigger Maru also. I was just lucky to try the new Utulity available to us or I would have had CTD's in '43, '44, and '45. This was the first time I reached These years so I never experienced a CTD before. I had a similar CTD trying a 1944 start.

Perhaps anyone with Radio Station mods should try this utility to check their files. It might save a lot from having unexplainable CTD's.

donut
08-16-07, 01:09 PM
Sir,you most likely are aware of these observations.

http://www.subsim.com/radioroom/showpost.php?p=622537&postcount=8

http://www.subsim.com/radioroom/showpost.php?p=600453&postcount=6

Do you think an adjust might be in the works ? Thxs.,Capstan donot>>>It's OK I'll lay off the sauce

tater
08-16-07, 01:37 PM
I have been trying to test a quick mod I made on the radar issue.

It's really hard to tell, frankly, guess I need to make some weather and retest.

In the mod I have set every single type 13 radar to NULL on jap escorts.

They then get the model 21 later, whcih was an air/surface search unit.

Easy fix, assuming their air radar has the old SD problem.

The only other issue that MIGHT be a problem with visual detection and merchants is crew skill level.

I assigned NO naval units any skill below 2 (competant) (that I remember). OTOH, the standard I had for merchants was 1, with a few 0s, and a few 2,3, and 4s.

I can see TM dumping the 4s, but the 0 and 1 skills for merchants... the question is does the game make a distinction between "warships" (types 0 through 15) and other ship types? Warships would have many watch crew, and they had specialized binos, etc. merchants had far fewer crew, and with less equipment and training. As a result from a game standpoint, perhaps the merchanrts should be set to really abysmal skill levels the large majority of the time, that might help night surface attacks.

tater

donut
08-16-07, 01:46 PM
That wouldn't stop the DDs from charging in w/SD radar contact. slur.:rotfl:

Michael Simmons
08-16-07, 04:57 PM
Ducimus,

Thank you for this. You are an awesome modder. :yep:

adseal
08-16-07, 06:07 PM
Hello!

I'm glad it wasn't Trigger Maru also. I was just lucky to try the new Utulity available to us or I would have had CTD's in '43, '44, and '45. This was the first time I reached These years so I never experienced a CTD before. I had a similar CTD trying a 1944 start.

Perhaps anyone with Radio Station mods should try this utility to check their files. It might save a lot from having unexplainable CTD's.
Where we can find this utility? I've trying to find it but with no result. Thank You in advance for help.

:)

Ok. I found it. It is just late, my little girl fall asleep few minutes ago, it was a long evening so I have problems with writings ;)
Consider that there was no question. Sorry *^_^*

leovampire
08-16-07, 06:58 PM
But you guys are sneaky ba*s**ds. LOL!!!

Over a month and no contact reports, spent a lot of it in one of the best points in the Asiatic area for catching merchant convoy's in the past and no contact reports and no ships but a single DD. I finaly got fed up and looked in the files to see what the hell was going on with the early war merchants and convoys.

Now I see what you changed and did for the convoy paths and contact report probabilities! Sneaky, Sneaky, and Sneaky!!!

I would have been out there for 5 months in 1 spot and never ever seen anything but planes from the airbases there in the straights area.

Ducimus
08-16-07, 08:56 PM
Wasn't me! Honestly ive purposly avoided looking at the MIS files in the editor, because i dont want to know where the traffic is! What fun is that when you know precisely where to sit, and let them come to you? Sea square DB98 from SH3 comes to mind :roll: Any changes ive made were to crew ratings via Wordpad. On the otherhand, now you have me curious....

tater
08-16-07, 09:23 PM
I know the stock patrol radii are 55nm. I sit there and let it accept I have done my patrol---then I do my patrol. I stay near the star, but I PATROL the area. Maybe when I redo all the patrols you can take them literally, but face it, the same attention was paid to the patrols that was paid to the campaign in general. It was copy and paste.

I assume that they put the star in the area near the spot I feel is the best hunting ground, and go there. So I do move around a bit, and I use patrol patterns.

Remember, that entire western pacific region was being covered by what, 15 or 20 boats? And the pig boats were all put close in to shore in RL. So a handful of fleet boats did the entire china sea, celebes, etc.

BTW, one reason there are more merchants a little closer to shore in the early war, is that I figured they'd be coming and going from lots of ports close to their troops. I could have added every single little port with traffic, but decided to just generalize it towards the coasts. Sort of picking my battles, it's easy to get buried in minutiae.

tater

tater
08-16-07, 09:32 PM
BTW, when you want to get a real picture of the traffic, use MERGE. Merge in all the 41 layers, heck, in march 42 some 41 stuff is still at sea, so maybe both sets. The set the date and hit play. There is a TON of traffic. Really.

I have a few non-standard layers in there though, so you'll miss some of the traffic that way (alsaka, some experimental layers, etc)

leovampire
08-16-07, 09:44 PM
with the settings you are using there are none at all in over a months time even being only a few hours away from where they are running at Standard speed.
Just a sugestion that is all.

tater
08-16-07, 10:55 PM
Thinking out loud here, bear with me :)

What % of japanese shipping would have been detected early in the war?

There were no convoys. So no MAGIC on convoys at all since none existed. Sigint? On fleet units, yeah, maybe some. Lone merchants? None, or virtually none. Reports from other subs? In SH4 universe, where everyone calls home, yeah. In RL, US subs almost never turned their radios on to broadcast, and particularly early war when many were trying to shoot on sound bearings from 100ft.

So I can ramp them up to make it easier, but if anything I should probably drop them for merchants in 42 much farther down than they are, and make more reports on TFs that could actually be found by MAGIC/sigint.

Really, contacts would come from:

MAGIC: naval assets, large convoys involing naval assets (escorts).

Sigint: could be any units, but they'd not be remotely as detailed as SH4 contact reports.

Sub sighting reports: No sub would radio over lone contacts that were not warships. Not ever. TFs or convoys, and even then, rarely.

Aircraft sighting reports: Any units, though as submariners found out, the zoomies were't all that good at knowing what they saw---luckily they frequently couldn;t bomb well, either, or we'dve lost more subs to the nearly constant friendly fire bombings they were exposed to, even in "safe" lanes ;) Regardless, speed/hdg composition would be sketchy.

Since there were almost no non-invasion convoys before 1943, that means I should almost totally remove merchant contact reports before that time, really. Keep a low % chance for the oddball contact report on seingle contacts, etc. Sigint weights to TF contacts. MAGIC weights to TFs ntil late '43 and beyond, then convoys can become likely to have contact reports.

Air becomes less about the composition, and more about the WHERE. Along the SWPA, more likely contact reports. Of course if detected by air, it would be surprising for thm not to attract air assets...

Sub reports? By 44, with more mini wolfpacks, and a changing doctrine... more contacts in general.

So I think there are some decent reasons to up the TF repoting in the layers with really low reporting (41a_Jap_TaskForce). The scripted TF units might need more too. The problem in general is that if you up the contact reports, they get followed the whole path, it's very all or nothing.

In a "gamey" way, I had thought of making a few "sacrificial cow" groups that would have high report rates inside the shipping lanes.Their primary function would be as "patrol here" beacons. Also, I do plan on adding more historical, scripted units in, tand where appropriate those might have 'MAGIC" intel that is given to the player in very specific terms (New COnstruction gave me ideas ;) )

tater

leovampire
08-16-07, 11:13 PM
Wouldn't they spot ships once in a while on Airpatrol and get a report out until we lose that airbase? Diddo for Borneo and the Brit's and Java. Unless you think they wouldn't care and just would attack the ships and forget about telling all Alied war ships in the area to attack and or intercept if possable.

Not asking you to set all convoys or ships to a high report probability just a few or even 1 here and there in the right area's near airbases if that sounds better to you in realism so people can guess where might be an okay spot to at least look around in their patrol area.

Galen
08-17-07, 05:57 AM
Ok I am trying to use Trigger Maru 1.5, and I am having a problem, I installed all required mods. Everything seem to work except one thing. When I try to set waypoints for the sub, it doesnt allow me. Are there any known problems like that or its just my game? When I click left mouse button on the tool it lights up, then when I move over the map and click again nothing happens. I dont see any guider lines of my ploted course, it doesnt even display. If I click on the right mouse button, the Helmsman tells me Yes Sir blah blah... the boat starts its engines and goes into standard ahead. The next second Helmsman tells me the way point has been reached and the subs engines go to stop. Thats it. :damn:

Can anyone help please?

tater
08-17-07, 07:44 AM
The jap traffic within air cover of the (soon to fall) NEI, and British Malaya was all "TFs." Invasion forces.

The dutch had a total of what, 140 planes? They had more than the Brits, too.

It was a mess the first few months, really.

tater
08-17-07, 02:48 PM
I'm not trying to stop the conversation, I'm totally open to changes, I'd just like them to have some anchor in reality is all. I can see where very low contact reports for merchant traffic makes sense, but I'm open to being corrected!

I'm thick-skinned, too ;)

tater

kikn79
08-17-07, 03:26 PM
Sub sighting reports: No sub would radio over lone contacts that were not warships. Not ever. TFs or convoys, and even then, rarely.

tater

The skippers were ordered to report first (on TF's) and attack second. If you've tried to do a contact report in game, you can get a feel for how difficult this must have been. Then, to have to re-postition yourself for an attack would have been near-impossible at best.

Chuck

Ducimus
08-17-07, 03:52 PM
Just FYI, im reducing long range planes andairbase max range to 1000KM from the stock 2,000 to 2,500 KM. Ive also reduced long range patrol craft to 2 to 3 squadrons (as opposed to 6 to 9 squadrons) . Conversely im increasing airstrike on detection probabilites from 10 to 70%.

Might want to steer clear of the sampans in the future :88)

tater
08-17-07, 04:38 PM
Are they really squadrons, and not planes?

Cause a large airbase should MAYBE have 3 squadrons of a type. All the others maybe ONE squadron. This is particularly true if they were western (eiuropean/american) sized squadrons, not 9 plane Sentai.

As for the reports, they were ordered to report first, but once they realized (almost immediately) that this blew any chance of the spotting sub making an attack, they changed to shoot first, report second (except under specific orders, which even then sometimes got countermanded). Least that's what I recall from Blair.

tater

tater
08-17-07, 04:42 PM
BTW, you might want to think about reducing the range on the CV planes, then leaving the flying boats as long range. Then change the large airbase to just have H6K and H8K.

Actually, what I did for my planes was to add a flying boat base, and dump them from all other bases.

I also reduced ranges.

If the numbers are squadrons and not planes, CVs should have ONE of each type of plane for CVs, and 1 A6M 1 B5N for CVEs (small jap carriers never had vals). The akitsu should have no planes, it wasn;t a carrier, it was a ferry.

Ducimus
08-17-07, 04:48 PM
I have no idea how many aircraft the game considers a squadron, i wish i did. I can tell you 2 or elements makes a flight, Two or more flights makes a squadron. Multiple squadrons makes a group. Multiple groups makes a wing, multiple wings makes a numbered air force, and after that your dealing with aa major command, or something like that.

meh..

tater
08-17-07, 04:57 PM
Wish there was a good way to test that, or simply a dev answer.

The difference is HUGE.

leovampire
08-17-07, 05:01 PM
like the convoys you can not get the game to use squadrons. For example I had flights set up before patch 1.3 in Java and other area's in my own game where there was a bomber with a fighter escort like you can do with DD's for convoys. But the airbases and CV's send each plane out on it's own path and work alone in attacks unless of course 2 plane's are in the same place at the same time but they still do their own thing individualy.

I think though in the sim file for the CV's and Airbases you can change how they send planes out either individualy or in pairs I was messing with that a little for my own game a while back but havn't taken a look at it since the 1.3 patch to see if that was changed as well as some of the ship one's were.

But one new problem has croped up since the new patch planes that do a bombing attack on a sub if they fly far enough out after the attack they have a new bomb load and come back at you again before heading to base.

But the problem with scripting planes into the layers is when you set them up with a bomb load out if you change the load out definitions in their individual files for the planes at a lator date you end up with errors and game crashes unless the planes are scripted with a default load out instead of a specific one.

JohnBisMe
08-17-07, 08:33 PM
Hello,

I have not played a submarine simulation in years, but do enjoy them. My father worked for 40 years for the Department of the Navy designing submarines, so I've always had an interest. Having picked up SH4, I played a bit, but felt it was kind of 'arcade-like' in some ways, and seemed to be lacking a few options (or I could not find them!). So... I looked at and downloaded TMaru 1.5. Not knowing what else to do, I dutifully unpacked the files in both packs therein into my Silent Hunter directory and started the game, which appears to be unchanged in any way. (I am playing from 1941 in an S-Boat).

Clearly, I did not do something properly. I don't know, basically, how to install or enable it. I am new to the game and new to mods in general, so I am missing a lot of the terminology (browsing the forums has thus far left me confused). Are there instructions on how to enable the enhancements contained in this mod pack somewhere? (Beyond 'Enable via JGSME per normal' ... I don't know what JGSME is! Jiggy... Game... Submarine Mission... Editor? Help!

Ensign Clueless
USS Dopefish (SSN-13.13)

Ducimus
08-17-07, 09:40 PM
Welcome to subsim JohnBisMe

First, you'll need 7zip or winrar to unpack the mod if you havent already done so.

Then you'll need to get this FREE program developed by a subsim member called "JSGME", you'll find that Here:
http://www.users.on.net/~jscones/software/products.html

After installing this program, unpack the TM mod into the sh4/MODS/ directory, (NOT sh4/data/). Run JSGME, and you should see an option to enable or disable the mod. Do either at your liesure.




@leo & Tater

I just thought of a way to find out how many planes consist of a squadron. Default chance to airstrike on detection is 10% (IE never happends), increase that to 100%, and then go get yourself detected near a normal airbase and see how many planes come for you. May not be "the whole base" but it should be enoguh to instill a "oh crap!" type of response.

tater
08-17-07, 11:42 PM
I've had a "100% airstrike mod" for a while that I used to test bomb loadouts, and I didn;t see that it had much effect, lol.

I suppose the ting to do is to get at the outside of the range circle for an airbase with one plane type. Set it at 100%, and see how many planes per day fly over. Maybe from PD depth.

Tweak it for that number (or at 1/2 range, and forget about how many planes/squadrons it is.

tater

JohnBisMe
08-18-07, 02:57 AM
Thank you for your help, Ducimus, TM 1.5 is running fine now, and things do feel a lot more 'real' than they used to :)

Except for... um... one thing...

I was very lucky and got in a great position and sank a heavy cruiser my first time out (Joy!)

Three destroyers pounce on me (Uh-oh! Could this be the end?)

Two of the three then... um... well, it looks like they proceeded to sink themselves with their own depth charges... after a run on me, they caught fire near the stern, then quickly settled, bobbed comically for a moment, then sank.

Does anyone know if I am merely the tremendously lucky beneficiary of two fluke accidents, or is there something odd and known going on here that I can fix somehow?

Thanks again!

Ensign Not-Quite-as-Clueless
USS S-31 (SS-136) - still evading that last DD

Ducimus
08-18-07, 03:10 AM
Happends once in a blue moon, not a regular occurance.

NefariousKoel
08-18-07, 04:04 AM
Yep, it's the AI programming. They're usually pretty good at avoiding each other but it does happen on occasion.

My last experience was 2 Destroyers and a Sub Chaser after me. After evading them for quite some time and taking some damage myself, they finally left. Nothing nearby on sonar, but I could see a speck on the horizon aft of me. I surfaced and manned guns. No fire coming from it. I checked the external camera to see if something was jacked up and it turned out that the little Sub Chaser had taken a DC hit that knocked it's prop off and it was down by the stern a bit. Dead in the water. There was still crew on it's deck but it did nothing. So I shot him to hell.

Lopo
08-18-07, 07:08 AM
Hello,

There is someone who can explain me what I must do in order to sink a very little warship - a japanese minesweeper?
Each time, my torpedoes run under the keel without blast even when I select the depth with less than 5 meters...

Thanks

Lopo

tater
08-18-07, 07:59 AM
It's bloody hard. Run away. ;)

tater

Lopo
08-18-07, 09:18 AM
It's bloody hard. Run away. ;)

tater

All right

Thanks

tater
08-18-07, 12:43 PM
Not impossible, I've hit a few, but man, are those things shallow.

Seadogs
08-18-07, 09:06 PM
Heyas, just getting back into SH4(last around springtime) and was on the fence about TM. Have to say it's grown on me and there is no going back now.

Sooo now it's time to bother you with nub questions. :yep:

As far as updating the contained integrated mods, for example Taters campaign layers, are there any negative effects to just grabbing the updated mod itself and intalling/running with JSGME alongside TM?

Also I know Ducimus intergrated the Living Breathing oceans values as of TM 1.4 but if I open the scene.dat with the mini tweaker alot of the values seem stock. Were they removed to ease updating the mod? I went ahead and changed them manually and installed via JSGME but it seems off somehow? Do I just not have a clue? Very well possible. :D***********Nevermind/Sorted********

At any rate, big thanks to Ducimus and every other modder involved in the project that does so much for the ungratefull slackers like myself. Hope it's a short lived retirement!

JohnBisMe
08-18-07, 10:49 PM
So, having gotten TM 1.5 running with help from the kind folk here, I have been trying to play all weekend so far, and I'm seeing LOTS of strange things...

1) Heavy cruiser sinks with 1 torpedo hit (maybe I'm lucky!)
2) 6 out of 10 destroyers that have attacked me have sunk themselves with their own depth charges (maybe I'm REALLY lucky!)
3) 50% of all the Betty Bombers that find me dive too low and lose control being hit by their own bomb blasts and crashing. (maybe I'm really REALLY lucky!)
4) Twice, about 4 hours of gametime into a patrol, I get a warning on a plane... I dutifully go to flank, dive, and throw the helm hard over, hoping to get below before he can get me, but then a bomb hits near the back of the sub and knocks the engines out which then, even after repairing, never start again. (maybe I'm really really UNlucky)

I've read about some of these problems in other threads, and have briefly scanned the UbiSoft boards. It seems these problems are not all that uncommon? I don't want to be a complainer or a quitter, but right now this game is feeling too frustrating to play. It's not that it's too hard (I -like- hard, I want to learn the hard way what not to do with my sub), parts are too easy when at least half the enemies coming after you manage to blow themselves up. It's just... there are too many weird, buggy things to ignore that constantly remind me I am playing a game and spoiling the immersion factor.

It seems these bugs hit people whether they've installed TM or not, so I'm hoping to have that confirmed, and I was wondering if any of you die hard subsimmers are having the same problems and how you cope with the crazyness... or are there just fixes out there that I don't know about? At this rate, I'm going to have to put SH4 on the shelf and wait for the next submarine simulation to come out and hope it's better.

LCdr I.M. Boggled
USS S-31 (SS-136)

Ducimus
08-18-07, 11:32 PM
*sigh* thank god im retiring from this soon.

FAdmiral
08-18-07, 11:57 PM
So, having gotten TM 1.5 running with help from the kind folk here, I have been trying to play all weekend so far, and I'm seeing LOTS of strange things...

1) Heavy cruiser sinks with 1 torpedo hit (maybe I'm lucky!)
2) 6 out of 10 destroyers that have attacked me have sunk themselves with their own depth charges (maybe I'm REALLY lucky!)
3) 50% of all the Betty Bombers that find me dive too low and lose control being hit by their own bomb blasts and crashing. (maybe I'm really REALLY lucky!)
4) Twice, about 4 hours of gametime into a patrol, I get a warning on a plane... I dutifully go to flank, dive, and throw the helm hard over, hoping to get below before he can get me, but then a bomb hits near the back of the sub and knocks the engines out which then, even after repairing, never start again. (maybe I'm really really UNlucky)

I've read about some of these problems in other threads, and have briefly scanned the UbiSoft boards. It seems these problems are not all that uncommon? I don't want to be a complainer or a quitter, but right now this game is feeling too frustrating to play. It's not that it's too hard (I -like- hard, I want to learn the hard way what not to do with my sub), parts are too easy when at least half the enemies coming after you manage to blow themselves up. It's just... there are too many weird, buggy things to ignore that constantly remind me I am playing a game and spoiling the immersion factor.

It seems these bugs hit people whether they've installed TM or not, so I'm hoping to have that confirmed, and I was wondering if any of you die hard subsimmers are having the same problems and how you cope with the crazyness... or are there just fixes out there that I don't know about? At this rate, I'm going to have to put SH4 on the shelf and wait for the next submarine simulation to come out and hope it's better.

LCdr I.M. Boggled
USS S-31 (SS-136)

I have very seldom had these things happen too. But twice in my SH4 game play
I have had worse things happen. So twice I had to uninstall and reinstall it all over
again. Likely I had bad installs of something during those 2 episodes. Right now I
have the game running about as smooth as I can expect. Just using a few tweaks
I did myself and reduced reality % so I can get a feel for the game. It's slightly
easier now but I can crank the reality up anytime to make it harder. What I am waiting for is a good historical campaign layer fix to start my first campaign. I use
the patrols to practice and learn the game AI tactics while I wait.
1. CAs can be taken down with 1 torp if you hit them in the magazine.
2. The small Minekaze DD is famous for blowings its tail off (I don't use it)
3. I have only seen this once out of 50? times....
4. The type of plane makes a big difference (DON'T use high TC near Jap bases)
If I remember correctly, it was about 1 year into SH3 before I considered that
game to be up to par after installing some great mods for it...

JIM

Seadogs
08-19-07, 12:02 AM
Also I know Ducimus intergrated the Living Breathing oceans values as of TM 1.4 but if I open the scene.dat with the mini tweaker alot of the values seem stock. Were they removed to ease updating the mod? I went ahead and changed them manually and installed via JSGME but it seems off somehow? Do I just not have a clue? Very well possible. :D

As suspected I didn't know what I was doing and now see that it is still in the TM scene.dat, Sorry.

cali03boss
08-19-07, 02:51 AM
In New Construction, when I pick up the phone to call Pearl Harbor it says Transfer Not Available....?

chilly
08-19-07, 09:33 AM
Hey Guys, i have question for ya, sorry if it is wrong topic but , i am not search for hard game, i need only Realism as much as possible so what you recomend me T.M 1.5 or Real Felat Boat 3.0 ?

Thanks

Ducimus
08-19-07, 12:31 PM
Real Fleet boat is the rivet counters mod ;)

Ducimus
08-19-07, 12:33 PM
In New Construction, when I pick up the phone to call Pearl Harbor it says Transfer Not Available....?

If not using the repeat patrol fix, then What probably happened is when the game decides the time in port, it made your time in port between patrols really short. So you probably finished the sea trails before "normal". Try going into the flotilla.upc file and changing the avaialbity date for pearl harbor gato or balao to sometime in march instead of april.

leovampire
08-19-07, 09:38 PM
I just set up the ship board JAP plane F1M Pete to work on the big war ships in the game just like you set up the carrier loadout's for plane's and it works great. Here are 2 screen shots.

http://static.filefront.com/images/personal/l/leovampire/93141/lhfksmlhlm.thumb250.jpg (http://gallery.filefront.com/leovampire//727590/) http://static.filefront.com/images/personal/l/leovampire/93141/fzonjsetie.thumb250.jpg (http://gallery.filefront.com/leovampire//727591/)

As you can see it is carrying 2 bombs hanging down like the Val dive bomber hold's them. I also set up the sea plane tender carrier with them and all warships that you can see with them on deck. Just had to properly adjust the EQP file for the plane so that it carried the bombs right.

I set the CFG file for the plane with this:

[Unit]
ClassName=FSF1M
3DModelFileName=data/Air/AFS_F1M_Pete/AFS_F1M_Pete
UnitType=304
MaxSpeed=185.000000
MinSpeed=60.000000
MaxRadius=400 ;500
Length=25.7
Width=40
RenownAwarded=30
CrewComplement=2
SurvivalRate=80
SurvivalPercentage=50

[Loadout 1]
Name=2xDepth Charge
Type=5

[Loadout 2]
Name=2x250Kg Bombs
Type=2

then set up the EQP file like this:

[Equipment 1]
NodeName=P01
LinkName=Pilot_Plane
StartDate=19380101
EndDate=19451231

[Equipment 2]
NodeName=P02
LinkName=Pilot_Plane
StartDate=19380101
EndDate=19451231

;Basic Loadout value
[Equipment 3]
NodeName=B01
LinkName=NULL

[Equipment 4]
NodeName=B02
LinkName=NULL

;2x250Kg Bomb Loadout
[Equipment 5]
NodeName=B01
LinkName=Bomb250Kg
Loadout=2x250Kg Bombs

[Equipment 6]
NodeName=B02
LinkName=Bomb250Kg
Loadout=2x250Kg Bombs

[Equipment 7]
NodeName=P01
LinkName=Pilot_Plane
Loadout=2x250Kg Bombs

[Equipment 8]
NodeName=P02
LinkName=Pilot_Plane
Loadout=2x250Kg Bombs

;2xDepth Charge Loadout
[Equipment 9]
NodeName=B01
LinkName=AirDepthCharge
Loadout=2xDepth Charge

[Equipment 10]
NodeName=B02
LinkName=AirDepthCharge
Loadout=2xDepth Charge

[Equipment 11]
NodeName=P01
LinkName=Pilot_Plane
Loadout=2xDepth Charge

[Equipment 12]
NodeName=P02
LinkName=Pilot_Plane
Loadout=2xDepth Charge

then set up a ship with this:

[Unit]
ClassName=BBKongo
3DModelFileName=data/Sea/NBB_Kongo/NBB_Kongo
UnitType=11
MaxSpeed=30.5
Length=220
Width=30
Mast=43
Draft=8.5
Displacement=32000
RenownAwarded=1200
CrewComplement=150
SurvivalRate=90
SurvivalPercentage=20

[AirGroup 1]
StartDate=19380101
EndDate=19451231
Squadron1Class=FSF1M
Squadron1No=1

what I did was go to the musium where you can see how many planes each of the ships
have on them and changed that number to the squadron number. And yes I put back the
symbols for the planes and ships back to normal in the game sorry Ducimus missed that part.

And tater if you say but the planes are not supose to carry that pay load in bombs I will
kill you LOL!!! Just kidding.

leovampire
08-20-07, 06:55 AM
Did you set up that new mission for manilla the photo recon?

Well who ever did your sneaky!

But you need to make sure the mission comes up after manilla is taken by the Jap's!

tater
08-20-07, 08:20 AM
LOL.

The only problem with the floats on the CAs, etc, is that the game doesn't model recovery at all. So they can steam merrily along at 18 knots and have planes in the air all the time (vs having to come to a stop to recover planes).

The only HUGE question comes from another discussion aorund planes that ducimus brought up. Are aircgroups made of planes, or squadrons. If the latter, even 1 is too many for the CAs, etc. The tenders could have that many, but they'd not all be in the air at once.

A downside would be more swarms of aircraft, even if inappropriate. CAs didn't fly off their search planes to look for subs, so people will have more planes to dodge, and given the now faster TF speeds, any chance of a daytime end-around will fall to near zero since CAs are quite common.

I wish there was more control over the way the game dealt with aircraft.

leovampire
08-20-07, 11:36 AM
they don't do it as a normal thing like the carrier planes IE Val's and Kate's. only when something is detected do they seem to send out the F1M's why I don't know but it was cool to see another type of plane used in the game.

tater
08-20-07, 11:40 AM
Really?

That is cool to know. Good find.

tater

Ducimus
08-20-07, 01:31 PM
Did you set up that new mission for manilla the photo recon?

Well who ever did your sneaky!

But you need to make sure the mission comes up after manilla is taken by the Jap's!

Hmm stock issue. I never touched it. I Guess i should fix that.

jdkbph
08-20-07, 07:37 PM
Is this very cool sounding feature documented anywhere?

I was assuming it would be an option I could select when I was eventually offered a new boat by the game. But when I ended my 3rd patrol at Freemantle just now, I was simply handed a Gato and dumped at Pearl. No crew training missions at Groton, etc.

Did I misunderstand the intent of this feature? If so, what do I have to do to get onto that path?

If not, I must be doing something wrong... but what?

TIA

JD