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


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kiwi_2005
08-21-07, 07:50 AM
Is it just me or this the same for everyone, i just installed the TM 1.5 mod i start a new campaign Feb 1942 in the Dutch base head out to patrol, decide to wander near japan after objective complete and totally got hammered by aircraft i got about three quaters of the way from the dutch base to japanese waters and turned around and headed for home cause of the constant aircraft attacks sometimes in groups of 3, they NEVER stopped coming.

Next patrol im heading out there with unlimited batteries & air so when i get close to japanese waters i will shapeshift into a bloody modern sub and do the whole patrol submerge so i can avoid those aircraft. :roll:

Is this a uber mod or something:hmm:

Apart from the nasty air attacks, this mod seems to make SH4 run very smooth. :up:

Ducimus
08-21-07, 11:52 AM
Air attacks are frustring the hell out of me as well. Probalem with dutch harbor, is theres an airbase, RIGHT next to it. Im gonna have to remove that i think. Another problem with airattacks, (and this is the frustrate the hell out of ducimus part), No matter what i do to them, shorten the range, tone down the airstrikes.cfg, whatever... they always do the same thing.

ONce daylight breaks, the first plane comes about an hour or two later. Seemingly spawning about 15-20KM away, and just flying criss cross patterns over your position. Dive, come up in an hour, and theres another one. I finally gave up, just left my periscope up, and the aircraft never quit. zip over goes one.. zip.. and another all ****ing day.

What irks me about aircraft in this game, is when you consider you have working air radar the whole time, is they really serve no function at all except to annoy. Im almost 100% positive, that they DO NOT generate like they did in Sh3. In Sh3 they flew patrol patterns, so they might bump into you. These **********s spawn near you, and just buzz your posiition all damn day. I swear, id just love to remove all the damn airbases and call it good. Nothing i do, seems to tone down their frequency, although i have one last idea on a couple variables to inflate even more, and if that doesnt work.. screw it.

FooFighters
08-21-07, 01:20 PM
Air attacks are frustring the hell out of me as well. Probalem with dutch harbor, is theres an airbase, RIGHT next to it. Im gonna have to remove that i think. Another problem with airattacks, (and this is the frustrate the hell out of ducimus part), No matter what i do to them, shorten the range, tone down the airstrikes.cfg, whatever... they always do the same thing.

ONce daylight breaks, the first plane comes about an hour or two later. Seemingly spawning about 15-20KM away, and just flying criss cross patterns over your position. Dive, come up in an hour, and theres another one. I finally gave up, just left my periscope up, and the aircraft never quit. zip over goes one.. zip.. and another all ****ing day.

What irks me about aircraft in this game, is when you consider you have working air radar the whole time, is they really serve no function at all except to annoy. Im almost 100% positive, that they DO NOT generate like they did in Sh3. In Sh3 they flew patrol patterns, so they might bump into you. These **********s spawn near you, and just buzz your posiition all damn day. I swear, id just love to remove all the damn airbases and call it good. Nothing i do, seems to tone down their frequency, although i have one last idea on a couple variables to inflate even more, and if that doesnt work.. screw it.

I completely agree.. these planes are so annoying..

What about removing even more airbases so the the distance between them will be bigger ? Maybe not realistic, but I cannot believe that subs were attacked by planes day in day out (maybe when really close to Japan)..

hmm.. this will not solve the spawn problem, but maybe get less airplanes.

FAdmiral
08-21-07, 02:33 PM
I don't use any of the BIG mods but I have tweaked some files to achieve
want I want too see in the game. He was a post I made about aircraft:

http://www.subsim.com/radioroom/showthread.php?t=120538#12 (http://www.subsim.com/radioroom/showthread.php?t=120538#12)

I don't know what the big mods did to change that effect....


JIM

wovik
08-21-07, 03:18 PM
On my Airstrike.cfg I changed to these values:

Atenuation Factor=15
Logic Steps Between Air Sessions=20

I don't see many airplanes anymore. I haven't been near Japan, though, since the changes. Been sent to the Marshall Islands and the Marianas Islands. If I get detected by one of those fishing boats or junks I start seeing planes but just change course and go standard speed for a while and loose the planes still looking for me on the old course. This might not work near Japan with all the available bases and possibly carriers.

_____________________

Ducimus
08-21-07, 03:55 PM
>>Logic Steps Between Air Sessions=20

This ive already done.

>>Atenuation Factor=15

This was next on my list of "things to experiment with". I know the default value for this is 10.

wovik
08-21-07, 04:07 PM
>>Logic Steps Between Air Sessions=20

This ive already done.

>>Atenuation Factor=15

This was next on my list of "things to experiment with". I know the default value for this is 10.

I'll be starting another career shortly. I should get missions near Japan so I'll be able to test this better.
Let you know in a few hours.

leovampire
08-21-07, 06:41 PM
the longer it takes for another plane to launch unless you are spoted then they send them out anyways. That is just for the patrol factor.

BTW I almost have the 100kg bombs for the planes working properly as soon as I am done I will post the new files and then planes can be loaded with them for like the fighters namly zero's and the us and Brit fighters. Someone is making new DDS files for me for the bombs they will all be black but with a color stripe on them to tell wich is which like a green stripe for 100kg bombs and yellow for 250kg bombs and a red stripe for the 500kg bombs and I am linking them to the corisponding bomb so you can see and tell what you changes to the planes look like and know it is working.

Ducimus
08-21-07, 07:17 PM
M'kay, logic step = 40! :88)

I'm serious! :rotfl:

kiwi_2005
08-21-07, 09:11 PM
Air attacks are frustring the hell out of me as well. Probalem with dutch harbor, is theres an airbase, RIGHT next to it. Im gonna have to remove that i think. Another problem with airattacks, (and this is the frustrate the hell out of ducimus part), No matter what i do to them, shorten the range, tone down the airstrikes.cfg, whatever... they always do the same thing.

ONce daylight breaks, the first plane comes about an hour or two later. Seemingly spawning about 15-20KM away, and just flying criss cross patterns over your position. Dive, come up in an hour, and theres another one. I finally gave up, just left my periscope up, and the aircraft never quit. zip over goes one.. zip.. and another all ****ing day.

What irks me about aircraft in this game, is when you consider you have working air radar the whole time, is they really serve no function at all except to annoy. Im almost 100% positive, that they DO NOT generate like they did in Sh3. In Sh3 they flew patrol patterns, so they might bump into you. These **********s spawn near you, and just buzz your posiition all damn day. I swear, id just love to remove all the damn airbases and call it good. Nothing i do, seems to tone down their frequency, although i have one last idea on a couple variables to inflate even more, and if that doesnt work.. screw it.

Thanks for clearing that up. Time for me to change tactics and think of other ways of slipping into enemy zones.:arrgh!:

wovik
08-21-07, 09:24 PM
I had planes coming about every hour but they were from 2 different bases. I could tell by projecting their flight path back to the base. That is generating flights about every 2 hours per base using the above settings. A lot better than it was but could use some more taming down. I just might try 20 for atenuation this time because these planes may have been in response to a sinking just before dawn on the day it started. I finished this freighter off with the deck gun. I only saw 1 plane before the sinking all the way from Pearl to between Kyushu and the Ryukyu Islands.

FAdmiral
08-21-07, 09:25 PM
On my Airstrike.cfg I changed to these values:

Atenuation Factor=15
Logic Steps Between Air Sessions=20

I don't see many airplanes anymore. I haven't been near Japan, though, since the changes. Been sent to the Marshall Islands and the Marianas Islands. If I get detected by one of those fishing boats or junks I start seeing planes but just change course and go standard speed for a while and loose the planes still looking for me on the old course. This might not work near Japan with all the available bases and possibly carriers.

_____________________

Heres where mine are set:

Maximum Aircraft Range=1200 ;[>0] in kilometers
Poor Airbase Modifier=0.2 ;[>0] Modifier for poor airbase (carrier) rating
Novice Airbase Modifier=0.3 ;[>0] Modifier for novice airbase (carrier) rating
Competent Airbase Modifier=0.45 ;[>0] Modifier for competent airbase (carrier) rating
Veteran Airbase Modifier=0.75 ;[>0] Modifier for veteran airbase (carrier) rating
Elite Airbase Modifier=1 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.4 ;[>0] Modifier on strike probability at night
Default Air Strike Probability=10 ;[>0] Default probability to send an airstrike from a airbase (carrier)
Enemy Air Strike Probability Increase on Radio Messages Sent=30 ;[>0] Increase over the default probability on a radio message sent
Friendly Air Strike Probability Increase on Contact Report Sent=75 ;[>0] Increase over the default probability on a contact message sent
Enemy Air Strike Probability Increase on Player Detection=50 ;[>0] Increase over the default probability on player detection
Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session
Logic Steps Between Air Sessions=10 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)

JIM

wovik
08-21-07, 10:13 PM
Here's what I will be using on the next patrol:

Maximum Aircraft Range=1500 ;[>0] in kilometers
Poor Airbase Modifier=0.2 ;[>0] Modifier for poor airbase (carrier) rating
Novice Airbase Modifier=0.35 ;[>0] Modifier for novice airbase (carrier) rating
Competent Airbase Modifier=0.5 ;[>0] Modifier for competent airbase (carrier) rating
Veteran Airbase Modifier=0.7 ;[>0] Modifier for veteran airbase (carrier) rating
Elite Airbase Modifier=1 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.2 ;[>0] Modifier on strike probability at night
Default Air Strike Probability=10 ;[>0] Default probability to send an airstrike from a airbase (carrier)
Enemy Air Strike Probability Increase on Radio Messages Sent=30 ;[>0] Increase over the default probability on a radio message sent
Friendly Air Strike Probability Increase on Contact Report Sent=70 ;[>0] Increase over the default probability on a contact message sent
Enemy Air Strike Probability Increase on Player Detection=40 ;[>0] Increase over the default probability on player detection
Atenuation Factor=20 ;[>0] decrease from an increased probability to default one on each air session
Logic Steps Between Air Sessions=20 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)

I'll try these and see if it helps.

FooFighters
08-22-07, 03:50 PM
Here's what I will be using on the next patrol:

Maximum Aircraft Range=1500 ;[>0] in kilometers
Poor Airbase Modifier=0.2 ;[>0] Modifier for poor airbase (carrier) rating
Novice Airbase Modifier=0.35 ;[>0] Modifier for novice airbase (carrier) rating
Competent Airbase Modifier=0.5 ;[>0] Modifier for competent airbase (carrier) rating
Veteran Airbase Modifier=0.7 ;[>0] Modifier for veteran airbase (carrier) rating
Elite Airbase Modifier=1 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.2 ;[>0] Modifier on strike probability at night
Default Air Strike Probability=10 ;[>0] Default probability to send an airstrike from a airbase (carrier)
Enemy Air Strike Probability Increase on Radio Messages Sent=30 ;[>0] Increase over the default probability on a radio message sent
Friendly Air Strike Probability Increase on Contact Report Sent=70 ;[>0] Increase over the default probability on a contact message sent
Enemy Air Strike Probability Increase on Player Detection=40 ;[>0] Increase over the default probability on player detection
Atenuation Factor=20 ;[>0] decrease from an increased probability to default one on each air session
Logic Steps Between Air Sessions=20 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)

I'll try these and see if it helps.

I tried it with these settings except I use max aircraft range 1400 km.
So far not much planes encounters

:up:

hyperion2206
08-22-07, 05:04 PM
That's odd, I never have an issue with the airplanes. I mean I can pass Wake island very closely and still I won't see many airplanes.
Granted, once in a while my radar picks up a jap plane, but they don't pester me the way you describe it. BTW: I'm using TM 1.5 and some other mods that were recommended.
But there's on think that bothers me: There's a Jap airbase on the Fidji island. Maybe I'm wrong but I always thought the Fidjis were British posession and were not taken by the Japanese.:hmm:

moosenoodles
08-22-07, 05:07 PM
Trying to find answers all over the place with all the major good mods for sh4 im istalling. Questions is..

TM 1.5 is that installed before or after LBO ? Or is it not compatible.. Im assuming its the last thing u do because even krillers has a scene.dat from an old LBO version u have to overwrite...

Info appreciated..

Moose.

Ducimus
08-22-07, 05:11 PM
TM 1.5 comes with an older version of LBO. In any event, install TM first, and then the other mod on top. Although if anything breaks in functionality, not my fault :P

leovampire
08-22-07, 05:26 PM
Didn't want to make problems for ya buddy!

I mean the new LBO rework vs the last release of T.M. that is all.

moosenoodles
08-22-07, 06:00 PM
Leo--
Didn't want to make problems for ya buddy!

^^ sounds ominous lol, what do u mean by that ?

:)

wovik
08-22-07, 06:38 PM
That's odd, I never have an issue with the airplanes. I mean I can pass Wake island very closely and still I won't see many airplanes.
Granted, once in a while my radar picks up a jap plane, but they don't pester me the way you describe it. BTW: I'm using TM 1.5 and some other mods that were recommended.
But there's on think that bothers me: There's a Jap airbase on the Fidji island. Maybe I'm wrong but I always thought the Fidjis were British posession and were not taken by the Japanese.:hmm:

I don't know if they were British but I have a source which says US forces began arriving in the Fiji Islands on 29 Jan 1942. I don't think that Japaneses airbase belongs there. They never occupied the Fiji Islands.
__________________

Ducimus
08-22-07, 06:39 PM
A version of Leo's newest LBO will be in TM 1.6, which i might be wrapping that up in the next day or two.

leovampire
08-22-07, 06:44 PM
Show me in a pic of the NAV map!

Wait okay You mean Suva Island Airbase okay got ya!

In the original game files that airbase was there and actualy from the begining of the war just no one even knew about it until I made it visable on the map so now you take notice LOL!!!

So what I did is added it in so that it comes after the Solomons is taken by the Jap's and it isn't there for a very long time as we and the Brits start to take back teritory all of those airbases reced and become US airbases.

I know some of you go nut's with the planes but for me travling from place to place for missions and not having 1 reason to dive other than when I see a damm ship is nuts. Our sub's in WWII were plauged by plane's just like the German's were from the Brit's. The only problem is this game send's them right at you because the game world revolves around you. Other wise you would have to add 50 planes to every airbase just to see 1 in a day or 2 if they actualy did proper search pattern's.

kiwi_2005
08-22-07, 06:49 PM
On my Airstrike.cfg I changed to these values:

Atenuation Factor=15
Logic Steps Between Air Sessions=20

I don't see many airplanes anymore. I haven't been near Japan, though, since the changes. Been sent to the Marshall Islands and the Marianas Islands. If I get detected by one of those fishing boats or junks I start seeing planes but just change course and go standard speed for a while and loose the planes still looking for me on the old course. This might not work near Japan with all the available bases and possibly carriers.

_____________________
Heres where mine are set:

Maximum Aircraft Range=1200 ;[>0] in kilometers
Poor Airbase Modifier=0.2 ;[>0] Modifier for poor airbase (carrier) rating
Novice Airbase Modifier=0.3 ;[>0] Modifier for novice airbase (carrier) rating
Competent Airbase Modifier=0.45 ;[>0] Modifier for competent airbase (carrier) rating
Veteran Airbase Modifier=0.75 ;[>0] Modifier for veteran airbase (carrier) rating
Elite Airbase Modifier=1 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.4 ;[>0] Modifier on strike probability at night
Default Air Strike Probability=10 ;[>0] Default probability to send an airstrike from a airbase (carrier)
Enemy Air Strike Probability Increase on Radio Messages Sent=30 ;[>0] Increase over the default probability on a radio message sent
Friendly Air Strike Probability Increase on Contact Report Sent=75 ;[>0] Increase over the default probability on a contact message sent
Enemy Air Strike Probability Increase on Player Detection=50 ;[>0] Increase over the default probability on player detection
Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session
Logic Steps Between Air Sessions=10 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)

JIM

What file do i edit for this to work:hmm:

wovik
08-22-07, 06:52 PM
On my Airstrike.cfg I changed to these values:

Atenuation Factor=15
Logic Steps Between Air Sessions=20

I don't see many airplanes anymore. I haven't been near Japan, though, since the changes. Been sent to the Marshall Islands and the Marianas Islands. If I get detected by one of those fishing boats or junks I start seeing planes but just change course and go standard speed for a while and loose the planes still looking for me on the old course. This might not work near Japan with all the available bases and possibly carriers.

_____________________
Heres where mine are set:

Maximum Aircraft Range=1200 ;[>0] in kilometers
Poor Airbase Modifier=0.2 ;[>0] Modifier for poor airbase (carrier) rating
Novice Airbase Modifier=0.3 ;[>0] Modifier for novice airbase (carrier) rating
Competent Airbase Modifier=0.45 ;[>0] Modifier for competent airbase (carrier) rating
Veteran Airbase Modifier=0.75 ;[>0] Modifier for veteran airbase (carrier) rating
Elite Airbase Modifier=1 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.4 ;[>0] Modifier on strike probability at night
Default Air Strike Probability=10 ;[>0] Default probability to send an airstrike from a airbase (carrier)
Enemy Air Strike Probability Increase on Radio Messages Sent=30 ;[>0] Increase over the default probability on a radio message sent
Friendly Air Strike Probability Increase on Contact Report Sent=75 ;[>0] Increase over the default probability on a contact message sent
Enemy Air Strike Probability Increase on Player Detection=50 ;[>0] Increase over the default probability on player detection
Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session
Logic Steps Between Air Sessions=10 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)

JIM

What file do i edit for this to work:hmm:

The AirStrike.cfg file found in th Data/Cfg folder.

leovampire
08-22-07, 06:57 PM
In the original game files that airbase was there and actualy from the begining of the war just no one even knew about it until I made it visable on the map so now you take notice LOL!!!

So what I did is added it in so that it comes after the Solomons is taken by the Jap's and it isn't there for a very long time as we and the Brits start to take back teritory all of those airbases reced and become US airbases.

I know some of you go nut's with the planes but for me travling from place to place for missions and not having 1 reason to dive other than when I see a damm ship is nuts. Our sub's in WWII were plauged by plane's just like the German's were from the Brit's. The only problem is this game send's them right at you because the game world revolves around you. Other wise you would have to add 50 planes to every airbase just to see 1 in a day or 2 if they actualy did proper search pattern's.

wovik
08-22-07, 07:03 PM
In the original game files that airbase was there and actualy from the begining of the war just no one even knew about it until I made it visable on the map so now you take notice LOL!!!

So what I did is added it in so that it comes after the Solomons is taken by the Jap's and it isn't there for a very long time as we and the Brits start to take back teritory all of those airbases reced and become US airbases.

I know some of you go nut's with the planes but for me travling from place to place for missions and not having 1 reason to dive other than when I see a damm ship is nuts. Our sub's in WWII were plauged by plane's just like the German's were from the Brit's. The only problem is this game send's them right at you because the game world revolves around you. Other wise you would have to add 50 planes to every airbase just to see 1 in a day or 2 if they actualy did proper search pattern's.

I tried to change it to a US airbase but there must be something other than the US and JP air mission files to change as I could get the blue airbase symbol but not the land US normal airbase on the map when zooming in. It bothered me that much being there in mid 1943.
Is it in that LOC mission file too?

While we are on the subject, There is a US base and a Jap base on Luzon in mid to late 1944 at the same time. That's easier to fix by putting in the correct dates in 1945 when they changed hands again.

leovampire
08-22-07, 07:11 PM
First you have to tell the mission editor you want to edit map locations in those 2 airbase files by clicking on the tools tab at the top and check marking map location edit mode. The it will alow you access to the other part of the work I did.

Before you save after your work is done you have to uncheck that and the save has to be save scripted layer or you will lose all of the map's stuff and go back to nothing at all on it like starting a new one.

I hope that explains it well enough to make changes.

And BTW make sure what ever you put back in matches up in colors for the writing and use the same type text as the others use or you end up with the Boo Boo's Tater had on his rework of some of the names and have names that are in script instead of game normals.

wovik
08-22-07, 07:14 PM
First you have to tell the mission editor you want to edit map locations in those 2 airbase files by clicking on the tools tab at the top and check marking map location edit mode. The it will alow you access to the other part of the work I did.

Before you save after your work is done you have to uncheck that and the save has to be save scripted layer or you will lose all of the map's stuff and go back to nothing at all on it like starting a new one.

I hope that explains it well enough to make changes.

Ohhh, I just changed the dates, etc. in the .mis files with Notepad. Maybe that is why I had so much trouble with it. My ignorance of the mission editor is exposed! LOL

wovik
08-22-07, 07:20 PM
By the way, that's another Item on my TO-DO list.
I want to get all the airbase dates correct and change that Aleutian Jap base to where it really was.

I don't know when I will get to it. I can only handle one concentration at a time.

leovampire
08-22-07, 07:25 PM
When I first started to work on that project it took over 50 files to learn how to do a damm save properly and figure out how to create duel layers in the file between map locations and actual locations. What a nightmare and boy did the swears fly for a while like a few days while.

I refused to ask for help and wanted to learn it on my own. Another words did a HOMER

Ducimus
08-22-07, 08:10 PM
You did a damn good job too. Your airbase map is nothing short of creative genious.

As for "to do lists", I wonder who i can pawn this modpack off onto. Anyone intrested? Yes im serious. After 1.6, i have got to stop. Once i post that, i am going to be entirely hands off this project.

leovampire
08-22-07, 08:15 PM
uuummm well you know what I mean! LOL!

Now of course he won't just to make me look foolish for posting it LOL!!

Thanks Ducimus for the compliment again! Making me blush man.

Ducimus
08-22-07, 08:23 PM
Well it would be a perfect vehicle for his campaign work. At any rate I'll try and post a tenative 1.6 changelog tonight.

tater
08-23-07, 01:25 AM
I'm liking tmaru more and more as (believe it or not) a realism mod. I think it alters MY behavior in a way consistant with realistic gameplay. Forcing the player to act like, well, he could die, and take lots of men who depend on him with him, results in the kind of slow, deliberate gameplay I like and feel is realistic.

BTW, ducimus, did you see that little radar fix I made? There is a tweak way of doing it, too, but tweaking is more than I usually like to do, lol.

Anyway, the type13 installed on many escorts is workign as surface search radar. This kills any hope of things like night surface attacks.

http://mpgtext.net/subshare/424IJN%20Type13%20%20radar%20fix.rar

^^^ that nulls out the type 13s. Even the gunboats and fishing boats have the radar. Note that the DDs get surface radar at whatever dat they see type 21s in stock with this mod. Some could be given type 21 earlier, or even type 13, but not so early as 1942 if you want a few surface search sets on escorts.

tater

Ducimus
08-23-07, 02:18 AM
Ok thanks, ill add it to 1.6

tater
08-23-07, 02:24 AM
The sampans have $#@%$@#% german BB radar.

I'm gonna check ALL the radars and make a final version. I'll try for tomorrow if that'll help. I will make the dates better for when they DO get radar, too.

Ducimus, I might do one thing, what do you think:

Once I null all the type13, we will have no surface search radars on any escorts before late 1943. In reality, a few were fitted out earlier than that. Not all of a type, a few here and there.

I was thinking I could "BP-clone" a single DD---I'm thinking Asashio---and the only change would be the radar. It could be called a "radar equipped Asashio." Impossible to tell apart, obviously (unless the radars have objects, never looked). Anyway, this would mean that before later 1943, say mid 42 to late 43, there would be a 1 in 7 chance a generic DD pull would get a radar version.

Keep people on their toes ;)

tater

Ducimus
08-23-07, 02:34 AM
I was thinking I could "BP-clone" a single DD---I'm thinking Asashio---and the only change would be the radar. It could be called a "radar equipped Asashio." Impossible to tell apart, obviously (unless the radars have objects, never looked). Anyway, this would mean that before later 1943, say mid 42 to late 43, there would be a 1 in 7 chance a generic DD pull would get a radar version.

Keep people on their toes ;)

tater


I like it. Unless you changed it, the game scripts "generic destroyer" all over the place, so all you really have to do is clone it, and thats that, no further effort required. Pretty slick, i love it.



As for 1.6, heres the tenative changelog i said i was going to post earlier:



// added tater's 41a TF fix

// aircraft attack frequency adjustments:

- added ParaB's Airstrike tweaks to airbase modifers / airstrike.cfg

- reduced number of long range patrol planes available at JP airbases by 50%

- reduced range of long range patrol planes to 1000 km

- reduced aircraft maximum range defined in airstrike.cfg from 1700 to 1000 / airstrike.cfg

- increased atenatuion factor from 10 to 15

- increased logc steps from 10 to 20 / airstrike.cfg


//added missing Nav map icon for Japanese submarines.


//adjusted PH availablity dates for gato/balo to account for possible early completion of sea trials.

//updated "repeat Patrol fix" availability dates for Gato/Balao to be compatiable with "new construction"

//created alternate "repeat Patrol Fix" that does not force special missions assigments.

//contacts.cfg ->reduced important contacts range from 3500KM to 1000KM.

//changed conning tower upgrades for gar/tambor to utlize gato midwar, and gato elite towers.

// tower upgrades. Half cut tower in 6/42, late war in 6/43

// restored cost of Mark 23 Torpedo to 100 renown. (since this was only change, ammunition.upc file removed from mod.)

//adjusted fuel on fleet boats to account for fuel stored in ballast tanks.

// enlarged most patrol areas by 100KM. Patrol radius now 200 to 240KM

// added speedchart map/pulldown mod by Captain Cox

// added latest Living Breathing Ocean mod by LeoVampire, adjusted for 9KM max visual distance.

// refined Repeat patrol fix, default installation.

// refined optional mods that pertain to patrol assigments.

// moved 6/42 Jap airbase near Dutch harbor to Attu.

// reduced maximum radius of depth charge explosions from 15 to 14.5

//removed text from menu.txt item
- 4140=Enemy Unit Destroyed

// added measurement conversion chart in F1 Help menu, under "attack orders" section.

// added Type 13 Radar fix by Tater



Right now im just testing my latest repeat patrol fix to make sure its working as intended. If it works out right in play (looks good on paper), then i think its a step forward.

Ducimus
08-23-07, 02:40 AM
I guess i should explain My new version of repeat patrol fix.

Ive divided patrol assigments into 3 month blocks.
Each 3 month block has 2 assigments that are available simultianiously.

At the end of a given 3 month block of time, the current 2 assigments are expired, and the next 3 month block of time comes into play. No 3 month block has missions in it, that the previous 3 month block assigned. So each 3 month bock of missions has something new to offer.

- At any given time, the game has the choice between two areas. How often it defaults to one or the other is beyond my control.

- Special missions are not forced. If you get one, you get one, if you don't you don't.

- Given the structure of this particualr modification, you may get a repeat, or you may not. Realistically subs did go back to the same area, so i dont think it will be too much of an issue. But suffice to say, you will get a repeat, probably more often then not, but theres a chance you won't. Regardless at the end of 3 months, the patrol area is rotated out. So even if you do two missions to the same place, the days of 6 consecutive patrols to honshu should be over.

switch.dota
08-23-07, 02:44 AM
// added latest Living Breathing Ocean mod by LeoVampire, adjusted for 9KM max visual distance.
Ca you include the LBO / no 9km stuff as an optional mod? The 9km looks a bit meh on high end graphics. Or so it seems to me after goinf from minimal detail to full blown graphics galore.

// refined Repeat patrol fix, default installation.
//updated "repeat Patrol fix" availability dates for Gato/Balao to be compatiable with "new construction"

//created alternate "repeat Patrol Fix" that does not force special missions assigments.

Any connection? You used an alternate fix as default with the old one available still?

EDIT: Nevermind this, you answered while I was writing the post :roll:

// reduced maximum radius of depth charge explosions from 15 to 14.5
Why this small change? Any subtleties I'm missing or is it simple a tiny nerf?

//removed text from menu.txt item
- 4140=Enemy Unit Destroyed
AKA I have to check the map/captain's log to see if I sunk a ship? Remember the captain's log icon in the lower right flashes whenever an item is added to the log. Like a ship sunk.

Ducimus
08-23-07, 04:11 AM
Re repeat patrol fixes, i have 3 versions now.

1.) The original that rotates mission assigments on a 2 month basis. Forces special ops every other mission, and only 1 possible mission available at any one time. Optional mod.

2.) Version of the orginal, but does not force special ops missions. Optional mod.

3.) Rotates mission assigments on a 3 month bases, with 2 missions available at any given time. Does not force spec ops. Default installation at present.


As an aside, ive also put in the stock configuration of patrol assigments, which is currently an optional mod.

So all told, you have FOUR choices in this regard.


Now as for subs, ive been a bit busy. This is what you have in TM 1.6. And yes ive done away with optional mods in this regard. If you want a specific configuration, start at the suggested dates:

http://www.ducimus.net/sh4/release/porpoise_refits.jpg

http://www.ducimus.net/sh4/release/salmon_sargo_refits.jpg

http://www.ducimus.net/sh4/release/Tambor_gar_refits.jpg

http://www.ducimus.net/sh4/release/gato_refits.jpg

Balao not shown because it looks the same no matter what year of the war it is.



Right now i need to test Wernersobes latest version of his NSM mod. If everythings peachy keen, then ill be incorporating that as well. Hopefully i can wrap this up soon.

Reaves
08-23-07, 04:13 AM
A version of Leo's newest LBO will be in TM 1.6, which i might be wrapping that up in the next day or two.

I was hoping you'd say that. Thanks for the work.

Ducimus
08-23-07, 04:25 AM
// added latest Living Breathing Ocean mod by LeoVampire, adjusted for 9KM max visual distance.
Ca you include the LBO / no 9km stuff as an optional mod? The 9km looks a bit meh on high end graphics. Or so it seems to me after goinf from minimal detail to full blown graphics galore.

// refined Repeat patrol fix, default installation.
//updated "repeat Patrol fix" availability dates for Gato/Balao to be compatiable with "new construction"

//created alternate "repeat Patrol Fix" that does not force special missions assigments.

Any connection? You used an alternate fix as default with the old one available still?

EDIT: Nevermind this, you answered while I was writing the post :roll:

// reduced maximum radius of depth charge explosions from 15 to 14.5
Why this small change? Any subtleties I'm missing or is it simple a tiny nerf?

//removed text from menu.txt item
- 4140=Enemy Unit Destroyed
AKA I have to check the map/captain's log to see if I sunk a ship? Remember the captain's log icon in the lower right flashes whenever an item is added to the log. Like a ship sunk.


- Scene.dat is normally 8KM. Im half tempted to put it back to that. ALthoguh id really like to put it at 12KM, but im afraid of extra system strain, and im pretty sure the fog rendering will be FUBAR. Right now im thinking i might leave it at 9KM, particuarlly because i dont want to rebalance anything.


- explained again in above post.


- small depth charge change, Primarly for one reason. To *slighly* reduce chance of DD's blowing their own asses off. Although id be better off tightening up the depth accuracy. Probablem is by doing so, i make the escorts even more accurate - hence more deadly. Which offsets the balance im trying to achieve in my sensors tweakings. So the only other option is to reduce the DC explosion radius. Problem therein is if you bring it in too far, it becomes something of a joke. Sooo.... in the end i took off half a meter. Kinda neat how everything ties together huh? Almost like pulling on a loose string on a sleeve and watching your shirt unwravel.

- Yeah i know, if i could find a way to remove the flashing, id do so. My hope is people focus more on whats going on in the battle, and less on the lower right hand corner. People are going to cheat no matter what i do, so by that logic, why mod the game at all? So, ifhave an idea, I may as well stick to it, and let people do what they may, not my problem or peroggative.
edit: then again, i could always change it into something more comical.

Its late, and im getting cranky, i think im gonna turn in.

Ducimus
08-23-07, 04:26 AM
Re repeat patrol fixes, i have 3 versions now.

1.) The original that rotates mission assigments on a 2 month basis. Forces special ops every other mission, and only 1 possible mission available at any one time. Optional mod.

2.) Version of the orginal, but does not force special ops missions. Optional mod.

3.) Rotates mission assigments on a 3 month bases, with 2 missions available at any given time. Does not force spec ops. Default installation at present.


As an aside, ive also put in the stock configuration of patrol assigments, which is currently an optional mod.

So all told, you have FOUR choices in this regard.


Now as for subs, ive been a bit busy. This is what you have in TM 1.6. And yes ive done away with optional mods in this regard. If you want a specific configuration, start at the suggested dates:

http://www.ducimus.net/sh4/release/porpoise_refits.jpg

http://www.ducimus.net/sh4/release/salmon_sargo_refits.jpg

http://www.ducimus.net/sh4/release/Tambor_gar_refits.jpg

http://www.ducimus.net/sh4/release/gato_refits.jpg

Balao not shown because it looks the same no matter what year of the war it is.



Right now i need to test Wernersobes latest version of his NSM mod. If everythings peachy keen, then ill be incorporating that as well. Hopefully i can wrap this up soon.


I just spent 1.5 hours making those pictures, bumpage for the next page of this thread so their not lost. :88)

Wilcke
08-23-07, 10:36 AM
BUMP again!

Ducimus,

Well done man, I just cannot get enough of your work, SH4 is now just a joy to play! Plus, I have now learned how to use MiniTweaker and combine mods and in so doing can add my own "Flavored" stuff into the mix!

With TM1.6 possibly being your last work, I again thank you! Take care man!

Wilcke

don1reed
08-23-07, 11:35 AM
...yes, Virginia, there is...

tater
08-23-07, 12:51 PM
The radar fix and Yagumo DD are posted below.

seaniam81
08-23-07, 03:27 PM
Ducimus,
Just thought I would say love 1.5 cant wait for 1.6 keep up the good work.

just wondering with all this great work when do you get to put a fish into a jap?

moosenoodles
08-23-07, 04:02 PM
when he goes to get a massage with his plastic bin liners and baby oil.. :rotfl:

nubsinker
08-23-07, 04:58 PM
Hmm, how can I desable limited fuel batteries etc, I know it makes it less realistic, but I am trying to play in an easy settings mode and the mod still makes it all limited even after I go and change it back to custom everything is still gets overwritten by the mod.

Seadogs
08-23-07, 08:52 PM
Hmm, how can I desable limited fuel batteries etc, I know it makes it less realistic, but I am trying to play in an easy settings mode and the mod still makes it all limited even after I go and change it back to custom everything is still gets overwritten by the mod.

After you start the campaign are you using the radio in the "office" to change the settings?

leovampire
08-23-07, 09:52 PM
Your no repeat mission thing you have now isn't bad! Just an example before T.M. I could go back to a save that is just after I finish a mission and every time I hit the send status report I always got the same mission. Now when I go back to a save game every time I hit the send status report I get a differn't mission point and objective every time. I tested it 4 times and got a differn't one each time.

tater
08-23-07, 10:03 PM
Wow. That's interesting, leo. Hmmm.

Ducimus
08-23-07, 10:07 PM
Which one are you referring to Leo? The WIP or the one thats already in the optional mods directory?

leovampire
08-23-07, 10:19 PM
UM vs 1-4 full I beleve

What ever you did in there works fine so far for me while out on a Patrol anyways.

Ducimus
08-23-07, 11:08 PM
In 1.6 i have 3 versions of that mod.
One of which i was going to run with as the default installtion, but i don't have time to adquately test it so stock styled mission files will be default, and ill just let people choose which version of repeat patrol fix they want.

My todo list for tonight:


- Revert flotilla file default installtion to stock.

- merge NSM files in with TM 1.6

- check SeeAddlers mods if im looking at 8KM and 16KM scene.dats, use the 8KM, merge graphic files into GFX pack, scene.dat to datafile portion.

- intergate a speciic plane into US roster, create MIS layer, and insert it into campaign.cfg

- retouch extra "goback to previous view" mods to match default installation on periscope goback that i changed.

-update credits

- copy refit pictures to support folder

- doublecheck FAQ, update as neccessary, update credits.


Package and upload.

leovampire
08-24-07, 02:13 AM
I don't want to restart another campaign just yet Duciums hope you understand and are cool with it. I think I will wait for 1.6 first.

wovik
08-24-07, 02:30 AM
I'll wait for his new version before I start another campaign.
Ducimus, I'm finally getting T M tweaked to my liking and your coming out with a new version! Now I'll have to start tweaking again! :damn:

Ducimus
08-24-07, 02:51 AM
I'll wait for his new version before I start another campaign.
Ducimus, I'm finally getting T M tweaked to my liking and your coming out with a new version! Now I'll have to start tweaking again! :damn:

You have no idea how much ive been in those shoes when playing SH3.

Im about ready to kick this bugger out the door and call it quits. Just fine tuning reflections on the scene.dat (or trying to), and waiting on a response from another post on the official forums.

FooFighters
08-24-07, 05:54 AM
I'll wait for his new version before I start another campaign.
Ducimus, I'm finally getting T M tweaked to my liking and your coming out with a new version! Now I'll have to start tweaking again! :damn:

:p sounds fimilar..

I am using TM1.5 in my FTT :rotfl:
( please also explain in the readme how to remove the NSM from TM1.6, I don't have the time to wait for a merchant to sink in 3 hours :p )

sneekyzeke
08-24-07, 06:11 AM
I'll wait for his new version before I start another campaign.
Ducimus, I'm finally getting T M tweaked to my liking and your coming out with a new version! Now I'll have to start tweaking again! :damn:

I think thats 2/3 of the allure of all this to me! Guess i'm just a tinkerer at heart...

donut
08-24-07, 06:51 AM
The radar fix and Yagumo DD are posted below.http://www.subsim.com/radioroom/showthread.php?t=120873Thxs.,Capt.Tater
Your Radar fix installed,now we can get close enough to send Contact report,before DDs come charging. This is a must have mod for patch 1.03,& game play.Good work !! Hoping someone works on crew voice reactions,to add human element, SOON !!:up: http://www.subsim.com/radioroom/showthread.php?t=119998

Duci please I am using TM1.3 in my FTT :rotfl:
( please also explain in the readme how to remove the NSM from TM1.6, I don't have the time to wait for a merchant to sink in 3 hours :p )

switch.dota
08-24-07, 09:36 AM
Duci please I am using TM1.3 in my FTT :rotfl:
( please also explain in the readme how to remove the NSM from TM1.6, I don't have the time to wait for a merchant to sink in 3 hours :p )
Just download NSM lite and install it OVER TM.

FooFighters
08-24-07, 09:42 AM
Duci please I am using TM1.3 in my FTT :rotfl:
( please also explain in the readme how to remove the NSM from TM1.6, I don't have the time to wait for a merchant to sink in 3 hours :p )
Just download NSM lite and install it OVER TM.

NSM lite.. looks like a missed something :D
Searching now..

BooBooLovesAll
08-24-07, 10:18 AM
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

Yes I am.

ReallyDedPoet
08-24-07, 10:21 AM
Duci please I am using TM1.3 in my FTT :rotfl:
( please also explain in the readme how to remove the NSM from TM1.6, I don't have the time to wait for a merchant to sink in 3 hours :p ) Just download NSM lite and install it OVER TM.
NSM lite.. looks like a missed something :D
Searching now..

It comes with NSM as an optional mod :yep:


RDP

Ducimus
08-24-07, 11:28 AM
It wont take 3 hours, i incorporated the LIGHT version.

Ducimus
08-24-07, 11:41 AM
Enjoy your friday nights session of sub simming. In the meantime, i guess ill find out just how much bandwidth i really have. lol

TDK1044
08-24-07, 11:49 AM
I'm really happy with TM 1.5. I'm staying with that right now.

wovik
08-24-07, 12:01 PM
Enjoy your friday nights session of sub simming. In the meantime, i guess ill find out just how much bandwidth i really have. lol

Now you've done it! Now I have to start tweaking again! :damn:

DLing the GFX pak right now and it is getting slower... perhaps you can find out about your bandwidth soon.
Seems to have steadied out at about 92.8 KB/s.

If it's a problem PM me, I'm willing to help out for my expenses.

Ducimus
08-24-07, 12:02 PM
I'm really happy with TM 1.5. I'm staying with that right now.

THats fine, i save on bandwidth :88)


At any rate, repeat patrol fixes are still optional, although there are 3 to choose from. And we now have a real genuine, pull down speed chart similar to the one most of us used in SH3. Im surpised CC hasn't released it as a standalone yet. He did the artwork for me, and its based on his Pulldown pacific map.

Ducimus
08-24-07, 12:04 PM
DLing the GFX pak right now and it is getting slower... perhaps you can find out about your bandwith soon.
Seems to have steadied out at about 92.8 KB/s.



Apparently ive had people on two different forums WAITING for me to post it, so now their pouncing on my server like a pack of dogs on a 3 legged cat. Infact, a "TM1.6 is up!!!!" post was made over there, just as i finished this post, and went to go check out the otheforum, and BAAM, there it is.

I suspect everyone not being at home at once, is a good thing to spread the load out over time.

Marka Ragnos
08-24-07, 12:08 PM
i'll arrange a mirror today if you would like that

Ducimus
08-24-07, 12:10 PM
I'd appreciate it.

Trying to do the math, i think i have about 68266 MBS of traffic i can have in a day., so rounding that down to 68,000, and rounding the the total size of the mod 120 MB, looks like i can handle 566 downloads before my host pulls my plug im guessing.

wovik
08-24-07, 12:12 PM
A lot of people can probably DL it from their work places. Around this time of day and beyond a lot of DL sites slow down.

ReallyDedPoet
08-24-07, 12:13 PM
Thanks for 1.6 Ducimus :up::up: and the read-me ;)


RDP

Marka Ragnos
08-24-07, 12:14 PM
I'd appreciate it.

Trying to do the math, i think i have about 68266 MBS of traffic i can have in a day., so rounding that down to 68,000, and rounding the the total size of the mod 120 MB, looks like i can handle 566 downloads before my host pulls my plug im guessing.

I have a dedicated server with unlimited bandwith, you can replace the links with mine i dont mind the serverload.

I'm uploading the first file as we speak, the second file is still downloading.

ReallyDedPoet
08-24-07, 12:15 PM
A lot of people can probably DL it from their work places.

Who me, d\l at work :lol:

Actually I have high speed here, so yes I do :yep: Dial-up at home :oops:


RDP

Ducimus
08-24-07, 12:18 PM
Thanks mate.

I was up to almost 4AM last night trying to find a place to upload this mod. Filefront apparently went down, (now they only upload at like 22KBS), and rapidshare continues to earn its nickname of Rapdischite. Hosting it on my own server was my last option. :lol:

Marka Ragnos
08-24-07, 12:19 PM
Ok this is the first file:

http://bsg-online.be/downloads/REL_Trigger_Maru_1-6.7z

:up:

ReallyDedPoet
08-24-07, 12:21 PM
Ok this is the first file:

http://bsg-online.be/downloads/REL_Trigger_Maru_1-6.7z

:up:

Ducimus, you should add this to your first post as a mirror, more folks may see it.
Nice work Marka Ragnos :up:


RDP

wovik
08-24-07, 12:21 PM
A lot of people can probably DL it from their work places.

Who me, d\l at work :lol:

Actually I have high speed here, so yes I do :yep: Dial-up at home :oops:


RDP

Imagine how long it would take on Dial-Up! Can't say I blame you. Even my DSL here isn't as fast as when I first got it. It maxes out about 117 KB/s now, started a couple years ago at 128 KB/s. A gradual slowing trend since then. I'm in a very rural area so I'm happy to have it instead of the old Dial-Up and it's dropping you with 100kb left to DL.

mortis1967
08-24-07, 12:22 PM
are these zip files or do i just throw them in the mod folder?

if they are zip files, im running vista, when i right click on the file i get no option to extract

Marka Ragnos
08-24-07, 12:24 PM
Both are zipped files try opening it with winrar

NefariousKoel
08-24-07, 12:29 PM
Duci-

What other modifications did you do to the LBO mod when you put it in? I'd like to take out LBO and probably just use the basic Environment mod from Seeadler instead.

I'm just wondering if I'd be able to take out the LBO files without any adverse effects to TM as a whole.


(No offense to LV, but all the white foam is just not to my taste in LBO.)

Ducimus
08-24-07, 12:47 PM
Ok this is the first file:

http://bsg-online.be/downloads/REL_Trigger_Maru_1-6.7z

:up:

Thanks, ill update my post when the 2nd one if finished. I appreciate the mirror!

Ducimus
08-24-07, 12:49 PM
Duci-

What other modifications did you do to the LBO mod when you put it in? I'd like to take out LBO and probably just use the basic Environment mod from Seeadler instead.

I'm just wondering if I'd be able to take out the LBO files without any adverse effects to TM as a whole.


(No offense to LV, but all the white foam is just not to my taste in LBO.)


I didnt update my changelog apparently. I shifted to SeeAdlers version yesterday. Its the 8KM version, all i did was change some of the reflection data in it.

edit:

Just as a general PSA, RUN THE MOD FIRST. See how it is, and then decide what you want to change. Please don't start changing things, without having ran the mod ingame first. You may find what you thought you had to change, you don't. Or vice versa. This is what ive always done when using mods, saves you alot of headache in the long run when tweaking, or reversing changes in a mod package.

Delusory
08-24-07, 12:53 PM
Downloading the mod now, can't wait for it. I still hope that my computer will handle it :hmm: Non the less, great mod, thanks Ducimus.

Have your time with the game and the mod :up:

Gunner
08-24-07, 12:53 PM
look'n forward to get off work so I can download TM 1.6, your timing is perfect Ducimus, just in time for the weekend:up: :rock: :arrgh!:

tater
08-24-07, 12:54 PM
Did you change any sns files in addition to my "nuke the type13" fix?

I ask because I will add a 2.0 version in a bit. It's not needed like the 1.0 version, it just makes the Type21 and Type22 dates more accurate (which gives some big ships radar very early, actually, which will make TFs a little tougher).

If you haven't then this can just go on top of TM no problem.

tater

Marka Ragnos
08-24-07, 12:55 PM
No problem Ducimus, here is the 2nd link:

http://bsg-online.be/downloads/REL_Trigger_Maru_GFX_PAK_2_1.7z

about 500-600kb/s

mortis1967
08-24-07, 12:55 PM
ok downloaded winrar. it recognised the file but when i went to extract to the mod folder, it went through its process, but every file was listed as cannot open. any hints on what im doing wrong?

Ducimus
08-24-07, 01:01 PM
No problem Ducimus, here is the 2nd link:

http://bsg-online.be/downloads/REL_Trigger_Maru_GFX_PAK_2_1.7z

about 500-600kb/s

Awesome, ill update my links now, thank you very much!

mortis1967
08-24-07, 01:01 PM
np i think ive sorted it now

Ducimus
08-24-07, 01:04 PM
Did you change any sns files in addition to my "nuke the type13" fix?

I ask because I will add a 2.0 version in a bit. It's not needed like the 1.0 version, it just makes the Type21 and Type22 dates more accurate (which gives some big ships radar very early, actually, which will make TFs a little tougher).

If you haven't then this can just go on top of TM no problem.

tater

didn't change a thing, just added them as you gave them to me.

Marka Ragnos
08-24-07, 01:11 PM
No problem Ducimus, here is the 2nd link:

http://bsg-online.be/downloads/REL_Trigger_Maru_GFX_PAK_2_1.7z

about 500-600kb/s
Awesome, ill update my links now, thank you very much!

np at all, glad i can help out a bit :)

tater
08-24-07, 01:12 PM
Cool, 2.0 is up, and it's fine with any TM flavor, just add it last.

For TM it'll be good since it gives quite a few large warships radar sets at very variable dates (many were changed to get sets earlier than stock SH4---based on the TROM and radar pages at combinedfleet---thanks to LukeFF for a load of research).

Always be wary of TFs, somebody probably has a radar in there!

tater

mortis1967
08-24-07, 01:13 PM
just one more question , in 1.5 recomended other mods needed were periscope fix mod.

is this no longer need? or is it included in 1.6?

Ducimus
08-24-07, 01:14 PM
Included. Everythings included. I have alterior motives to this.

Someday, down the road, ill be sitting somewhere in the sleeper of a truck, with time to kill, and a lap top. I wanted a modpack that had everything so i dont have to hunt around for it later.

mortis1967
08-24-07, 01:19 PM
thanks for the quick response, actualy i feel quite lucky , only bought the game the other day. havnt installed any mods yet so this will be my first. im looking forward to it

NefariousKoel
08-24-07, 01:37 PM
Thanks again Duci!

Glad to hear you went ahead and fixed Seeadler's enviro mod along with including the radar fix. :up:

Subject
08-24-07, 02:31 PM
:rock: what a nice surprise! Thanks a lot!

Someday, down the road, ill be sitting somewhere in the sleeper of a truck, with time to kill, and a lap top. I wanted a modpack that had everything so i dont have to hunt around for it later.Appreciated! and hope you'll find some time to kill soon! :up:

Now, if only I can escape the evening duties without getting myself in serious, deep trouble... hmm :hmm:

leovampire
08-24-07, 03:53 PM
Like you said in several posts and to me personaly! Way to go seeing the work and moving thing has been going on!

Congrat's on what I am sure will be another work of art seeing you are a rivit counter!!! LOL!!!

Marka Ragnos
08-24-07, 04:16 PM
What do i need to edit in the scene.dat file for more underwater visibility?
I use 1.6 TM so i cant install another mod because it will overwrite the file so i need to edit it manually thanks :)

leovampire
08-24-07, 04:19 PM
go to the tab underwater and on the Fogend line enter 30 for 30 meters it's that simple unless you want to extend it to 60 which is max out

Ducimus
08-24-07, 04:31 PM
Like you said in several posts and to me personaly! Way to go seeing the work and moving thing has been going on!

Congrat's on what I am sure will be another work of art seeing you are a rivit counter!!! LOL!!!

Sad thing is, not all items i remembered to annoate in the change log. And me, a rivet counter? Nahhh. Overall Theres a number of changes i made that a rivet counter never would have made.

leovampire
08-24-07, 04:39 PM
:rotfl:

Well a rivit counter when it comes to your mod how is that?! :lol:

Ducimus
08-24-07, 04:55 PM
Im just glad its at a good stopping point. Although ill have to release a patch on the zones.cfg. Apparently if your deck gun ammo bunker gets damaged, you'll get the phantom smoke trailing you. Werners fixed it, i just have to apply that to my zones.cfg. Not a big deal really, but visually annoying.

tater
08-24-07, 05:03 PM
Then there is the not impossible 1.4 patch, lol. ;)

Seriously, even though you have finished with this, don't be a stranger, you have many insights into the innner works that are extremely useful to those of us on the more clueless end.

Just sign your "I will no longer field TM questions" paperwork, and chime in on other stuff from time to time.

<S>

tater

Ducimus
08-24-07, 05:13 PM
Then there is the not impossible 1.4 patch, lol. ;)


If your intent is to invoke tears of pain and agony, that would do it pretty well. If there is another patch, i can only hope it doesnt touch the submarine UPC files, 1024_768.ini file, and the missionobjectives.upc file. Those are the hair pullers. Everything else is small stuff.

tater
08-24-07, 05:18 PM
FWIW, I'll have to learn more of the missionobjective stuff fairly soon. If they did mess with it, perhaps I could help some.

Marka Ragnos
08-24-07, 06:19 PM
go to the tab underwater and on the Fogend line enter 30 for 30 meters it's that simple unless you want to extend it to 60 which is max out
Thanks for that, however i was mistaken it's not that i want to edit.

The blur or ripple effect on the submarine i dont like it.. to much.

I hope you know what i'm talking about :)

Edit

Screenshot

http://bsg-online.be/forum/imagehosting/thum_146cf68572473b.jpg ('http://bsg-online.be/forum/vbimghost.php?do=displayimg&imgid=396')

leovampire
08-24-07, 06:35 PM
But I have never looked into that Marka Ragnos.

I know in the camera file there are adjustments for that and the water cascading effect on scopes and what not but I am trying to fix problems with the camera for the ocean shaking action that is how I found them in the first place. But if it ain't broke don't fix it type of rule here right now for me.

So your on your own with that one. Sorry!

tater
08-24-07, 06:52 PM
Ducimus, I typoed the damn DD. Name should be yUgumo.

http://mpgtext.net/subshare/793Jap%20DD%20Yugumo.rar

if you want to dump the yAgumo in favor of the proper spelling and you have time.

tater

Ducimus
08-24-07, 07:15 PM
@Marka Ragnos

I beleive thats one of the files associated with Kriller's enviormental texture work. Im pretty sure its just a simple texture file removal. off the top of my head i think its underwater.dds or a name to that effect. Its most likely will be in the GFX pack, in either the misc , texture , or filter.

edit:
@ Tater,
Yag, Yug, *shrug* it still sounds japanese to me.

Seadogs
08-24-07, 08:17 PM
Awsome job man, you have said before TM is a work of the community but it doesn't work unless someones on the pulse and bringing in the latest and greatest. Thanks.

GT182
08-24-07, 08:34 PM
For all your hard work Duc, you did good mate. :up: My thanks for the refinement on a superb mod. :|\\ ~S!~

jdkbph
08-24-07, 09:43 PM
I hesitated to post this here because

a. I'm not sure if it's TM related, and
b. this thread is so big I doubt anyone who knows the answer will find it :)


Anyway... after uninstalling all mods then installing TM 1.6, my gramophone is missing. I can click the tool bar icon and it lights up as it should but... no gramophone, no music. I searched the borders of the screen with the mouse and unlocked the tool bar to see if it was hiding back there. Nada.

Any ideas? Anyone?

JD

Ducimus
08-24-07, 10:37 PM
The gramaphone was modified into a speed range chart. Gramaphone functionality remains, but it just looks differently is all. The gramaphone functionaity is on the bottom right hand corner of the speed/range chart, just to the left of the litte red X button.

SteveW1
08-24-07, 11:29 PM
Ducimus thanks for all your hard work putting this compilation of mods together in one big mod pack.

If I knew where you lived i'd buy you a beer and that goes for all the other modders as well.

Cheers all

Seadogs
08-25-07, 01:39 AM
Woow! The addition of NSM is a monster. Large modern Composite, 7 fish (8 fired), 10 HE shells, 12 hour engagement. The crew has just abandoned her but she's still listing hard to port and aloat. Hope you don't have plans to wipe entire convoys. Choose your targets carefully fellas. :ping:

leovampire
08-25-07, 02:05 AM
there is an easier vs of it all it is is a differn't Zone's file that is the only difference.

One is hard the other one is easier. So if you want it a little easier download weners mod and unpack it then take the zone's file from the light version and use that in your game instead. Seadogs

Seadogs
08-25-07, 02:07 AM
Thanks Leo but not neccesarry. I likes it.:yep:

leovampire
08-25-07, 02:18 AM
instead of Seadogs LOL like the old comercial.

Marka Ragnos
08-25-07, 03:43 AM
@Marka Ragnos

I beleive thats one of the files associated with Kriller's enviormental texture work. Im pretty sure its just a simple texture file removal. off the top of my head i think its underwater.dds or a name to that effect. Its most likely will be in the GFX pack, in either the misc , texture , or filter.

edit:
@ Tater,
Yag, Yug, *shrug* it still sounds japanese to me.

Thanks alot that did it :up:

Archie
08-25-07, 05:10 AM
Ducimus, again, what can I say, just amazing, I know its mostly a lot of other peoples work, but you take it to the next level by combining them all into something that is much much greater than its parts, thank you. I said i'd buy you a beer after 1.5, I guess now the ante has been raised this high, it'll have to be a case (or two)
:arrgh!:

leovampire
08-25-07, 05:14 AM
I have some new effect's for you to check out and add to T.M. that should enhance it a lot more.

Fire effect's explosion effect's some new sound effect's and smoke effect's and more.

Of course you get final approval of what you want and don't want but you might find it interesting.

Kind of a joint effert thing I put together and some new work that I did today. Should make a nice enhancment Graffic's pack for T.M..

But so far I can't report much on T.M. seeing I am just on my first Patrol but I will keep you informed.

August 25th of 2007

BooBooLovesAll
08-25-07, 09:23 AM
I am currently in a game with a half a tank of fuel left wanting to head home..

I know I wouldn't make it to pearl, so I would stop over at Midway (a little under 3nm away).

However.. even at 2/3rds speed and a half a tank.. my max range is 1700nm.

What gives? Should I have brought paddles?:lol:

Archie
08-25-07, 11:07 AM
Ive found the ranges vary depending on when you ask, if your boat is not fully surfaced, or if you are using time compression, then both may reduce the range they give you when you ask, i wait until fully surfaced give it a while on normal time compression then ask, usually its the correct (longer) range. The only other thing is if your boat has taken damage and you have a diesel leak, then you are stuffed unless there is a closer tender (like the one down in the Solomons). Good luck! :up:

jdkbph
08-25-07, 11:17 AM
The gramaphone was modified into a speed range chart. Gramaphone functionality remains, but it just looks differently is all. The gramaphone functionaity is on the bottom right hand corner of the speed/range chart, just to the left of the litte red X button.

Ducimus,

Thanks for the reply.

But "speed range chart"?... It may just be that I'm incredibly dumb - I read all the docs that came with the mod - but I have no idea what you're talking about :o

Where would I look to find it?

BTW, I know you get this all the time, and I'm sure it starts to take on that "obligatory" sound after a while, but honestly... TM is an amazing piece of work. You and all the contributors to this mod have pretty much taken this game from what was an out of the box "disappointment" and made it into something special... what I believe it should have been from the beginning and then some.

Thank you.

JD

mortis1967
08-25-07, 01:17 PM
love the package so far. just wondering about the identify target button. Does this mean i never have to use the recognition manual? i know i dont have to use it if i dont want to, are there reasons for putting this in

leovampire
08-25-07, 01:50 PM
so give him time for a responce guys.

Roads88
08-25-07, 05:03 PM
I am currently in a game with a half a tank of fuel left wanting to head home..

I know I wouldn't make it to pearl, so I would stop over at Midway (a little under 3nm away).

However.. even at 2/3rds speed and a half a tank.. my max range is 1700nm.

What gives? Should I have brought paddles?:lol:


Booboo. Make sure your battiers are not stll charging. Everyonce and awhile the changing icon sticks on and your range drops like a rock. Happy hunting:arrgh!:

Marka Ragnos
08-25-07, 05:39 PM
Trigger Maru 1.6 and the GFX file has been downloaded a 1000 times each in the last 30 hours

donut
08-25-07, 05:49 PM
Trigger Maru 1.6 and the GFX file has been downloaded a 1000 times each in the last 30 hours:up: :up: :up: :|\\

Rockin Robbins
08-25-07, 05:55 PM
You have done for Silent Hunter 4 what a heating grate did for Marilyn Monroe!:rock:

Ducimus
08-25-07, 07:38 PM
Ive had alot of personal stuff to take care of this weekend, some of which resolved itself on its own, so im back earlier then i expected, but i wont be able to work on anything tell tommrrow.

There will be a SMALL patch that ill be working on, and releasing tomrorrow. Nothing terribly critical, but a patch to fix asthetic issues.

First of which will be a minor edit to the zones.cfg. Theres a bug where if your deck gun is damaged, you'll have this fantom smoke following you around. If you want to fix it yourself in the meantime, here is what Wernersobe has told me, my assumption is you should look in the Submarine section of the zones.cfg (just find, " ;uboat" and that will drop you straight to the head of the sub section):

just find [AmmoBunkersAbove] properties and remove the line Effect1=#Fire_big, 95

Now while im on the subject of NSM, i used the LIGHT version, however, i removed the torpedo modifications that come with NSM, as i honestly didnt think them neccessary. Once a compartment is damaged it will always flood to 100%, the only difference is how long it takes. I didnt include the torpedo mod for this reason, and for the fact that people tend to remove torpedo modifcations anyway, or run their own, so i opted not to bother with it.


The other item slated in the patch i think will be a few minor texture DDS files like the moon, and the scene.dat.

All told i dont expect this patch to be any larger then 1MB in size (probably less then that), and its dealing with minor asthetic issues. After that its...
http://www.ducimus.net/sh4/retirement.jpg

At which point, i will leave this modpack to run its own course, and let people do with it, what they may. Anyone willing continue to produce versions of TM, have my blessing to do so, i wash my hands of it after this patch, and am pressing on to other things in life, althugh ill come back and play SH4 again at some point, but as a player, not a modder.

doc1133
08-25-07, 09:38 PM
I am currently in a game with a half a tank of fuel left wanting to head home..

I know I wouldn't make it to pearl, so I would stop over at Midway (a little under 3nm away).

However.. even at 2/3rds speed and a half a tank.. my max range is 1700nm.

What gives? Should I have brought paddles?:lol:


Booboo. Make sure your battiers are not stll charging. Everyonce and awhile the changing icon sticks on and your range drops like a rock. Happy hunting:arrgh!:
Actually i think you'll find that if your batteries are damaged at any point, they will constantly try to recharge to full.
thus your range is cut while trying to recharge.
there is a damage anyilizer (?) in the downloads section, so if you see that your batts have taken damage keep in mind to turn off recharge at somepoint.
one other thing, since sh4 1.3, i've found that when you actually run out of fuel, your still allowed about 200nm or so.

doc1133
08-25-07, 09:43 PM
thanks for everything mate. got tm 1.6.
you really should take a pat on the back for all your hard work. without tm, sh4 is crap.

jdkbph
08-26-07, 12:46 AM
The gramaphone was modified into a speed range chart. Gramaphone functionality remains, but it just looks differently is all. The gramaphone functionaity is on the bottom right hand corner of the speed/range chart, just to the left of the litte red X button.
Ducimus,

Thanks for the reply.

But "speed range chart"?... It may just be that I'm incredibly dumb - I read all the docs that came with the mod - but I have no idea what you're talking about :o

Where would I look to find it?

JD

Anyone have any ideas about this?

I installed TM 1.6 and no gramaphone, no speed/range chart. I'm not sure what I should be looking for or where.

Any help appreciated

JD

donut
08-26-07, 01:03 AM
The gramaphone functionaity is on the bottom right hand corner of the speed/range chart, just to the left of the litte red X button. Drag mouse around computer window frame,pull down. my guess:hmm:

peterloo
08-26-07, 05:14 AM
Awesome mod!

A nice job by you and dev team

now installing...

digitizedsoul
08-26-07, 09:04 AM
Well, i've gone and done it now :(

All I had installed before was leo's LBO mod which I uninstalled first. (over a clean 1.3). Then I installed tmaru 1.6 and then the gfx pack through jsgme.

Now when I start the game I hear a windows error sound but don't see anything and the game stops loading. I found if I alt-tab out, there is a windows error dialog box hiding behind the games 3d fullscreen that sais cannot find menu ID 0x0001 or something like that.

Uninstalling tmaru 1.6 / gfx pack fixes it, but of course I want to use tmaru! Which file could it be referencing, or do I have to do a complete reinstall of SH4 / 1.3 again? I really don't wanna do that as my PC is kinda slow at such things...

jdkbph
08-26-07, 11:50 AM
The gramaphone functionaity is on the bottom right hand corner of the speed/range chart, just to the left of the litte red X button. Drag mouse around computer window frame,pull down. my guess:hmm:

Thanks, but that's not it. I found the "Conversion Chart" button on the icon bar. I push it, it lights up, but nothing happens. No chart on the screen, no pull dpwn anywhere around the edges... nothing. I know what it's supposed to look like now because I found the usergramophone.dds file that Ducimus modified. i verified the installation and the modded file is where it's supposed to be, but it's just not showing up in the game.

It sounds like that chart might have been a nice idea, but at this point I'd be happy to just get rid of that button and get the gramophone back. I downloaded those massive music files that fred8615 put together and I like to listen during those long transits to and from the patrol areas.


JD

Jhereg
08-26-07, 02:24 PM
Yeah I have the same problem with the chart it simply does not appear onscreen, I will just wait for Ducimus's patch as TM is amazing:D

All my symptoms are the same as jdkbph.

Thanks for all the awesome work Ducimus, time to enjoy it as a player now!!:rock:

ReallyDedPoet
08-26-07, 09:51 PM
It sounds like that chart might have been a nice idea, but at this point I'd be happy to just get rid of that button and get the gramophone back. I downloaded those massive music files that fred8615 put together and I like to listen during those long transits to and from the patrol areas.


JD
Not sure what happened ^^^, I have the chart and no problems with the grammaphone.


RDP

Seadogs
08-26-07, 09:59 PM
Resolution issue maybe? Try running at different resolutions just for troubleshooting purposes, see if you can find it.

digitizedsoul
08-27-07, 09:25 AM
No one have any clues on the menu ID error when trying to start the game after tmaru 1.6? Still trying to avoid a re-install...

ReallyDedPoet
08-27-07, 09:38 AM
No one have any clues on the menu ID error when trying to start the game after tmaru 1.6? Still trying to avoid a re-install...
This is a strange one :hmm: You prob. did this, but were you in port when you deactivated LBO and activated the new Trigger and GFX stuff?

I will say this though, I was doing some testing for leovampire concerning LBO, during a re-install of a later version, this did happen. The only thing I could do was a complete reinstall of SH4. I am still not sure if it was related to LBO or something I did :hmm: , probably something I did :lol:

If you do end up doing a re-install, after you have one good copy of SH4 1.3, create a new folder in your Program Files, copy and paste the clean install you did into the new folder.

Then you have this clean version if you run into future problems.


RDP

FooFighters
08-27-07, 10:38 AM
No one have any clues on the menu ID error when trying to start the game after tmaru 1.6? Still trying to avoid a re-install...

Did you change the menu_1024_768 to remove the nomograph ?
I made a small mistake in that which also gave me a menu ID error.

If you did not.. then maybe what RDP says above.
If you did, replace the changed with the original TM1.6 file.
See what happens

tater
08-27-07, 12:50 PM
Anyone have any observations on what the escorts are like since removal of their magical type13 radar?

tater

Gunner
08-27-07, 01:18 PM
Wasn't sure Tater if I'm just gett'n bettter at eluding escorts more than likely radar thing. Ran into two task force, one off northern tip of Lunzo and the second heading to East China Sea,, the one between two small islands headed for Lunzo Straight. Bagged a Kongo BB in the first and a Taiyo Escort Carrier in the second. In both cases was not detected at PD depth until after firing my fish and in both cases eluded escorts after about an hour to 45 minutes of real time play'n cat and mouse, great fun:up: :arrgh!:

Mav303
08-27-07, 03:18 PM
hello,

i dont know if this post before, but i have problems with my medal awards and trigger maru, i use the actually version 1.6 but this problem is in all previous versions also...

here a screenshot
http://www.klanglabor.de/images/medals.jpg

i my first patrol i earned a medal of honor, but all the medals are wrong in my box, when i click on one of these medals appears a larged version from that medal, and thats correct, but not in my box....this is the navy cross i think ?


how can i fix this ?, i dont like it


thanks ;-)

Ducimus
08-27-07, 04:33 PM
RE: Unable to find gramaphone/chart.

Im guessing this is a resolution issue. The orginal mod by CC was designed around a higher resolution. I'm Running at one resolution higher then 1024 X 768, and the lower right hand corner of it appears at the upper left of myscreen. If your running it at a lower resolution, i imagine that might be the problem.


RE: Use of chart.

Use of the chart is simple. It tells you how far something can move, at a given speed. Plot this with your compass. For instance if your target is moving at 7 kts, and you want to know where he will be in 4 hours from now, look up 7 kts, at 4 hours, and it will give you the distance. Using your compass draw a circle this istance on the chart, centered on your last contact with the target. This graphically shows you how far this target can move, at that speed, in 4 hours. Personally I consider this chart a neccessity. :88)

RE: ID Menu errors:

This occures when youve been monkeying around with the 1024_768menu.ini file and fudged something up, OR, deleted/replaced a graphic being called upon by this file. If your trying to replace the new gramaphone graphic with the old one for example, it will probably spit an error at you because its sized differently then the stock ini file, and it wont like it when it gets a file smaller in dimensions then what its expecting.

FooFighters
08-27-07, 05:49 PM
Hi Ducimus,

Did anyone already stand up to take over TM when you retire ?

Thanks,

Foo
;)

leovampire
08-27-07, 06:03 PM
this is just a small example of what you will be soon seeing for new effects. This screen shot show's the smallest part of the new effects you will be seeing.

Now smoke effects for fires will be changing colors as they rise away from the fire's. All smoke effects will have the Slow Smoke vs3 effects working evenly and all smoke effects will work with wind speeds and directions evenly and better.

And you will be able to see funnel smoke from the ships on the horizon just as the ships come into view or a little before. Smoke from the funnels will now move with the ships and blow in the breaze.

New fire and explosion effects for differn't cargo's and parts of the ships. And fire effects will now react to the wind as well so will change in how they look and no longer always flame up but react to wind speed and direction.

http://static.filefront.com/images/personal/l/leovampire/93141/dkfsiqtoge.thumb250.jpg (http://gallery.filefront.com/leovampire//742646/)

Ducimus
08-27-07, 06:10 PM
Hi Ducimus,

Did anyone already stand up to take over TM when you retire ?

Thanks,

Foo
;)

Not to my knowledge. I suspect nobody will until my absence becomes more pronounced. But the doors open, and the "keys are in the ignition" so to speak.

Jhereg
08-27-07, 06:20 PM
Well I can confirm it is a resolution problem, when I ran it at 1280x1024 it was there just fine, as Ducimus said LOL.:yep:

Only problem is I run at 1920x1200, if anyone wiser than me knows how to decipher the 1024x768.ini file to adjust the charts position for the higher res.......help:doh:

Oh and as for plotting I usually add 3 knots to the SOA to cover for slight speed increases etc, for the max range circle.

sneekyzeke
08-27-07, 06:28 PM
The telegraph, compass, & depth gauges in your screenie, which mod is that please?

leovampire
08-27-07, 06:33 PM
I use jimimadrid's Shinyborder's hud but a vs that also uses the green lamp mod for the fuel,battery,compressed air lamps.

Mav303
08-27-07, 07:21 PM
no one have the same prob ?

i would be pleased if anyone can help a bit


thanks ;-)

leovampire
08-27-07, 07:37 PM
I don't know how you ended up with that in your use of T.M. but the link below should work better for you in fixing the problem if you fallow the instructions.

http://files.filefront.com/ALL+MEDALS+11rar/;8249321;;/fileinfo.html

The_Pharoah
08-27-07, 08:48 PM
Query on TM 1.6 - I started a new sub career in the Aleutian Islands (don't ask me why!!) with a type 43 or something. Anyway, I usually patrol at max warp (ie. 8096x speed) and, even though my lookouts spot a merchant, etc - I get the message but the game doesn't revert back to 1x speed. ie. by the time i hit 'backspace' to bring it back to 1x, its like 1 hour later.

Is this an issue? I thought that when they spot a merchant or contact, the game automatically reverts to 1x speed.

donut
08-27-07, 08:49 PM
Someone have the same prob ? "yes",But Capt.Leo's got you covered,go earn those suckers:rotfl:

Ducimus
08-27-07, 08:52 PM
The medals thing i knew about. I just never looked into any updated fixes for that. I glanced very breifly at the one CC made up, but didnt see any major changes that made it stand out to me from fullmetaledges version of the mod, so i never bothered to update it. I guess if there is an update that fixes that, then i was in error.

Is this going to be included in the patch? Probably not. Theres always one more thing, if i include this, then i may as well included that, oh and this too, and that thing is cool as well, and i think we need one of these, and one more of those, and oh yeah, this needs fixing too, and before you know it, two weeks have gone by, and your stting right back to where you were before with someone else pointing out some error. This time the only difference is your one version higher then the previous, a little more burnt out, and you've hardly even played the game at all. :88)

Ducimus
08-27-07, 08:53 PM
@ The_Pharoah

go to mydcouments/sh4/ and edit your main.cfg. Time compression values are in there.

tater
08-27-07, 09:12 PM
It could also be friendly traffic. I wish it would not make a distinction (so much for fog of war).

tater

leovampire
08-27-07, 09:37 PM
before your crew spots the ships.

http://static.filefront.com/images/personal/l/leovampire/93141/ylkwzmiqlo.thumb250.jpg (http://gallery.filefront.com/leovampire//742822/) http://static.filefront.com/images/personal/l/leovampire/93141/yfvvnjptbk.thumb250.jpg (http://gallery.filefront.com/leovampire//742823/) http://static.filefront.com/images/personal/l/leovampire/93141/gymsnpppba.thumb250.jpg (http://gallery.filefront.com/leovampire//742825/)

enlarge the immage to get a better view of what I mean.

fullmetaledges
08-27-07, 09:49 PM
The medals thing i knew about. I just never looked into any updated fixes for that. I glanced very breifly at the one CC made up, but didnt see any major changes that made it stand out to me from fullmetaledges version of the mod, so i never bothered to update it. I guess if there is an update that fixes that, then i was in error.

Is this going to be included in the patch? Probably not. Theres always one more thing, if i include this, then i may as well included that, oh and this too, and that thing is cool as well, and i think we need one of these, and one more of those, and oh yeah, this needs fixing too, and before you know it, two weeks have gone by, and your stting right back to where you were before with someone else pointing out some error. This time the only difference is your one version higher then the previous, a little more burnt out, and you've hardly even played the game at all. :88)

I figured out how to fix it but then i got lazy and never did it. I could try and figure it out again and if I get free time maybe I will.

Seadogs
08-27-07, 11:03 PM
before your crew spots the ships.

http://static.filefront.com/images/personal/l/leovampire/93141/ylkwzmiqlo.thumb250.jpg (http://gallery.filefront.com/leovampire//742822/) http://static.filefront.com/images/personal/l/leovampire/93141/yfvvnjptbk.thumb250.jpg (http://gallery.filefront.com/leovampire//742823/) http://static.filefront.com/images/personal/l/leovampire/93141/gymsnpppba.thumb250.jpg (http://gallery.filefront.com/leovampire//742825/)

enlarge the immage to get a better view of what I mean.

Ah, "Smoke on the horizon!". Now that truly is a great addition. Good work!

tater
08-27-07, 11:21 PM
Wow!

Way cool, leo.

Damn.

tater

Ducimus
08-28-07, 12:44 AM
Ok, hes getting me excited with that.

chopped50ford
08-28-07, 12:48 AM
Query on TM 1.6 - I started a new sub career in the Aleutian Islands (don't ask me why!!) with a type 43 or something. Anyway, I usually patrol at max warp (ie. 8096x speed) and, even though my lookouts spot a merchant, etc - I get the message but the game doesn't revert back to 1x speed. ie. by the time i hit 'backspace' to bring it back to 1x, its like 1 hour later.

Is this an issue? I thought that when they spot a merchant or contact, the game automatically reverts to 1x speed.

I notice the same thing and are getting the same issue. Was the "auto stop" taken out?

I normally run x512 normally....

chopped50ford
08-28-07, 12:50 AM
@ The_Pharoah

go to mydcouments/sh4/ and edit your main.cfg. Time compression values are in there.

Here it is: What are we looking for to change?

[TIME COMPRESSION]
TimeStop=0
RealTime=1
LandProximity=4
CriticalDamage=1
CrewEfficiency=128;1
AirEnemyDetected=1
SoundEffects=2
CharacterAnim=4
EnemyDetected=8
RadioReport=8
Particles=8
PrayState=8
HunterState=32
3DRender=32
Maximum=8192

Ducimus
08-28-07, 01:00 AM
[TIME COMPRESSION]
TimeStop=0
RealTime=1

LandProximity=4 <---- changing this helps getting out of port faster, or laying doggo on the bottom of some jap harbor somewhere.

CriticalDamage=1
CrewEfficiency=128;1 <--- this means crew effieciency is being used at 128 TC or below.

AirEnemyDetected=1 <--- aircraft spotted either by sight, or radar, and X 1 TC is the result. Side note, if you set this to 0, or -1, the game will pause when an aircraft is detected. Very handy if you go AFK alot when going to/from pearl harbor.


SoundEffects=2 <--- after X2 TC, normal sounds won't play.
CharacterAnim=4 <--- after X 4 TC, character animations don't play.

EnemyDetected=8 <----- Ship spotted!?! X 8 TC, lower to X 1
RadioReport=8 <---- contact report? X 8 TC,
Particles=8 <--- sea/smoke particles do not render past X8 TC

PrayState=8 <----- in SH3 this was the max TC allowed after being detected. Doesnt work in SH4

HunterState=32<------ in SH3, this was max TC allowed after detecting an enemy.

3DRender=32 <--- how fast TC can go in 3d mode. IE, standing on the bridge.

Maximum=8192 < ---- self explanitory.

The_Pharoah
08-28-07, 04:22 AM
thanks mate, you're a friggin legend! :up:

switch.dota
08-28-07, 04:35 AM
He sort of is... We should send a petition to the admins - change Ducimus' usergroup to 4th Silent Hunter :yep:

Mav303
08-28-07, 04:42 AM
I don't know how you ended up with that in your use of T.M. but the link below should work better for you in fixing the problem if you fallow the instructions.

http://files.filefront.com/ALL+MEDALS+11rar/;8249321;;/fileinfo.html


it works leovampire, i installed this mod over tm 1.6, i became 2 warn information from the plugin manager but i install over it....

but my medal of honor in the box is currently gone and i earned a navy cross (in the box and also in the details screen)

the navy take off my moh :-(


anyway...thanks for all the work on that mods, tm with real sinking mechanics are awesome, this game rocks...i hope, I REALLY HOPE, that ubisoft support this game further and fix 5 off the badest bugs in the game...


sh4 have so much capability for the best simulation ever

sneekyzeke
08-28-07, 05:03 AM
He sort of is... We should send a petition to the admins - change Ducimus' usergroup to 4th Silent Hunter :yep:

Hear Hear! I second that.

AkbarGulag
08-28-07, 05:46 AM
Been following your T.M for some time now Ducimus, at first I was only interested in learning and trying the best individual MODS and pretty much didn't feel the need for this also... But how far TM has come!

Just read all the new change logs, some great content with all the things I love ^^ Nice work mate, bloody nice ;)

Akbar

leovampire
08-28-07, 02:31 PM
to explain the photo I am near Luzon on my first patrol. Ran into an invasion task force and reported it to sub command. Was told not to attack and they would send further assets. And as you can see inbetween the burning ships you can see the funnel smoke comming from the other ships.

Well the air base on Luzon sent out planes to attack and 1 on the DD's got hit in the fuel bunkers which is the ship burning on the left of the picture. The other 2 are troop carrier's on the right. The problem is getting the volume of smoke down to a respectable level for the fuel burning. As you can see it is a pretty big smoke effect and if you get close to it the FPS drops so I am working on adjusting it down. Once I get that done I can set the coloring for the smoke effects because right now S3D overwrites some of the tweeker adjustments.

We had a black out last night so it set me back a few hours in work.

http://static.filefront.com/images/personal/l/leovampire/93141/lgrrduemak.thumb250.jpg (http://gallery.filefront.com/leovampire//743933/)

sneekyzeke
08-28-07, 03:43 PM
wow leo, this is great! i look forward to your updates and tater's too.

leovampire
08-28-07, 04:05 PM
as a ship is sinking into the depths from inside of the sub you will hear secondary explosions like the bulk heads are giving away inside of the ship from the pressure of the ocean depths. Like you have seen and heard in ton's of sub movies before. Not just in the hydrophones but like it is depth charges going off in the distance you will hear them any where in the sub underwater.

And you will have burning fuel and oil trails behind ships as they leak it out as well like this picture shows.

http://static.filefront.com/images/personal/l/leovampire/93141/ibmskvhrmz.thumb250.jpg (http://gallery.filefront.com/leovampire//744060/)

Ducimus
08-28-07, 04:44 PM
:hmm: if your into the zones.cfg, i hope its based off of NSM's LIGHT version? If there was some confusion on that part, im probably to blame, i don't think i really made it a point explain which one i used.

switch.dota
08-28-07, 04:56 PM
Duci, what do you say to a Mogami needing 8 (eight) torpedoes - evenly spread across his port side - to go down? IMO there's some need for a torpedo mod...

leovampire
08-28-07, 05:06 PM
I am using what you already had set up for T.M. so no worries there at all!!!!

and this is the new effect you will get when you hit an engine room area of a ship.

http://static.filefront.com/images/personal/l/leovampire/93141/fjxkxzfxaj.thumb250.jpg (http://gallery.filefront.com/leovampire//744126/) http://static.filefront.com/images/personal/l/leovampire/93141/pzwwivfnmm.thumb250.jpg (http://gallery.filefront.com/leovampire//744127/) http://static.filefront.com/images/personal/l/leovampire/93141/hbfxiqhkoy.thumb250.jpg (http://gallery.filefront.com/leovampire//744130/)

Ducimus
08-28-07, 05:15 PM
Duci, what do you say to a Mogami needing 8 (eight) torpedoes - evenly spread across his port side - to go down? IMO there's some need for a torpedo mod...

I'd say, i'd quote werner:

As for mogami. That ship was always a problem. It is harder to sink then any other CL, but it is possible even with two torpedoes (placed right). However making it weaker would make all other CL to weak thats the problem.

If i may give you some hints how to sink warships with the new damage system. Expect them being very hard to sink by just flooding. You have better chances to sink them by destabilisation. Make holes on same side, dont try both sides because that will balance the list as you have seen. Instead try to increase the list and capsize the vessel.

Ducimus
08-28-07, 05:16 PM
I am using what you already had set up for T.M. so no worries there at all!!!!

and this is the new effect you will get when you hit an engine room area of a ship.

http://static.filefront.com/images/personal/l/leovampire/93141/fjxkxzfxaj.thumb250.jpg (http://gallery.filefront.com/leovampire//744126/) http://static.filefront.com/images/personal/l/leovampire/93141/pzwwivfnmm.thumb250.jpg (http://gallery.filefront.com/leovampire//744127/) http://static.filefront.com/images/personal/l/leovampire/93141/hbfxiqhkoy.thumb250.jpg (http://gallery.filefront.com/leovampire//744130/)

WANT! :up:

Ducimus
08-28-07, 05:19 PM
I just have to say, if i were to do a torpedo mod, at best id increase the warhead by 30%, but NOT double it. Although i would double the dud/failure rate. They are entirely too reliable 95% of the time.

leovampire
08-28-07, 05:28 PM
And I am having no problem sinking ships so far. Although the planes are big time. Surface of the ship damage from bombs don't have much of an effect unless hit several times like 5 to 8 bomb hits but they do sink after multiple bomb attacks that are successfull.

But once you put a hole in a ship they eventualy start to show signs of the hit and if you seperate the breaches in your torpedo spread they do go down one way or the other. Just takes time.

And what I did to create the new effects for the engine rooms and fuel bunkers is I created 2 new catagories of cargo IE Engine Fuel for the fuel bunkers and Engine Oil for the engine rooms. Also now if a Cargo ship is set up to carry trucks or tanks or planes I have set them up with their own type of explosion effects just like the other cargo's the ships can carry. And now planes that are on the Aircraft Carrier Decks will explode if you hit an area of the ship underneath the flight decks where you see them.

BTW the fuel and oil is virtual cargo no one has created actual in game dds files for us to see yet and has figured out a way to add them to the game. I tryed but failed miserably because I truly suck at making dds files for a start and second havn't figured out how to get the game to see and use them. So sorry about that guys.

digitizedsoul
08-28-07, 07:39 PM
Guys this all looks amazing, and I really want to enjoy it but unfortunatly i'm still having the crash on loading.

Alt tabbing shows that Menu could not find error, but this time I captured the hex value.

It said "Cannot find 0xf0000002!" and "Cannot find 0xf001000b!"

I searched for both in the menu1024x768.ini and found both in two places each for 4 total places. My first time ever looking at that file, so I was familiar with the references being made in it, but I can presume that they were important things so I didn't want to delete or comment them out (if you even can).

Help please!

This is on a CLEAN install of SH4 / patch to 1.3 / start to check, game starts fine / patch to TM 1.6 & gfx pack. *sigh* i want to play so baaaad :(

sneekyzeke
08-28-07, 08:04 PM
digitizedsoul, if it is exactly as you say it is as far as clean install etc. and you're using JSGME, you might try re-downloading TM 1.6; possibly a bad download. If you've already done this, ?? good luck

Ducimus
08-28-07, 08:13 PM
All i can think of to say is, that If it was something i did wrong, id have had fans of the mod on two different forums screaming at me. Has tobe something specific to your D/L, install, or even drivers.

digitizedsoul
08-28-07, 08:15 PM
No, no nothing you did wrong mate :)

I thank you for giving me this problem, because you had to make the mod, for me to download it and break it hah.

I'll re-download, and if not learn how to mod myself in an attempt to fix whatever i've foobared lol.

Rock on with your socks on...

Ducimus
08-28-07, 08:22 PM
If you orginally D/L'ed it from my server, then it could be a corrupted download. When Marko's offered to host the files, i broke the links to my server when both files were up on his. If you were d/ling when i broke the link on the d/l, then the file could have become truncated or otherwise corrupted i imagine.

leovampire
08-28-07, 08:51 PM
hope you like it!

There is only one thing I need to say about it the game always produces the smoke effect for the funnels on the ships until they are docked or sink there is nothing I can do to change that fact and I have gone through a lot of files trying to see if that can be changed. So ships will always produce that effect it just changes with movment and wind speed and direction. I figured I would nip that in the bud before being asked about it.

donut
08-28-07, 09:58 PM
Having down loaded both files,Trigger_Maru_1-6 ,& Trigger_Maru_GFX_PAX_1_2, unpacked both 7-Z files. I am getting the impression,since it was said in post#1,that we need both,that these files should be merged,before installing w/JSGME. In this effort; is there an install read-me ? If so,perhaps my bad,no can find.
Question: in the process of merging,if there is a cfg in 1-6,& Cfg in GFX do we just overwrite(yes to all). Please put me on to the install read-me location.Thxs.,donut

Ducimus
08-28-07, 10:07 PM
The two mod packages shouldnt have any conflicts at all. Orginally i seperated graphics and sounds into a seperate associated mod to reduce d/l size on future updates.

donut
08-28-07, 10:13 PM
So ,are you saying,both unzipped packages need to be installed in the mod folder,then activated separately ? Not merged ? separately is correct.

Ducimus
08-28-07, 10:21 PM
If you want to merge them all into one directory you can do that. But regardless of how you run it in JSGME, you need both in order for the mod to function correctly.

donut
08-28-07, 10:27 PM
If you want to merge them all into one directory you can do that. But regardless of how you run it in JSGME, you need both in order for the mod to function correctly.
Should they both install W/JSGME.yes I am getting a source error,when I try,sorry for stupid questions.:damn: I am not frustrated w/you Duci,just not understanding. Don't take this the wrong way.

Ducimus
08-28-07, 10:38 PM
You shoudlnt have any conflict at all. Are you sure your not using an older version of the GFX pack?

In any event, enable GFX Pak 2_1 first.
Then enable TM 1.6

donut
08-28-07, 11:04 PM
You shouldn't have any conflict at all. Are you sure your not using an older version of the GFX pack?

In any event, enable GFX Pak 2_1 first.
Then enable TM 1.6

I'll Try that sequence.Thxs.,for your assurance Sir.That worked !

chopped50ford
08-29-07, 03:27 AM
is the "smoke on the Horizon" and other adds (few pages back) that Leo is working on included in 1.6? or will this be an upcomming addition? 1.6a maybe? :D

Ducimus
08-29-07, 03:55 AM
Right now im looking at a very limited patch. Theres always something to do, so im limiting my focus to what things bugged me most in 1.6, and im sticking to what im sure will work since i have limited time to test.

So far TMaru patch 1.6.1 will have the following

- Leo's latest scene.dat, modified by me to 8KM visual distance. (this dat, im really liking btw, its a definate improvement)

- a fixed zones.cfg that eliminate the chance of the phantom smoke trail following you after having your deck gun damaged.

- Leo's updates particles.dat with his improved smoke effects.

- replacement moon texture

Now Leo sent me a decent package of stuff, but im only including the above for three reasons.

1.) This is a PATCH, and i want to keep it small

2.) There is always something else to do. If i include this, that i might as well include that, and maybe another one of these, and a few more of those, and before i know it im right back to where i was before, only with TM 1.7. Its an endless loop.

3.) The above are the easiest to test, and most easily proven to work. I dont have time for alot of testing, and given that this patch is FINAL, i need to go with what i know will be the most error free.


For me, the patch is it. I trust that eventually, someone will pick up where i left off, and make it even better. When i post the patch, ill post my final thoughts on the subject.

FooFighters
08-29-07, 05:33 AM
The two mod packages shouldnt have any conflicts at all. Orginally i seperated graphics and sounds into a seperate associated mod to reduce d/l size on future updates.

There is one small notification with JGSME. In both TM1.6 and the GFX pack there is a sound map.
This will give no problems though..

ReallyDedPoet
08-29-07, 06:01 AM
Sounds good Ducimus :up:


RDP

digitizedsoul
08-29-07, 09:53 AM
Ha that was probably my issue. I always installed Tmaru first, then the gfx pack. I should try the reverse order.

Marka Ragnos
08-29-07, 10:27 AM
You have my server at your disposal for the 1.6 patch ;)

Ducimus
08-29-07, 12:25 PM
You have my server at your disposal for the 1.6 patch ;)

Thank you sir, i assure you i aim to keep this patch small.

Ducimus
08-29-07, 01:09 PM
Patch is giong to be few more days. I've got some tinkering to do in one of the files.

Marka Ragnos
08-29-07, 03:02 PM
Take your time :)

Dogster
08-29-07, 03:49 PM
Can't say enough good things about this mod! Thanks for for turning up the speed on the Task Force, now their a challenge to get at. Thanks again

PULSEOX
08-29-07, 04:36 PM
This may sound odd-but I'll ask anyway:
Is the NEW graphics pack compatible with TM 1.4?

I have the new TM waiting on my desktop-but I am in the middle of a very successful patrol-so I can't use it until I finish-but could I just install the new graphics?

Ducimus
08-29-07, 05:14 PM
Never change mods while at sea if you value your current patrol/career.

tater
08-29-07, 10:14 PM
Getting ready to go out in 1944? Want something new to try and kill you?

http://mpgtext.net/subshare/960Ersatz%20Kaibokan%20TM1.6%20version.rar

Adds a "Kaibokan" escort. With radar, a roll rack and 6 throwers, it's not as nasty as some RL kaibokans that had 12 DC throwers, but it's a start. A Vet Kaibokan in shallow water could give Bungo Pete a run for his money I reckon.

Let me know how they work, please. Hopefully they are decent enough, I've had some hit or miss issues with them AI wise, dunno why.

The Mod adds the generic Kaibokan (BP-cloned Evarts DE) as a new corvette.
Alters the TM1.6 Names.cfg for the above warship.
Replaces three mission layers that deal with 1944 to make sure they have more corvettes, and fewer DDs.

tater

Ducimus
08-29-07, 10:29 PM
Somehow, i think i might have to add that to the patch. How large is the file? If less then a meg, its defiantly in. :88) Im forcing this restriction on my patch. Must be around 1 MB in size, MAYBE 2, but im forcing myself to not fall in the perpetual loop.

Roads88
08-29-07, 11:35 PM
Ducimus...I have been playing this mod awhile and just wanted to say thanks. You struck a really nice balance and made this mess from Ubisoft a really winner.

You have my vote for the Subsims hall of fame.:rock:

Now back to my boat and see if I can find some trouble.

Ohhh and since everyone is trying to add just one more thing to the guy trying to get out the door and have a life. I'm still waiting on my atomic mk14. Think it wood be handy for Task Forces.:rotfl: :rotfl: :rotfl: :arrgh!: :arrgh!: :arrgh!:

Your a hell of a guy. Thanks

tater
08-29-07, 11:37 PM
Partially I was experimenting with mods that work WITH TM, to keep it out of your hair :)

I didn't want to impose on you to never let you leave. Also, since I plan on updating the campaing with TM versions, I need to learn sometime.

It works fine, no crashes. Only weird thing is that the Evarts/Kaibokan acts less aggressive than I'd like---sometimes---and I have no idea why, lol. I wonder if there is confusion with throwers vs racks...

I would have tried her as a DE, but I can't make generic DE calls ;)

I just took TM for a spin out in the luzon straits, and ran into a convoy with a couple kaibokans. They'd circle but not drop... course I was behind the convoy, and I think they have some max range, then they run home, and since they only make 19 knots, they don;t prosecute as much behind, they need to turn around and get back to their charges. In my previous tests, I had some that I had to work to get to DC me, others... were from hell, lol.

557k zipped, BTW.

tater

PULSEOX
08-30-07, 12:28 AM
Just installed TM 1.6 and doing the sea trials at Mare Island. During the deep water dive my boat went down to 540 feet with no noticeable strain. The depth meter is maxed out-how do I dive deeper? Shouldn't I have some leaks or somethiong at this depth?

Ducimus
08-30-07, 12:30 AM
I didn't want to impose on you to never let you leave. Also, since I plan on updating the campaing with TM versions, I need to learn sometime.


Did you just volunteer to be the next caretaker of this mod? :lol: I think you'd do a good job honestly.

Ducimus
08-30-07, 12:31 AM
Just installed TM 1.6 and doing the sea trials at Mare Island. During the deep water dive my boat went down to 540 feet with no noticeable strain. The depth meter is maxed out-how do I dive deeper? Shouldn't I have some leaks or somethiong at this depth?

Your obviously in a balao, so in short, no. That is the only boat where i used the "D key" functionality to level the boat off at just above its acutal crush depth instead of its test depth. If you take on water from damage of some sort, an go deeper, then yes, you'll notice a strain.

tater
08-30-07, 01:01 AM
Hehe. No. I wanna play, too ;)

The campaign can work itself out over time, once I get it to "1.0" I think I'll slow down a fair bit.

tater

donut
08-30-07, 01:07 AM
5.) How do i get back the ship silhouettes on the contact map?

Go to the /data/sea directory in TMaru. There you will find about 97 subdirectories, one for each ship in the game. Located in each one of these subdirectories is a DDS file. This file will be named whatever the ships name is _shp.dds (*_ship.dds). Delete each of these files from all subdirectories.Works done! >> Might I also request the procedure to allow torp tracking,return to stock default. Or is this the old date line bug,comback to haunt me ? This A casual gamers perk for the fun of seeing pending impact, plus readying set-up for next shot,if "a miss Sir"Thxs.Transfered to Pearl,on departure,Deepbluewolf,is flying air patrols.Nice remberence Duci.

ReallyDedPoet
08-30-07, 09:22 AM
Tried the New Construction aspect of this mod last night, nice touch Ducimus :up:
Adds another element to the game :yep:


RDP

FooFighters
08-30-07, 11:58 AM
I must have done something stupid.. but I deleted the 97 dds files.
When I am on patrol and go to the map (F5). When there is a target it appears like a square but when I zoon in real close I get "tga shape not found" on some ships.

What did I do wrong ?
Any suggestions ?

ReallyDedPoet
08-30-07, 12:00 PM
I must have done something stupid.. but I deleted the 97 dds files.
When I am on patrol and go to the map (F5). When there is a target it appears like a square but when I zoon in real close I get "tga shape not found".

What did I do wrong ?
Any suggestions ?
I did this FF, no problems. I know in a few of the folders there are more than one type of dds file, it is the .shp ones you want to delete.

Did you also do this:

4.) How do i get back "tails" and sensor information on the navigation map?

Disable Tmaru, and delete the following two files:
\Data\Menu\gui\ContLine.dds
\Data\Menu\gui\DashLine.dds


RDP

kikn79
08-30-07, 12:29 PM
I must have done something stupid.. but I deleted the 97 dds files.
When I am on patrol and go to the map (F5). When there is a target it appears like a square but when I zoon in real close I get "tga shape not found" on some ships.

What did I do wrong ?
Any suggestions ?

You deleted them from the game, not the mod. Delete the files from the mod folder and then activate the mod.

Chuck

Ducimus
08-30-07, 12:36 PM
Some ships are new in the mod, and not in the stock game.

FooFighters
08-30-07, 12:43 PM
Everything I deleted was in the mod. ( I am sure I only did the shp.dds files )
I also deleted con and line

@ Duci.. are there also new tankers in the game ?
Maybe I am wrong, but I also think I also saw the problem with some standard tankers.

leovampire
08-30-07, 02:50 PM
I tryed to do that the first time and screwed up. Forgot to deactivate the mod before I removed the shp dds files from T.M. and then could not get the stock one's to work. So I made my own mod with a back up of the game and added all the stock shp dds files back to the game.

A pain in the you know where but had no choice.

FooFighters
08-30-07, 03:20 PM
I tryed to do that the first time and screwed up. Forgot to deactivate the mod before I removed the shp dds files from T.M. and then could not get the stock one's to work. So I made my own mod with a back up of the game and added all the stock shp dds files back to the game.

A pain in the you know where but had no choice.

euhmm.. I also do not have backup. :-? :damn:
Can you put your mod for download maybe ?

:up:

leovampire
08-30-07, 03:37 PM
I did that fix ahead of time so no longer needed the fix mod I made and got rid of it FooFighters.

Give me a few minutes and I will make up something that will give you all the map markers back and send you a link for a download okay?!

Just going to take a little time as there are a lot of files to go through for them all.

Ducimus
08-30-07, 03:56 PM
Yeah if you delete a file from a mod before deactivating the mod, JSGME assume's it was a new file when you finally do deactive it, and removes the file from the active game entirely - result, stock file comes up missing.

leovampire
08-30-07, 05:07 PM
http://files.filefront.com/I+want+my+map+symbols+Backrar/;8440968;;/fileinfo.html

Just download that from the link and add it as a mod using JSGME and all of it will be back in the game!!!

ReallyDedPoet
08-30-07, 05:09 PM
http://files.filefront.com/I+want+my+map+symbols+Backrar/;8440968;;/fileinfo.html

Just download that from the link and add it as a mod using JSGME and all of it will be back in the game!!!

Nice LV, have done this to my own install of TM, like to have the option available :D


RDP

Ducimus
08-30-07, 05:13 PM
Ok now lower the realism settings ya bunch of pansies! :rotfl:

ReallyDedPoet
08-30-07, 05:17 PM
I call it Trigger Maru 1.6 Lite :yep: :lol:


RDP

leovampire
08-30-07, 05:19 PM
Your killing me dude!!! Always got me in stiches with your comments!!! :rotfl: :lol:

Ducimus
08-30-07, 05:22 PM
Sarcasm is my middle name - also gets me in trouble from time to time. :D

sneekyzeke
08-30-07, 05:24 PM
Ok now lower the realism settings ya bunch of pansies! :rotfl:

Hey ducimus, i'm running with the old plot table settings too. what part of the realism should i adjust to reflect this? it's at 79% now.

donut
08-30-07, 06:06 PM
Mates, we have no torp tracking,after transfer from ComSubPacAsiatic to Pearl. Having thought the date line bug was fixed,was this removed in TM1-6 ?:huh:

This post http://www.subsim.com/radioroom/showpost.php?p=634014&postcount=724 would like an enlightening reply for reverse engineering/pansies!

Ducimus,"Sarcasm is my middle name - also gets me in trouble from time to time. :D"
This can get reindeer games started,IMHO. Sarcasm,is the result of having been kicked like a dog,& bites back !

@ Leo,http://files.filefront.com/I+want+my.../fileinfo.html (http://files.filefront.com/I+want+my+map+symbols+Backrar/;8440968;;/fileinfo.html) was very thoughtful,& should be helpful to other more casual Skippers/ bunch of pansies! :up:

Ducimus
08-30-07, 06:47 PM
>>Having thought the date line bug was fixed,was this removed in TM1-6

Start outside of harbor.


>>Ducimus,"Sarcasm is my middle name - also gets me in trouble from time to time. "
This can get reindeer games started,IMHO


Nah, the situation for reindeer games (at least how i know them) is impossible to happen in SH4. Now if i was stupid enough to stick my neck into the SH3 modding forum, id be in a world of ****. Either way, im quitting soon, so my smartass remarks will go away.

ReallyDedPoet
08-30-07, 07:08 PM
Either way, im quitting soon, so my smartass remarks will go away.

Why not just take an extended break? Smartass remarks are needed around here from time to time :yep:


RDP

tater
08-30-07, 09:25 PM
BTW, ducimus, if your trucking ever takes you to central/northern NM, the beer's on me (dinner, too, and I know the good places to eat here).

tater

Ducimus
08-30-07, 10:09 PM
Why im pissed off today:
http://www.nbcsandiego.com/politics/14003768/detail.html?rss=dgo&psp=news

Combine that, with smart ass know it alls who want to play tit for tat and wordsmithing games to minimize US sub accomplishments, and my desire to just quit greatly increased.

tater
08-30-07, 10:34 PM
Wonder if anyone will care when the first person gets kileld by a mexican driver would wouldn't pass a US CDL. Probably gets reported as "semi kills child" or something. :/

tater

DeepIron
08-30-07, 11:59 PM
Supporters of the plan say letting more Mexican trucks on U.S. highways will save American consumers hundreds of millions of dollars.
Not really. The increased traffic will simply necessitate more repairs. The "American Consumer" will pay for these repairs in taxes and the Amerian Trucking Industry will pay for them in higher road use fees... I drive a truck for a living and what I have to pay in tolls and road usage would surprise you...

Accidents with underinsured or un-insured Mexican trucks will drive up insurance rates... again, American Consumers will feel the brunt...

AND, it's already hard enough to find a suitable place to park when your on the road! The truck stops fill up early and you had better be looking even earlier to find a spot. What's going to happen when we've allowed the Mexicans access? I'm already having to park on the on and off ramps now!

Don't even think about the overloading of existing highway sanitary facilities folks... see those bottles along the side of the road, there will be more...

Not to mention standing around at the truck stop fuel desk for 20-30 minutes while some non-English speaking Mexican tries to pay for his fuel... it'll drive you nutz..

The other thing I'm concerned about is this; What else will Pedro be bringing over the border? We're trying to tighten border security and Bush wants to offer "undocumented workers" a drive through experience... trust me, it'll happen...

NAFTA and the Bush Administration are going to sell this country into complete ruin...:nope:

Ducimus
08-31-07, 12:03 AM
I probably shouldnt have posted that URL, but at the time i was (and still am pissed off), im going to play moderator on my own thread and ask folks to go back on topic. Its my fault it went off topic to begin with, and for that i apologize.

DeepIron
08-31-07, 12:16 AM
Sorry as well.. it's an issue that gets my goat every time...:nope:

Ducimus
08-31-07, 05:16 AM
Ok back on topic, a quick word about the patch.

the reason it was delayed is because ive been adjusting the zones.cfg file.



Now, in my opinion, the reason for sinking mechanics mods is twofold:
1.) to make ships sink more realistically
2.) to make ships harder to sink, with the overall bottomline intent, to reduce tonnage.

Reducing tonnage to more realistic levels has always been one of my intents, and ive gone about this in many ways. From a slightly ramped up AI, to taters campaign scripting, and now, a more realistic sinking mechanics based on wernersobes work.

This zones file ill be introducing, is a bit of a departure from wernersobes orginal work, and is behaves very similar to sinking mechanics found Sh3 supermods.

In a nuthshell, the larger the ship is, the harder it will be to sink. Small merchants will still take about 1 torpedo, medium merchants 1 to 2, large merchants will take 3, to 4, to maybe even 5 torpedos. LIkewise captial ships you can expect to take 4 to 6 torpedos, in the case of the yamato, well, your going to have your work cut out for you. Also, the days of sinking ships with 12 or so shots from the deck gun (even with reduced shell damage) is over. An undamaged medium merchant from the one test i ran, will probably take anywhere from 20 to 40 well placed shells to sink.

As an aside, you wont get credit for any sinking until the ship is acutally sliding under the surface. Likewise the jap crew won't jump ship until the ship is well and truly gone. To me, the target destroyed message when the ship was still riding high above the surface was just plain silly.


Ok, gameply wise, Some things to keep in mind.

1.) Deck gun, shoot below the waterline to FLOOD the compartment. You'll need to flood two or more compartments to get a ship to sink. You'll probably need to pump at least 7 to 10 shells at a minium per compartment to start the flooding. If your not shooting below the waterline, your wasting your time. Any holes you punch into the hull and if it should rise above the waterline, it will no longer flood.


2.) For large merchants and above, be sure to check the ships draft and set your torpedo depth about 5 feet above the draft (or 2 feet below it if your gonig for a magnetic shot) Ideally you'll want to get your shots well below the waterline. This will greatly increase your chances of a sinking.

3.) Spread your shots out more. Damage as many compartments as you can. 2 torpedos into the same compartment, isn't going to do you a whole lot of good. Your objective is to cause as much flooding as you can.


Ive about got this thing wrapped up, and so far test results are looking great. Some people will love this, some will hate it, i can't please everybody.