View Full Version : [REL] Trigger Maru 1.7.6 (Updated 24Jan08)
Before all, thank you Ducimus for your work, it's awesome!
That's my question now: can I download NSM 3.3 just after TM 1.7? Is it relevant?
Lopo
I havent looked at NSM lately, but i beleive you should be able to run it without any major side effects. Install it last, and i think you'll be ok.
Thanks Ducimus, I'll try with it and we'll see...
juanchez
12-02-07, 12:52 PM
Quote:
Originally Posted by LtCmdrRat
I had experienced a problem with TM 1.7 on patch 1.4. after 10 days in ocean (game time) my frame rate went crazy - blinks, blinks, blinks ( in camera F12 and periscope view). it was during 1st patrol and it started from stormy weather. I didnt have this problem during the second and third patrols. Any advices?
Same issue here, Ducimus. I'll try the patch and let you know if blinks show up again.
Ducimus
12-02-07, 01:07 PM
For those of you with the blinking, just out of curiousity, what video card are you using, and what other mods do you have installed? I havent experiened what you guys are seeing, and im wondering if theres something particular to the vid card/driver/ and combo with the mod.
juanchez
12-02-07, 01:52 PM
For those of you with the blinking, just out of curiousity, what video card are you using, and what other mods do you have installed? I havent experiened what you guys are seeing, and im wondering if theres something particular to the vid card/driver/ and combo with the mod.
ATI Radeon X800
Patch 1.4 + TM 1.7 (no patch) + ROW Cameras
I had never had that blink before. Perhaps it has something to do with installing ROW cameras on top of 1.4 + TM 1.7...but I could not live without the free camera inside the sub anymore...
Thanks for looking into it!
Fincuan
12-02-07, 02:12 PM
I'm experiencing the blinking too, and I have a hunch that it has something to do with shaders. Some speculation: I first came across this a few weeks ago when using ROW New Seafoam with "new shaderwork". When I reverted back to ROW Classic Seafoam, the blinking was gone. With 1.4 it's back again, and afaik some parts of ROW are included in the patch. I'll experiment with a few things and post back shortly...
edit: I just checked something, and it turns out that the waterFoamPS.fx that is used in TMaru 1.7 is straight from ROW New Seafoam. Stay tuned for more...
Specs:
Two Radeon X1950 Pros in Crossfire mode
Catalyst 7.11
TMaru 1.7.1
RSRDC
NSM 3.3 Classic flavored to taste
Ducimus
12-02-07, 02:24 PM
I'm experiencing the blinking too, and I have a hunch that it has something to do with shaders. Some speculation: I first came across this a few weeks ago when using ROW New Seafoam with "new shaderwork". When I reverted back to ROW Classic Seafoam, the blinking was gone. With 1.4 it's back again, and afaik some parts of ROW are included in the patch. I'll experiment with a few things and post back shortly...
edit: I just checked something, and it turns out that the waterFoamPS.fx that is used in TMaru 1.7 is straight from ROW New Seafoam
Specs:
Two Radeon X1950 Pros in Crossfire mode
Catalyst 7.11
TMaru 1.7.1
RSRDC
NSM 3.3 Classic flavored to taste
I think this may be the problem then. Cause i didnt use the ROW classic seafoam.
edit:
Infact, if i were a betting man, id bet this is an ATI shader issue, that can be resolved by running ROW classic sea foam over TM 1.7.
I don't have an ATI card anymore, and when i grudingly switched to Nvidia, i noticed i had alot less lag where particles and shaders were concerned. Not a plug at ATI, just an explanation why i don't see some of the things others are. That and if this issue wasnt video card related, im sure i'd have ALOT more complaints; as i have other users who are encountering no problems at all, myself included.
Fincuan
12-02-07, 03:01 PM
I did some testing with the stock SH4 1.4 seafoam shaders, and I wasn't able to reproduce the blinking problem with them. I agree that the problem seems to be Ati related, but it has so far only occured when using the ROW New Seafoam shaders.
If someone doesn't want to use ROW Classic Seafoam, which seems to fix the blinking problem, then here's a quick and dirty fix. This will bring back the stock seafoam shaders. If you don't have the blinking problem, then you don't need this. If you choose to use this, then please report back if it really works. Enable it with JSGME after TMaru 1.7.1
the fix (http://staufa.bounceme.net/files/Stock Seafoam shaders.rar)
Hey great mod here started out the the version before this one, 1.65? I'm loving it. I uninstalled SH4 and deleted all files, then reinstalled patched to 1.4 and then installed 1.7 and I'm getting a small graphical glitch. It appears when I'm on the bridge, I haven't noticed it in periscope. While I'm on the bridge doing whatever I notice the waters moving around (looks amazing) but about every 10-15 seconds it will glitch up and look like the water is "restarting" itself. Let me see if I can explain this in english lol.
Ok the best way I guess to describe this is the water appears like a broken record sounds, it plays out so far then it pops and replays the last 15 some odd seconds then pops and does it again over and over?
Not a major complaint, you don't have to make a big deal and tear into things to figure it out unless you feel it is necessary. I'm going to load it back up again and see.
BTW I have a widescreen moniter, does anyone know what screen resolutions in game are wide screen? I think I have it on the 1280 on at the moment.
Thanks for the hard work and the wonderful mod!
Any idea whats going on here?
Ducimus 2 questions, what ROW mods are incorporated in your new T.M 1.7 (can i instal the others to see if they work over T.M. 1.7) and is it possible to instal the ROW sound mod on top of the sounds you have already incorporated into T.M1.7. Thanks mate.
Tigrone
12-02-07, 06:29 PM
Cpt Cox's Silent Service intro, I see you used parts but not all of it in TM 1.7. It was a recommended mod up to 1.6.5. Is it OK to install over TM 1.7, or are the compatable parts already integrated? Sorry if I asked that clumsily.
Tried the seafoam fix and still got flickering around sub and watch crew flickering from black to color, drop in fps as well. I havew a nvidia 7900gtx up to date drivers, never happened in 1.03, cant put my finger on it as to what is doing it.
Ducimus
12-02-07, 08:34 PM
Maybe its something else you guys are installing, because with just TM by itself, ive been having zero issues at all, other then the normal LBO wierdness from the scene.dat
Delete the scene.dat from the mod. Other then that, i havent any idea.
See, this frustrates the hell out of me. In a nutshell, people are saying, "the mod is broke" and im sitting here, loading, reloading, playing a career game, and i thinking "works fine on my computer".
One big reason i included a bit more this time, was so that people wouldnt feel compelled to run alot of extra mods along with it. Because when people run extra mods (particuarlly right now since we just had a patch), stuff can happen that is unwanted. But because their game is based on TM - i feel as if im getting the blame. Id like to fix it.. i really would, but if i can't see the problem, how can i fix it?
No please mate dont feel like your to blame, not at all, you have done a great job on this and i simply wanted to let you know what is happening on my end. The other mods that i have are depth charge splash and warship retextured, thats all and im going to delete them except for T.M. and see what happens. Please dont feel anyway mate, im sorry if thats how i made you feel, but i simply wanted to relay what was happening after the fix for seafoam.
Ducimus
12-02-07, 09:37 PM
1.) What mods, if any, do you have installed with TM?
2.) What video card are you using?
3.) At the time the flickering occured, what was the weather conditions and sea state?
4.) What exactly where your actions, just prior to the flickering? What did you do before hand? Whre you on the surface? Were you at crush depth? etc etc
5.) Where did the flickering first occur? What flotilla/boat where you using, and what location were you at?
ReallyDedPoet
12-02-07, 09:41 PM
Man some of these graphical glitches are strange :hmm:, have seen none of this thus far in the game on this end.
RDP
Ducimus
12-02-07, 09:44 PM
Man some of these graphical glitches are strange :hmm:, have seen none of this thus far in the game on this end.
RDP
me either.
This is whats driving me nuts.
ReallyDedPoet
12-02-07, 10:00 PM
Man some of these graphical glitches are strange :hmm:, have seen none of this thus far in the game on this end.
RDP
me either.
This is whats driving me nuts.
I think most are related to folks installing 1.3 mods that may or may not be compatible. Because some folks are not getting CTDs they think they are ok when really they are not.
RDP
Mods: T.M 1.7, Depth charge drop
Weather: clear sky
cmapaign:mid 1942 out of brisbane
before flickering: persicope depth to surface, using TC 520
Gaphics card: Nvidia 7900gtx 256mb
Sub clas: S class
The more i think about it i wonder if it has to do with Time compression, I go from submerged to surface on TC every once in a while.
ReallyDedPoet
12-02-07, 10:05 PM
Mods: T.M 1.7, Depth charge drop
Weather: clear sky
cmapaign:mid 1942 out of brisbane
before flickering: persicope depth to surface, using TC 520
Gaphics card: Nvidia 7900gtx 256mb
Sub clas: S class
The more i think about it i wonder if it has to do with Time compression, I go from submerged to surface on TC every once in a while.
How long does this last, the flickering, after TC. That may be it.
RDP
As long as im playing, but, usually i need to get out of the game because it is bugging me.
Ducimus
12-02-07, 10:22 PM
This flickering.. ummm where is it? The horizon? the sky? the submarines wake? Post a screenshot if you can.
seaniam81
12-02-07, 10:53 PM
One quick question for you. When I'm submerged at 80 plus feet I'm still being attacked by aircraft. I dive once the SD picks them up usually dive to 100 ft or a little less depending where I am. But they keep on top of me. Is this because of TM 1.7 or the patch?
Time for bed mate, i will try to get a screeny tommorrow if i can. It is strange in that it is around the boat and the watch officers go from blackout to color, the flashes are around the sub. It is almost like flashes of lightning but not from the sky. It also could be from fast TC and when coming out of it, it might not come completely out and that is what could be causing the slow fps and flickering. The bow wake and surrounding water all slow down a bit. Im sorry to casue confusion here, I love this mod and for all I know it has nothing to do with it at all. I will continue to use it none the less mate. I have volumetric fog turned off, windowed mode off. Take care and sorry for the troubles.
Ducimus
12-02-07, 11:52 PM
One quick question for you. When I'm submerged at 80 plus feet I'm still being attacked by aircraft. I dive once the SD picks them up usually dive to 100 ft or a little less depending where I am. But they keep on top of me. Is this because of TM 1.7 or the patch?
Thats me, i did that, and its intentional. Go down to 160-165 feet.
1. TM 1.7.
2. NVIDIA GeForce GO 7900 GS.
3. I would say the mild to bad weather (ie high wave, calm sea seem not to do it.)
4. On the sufrace on the bridge or scope.
5. Happens Everywhere.
Might I add the mod is not broke it was just something that didn't happen before 1.4 or your previous mod.
Also the water doesn't flicker as I said early it will skip and replay the same animation the skip and do it again skip and do it again, about every 12-15 seconds.
The mod works fine, don't be hard on yourself, it might be 1.4 doing it.
seaniam81
12-03-07, 01:03 AM
One quick question for you. When I'm submerged at 80 plus feet I'm still being attacked by aircraft. I dive once the SD picks them up usually dive to 100 ft or a little less depending where I am. But they keep on top of me. Is this because of TM 1.7 or the patch?
Thats me, i did that, and its intentional. Go down to 160-165 feet.
Thanks for the answer. It's a really cool feature because pilots would be able to see the sub at some shallow depths.
Ducimus
12-03-07, 02:24 AM
One quick question for you. When I'm submerged at 80 plus feet I'm still being attacked by aircraft. I dive once the SD picks them up usually dive to 100 ft or a little less depending where I am. But they keep on top of me. Is this because of TM 1.7 or the patch?
Thats me, i did that, and its intentional. Go down to 160-165 feet.
Thanks for the answer. It's a really cool feature because pilots would be able to see the sub at some shallow depths.
That particular modification does have its limitations, or rather, one bad side effect. From a certain distance, say 5,000 meters or so, they can't see you. In rough weather, they wont see you, however, if they fly over you within a certain range, they WILL see you, period, even when deep. The only cavet being, they have to get close and have clear/calm weather to do that.
It makes an intresting mechanic, because they could vector in other ASW to your location. At deep depth, they can't do anything to you, but they can call in other units. Ive toned down the number of aircraft in general, because they were just too many. That said, with SD radar, planes were a total joke, and a total non factor in play except an annoyance. Now they're a real threat. Even if they can't bomb you they can still advertise your presense.
1.7 my my!!!
That was quick.:D
Have a working SHIV 1.04, and cant wait until I get home tonight.
Thanks a lot!!!!:up:
/Per
P.S.
Anyone heared of the "Multi SHIV" - tool and it´s non-compatibility to 1.04?
D.S
seaniam81 pilots would be able to see the sub at some shallow depths
To void the bees,attacking submerged
“Air” directory and remove the following files:
ADB_B5N2_Kate.sns
ADB_D3A1_VAL.sns
ADB_Kyushu_Q1W1.sns
AFB_A6M2_Zero.sns
AFS_F1M_Pete.sns
ALBS_G4M_Betty.sns
ALBS_H6K.sns
ALBS_H8K.sns
Will this file removal effect flyover patrols ? Request this be an optional mod:huh:
ReallyDedPoet
12-03-07, 07:59 AM
One quick question for you. When I'm submerged at 80 plus feet I'm still being attacked by aircraft. I dive once the SD picks them up usually dive to 100 ft or a little less depending where I am. But they keep on top of me. Is this because of TM 1.7 or the patch?
Thats me, i did that, and its intentional. Go down to 160-165 feet.
Thanks for the answer. It's a really cool feature because pilots would be able to see the sub at some shallow depths.
That particular modification does have its limitations, or rather, one bad side effect. From a certain distance, say 5,000 meters or so, they can't see you. In rough weather, they wont see you, however, if they fly over you within a certain range, they WILL see you, period, even when deep. The only cavet being, they have to get close and have clear/calm weather to do that.
It makes an intresting mechanic, because they could vector in other ASW to your location. At deep depth, they can't do anything to you, but they can call in other units. Ive toned down the number of aircraft in general, because they were just too many. That said, with SD radar, planes were a total joke, and a total non factor in play except an annoyance. Now they're a real threat. Even if they can't bomb you they can still advertise your presense.
Had this happen to me last night in an insertion mission. This is an awsome addition Ducimus, really adds to the experience :yep::up:
RDP
cothyso
12-03-07, 09:51 AM
Anyone noticed a position bug using the zoom with Porpoise's class deck gun? Firing un-zoomed seems ok, but when zooming, the shell had a BIG lateral deviation from the targeting cross.
I'm using Tm 1.7.1, RSRD for TM v1.14 and NSM 3.3, activated in this exact order.
Ducimus, can i ask what settings you use on your comp for AA and AF. Maybe this is what is causing the flickering on my end, currently i use 4 AA and AF and later today i will switch this to application controlled and see if this helps.
biosthetique
12-03-07, 10:02 AM
:shifty: Even with the latest patch, the 1.7 is buged!...Not fully cooked yet!...It's ok, I know you can clean it up!....:-?
:shifty: Even with the latest patch, the 1.7 is buged!...Not fully cooked yet!...It's ok, I know you can clean it up!....:-?
mmmmmm I beg to differ, been running the following, SH4 1.4, TM 1.7, patched, then RSRD, its pretty stout and runs well here.
As to the person asking videocard settings, I can run AA8 and AF16, I run vsync on at 100mhz refresh rate. Video card is a BFG 7950 GT OC and CPU AMD X2 4800 the old socket.
Ducimus,
Understand there are a lot of folks running this very well and are just enjoying your mod tremendously. My goal these days is to KISS with the MOD thing, pick out 3-5 really good ones that fit my style of play and just use those. I used to just pile on the mods but that is asking for trouble.
I cringe at the thought of another patch....its just to much work for the modders.
Wilcke
ReallyDedPoet
12-03-07, 12:02 PM
My goal these days is to KISS with the MOD thing, pick out 3-5 really good ones that fit my style of play and just use those. I used to just pile on the mods but that is asking for trouble.
I agree with this, better to play safe for now :up:
RDP
thbeulen
12-03-07, 12:18 PM
Hi to all skippers.
I have problem and I hope someone could help me.
Trying to download TM1.7 for a week but I could only download these files with a speed of 5-7 KB`s. It`s driving me nuts:damn: :damn: . Everytime I try after an hour my connection is cut.
Could someone up these files on a faster server or send these files via email.
Thanks for your help.
By the way: Thanks to Ducimus and all the other Modders for there outstanding work. We should keep in mind, that they do the work on a voluntary base, just to make the game more satisfying for us. Great job:up: :rock:
I had a thought about this and wonder if this could be a problem. I know others run it fine with no flickering and some do have it, but, does T.M 1.7 use the ROW Sub reflection mod, i wonder if this could be my problem since the flickering is only around my sub and watch officers. Just a thought, maybe could be the reason. Any ideas.
Wilcke were can i check to see if my v-sync is at refresh rate 100, can you tell me how to check that, thanks.
Ducimus
12-03-07, 12:56 PM
Ducimus, can i ask what settings you use on your comp for AA and AF. Maybe this is what is causing the flickering on my end, currently i use 4 AA and AF and later today i will switch this to application controlled and see if this helps.
Application controlled.
I had a thought about this and wonder if this could be a problem. I know others run it fine with no flickering and some do have it, but, does T.M 1.7 use the ROW Sub reflection mod,
I didnt use any of the acutal reflection mods. As they included acutal dat files from 1.3, and i wanted to avoid using them in 1.4. That and what row elements i decided to use, i wanted to have a very small footprint in TM. Only bits and pieces that weren't too invasive.
Another thing im wondering, is if its a combination of ingame video settings with some other factor. I have AA, and AF off for the most part, as well was the post processing filter, enviormental effects, light rays and light glare or whatever its called.
Seadogs
12-03-07, 02:21 PM
1. TM 1.7.
2. NVIDIA GeForce GO 7900 GS.
3. I would say the mild to bad weather (ie high wave, calm sea seem not to do it.)
4. On the sufrace on the bridge or scope.
5. Happens Everywhere.
Might I add the mod is not broke it was just something that didn't happen before 1.4 or your previous mod.
Also the water doesn't flicker as I said early it will skip and replay the same animation the skip and do it again skip and do it again, about every 12-15 seconds.
The mod works fine, don't be hard on yourself, it might be 1.4 doing it.
Got this last night as well, using an 8800GTX.
Broken record was a good description, it's like when you first go to the bridge after TC and after a moment or two the Sea state "Updates" but It just keeps doing it every 10 seconds or so.
Hope that helps :oops:
On a side note this is my first install since around August because I have moved, so I am new to the whole post LBO effects. At first I installed 1.4, TM 1.7w/patch, and ROW. When I came out of pearl I immediatly took the camera as high as I could (because I wanted to do that for a long time lol) and the shoreline and the ocean boarders were clipping and looking really ugly.
So I uninstalled all ROW components and used only TM 1.7w/patch. Colours seemed better but clipping was still there.
My question is if this is just a side effect from taking the camera to this position as I have not been around for the last few months of these mods. Other than that I will wait patiently for the 1.4 dust to settle :yep:
BTW I run at 1920x1600 so maybe a resolution issue? :hmm: I'll experiment after work tonight.
Wilcke were can i check to see if my v-sync is at refresh rate 100, can you tell me how to check that, thanks.
Man, depending on your videocard....and driver....you are looking for the Control Panel, Nvidia, Rivatuner....etc....under settings....I tell you this gets really complicated I can do it....but I don't think I can teach it...
Start by right clicking on your desktop and select properties go from there, then settings, then Advances, then Monitor......I hope I am not sending you down the path to a big mess......
I run my setup due to my preferences, software, hardware.....and lots of testing. Like I said I am a horrible teacher....:nope:
Wilcke
[/quote]Another thing im wondering, is if its a combination of ingame video settings with some other factor. I have AA, and AF off for the most part, as well was the post processing filter, enviormental effects, light rays and light glare or whatever its called.[/quote]
whats the rationale........curious
Wilcke
Fincuan
12-03-07, 02:55 PM
There seems to be several kind of problems related to "blinking", and I think we should separate them. The one I had was this: After a period of playing, usually 20-30 minutes, the crew and the SJ-radar along with it's mast would start blinking/flickering like this: black, normal, then black again, then normal, etc... At the same time the submarine and the ocean would start flickering by going very dark, then normal ,then very dark again. The blinking would get more serious along time, until everything remained black or dark. This would go on until I exit the game or reload a save. This problem surfaced after I started using ROW New Seafoam back in 1.3. and I solved it then by using ROW Classic Seafoam. I met the same problem again in 1.4 after installing TMaru, which happens to use the seafoam shader-file from ROW New Seafoam. After returning to stock seafoam shaders the problem was gone for me.
The important specs:
Two Ati Radeon X1950 Pros in crossfire mode
2xAA, 4xAF, Adaptive AA enabled, Catalyst AI Standard(changing these didn't help)
Everything ticked in SH4 graphics options, apart from running in windowed mode
Catalyst 7.11
Win XP
Here's (http://staufa.bounceme.net/files/blinking.jpg) a screenshot to illustrate my problem. This is a jap ship, but the effect looks exactly the same on the player's sub. Note especially how the ship and the sea are both very dark, even though the screenshot is taken in broad daylight with the sun shining.
biosthetique
12-03-07, 02:56 PM
Thats cute how some people think others can't maximize the use of their hardware....Assumptions, Assumptions?....I guess some just have an IQ as high as the room temperature...How low was the temp inside an U-Boot in the North Atlantic during WWII?...Would you know?...And in Celsius of course!;)
Roads88
12-03-07, 03:18 PM
Just wanted to say thanks! The 1.7.1 patch stopped the CTD's I had every once in awhile. The camera is much better as well
Further, I really like the gun sounds.:up:
Me and the Narwhal are having a great time. Unescorted convoys are getting a really hard time. lol
I found that if I get below 120ft the planes leave me alone.
Toastman
12-03-07, 03:38 PM
Hi Guys ,
I'm running a clean install with 1.4 and TM 1.71 on top , and have also just experienced
flickering / stuttering of the sea textures for the first time !!
I had no previous problems running 1.3 with TM1.6 and ROW .
I think this may be 1.4 patch related , due to the way maps / textures are now loaded
on the fly and not at the start of the mission . This may be the cause of the pauses ,
and stuttering / flickering that have suddenly appeared in game .
For me . I think 1.3 ran smoother !!!
My system : ( soon to be replaced ) P4 3GHZ , 2gig ram , NV 7800GS 512mb ,Audigy 2
win XP
Ducimus
12-03-07, 04:18 PM
Another thing im wondering, is if its a combination of ingame video settings with some other factor. I have AA, and AF off for the most part, as well was the post processing filter, enviormental effects, light rays and light glare or whatever its called.
whats the rationale........curious
Wilcke
I tend to leave my computer on for long periods of time. My ratioinale is, the less i pull on the card, the less it has to work. My tin foil hat theory is by using all the extra bells and whistles, the card works harder- therefore heats up sooner. That and framerate is a little better :roll:
Ducimus,
Thanks for the explanation; what kind of tin foil by the way.:up:
Wilcke
Ducimus
12-03-07, 05:05 PM
Ducimus,
Thanks for the explanation; what kind of tin foil by the way.:up:
Wilcke
http://pics.drugstore.com/prodimg/93844/200.jpg
Toastman
12-03-07, 05:16 PM
Hi Guys , I just restarted the sim and I loaded my last save which was made just after the game started flickering , and I have no more flickering so far .
The flickering must be due to texture management in game , especially if the game has been running for some time !!
I will continue testing !
My save game position was : 1942 , in Tambor( USS Triton ) ,east of Marianas , 0115am ,Partial clouds , no rain ,fog light ,wind 14 m/s 359 . Sub surfaced .
Ducimus
12-03-07, 05:35 PM
Any testing or troubleshooting you guys can do is greatly appreciated.
Sad to say, on my end, if i cant replicate the problem, i can't fix it. So for those of you who are having this problem, see if you can't track it down to something specific.
Personall, l I suspect its an issue with the scene.dat and/or seafoam.
Fincuan
12-03-07, 10:01 PM
Just a small update: Returning to stock seafoam shaders didn't fix the blinking problem after all... I just takes longer to see it, but the problem is still there. Going to try the whole ROW Classic Seafoam + some other scene.dat now.
Ducimus
12-03-07, 10:09 PM
If it reoccurs with a stock scene.dat, try a stock particles.dat as well.
yes, im shooting from the hip now. But there are reports of others having this problem with a stock unmodded game, so it could coneivably be a patch 1.4 issue and not a mod issue.
Javelin
12-03-07, 10:24 PM
I see there is no tender located at Darwin. It's such a long cruise without it.
Quagmire
12-04-07, 01:07 AM
Ducimus,
Thanks again for the Narwahl. The dueling deckguns are AWESOME! There is no greater joy than surfacing 1000 yards from an unsuspecting Maru and blasting it to shreds with my shells of fury!
I started my partol on Dec. 8th to avenge my buddies at Pearl. Had a pretty successful patrol after dropping an agent on Honshu (yeah I know) and then sinking three merchants on the way home.
I did so well the Navy Yard at Pearl decided to give me a refit of the "half-cut" tower on my return. No more bathtub, YAY!
However they also did me the "favor" of removing my bow deck gun!! My Narwahl is neutered!!! I cant add it back and if I could only the 3" guns are available! I'm gonna cry!
Any ideas on how to get refits working with the Narwahl?
Thanks in advance.
.
Ducimus
12-04-07, 02:15 AM
Ouchy. Let me check the config files for that boat.
Only one deck gun should be available for that boat, and thats a specialily configured one.
edit: You say only the 3" gun is available? That shouldn't be possible.
I have an idea....
Heres what id like you to do, if this works, ill put out another patch.
Open this file in notepad:
Data\Submarine\NSS_Narwhal\NSS_Narwhal.upc
Search for this:
[UserPlayerUnit 1.UpgradePackSlot 3]
Which will bring you to this block of code:
[UserPlayerUnit 1.UpgradePackSlot 3]
ID= UpgDeckGun
NameDisplayable= Deck Gun
Type=NULL
AcceptedTypes=USDeckGunAdv2
UserCustomizable=Yes
IDLinkUpgradePackSlots= BowDeckGun, SternDeckGun
IDLinkUpgradePackSlotsIntervalDefault1= NULL, NULL, Upack4in50calDGTwin
Change it, to this:
[UserPlayerUnit 1.UpgradePackSlot 3]
ID= UpgDeckGun
NameDisplayable= Deck Gun
Type=NULL
AcceptedTypes=USDeckGunAdv2
UserCustomizable=Yes
IDLinkUpgradePackSlots= BowDeckGun, SternDeckGun
IDLinkUpgradePackSlotsIntervalDefault1= NULL, 1941-12-31, Upack4in50calDGTwin
IDLinkUpgradePackSlotsIntervalDefault2= 1942-01-01, 1943-05-15, Upack4in50calDGTwin
IDLinkUpgradePackSlotsIntervalDefault3= 1943-05-16, NULL, Upack4in50calDGTwin
Then save the file, and load up your last game, BEFORE you docked and got the refit. The refit is random, you might not get it again right way, you may have to reload the game a few times before you get one (takes awhile i know - welcome to the wonderful world of modding), and see if this fixes the deck gun issue for you.
I'll check later when i have time, but this is something you can do now if you want. If this doesnt work, i may have to put a freeze on Narwhal refits.
Fincuan
12-04-07, 05:53 AM
I returned stock seafoam shaders and textures, stock scene.dat and stock particles.dat, and woohaa! Didn't get the blinking problem even after six hours of playing, so even if it's still lurking there somewhere, it's not a huge problem anymore. I'm now going to take them off one by one to see which is the culprit, if there is one. I also started to think that the ROW stuff could just be too heavy for my hardware with the settings I used, since the blinking always started after period of playing. I never got it during the first half an hour. Even though the FPS stays in the 20-40 range(outside view) almost all the time, the game might still be hitting the hardware so hard that some part just can't keep up anymore. Heat is most likely not the issue here, since the both GPUs, the CPU and mobo usually get even hotter when playing Arma, and without side effects.
Ducimus
12-04-07, 10:33 AM
You could try experimenting with turning AA and AF to application controlled if they arent already. Ive recieved one PM who told me that, doing that *seemed* to make the problem go away. But that said, please, continue experimenting as you planned. I feel its good that all angles are covered so that this thing can be traced down to one single cause.
Hey,
I played that Burma Convoy Mission until midnight.....man 0530 comes quick! All aside;
TM1.7
TM Patch
RSRD
IJN DC Mod
IJN CTD Mod
no burps, no hiccups, just a lot of good fun....2 DDs and 2 Merchants most luck shots....used up all the torps.
On my way out East bound a DD followed me up....and must have called in a plane Betty type bomber....I think it ran some attacks on me.
I had the event camera running to see how everything was working. No funny rendering issues.
I like the DC Mod, the previous night I did the same mission without it and the ashcans were falling like raindrops.
With this MOD, they have original loadouts so they are more conservative in their drop rates. Maybe 3-5 per run. One DD ran out.
Also, and correct me if I am wrong, If I stayed at periscope depth it seemed as if the DC's were going deeper than my depth....so sustained no damage while the last DD was making runs right over my back. I did see in the event cam that the explosions were near the sub but no damage was taken.
Good night.
Wilcke
lurker_hlb3
12-04-07, 06:46 PM
Hey,
I played that Burma Convoy Mission until midnight.....man 0530 comes quick! All aside;
TM1.7
TM Patch
RSRD
IJN DC Mod
IJN CTD Mod
no burps, no hiccups, just a lot of good fun....2 DDs and 2 Merchants most luck shots....used up all the torps.
On my way out East bound a DD followed me up....and must have called in a plane Betty type bomber....I think it ran some attacks on me.
I had the event camera running to see how everything was working. No funny rendering issues.
I like the DC Mod, the previous night I did the same mission without it and the ashcans were falling like raindrops.
With this MOD, they have original loadouts so they are more conservative in their drop rates. Maybe 3-5 per run. One DD ran out.
Also, and correct me if I am wrong, If I stayed at periscope depth it seemed as if the DC's were going deeper than my depth....so sustained no damage while the last DD was making runs right over my back. I did see in the event cam that the explosions were near the sub but no damage was taken.
Good night.
Wilcke
You know that IJN DC Mod and IJN CTD Mod are built into RSRDC
Quagmire
12-04-07, 10:16 PM
Heres what id like you to do, if this works, ill put out another patch.
Aye, aye Sir! You wont be happy with the results though. Here is a screenie from before the refit:
http://img463.imageshack.us/img463/9943/shivrefit1aw1.jpg
Note the tower isnt cut and everything is hunky-dory! Then...
http://img463.imageshack.us/img463/9496/shivrefit4xe4.jpg
You were right, it did take a while to get a refit. I have a new found respect for modders!
http://img463.imageshack.us/img463/2011/shivrefit3kp2.jpg
As you can see not only did they half-cut my tower, they kidnapped my forward deck gun crew!
http://img463.imageshack.us/img463/6466/shivrefit2jb2.jpg
You aint gonna like this either. 3" guns are now my only option.
I did exactly what you said with the NSS_Narwhal.upc file. It looked good and made a lot of sense but it seems to have had no effect at all. Refits seem to throw a monkey wrench into the works.
Any ideas? We LOVE the Narwhal!
Thanks in advance.
.
Ducimus
12-04-07, 10:38 PM
Somethings overriding me settings. If i can't find out what it is, ill have to put a freeze on refits.
Quagmire
12-04-07, 10:43 PM
GODSPEED Sir!
Ducimus
12-05-07, 05:22 AM
May have found the problem with Narwhal refits.
Go to this file:
Data\Submarine\NSS_Narwhal\NSS_Narwhal.upc
Near the top, under:
[UserPlayerUnit 1.UnitPartSlot 1]
You'll find this:
[UserPlayerUnit 1.UnitPartSlot 1]
ID=NarwhalConningSlot
NameDisplayable=Conning Tower Mount
Type=NULL
AcceptedTypes=SargoConningTower
IDLinkUnitPartIntervalDefault1= NULL, 1941-12-31, NarwhalConningEarlyWar
IDLinkUnitPartIntervalDefault2= 1942-01-01, 1943-05-15, NarwhalConningHalfCut
IDLinkUnitPartIntervalDefault3= 1943-05-16, NULL, NarwhalConningLateWar
ExternalNodeName3D= Z01
Change it to this:
[UserPlayerUnit 1.UnitPartSlot 1]
ID=NarwhalConningSlot
NameDisplayable=Conning Tower Mount
Type=NULL
AcceptedTypes=NarwhalConningTower
IDLinkUnitPartIntervalDefault1= NULL, 1941-12-31, NarwhalConningEarlyWar
IDLinkUnitPartIntervalDefault2= 1942-01-01, 1943-05-15, NarwhalConningHalfCut
IDLinkUnitPartIntervalDefault3= 1943-05-16, NULL, NarwhalConningLateWar
ExternalNodeName3D= Z01
That *might* be it. Game getting confused as to exactly what to place on that sub.
Hey,
I played that Burma Convoy Mission until midnight.....man 0530 comes quick! All aside;
TM1.7
TM Patch
RSRD
IJN DC Mod
IJN CTD Mod
no burps, no hiccups, just a lot of good fun....2 DDs and 2 Merchants most luck shots....used up all the torps.
On my way out East bound a DD followed me up....and must have called in a plane Betty type bomber....I think it ran some attacks on me.
I had the event camera running to see how everything was working. No funny rendering issues.
I like the DC Mod, the previous night I did the same mission without it and the ashcans were falling like raindrops.
With this MOD, they have original loadouts so they are more conservative in their drop rates. Maybe 3-5 per run. One DD ran out.
Also, and correct me if I am wrong, If I stayed at periscope depth it seemed as if the DC's were going deeper than my depth....so sustained no damage while the last DD was making runs right over my back. I did see in the event cam that the explosions were near the sub but no damage was taken.
Good night.
WilckeYou know that IJN DC Mod and IJN CTD Mod are built into RSRDC
Crap! Thanks! I am trying to get this all straight! The only testing time I have is late night so my mind gets pretty groggy. Thanks!:damn:
Wilcke
howler93
12-05-07, 12:13 PM
A quick question for anyone out there running Trigger Maru: Do all/most convoys travel in a zig-zag course? And if so, what is the typical leg length (or does it vary for every convoy?) With the increased difficulty of making attacks undetected, any tips for a struggling skipper? When the convoys change course all the time, I have to reposition, which invariably gives away my location and on come the escorts :o
Thanks,
Howler :arrgh!:
mavmcleod
12-05-07, 01:04 PM
Thanks to all the hard work with this mod! It sure makes the game so much more fun!
Just a short question to the pro's about the camera.dat:
I'd like to change the underwater visibility to about 60m and get closer to the objects than possible right now. I guess this can be done with sh4 3ditor, right?
What should I do?
Running:
SH4 + 1.4
REL_Trigger_Maru_1-7
REL_TMaru_Patch_1.7.1
RSRDC_P1_TM_v114
Darker Captains Log Clip
SMALLER SEA PLANTS SMALL
Natural Sinking Mechanics 3.3 Light
Warships retextures_install
Thanks & Good Huntin'!
MavMcLeod aka Iconoclast7x3
Thanks to all the hard work with this mod! It sure makes the game so much more fun!
Just a short question to the pro's about the camera.dat:
I'd like to change the underwater visibility to about 60m and get closer to the objects than possible right now. I guess this can be done with sh4 3ditor, right?
What should I do?
Running:
SH4 + 1.4
REL_Trigger_Maru_1-7
REL_TMaru_Patch_1.7.1
RSRDC_P1_TM_v114
Darker Captains Log Clip
SMALLER SEA PLANTS SMALL
Natural Sinking Mechanics 3.3 Light
Warships retextures_install
Thanks & Good Huntin'!
MavMcLeod aka Iconoclast7x3
I maybe wrong but I believe with the TM 1.7 camera you should be able to go right up to the object in question. I know the ROW cams were letting me do this....
Well I am sure someone will clarify.
Wilcke
claybirdd
12-05-07, 09:35 PM
I reallyt hink you should consider implementing Prolonged DC attack into the mod. Been playin my first patrol w/ 1.4+1.7, and this little jewel fits nicly into my idea of realism. A LOT more difficult to evade destroyers, and what I like the most, the difficulty doesnt kick in untill youve been detected by active pinging.
Quagmire
12-05-07, 11:13 PM
May have found the problem with Narwhal refits.
Go to this file:
Data\Submarine\NSS_Narwhal\NSS_Narwhal.upc
Near the top, under:
[UserPlayerUnit 1.UnitPartSlot 1]
You'll find this:
[UserPlayerUnit 1.UnitPartSlot 1]
ID=NarwhalConningSlot
NameDisplayable=Conning Tower Mount
Type=NULL
AcceptedTypes=SargoConningTower
IDLinkUnitPartIntervalDefault1= NULL, 1941-12-31, NarwhalConningEarlyWar
IDLinkUnitPartIntervalDefault2= 1942-01-01, 1943-05-15, NarwhalConningHalfCut
IDLinkUnitPartIntervalDefault3= 1943-05-16, NULL, NarwhalConningLateWar
ExternalNodeName3D= Z01
Change it to this:
[UserPlayerUnit 1.UnitPartSlot 1]
ID=NarwhalConningSlot
NameDisplayable=Conning Tower Mount
Type=NULL
AcceptedTypes=NarwhalConningTower
IDLinkUnitPartIntervalDefault1= NULL, 1941-12-31, NarwhalConningEarlyWar
IDLinkUnitPartIntervalDefault2= 1942-01-01, 1943-05-15, NarwhalConningHalfCut
IDLinkUnitPartIntervalDefault3= 1943-05-16, NULL, NarwhalConningLateWar
ExternalNodeName3D= Z01
That *might* be it. Game getting confused as to exactly what to place on that sub.
Well I applied the edit and unfortunately no dice. You may have to freeze those refits. Looking forward to the TM refit you have planned!
.
Ducimus
12-05-07, 11:35 PM
>>Well I applied the edit and unfortunately no dice. You may have to freeze those refits. Looking forward to the TM refit you have planned!
Dammit.
Seadogs
12-06-07, 03:24 AM
Sorry to cross post but I thought Duci might be interested in the videoadge ;)
posted in the ROW thread:
"Hey guys.
I've seen alot of talk here and in the TM thread of "flickering" and I think there are a few different issues. Has anyone else gottten this?
http://www.youtube.com/watch?v=wP9k3d4SCJA
I post this for informational purposes and I am in no way complaining ;)
For the record, this was recorded using TM 1.7 but ROW elements display the exact same. I have tried everything from the lowest resolution w/ all candy off with all driver options ap controled and it stays the same.
It's worth noting that I do not get this with stock 1.4. However the camera in stock does not go high enough to get this.
I'm very curious if anyone else is getting this."
Ducimus
12-06-07, 04:09 AM
The high altitude flicker im quite certain is a game rendering issue, as i highly doubt the game was meant to render objects from that high.
Seadogs
12-06-07, 04:16 PM
I agree. Like I have said I've been absent during the "camera mods" releasing and my most recent install after my move was straight into 1.4.
Has this always been around? :oops: I searched around for this as I thought surely someone would have had mentioned it.
Ducimus
12-06-07, 04:46 PM
I think i has. Truthfully im not going to worry myself over it. If anything, my "fix" for this would be to reduce the allowable altitude on the camera. :rotfl:
leovampire
12-06-07, 07:36 PM
I bet you must have looked like a cat that stuck it's tongue in a wall recepticle after the patch came out and seeing what it will take to make your mod work.
I big fur ball running around in circles screaming bloody murder. ;)
BTW you can increase the rendering distance of the objects in the game I am working on it for the 1.4 ROW compatability.
Ducimus
12-06-07, 07:41 PM
Howdy leo.
Yes ive been burning midnight oil - lots of it.
I'm going to post (another) patch 1.4 compatible version- soon i think. After that, im just gonna let it ride for awhile.
Ducimus
12-07-07, 04:03 AM
Ok.. Im taking a break from modding for awhile. This version should ride for awhile, i dont anticipate much trouble with it, but ill keep an eye on it for any major issues. I decided to not add any new features or mods in this version because its that much more that could go wrong. At this point, its all about making sure its all nice, neat, compatible, and functioning 100% before i go and start adding new features.
FooFighters
12-07-07, 04:36 AM
Hey Duci.. stop adding ship, now I have to redo my manual
:rotfl: :rotfl: :rotfl: :rotfl:
barndog
12-07-07, 06:15 AM
Error no objectives found when I start my first campaign in 1.7.2
silent killer
12-07-07, 07:48 AM
:D TM1.7 update thank you Ducimus for this update so quickly,if it wasnt for you moders the game would suck
capt_frank
12-07-07, 07:55 AM
I'm likin' it!! :up: :up:
Thanks!
ReallyDedPoet
12-07-07, 07:59 AM
Thanks Ducimus for the quick update.
RDP
Ok.. Im taking a break from modding for awhile. This version should ride for awhile, i dont anticipate much trouble with it, but ill keep an eye on it for any major issues. I decided to not add any new features or mods in this version because its that much more that could go wrong. At this point, its all about making sure its all nice, neat, compatible, and functioning 100% before i go and start adding new features.
Hey, I notice that you added a change to US torps...
Did you do anything with sensors, specifically SD radar?
Thanks for all the hard work on this mod.
Ducimus
12-07-07, 12:07 PM
I have made no new changes to player sensors.
I also just noticed i got this revision done in time for December 7th. Since Sh4, and Tmaru are more or less a tribute to the silent service, I coudlnt have timed it better even if i had tried.
partyboy
12-07-07, 12:28 PM
Ducimus,
Did you change anything that might break the last TM compatible RSRD? Off the top of your head, that is.
Ducimus
12-07-07, 12:35 PM
Ducimus,
Did you change anything that might break the last TM compatible RSRD? Off the top of your head, that is.
Truthfully i don't know. I really should go through and look at it, but i havent because ive been too busy with my own stuff.
Let me break down my changelog for you:
// removed all ROW elements.
(this means i removed any DDS file, that orginates from ROW, particles.dat, materials.dat, scene.dat, or any shader modificaiton)
// added DC drop splash warning by Nvdrifter
(this is a simple file addition)
// added Gato dial fix for patch 1.4 by Anvart
(this also is a simple file addition)
// fixed erronous entry in narwhal upc file.
(this deals with a specific submarine file)
// DeepBlue wolf has expanded his patrol pattern and now runs a circular route that encompases the hawaiian islands and midway. (main purpose was to make getting in and out of port easier)
(this means i changed the waypoints in the MIS file associated with this)
// disabled progressive refit schedule for narwhal as it was removing the 2nd deck gun.
(more changes which are specific to submarine files, EQP, UPC, and such.)
// E key remapped to "Cycle AFt tubes". Emergecy surface now ordersbar access only.
(this means i altered the commands.cfg)
// slighly increased "walk speed" of external free cam. Slighly decreased "run speed" of the same.
(i altered the camera.dat)
// increased hitpoints of engine room.
(this was a zones.cfg edit)
// added Kaiboken escort by tater
(this was a "BP clone" addition. The only way this would cause a problem, is if RSRD was specificlaly calling for a Kaiboken, and it wasnt present. If its present, but not being speicficlaly called for by RSRD, it wont effect anything)
Depthcharge.zon ->MaxRadius from 14.5 to 20
Deptcharge.sim-> DepthPercision from 17 to 15
Deptcharge.sim-> Explosion_range from 50 to 55
(self explanitory, depth charge.sim, depthcharge.zon file edits)
sim.cfg
Sonar->Enemy Surface Favor from 150 to 200
Sonar-> Sensitivty from 0.1 to 0.05
( simple sim.cfg edit)
partyboy
12-07-07, 01:11 PM
Thanks for the info; looks like it should be OK. I'm going to start a new career and see how she flies.
FooFighters
12-07-07, 01:38 PM
For all TM and my recognition manual users.
Here's a small update on the manual to make it compatible with 1.7.2.
The Kaibokan is added to the roster.
TM1.7 version (updated for current version 1.7.2)
http://www.oldsmobile1958.com/extra/RecStockTM17.rar
TM1.7 + RSRDC (updated for current version 1.7.2)
http://www.oldsmobile1958.com/extra/RecTM17RSRDC.rar
:up:
kriller2
12-07-07, 02:17 PM
Hi Ducimus,
Thank you for your work on TM :up: Will try your new version.
I was getting a little tired of stock 1.4 campaign, but I am allso playing crysis at the moment for a change, just got it for my birthday and I am amazed how good it looks! and have been traveling around on the island just to look at waterfalls and see how the water is rendered.. :o
Seadogs
12-07-07, 02:25 PM
Thanks for the update.
Seems to make sense to isolate the mods, ROW for example, so that updating with 1.4 compatable components as they come along is a bit less "murky".
I just hope 1.4 doesn't put you guys off to much ;)
[QUOTE=partyboy]
// added DC drop splash warning by Nvdrifter
(this is a simple file addition)
I'm looking forward to seeing this in action finally (didn't know there was a mod). I'm also not looking forward to it.
Ducimus
12-07-07, 04:11 PM
Speaking of DC's.
You will see a change in the AI difficulty this revision, im guessing it will be a little less then what it was, or a litlte more. But i don't think it will be exactly the same.
Thanks for the updated version! I love this mod.
lurker_hlb3
12-07-07, 05:12 PM
Run Silent, Run Deep
The Campaign
(Version 116 Trigger Maru 1.7.2 Compatible)
This version of RSRDC is 100% compatable with Trigger Maru 1.7.2 Compatable
Installation / Compatibility
RSRDC (TM Compatible) is designed to install over the top of Trigger Maru 1.7.2 using JSGME, hand installation is not recommended. You will need to start a new career after installation and old save games will not be compatible with RSRDC. Do not attempt to install this version of RSRDC on any version of SH4 other than TM 1.7
Special Note:
Normally I also upload a mini-patch so people can do a version update without re-downloading the whole mod. But in the case of v116 I have to remove two files to ensure compatibility with TM172, therefore you most install a whole new version of RSRDC.
------------------------------------------------------------
V114 Changes
The changes to RSRDC were to support compatibility with TM 1.7
Added:
Add Narwhal Class Sub to Campaign.
Various small changes to support TM 1.7
Special Note: Since the RSRDC SpecOps Missions for the Narwhal Class is not complete for Phase II, integrate in the original TM 1.7 SpecOps Missions into this version of RSRDC.
-------------------------------------------------------------
V 116 Changes
Fix start data for Gato/Balao Class so they will work correctly with TM’s New Construction Flotillas.
Remove DepthCharge.sim and DethCharge.zon as they conflict with the ones in TM172
Link
http://files.filefront.com/RSRDC+P1+TM+v1167z/;9212461;/fileinfo.html
Do we still need TM patch 1.7 with TM 1.7.2
Ducimus
12-07-07, 09:25 PM
Do we still need TM patch 1.7 with TM 1.7.2
Noooooooooo!!!!!! :p
17.0, and 1.71 are ancient history. fuggetaboutit.
Do we still need TM patch 1.7 with TM 1.7.2
Noooooooooo!!!!!! :p
17.0, and 1.71 are ancient history. fuggetaboutit.
TTTTTTTTTHHHANK YOUUUUUUUUUUUUU.....:up:
Seadogs
12-08-07, 01:50 AM
Hmm...
Did you remove your menu's and modded control bars too?
Otherwise me and JSGME are having big problems.
Edit: yep nevermind. Layed the smackdown on JSGME with a reinstall and some verbal abuse. All is well.
lurker_hlb3
12-08-07, 09:24 AM
RSRDC Emergency Patch
This patch applies to ALL versions of RSRDC. Very bad bug in the 42a_Jap_Taskforce.mis file that cause two groups of cruisers to generate over 1000 times. This will cause SH4 to lockup. See the following post for details.
http://www.subsim.com/radioroom/showpost.php?p=714945&postcount=424
All links to current versions of RSRDC have been disabled until I can rebuild them and repost.
Link for RSRDC_Patch_All_Versions
http://files.filefront.com/RSRDC+Patch+All+Versionsrar/;9217426;/fileinfo.html
lurker_hlb3
12-08-07, 11:07 AM
New version of RSRDC are up
http://www.subsim.com/radioroom/showpost.php?p=715222&postcount=428
I played Sh4 1.4 with TM 1.7.2, RSRD for TM 1.7.2 and 1.4 compatible ROW's and I don't know how to use the binoculars. Have they been removed?
TDK1044
12-08-07, 11:48 AM
Just use the mouse wheel. I think the Tab button also works.
Just use the mouse wheel. I think the Tab button also works.
Thanks. I'll give it a try:D
frogdog
12-08-07, 06:48 PM
Does one delete previous patches and install 1.7.2...or will 7.2 patch over prervious TM patches? SEAL? Which class? HOOYAH!!! Frogdog
ReallyDedPoet
12-08-07, 06:53 PM
Does one delete previous patches and install 1.7.2...or will 7.2 patch over prervious TM patches? SEAL? Which class? HOOYAH!!! Frogdog
In JSGME disable the previous version ( in port ) and then activate the new Trigger and you are good to go :up:
RDP
Twice I have tried to download this from both given sites, gets to around 95% then bombs out, unfortunately download accelerators aren't allowed otherwise I could continue the download when it drops out, I will just have to let it go, pity it wasn't in 2 parts, or an update available from 1.7 (I have this). :cry:
Ducimus
12-08-07, 10:41 PM
Great work, Ducimus.:up:
Thank you stabiz, coming from you, thats a real compliment.
seaniam81
12-09-07, 03:08 AM
is the slower smoke mod in 1.7.2? because i just gave it a try and with wind at 5m/s it was going like crazy.
Renesisfury
12-09-07, 01:16 PM
Just started a new campign with TM, just badass! I don't have to worry about being able to just steam away from the escorts.
Renesisfury
12-09-07, 01:21 PM
Just started a new campign with TM, just badass! I don't have to worry about being able to just steam away from the escorts.
El-Fish
12-10-07, 01:18 AM
Hi
I was going to download the latest version for downbelow.net since it's resumable (filefront isn't) but it keeps asking me for a password.
Is permission needed to download from there? If so, could I please be given permission? :)
BTW, I checked this morning to see if the new version had been posted there and it was. But a password wasn't required this morning.
Thanks in advance!
Hi
I was going to download the latest version for downbelow.net since it's resumable (filefront isn't) but it keeps asking me for a password.
Is permission needed to download from there? If so, could I please be given permission? :)
BTW, I checked this morning to see if the new version had been posted there and it was. But a password wasn't required this morning.
Thanks in advance!
The same thing here:cry:
El-Fish
12-10-07, 10:02 PM
Hi
I was going to download the latest version for downbelow.net since it's resumable (filefront isn't) but it keeps asking me for a password.
Is permission needed to download from there? If so, could I please be given permission? :)
BTW, I checked this morning to see if the new version had been posted there and it was. But a password wasn't required this morning.
Thanks in advance!
The same thing here:cry:
I guess it's just us two that are worried about it bybyx. :)
But I do need a download site that's resumable and if downbelow.net doesn't become available I'm gunna be out of luck.
selorme
12-10-07, 10:58 PM
I have even done a complete reinstall, update patch etc. then Trigger Maru 1.7.2. Still no airfields. Any one got any ideas?
Brilliant mod otherwise.
Thanks
Sel ........
claybirdd
12-10-07, 11:52 PM
They were dropped as of the last patch. Sorry:down:
El-Fish
12-11-07, 02:05 AM
They were dropped as of the last patch. Sorry:down:
Oh no! :cry:
Is there any where else I can download the latest version besides Filefront? I need a place that allows me to resume downloads and Filefront does not.
Roads88
12-11-07, 10:50 AM
I've done some digging and can't seem to find anything related to it. I believe there is a problem with the TDC. Based on watching the stop watch, the range is showing the target to close. Before the 1.4 patch I had no problem. Now I have problems hitting targets as close at 600 yards.:damn:
Does anyone know of a change in patch 1.4 or T.M. that would account for this. I know I'm reaching but I'm at a loss.
Its really taken away from the enjoyment of the game. I may just do another clean intall and go back to 1.3 and an older T.M. but I love the Narwhal.
Fincuan
12-12-07, 01:40 AM
Haven't noticed anything like that, my torps hit as they used to. Could you elaborate a little, maybe provide some screenshots? Also are you using any other mods that might affect range readings, such as the Manual targeting accuray fix?
Anti_Ship_Fella
12-12-07, 11:19 AM
im still 1.4..... patch 1.3.....can i install TM 1.7.2 without any of the new TM's
Roads88
12-12-07, 12:00 PM
Haven't noticed anything like that, my torps hit as they used to. Could you elaborate a little, maybe provide some screenshots? Also are you using any other mods that might affect range readings, such as the Manual targeting accuray fix?
I don't see how screen shots will help. The stop watch runs out and the wake of the torp is still centered at the target. Another five to twenty seconds goes bye and the torp will pass behide the target. I'm only running patch 1.4 and TM 1.7.2 along with some skins and the "I want my map symbles back" mod.
Because no one else has had this problem it must be at my end. When time permits I will do a clean install. I may go back to patch 1.3 and an older version of TM. However, that would mean giving up Narwhal.:damn: :damn: :damn:
Gwx 2.0 is looking really good right now.
@ Roads88,
Nope have not seen this behavior in 1.4 with the latest TM. Best to try a clean install, patch it to 1.4 and then give it a go.....I do a lot of testing with NSM single mission and in Burma Convoy. After firing over 100 torps since patching to 1.4, I get the routine stuff......dud....dud.....deep runner....dud...dud.....kaboom....dud....you know the drill. Its all good!
I see your in Sac.....I am in Modesto...just down the road a bit.
Roads88
12-13-07, 01:23 AM
Hi Wilcke.:up:
Ducimas A quick queston. I remove the Contline and Dashline.dds files per your FAQ. However, I noticed a new file "Bearing.dds" that was not there in the previus TM releases. Does the Bearing .dds interact with the above files and thats whats causing my problem?:hmm:
I'm just trying to make sense of this. I can't believe I am suddely missing at ranges 600 yards and below.
Note: I have checked my speed calculations over many times. It seems to be a range issue. I'm doeing a reinstall tonight.
Thanks...Road
Roads88
12-13-07, 04:33 PM
Uninstalled SHIV along with SHIII (to get ready for GWX 2.0), defraged the disk. Reinstalled shIV, patched 1.4.
After removing the Contline and Dashline.dds reinstalled TM 1.7.2. along with " I want my map symboles back."
I ran short of time so I just went to sub school. Hit the cruiser with no problem, so the reinstall worked.
Hope to go hunting tonight.:arrgh!:
Thanks
Uninstalled SHIV along with SHIII (to get ready for GWX 2.0), defraged the disk. Reinstalled shIV, patched 1.4.
After removing the Contline and Dashline.dds reinstalled TM 1.7.2. along with " I want my map symboles back."
I ran short of time so I just went to sub school. Hit the cruiser with no problem, so the reinstall worked.
Hope to go hunting tonight.:arrgh!:
Thanks
Allrighty, there you go! You will love GWX 2.0, just awesome!
Brochet
12-13-07, 05:45 PM
I run TM1.7.1 with ROW without any graphic problems at all, look beautifull, I suspect pb with some graphic cards or drivers
order of load
TM1.7
TM gramophone
ROW obj refl 4
ROW ships refl 2
ROW sub refl and roll pich
ROW hi res seafoam
ROW texture with sun halo 4
ROW special effect with TM zones
TM ans RSRD compatible DC shake
ROW very slow clouds
RSDC P1 TM V114
ROW sound effects VS5
ROW sound effect add on
ROW main load screen
Hamilton mod 22
Cpt midnight CBS news
Dragon vargas girls menu
BALAO Hires skin
Foobors hi res gato
Foobors porpoise hi res
TMaru patch 1.7.1
ROW camera vs3 realistic
NSM 3.3 classic
everything is perfect I even didn't made a new install after patching 1.4 neither used an in port campaign, just some freighters a bit low on sea
Thanks to Ducimus:p:p:p
FooFighters
12-14-07, 07:02 AM
I run TM1.7.1 with ROW without any graphic problems at all, look beautifull, I suspect pb with some graphic cards or drivers
order of load
TM1.7
TM gramophone
ROW obj refl 4
ROW ships refl 2
ROW sub refl and roll pich
ROW hi res seafoam
ROW texture with sun halo 4
ROW special effect with TM zones
TM ans RSRD compatible DC shake
ROW very slow clouds
RSDC P1 TM V114
ROW sound effects VS5
ROW sound effect add on
ROW main load screen
Hamilton mod 22
Cpt midnight CBS news
Dragon vargas girls menu
BALAO Hires skin
Foobors hi res gato
Foobors porpoise hi res
TMaru patch 1.7.1
ROW camera vs3 realistic
NSM 3.3 classic
everything is perfect I even didn't made a new install after patching 1.4 neither used an in port campaign, just some freighters a bit low on sea
Thanks to Ducimus:p:p:p
If you're not having any problems, you're one of the lucky guys.
The patch updated some files which you overide with patch 1.3 row files.
The scene.dat from doesn't work perfectly with patch 1.4.
Mainly because of new water rendering, this can result in flashes during outside views.
The horizon has been improved to 20km. The setting of ROW scene.dat are still for the 1.3 patch water and horizon.
Further the lightning part of the scene.dat of ROW does not work correctly with patch 1.4.
Too much lightning bolts during to long.
And then there are the subs sns files, something changed in them but I have not checked what the new patch changed.
There are probably more files, which I forget about atm.
As you can see there are multitple reason why ROW is not compatible.
But.. like you I use ROW (with modified files) with clean SH4 + RSRDC.
Def a great combination..
http://www.oldsmobile1958.com/extra/mis51.jpg
http://www.oldsmobile1958.com/extra/mis52.jpg
http://www.oldsmobile1958.com/extra/mis56.jpg
I run TM1.7.1 with ROW without any graphic problems at all, look beautifull, I suspect pb with some graphic cards or drivers
order of load
TM1.7
TM gramophone
ROW obj refl 4
ROW ships refl 2
ROW sub refl and roll pich
ROW hi res seafoam
ROW texture with sun halo 4
ROW special effect with TM zones
TM ans RSRD compatible DC shake
ROW very slow clouds
RSDC P1 TM V114
ROW sound effects VS5
ROW sound effect add on
ROW main load screen
Hamilton mod 22
Cpt midnight CBS news
Dragon vargas girls menu
BALAO Hires skin
Foobors hi res gato
Foobors porpoise hi res
TMaru patch 1.7.1
ROW camera vs3 realistic
NSM 3.3 classic
everything is perfect I even didn't made a new install after patching 1.4 neither used an in port campaign, just some freighters a bit low on sea
Thanks to Ducimus:p:p:p
:o brave man! You may get in the middle of a nice career and have the whole thing just blow grits on you:nope: ......you never know with a mix like that where it may go haywire
no problem have fun man.....let us know if you complete a career with the mix:up:
howler93
12-14-07, 02:18 PM
Those of you who ARE running 1.4 with TM's latest, what other mods work well in combination? All I've got is NSM and RSRD and everything runs well. Any other recommendations y'all would suggest to run with these?
Thanks folks!
Howler :arrgh!:
Ducimus
12-14-07, 02:25 PM
Uninstalled SHIV along with SHIII (to get ready for GWX 2.0), defraged the disk. Reinstalled shIV, patched 1.4.
After removing the Contline and Dashline.dds reinstalled TM 1.7.2. along with " I want my map symboles back."
I ran short of time so I just went to sub school. Hit the cruiser with no problem, so the reinstall worked.
Hope to go hunting tonight.:arrgh!:
Thanks
Glad you got it sorted out. Personnaly, i think the lack of a clean install is the cause of alot of wierdness some people experience. When the game is modded to hell and back, even with a program as sweet, and nifty as JSGME, somethings bound to happen that will alter the core files the patch looks for, or interacts with.
While i wish everyone would do a clean install before patching to 1.4, i can see why most people won't. Personnaly, i had no choice to. I personnaly thought my install was safe, but because i was working on a mod that alot of people use, i had no choice but to reinstall. I cannot publish a mod when the foundation upon which it is built upon ( sh4, ver 1.4), is absolutly, 100%, up to snuff. I took no chances with that. But anyway, im a big fan of a clean install before patching to 1.4. :rotfl:
Those of you who ARE running 1.4 with TM's latest, what other mods work well in combination? All I've got is NSM and RSRD and everything runs well. Any other recommendations y'all would suggest to run with these?
Thanks folks!
Howler :arrgh!:
I have TM 1.72, NSM 3.3, RSRD 1.18 and Prolonged DC Attack 1.1 from Peto which is running very well... and it's a superb mod. Try it!
http://www.subsim.com/radioroom/showthread.php?t=126070
fire-fox
12-15-07, 02:48 AM
are there any planes to put this mod on a file server that will alow D/L managers?
WilhelmSchulz.
12-15-07, 04:30 PM
Do you just install the 1 part or do you need the GFX pack?
hyperion2206
12-15-07, 05:06 PM
Ok, I encountered a weirdness today, but before I'm going to tell you what happened I will cover the basics first.
Sh 4 1.4 (reinstalled SH4 and patched to 1.4)
TM 1.7.2
RSRDC v118 (the TM version)
Messagefix for 1.4
Recognition manual for TM 1.7
So that what happened today: 07/15/42 I was offered USS Drum after 3 succesful patrol with USS Pompano and I accepted. When I wanted to install radar I noticed that I was offered the SJ and the SJ-1 radar which is weird because I always thought the SJ-1 will be available at a much later date. So I tried to install the SJ radar but I got the message that I can't use it with my sub. Then I tried the SJ-1 radar with the same outcome. Then I tried purchase a twin oerlikon but the game didn't allow it either. Then after some trying I was finally allowed to have the twin oerlikon but nothing else (getting the SD radar was no problem though). I also noticed that only the 3" guns were available, I could have sworn that you could install the 4" guns before TM 1.7.2.
Any ideas what could cause this strange behaviour?
Ok, I encountered a weirdness today, but before I'm going to tell you what happened I will cover the basics first.
Sh 4 1.4 (reinstalled SH4 and patched to 1.4)
TM 1.7.2
RSRDC v118 (the TM version)
Messagefix for 1.4
Recognition manual for TM 1.7
So that what happened today: 07/15/42 I was offered USS Drum after 3 succesful patrol with USS Pompano and I accepted. When I wanted to install radar I noticed that I was offered the SJ and the SJ-1 radar which is weird because I always thought the SJ-1 will be available at a much later date. So I tried to install the SJ radar but I got the message that I can't use it with my sub. Then I tried the SJ-1 radar with the same outcome. Then I tried purchase a twin oerlikon but the game didn't allow it either. Then after some trying I was finally allowed to have the twin oerlikon but nothing else (getting the SD radar was no problem though). I also noticed that only the 3" guns were available, I could have sworn that you could install the 4" guns before TM 1.7.2.
Any ideas what could cause this strange behaviour?
I had a similar experience, but i tried to upgrade the deck gun (which it did) however the crew positions disappeared, I mean, no crew squares next to the deck gun at all, deck gun still works if I manually jump on it but no crew can man it :down:
Ok, I encountered a weirdness today, but before I'm going to tell you what happened I will cover the basics first.
Sh 4 1.4 (reinstalled SH4 and patched to 1.4)
TM 1.7.2
RSRDC v118 (the TM version)
Messagefix for 1.4
Recognition manual for TM 1.7
So that what happened today: 07/15/42 I was offered USS Drum after 3 succesful patrol with USS Pompano and I accepted. When I wanted to install radar I noticed that I was offered the SJ and the SJ-1 radar which is weird because I always thought the SJ-1 will be available at a much later date. So I tried to install the SJ radar but I got the message that I can't use it with my sub. Then I tried the SJ-1 radar with the same outcome. Then I tried purchase a twin oerlikon but the game didn't allow it either. Then after some trying I was finally allowed to have the twin oerlikon but nothing else (getting the SD radar was no problem though). I also noticed that only the 3" guns were available, I could have sworn that you could install the 4" guns before TM 1.7.2.
Any ideas what could cause this strange behaviour?
I had a similar experience, but i tried to upgrade the deck gun (which it did) however the crew positions disappeared, I mean, no crew squares next to the deck gun at all, deck gun still works if I manually jump on it but no crew can man it :down:
Hi,
See the post below and you will find your answer...
http://www.subsim.com/radioroom/images/icons/icon1.gif Where is my gun crew?
Hi,
I'm playing TM 1.6 for a long time and when I begun a new realistic career (I take a lot of time to understand how to get a solution fire) with a sub class Tambor I have nobody to man the deck gun even with battlestations... When I see the crew board there is no place for sailors to man this gun... If I want to use it I'm obliged to fire myself... I'm the captain not a gunner!
Can somebody please help me?
Thanks
Take care
Lopo
__________________
Lobo, this is a known issue with SHIV... I've repeatedly had the same problem - let me guess, you moved the deck gun from fore to aft or aft to fore?
This problem doesn't affect everyone, but it has affected many. The ONLY solution I know of is to edit your savegame to fix it. See post #14 of this thread (http://www.subsim.com/radioroom/showthread.php?t=121472).
Neuman
Hello all, what is the correct order for T.M 1.7.2, ROW(updated by leo for 1.4) RSRDC1.4, nsm3.3 classic. Also Ducimus is the new sound mod by ROW already included in the mod or can i place it in my mods folder to use.
leovampire
12-19-07, 07:20 PM
Would you like me to add my new work to the sub if it is done? I did new work with the sub prop kick up and bow foam and wave effects. I also made some changes to the 15 mps wave state's for the ocean so to keep the subs from flying you need to lower the surface running depth in the cfg file by 1 foot to make it look act and work right.
Just wanted to keep you informed.
I am now working on the conning tower wave and foam effects so if you want me to do it for your sub as well I will need the files you used for this sub.
Merry Christmas BTW!
Dave
Also if you have a new zones file for the mod need it to do the row effects if you want them as the game uses a new zones file in the 1.4 patch.
capt_frank
12-21-07, 01:03 PM
If I wanted to adjust that AI tenacity in TM, would I solely be looking at the following files, or is there more to the pie than what I have surmised by reading?
1. /data/library/AI_Sensors.dat
2. /data/cfg/sim.cfg
3. /data/library/AI_Visual_Sensors.dat
Thanks!
Ducimus
12-21-07, 01:23 PM
You can have the greatest impact on the AI in the sim.cfg.
The other two files deal primarly with geometry.
capt_frank
12-21-07, 01:57 PM
Thanks!
capt_frank
12-21-07, 02:45 PM
Got me thinking now...
So if I wanted to beef up the AI in stock 1.4, I could just take the TM sim.cfg and place it in the CFG file and let it overwrite?
If that's correct, then I could do the same with either RFB or RSRDC if they haven't made individual changes to that file...then again, even if they did.
Thanks for your time!
Ducimus
12-21-07, 02:47 PM
the primary change in the AI_sensors.dat, was an adjustment to the downangle of the active sonar beam. The end result is the AI is a bit more accurate, and you have to got alot deeper to get under the active sonar cone.
The rest is in the sim.cfg
leovampire
12-21-07, 06:40 PM
Since the Dev's did the Patch the early war torpedo's set with the dud activated in realizm settings are NUTS!
OMG I have never had so many dud's / circle runners / and so on and so forth in this game.
Just did the battle for midway mission to test the smoke work. My first 3 of 6 torpedos were circle runners.
Then in using the tail tubes got 2 dud's.
1 of the forward was a deep runner.
And every time I redo the mission it changes.
Talk about catching me off guard as the game never did that on it's own with out a mod!
Ducimus
12-21-07, 07:02 PM
I did alot of "sitting duck" torpedo shoots when working on a torpedo sim file after patch 1.4 for TM 1.7.2's torpedo sim adjustments. The problem is the game is spotty when deciding when to have malfunctions. You could go through a whole patrol with not a single dud, and then another patrol have every fish premature.
Now, i have had a suspicion for the longest time, but ive never really voiced it. You typically leave out of the aussy ports right? It's long been my suspicion that the functionalty for torpedo failures is somehow being effected by the old "IDL bug". I have no hard evidence of this, its just been my gut feeling. I typically leave out of pearl, and RARELY, next to never, have a dud or premature. The few times i've left out of fremantle however, the malfunction rate was significant and noticeable. Leave out of pearl again, everythings peachy keen for the most part.
leovampire
12-21-07, 07:10 PM
I did alot of "sitting duck" torpedo shoots when working on a torpedo sim file after patch 1.4 for TM 1.7.2's torpedo sim adjustments. The problem is the game is spotty when deciding when to have malfunctions. You could go through a whole patrol with not a single dud, and then another patrol have every fish premature.
Now, i have had a suspicion for the longest time, but ive never really voiced it. You typically leave out of the aussy ports right? It's long been my suspicion that the functionalty for torpedo failures is somehow being effected by the old "IDL bug". I have no hard evidence of this, its just been my gut feeling. I typically leave out of pearl, and RARELY, next to never, have a dud or premature. The few times i've left out of fremantle however, the malfunction rate was significant and noticeable. Leave out of pearl again, everythings peachy keen for the most part.
yes I do always do the Asiatic Missions in the campaign. Havn;t done a Pearl one since patch 1.1.
But this is the first time in all the patches since that this is happening.
Pre 1.4 patch Asiatic almost no dud's or problems with it activated. Now OMG what a difference.
Ducimus
12-21-07, 07:39 PM
>>so you think it might be hemishere related?
It's just been my gut feeling that the IDL bug was effecting more then what we could visually see. But theres absolutely no way to verify that. Torpedo malfunctions are a hit or miss kind of thing anyway. The behavior was never consistant to begin with.
hyperion2206
12-22-07, 04:56 AM
I did alot of "sitting duck" torpedo shoots when working on a torpedo sim file after patch 1.4 for TM 1.7.2's torpedo sim adjustments. The problem is the game is spotty when deciding when to have malfunctions. You could go through a whole patrol with not a single dud, and then another patrol have every fish premature.
Now, i have had a suspicion for the longest time, but ive never really voiced it. You typically leave out of the aussy ports right? It's long been my suspicion that the functionalty for torpedo failures is somehow being effected by the old "IDL bug". I have no hard evidence of this, its just been my gut feeling. I typically leave out of pearl, and RARELY, next to never, have a dud or premature. The few times i've left out of fremantle however, the malfunction rate was significant and noticeable. Leave out of pearl again, everythings peachy keen for the most part.
Well, I only do patrols out of Pearl and I had plenty of duds, prematures and deep runners.
For example my 5th patrol:
1. Torpedo: Premature
2. Torpedo: deep runner
3. Torpedo: hit
4. Torpedo: dud
5. Torpedo: premature
6. Torpedo: deep runner
7. Torpedo: preamture
8. Torpedo: hit
9. Torpedo: hit
10. Torpedo: hit
11. Torpedo: hit
12. Torpedo: hit
13. Torpedo: hit
14. Torpedo: miss
15. Torpedo: miss
16. Torpedo: miss
17. Torpedo: miss
18. Torpedo: miss
19. Torpedo: hit
20. Torpedo: hit
21. Torpedo: hit
So out of 21 torpedos fired: 6 were defect Torpedos, 5 missed (probably to incorrect TDC solution) and 10 torpedos hit. I guess that's quite realistic.
HEMISENT
12-22-07, 05:36 PM
Guys, is there anyplace other than filefront to DL from? I've been trying for days and have nothing but problems with FF.
NKVD-crazyivan
12-22-07, 06:49 PM
Hi all im loving the lastest mod great work one and all.....
I am having a problem finishing my patrols this has happened to me twice.
1.Started out in Manila had a few missions from there and on my thrid sea patrol HQ told me to transfer to Surabaya as Manila was lost to the Japs.....
So i traveled all the way there to find that i could only rearm and refuel but no mission dock at port option.So i braved the Jap air attacks and went back to Manila and i got the dock at port option......
2.next mission i was transfered to Surabaya same story 2 missions later the on my way back to base my port was taken by the Japs.......there was no message to transfer to another base though so i headed to Surabaya only to come under attack by its coastal guns so i left an tried midway but no base will allow me to dock only to rearm .......can some please help i want to play the asia fleet what gives.........
leovampire
12-22-07, 06:55 PM
Hi all im loving the lastest mod great work one and all.....
I am having a problem finishing my patrols this has happened to me twice.
1.Started out in Manila had a few missions from there and on my thrid sea patrol HQ told me to transfer to Surabaya as Manila was lost to the Japs.....
So i traveled all the way there to find that i could only rearm and refuel but no mission dock at port option.So i braved the Jap air attacks and went back to Manila and i got the dock at port option......
2.next mission i was transfered to Surabaya same story 2 missions later the on my way back to base my port was taken by the Japs.......there was no message to transfer to another base though so i headed to Surabaya only to come under attack by its coastal guns so i left an tried midway but no base will allow me to dock only to rearm .......can some please help i want to play the asia fleet what gives.........
In the Asiatic Campaign it goes from Manilla to Java to Freemantle.
I do not know how Duci set up the Radio Messages in his mod but it sounds like the dates need to be changed as to when it says where to go.
ReallyDedPoet
12-22-07, 07:07 PM
Hi all im loving the lastest mod great work one and all.....
I am having a problem finishing my patrols this has happened to me twice.
1.Started out in Manila had a few missions from there and on my thrid sea patrol HQ told me to transfer to Surabaya as Manila was lost to the Japs.....
So i traveled all the way there to find that i could only rearm and refuel but no mission dock at port option.So i braved the Jap air attacks and went back to Manila and i got the dock at port option......
2.next mission i was transfered to Surabaya same story 2 missions later the on my way back to base my port was taken by the Japs.......there was no message to transfer to another base though so i headed to Surabaya only to come under attack by its coastal guns so i left an tried midway but no base will allow me to dock only to rearm .......can some please help i want to play the asia fleet what gives.........
In the Asiatic Campaign it goes from Manilla to Java to Freemantle.
I do not know how Duci set up the Radio Messages in his mod but it sounds like the dates need to be changed as to when it says where to go.
With 1.4 it is the slanted anchor, that is your homebase. I don't think Trigger has affected this.
RDP
leovampire
12-22-07, 07:10 PM
Hi all im loving the lastest mod great work one and all.....
I am having a problem finishing my patrols this has happened to me twice.
1.Started out in Manila had a few missions from there and on my thrid sea patrol HQ told me to transfer to Surabaya as Manila was lost to the Japs.....
So i traveled all the way there to find that i could only rearm and refuel but no mission dock at port option.So i braved the Jap air attacks and went back to Manila and i got the dock at port option......
2.next mission i was transfered to Surabaya same story 2 missions later the on my way back to base my port was taken by the Japs.......there was no message to transfer to another base though so i headed to Surabaya only to come under attack by its coastal guns so i left an tried midway but no base will allow me to dock only to rearm .......can some please help i want to play the asia fleet what gives.........
In the Asiatic Campaign it goes from Manilla to Java to Freemantle.
I do not know how Duci set up the Radio Messages in his mod but it sounds like the dates need to be changed as to when it says where to go.
With 1.4 it is the slanted anchor, that is your homebase. I don't think Trigger has affected this.
RDP
Use the old symble for the Sub tenders as the base we are to go to on the nav map. Something that stands out for those that do not know what to look for.
ReallyDedPoet
12-22-07, 07:19 PM
Hi all im loving the lastest mod great work one and all.....
I am having a problem finishing my patrols this has happened to me twice.
1.Started out in Manila had a few missions from there and on my thrid sea patrol HQ told me to transfer to Surabaya as Manila was lost to the Japs.....
So i traveled all the way there to find that i could only rearm and refuel but no mission dock at port option.So i braved the Jap air attacks and went back to Manila and i got the dock at port option......
2.next mission i was transfered to Surabaya same story 2 missions later the on my way back to base my port was taken by the Japs.......there was no message to transfer to another base though so i headed to Surabaya only to come under attack by its coastal guns so i left an tried midway but no base will allow me to dock only to rearm .......can some please help i want to play the asia fleet what gives.........
In the Asiatic Campaign it goes from Manilla to Java to Freemantle.
I do not know how Duci set up the Radio Messages in his mod but it sounds like the dates need to be changed as to when it says where to go.
With 1.4 it is the slanted anchor, that is your homebase. I don't think Trigger has affected this.
RDP
Use the old symble for the Sub tenders as the base we are to go to on the nav map. Something that stands out for those that do not know what to look for.
This is a nice little app, Damage Control Analyzer, it still works with 1.4, one of its features was that it would tell you your homebase.
http://www.pbase.com/billko/image/84763036.jpg
RDP
Hi all im loving the lastest mod great work one and all.....
I am having a problem finishing my patrols this has happened to me twice.
1.Started out in Manila had a few missions from there and on my thrid sea patrol HQ told me to transfer to Surabaya as Manila was lost to the Japs.....
So i traveled all the way there to find that i could only rearm and refuel but no mission dock at port option.So i braved the Jap air attacks and went back to Manila and i got the dock at port option......
2.next mission i was transfered to Surabaya same story 2 missions later the on my way back to base my port was taken by the Japs.......there was no message to transfer to another base though so i headed to Surabaya only to come under attack by its coastal guns so i left an tried midway but no base will allow me to dock only to rearm .......can some please help i want to play the asia fleet what gives.........
In the Asiatic Campaign it goes from Manilla to Java to Freemantle.
I do not know how Duci set up the Radio Messages in his mod but it sounds like the dates need to be changed as to when it says where to go.
With 1.4 it is the slanted anchor, that is your homebase. I don't think Trigger has affected this.
RDP
Use the old symble for the Sub tenders as the base we are to go to on the nav map. Something that stands out for those that do not know what to look for.
This is a nice little app, Damage Control Analyzer, it still works with 1.4, one of its features was that it would tell you your homebase.
http://www.pbase.com/billko/image/84763036.jpg
RDP
What is this?
Roads88
12-23-07, 01:02 AM
Ducimus were did you get those great gauges from your screen shots.
Those are SWEET.:up:
Ducimus
12-23-07, 02:11 AM
Any textures ive used, aside from the crew textures, are made by oakgroove.
edit:
With 1.4 it is the slanted anchor, that is your homebase. I don't think Trigger has affected this.
RDP
Correct. I have not messed with base icons at all. The slanted one is your home base.
Schultzy
12-23-07, 11:05 AM
What is this?
:ahoy:
As the man already said:
This is a nice little app, Damage Control Analyzer, it still works with 1.4, one of its features was that it would tell you your homebase.
Read all about it here sailor. Taking a beating has never been so much fun. :)
http://www.subsim.com/radioroom/showthread.php?t=121353
ReallyDedPoet
12-23-07, 01:34 PM
Hi all im loving the lastest mod great work one and all.....
I am having a problem finishing my patrols this has happened to me twice.
1.Started out in Manila had a few missions from there and on my thrid sea patrol HQ told me to transfer to Surabaya as Manila was lost to the Japs.....
So i traveled all the way there to find that i could only rearm and refuel but no mission dock at port option.So i braved the Jap air attacks and went back to Manila and i got the dock at port option......
2.next mission i was transfered to Surabaya same story 2 missions later the on my way back to base my port was taken by the Japs.......there was no message to transfer to another base though so i headed to Surabaya only to come under attack by its coastal guns so i left an tried midway but no base will allow me to dock only to rearm .......can some please help i want to play the asia fleet what gives.........
In the Asiatic Campaign it goes from Manilla to Java to Freemantle.
I do not know how Duci set up the Radio Messages in his mod but it sounds like the dates need to be changed as to when it says where to go.
With 1.4 it is the slanted anchor, that is your homebase. I don't think Trigger has affected this.
RDP
Use the old symble for the Sub tenders as the base we are to go to on the nav map. Something that stands out for those that do not know what to look for.
This is a nice little app, Damage Control Analyzer, it still works with 1.4, one of its features was that it would tell you your homebase.
http://www.pbase.com/billko/image/84763036.jpg
RDP
What is this?
As in the picture, it is the Damage Control Analyzer, I used it pre 1.4, I still like to use it as it gives detailed damage info among other things.
The link: http://www.subsim.com/radioroom/showthread.php?t=121353&highlight=damage+control+analyzer
RDP
JackMaga
12-25-07, 06:49 PM
Hi Ducimus!
Just a question: did you change the starting position for Pearl based boats?
I remember from TM 1.6 that when you checked the option to start the patrol already outside port, you would start a little south west of Midway.
Today I finally patched to 1.4 and started my first campaign with TM 1.7...and my starting location was just a few miles south of Pearl Harbor.
Is this intended? I looked into the version changelogs, but I couldn't find anything about it...
I'm playing with TM 1.7.2 plus RSRD (TM compatible version)
BTW TM really rocks! :up:
Seadogs
12-25-07, 11:50 PM
Hi Ducimus!
Just a question: did you change the starting position for Pearl based boats?
I remember from TM 1.6 that when you checked the option to start the patrol already outside port, you would start a little south west of Midway.
Today I finally patched to 1.4 and started my first campaign with TM 1.7...and my starting location was just a few miles south of Pearl Harbor.
Is this intended? I looked into the version changelogs, but I couldn't find anything about it...
I'm playing with TM 1.7.2 plus RSRD (TM compatible version)
BTW TM really rocks! :up:
I'm not quite sure if he changed it, but it is possible since UBI fixed the dateline bug in 1.4. Starting on the other side isn't really nessesary anymore.
Ducimus
12-26-07, 01:39 AM
Yes, i moved the outside harbor starting location, to be.. well.. outside the harbor. Having it west of the IDL is no longer neccessary since this is fixed by the patch. if you want the previous position back, just change the outside harbor starting locations in the flotilla.upc file. I left the previous position in the file, just remarked it out. So if you want to start west of the IDL, then just remark out the current out of harbor position by putting a semicolon in front of it, and then unremark out the old position by removing the semicolon.
JackMaga
12-26-07, 09:33 AM
Thanks for the reply mate! :)
Just had myself a little adventure in a Gato, running TM's New Construction career. Actually it's a slight mod of the mod, that allows me to choose a Gato from the 1943 New Construction career.
Anyway, the second part of the first shake down mission has me diving to test depth using the normal dive command whch is supposed to level off the boat automatically at the max rated or "test" depth. However, when the boat kept going right through 300 feet, past 400 and even past 500 feet, I kinda figured something was up.
Checked the Gato.cgf file and, sure enough, the test depth is defined as 210 meters. It should be 90 meters.
So if anyone else experiences a headache or an overall congested feeling when using the dive command in a TM Gato, you might want to make that little adjustment.
:)
JD
Ducimus
12-26-07, 02:18 PM
Just had myself a little adventure in a Gato, running TM's New Construction career. Actually it's a slight mod of the mod, that allows me to choose a Gato from the 1943 New Construction career.
Anyway, the second part of the first shake down mission has me diving to test depth using the normal dive command whch is supposed to level off the boat automatically at the max rated or "test" depth. However, when the boat kept going right through 300 feet, past 400 and even past 500 feet, I kinda figured something was up.
Checked the Gato.cgf file and, sure enough, the test depth is defined as 210 meters. It should be 90 meters.
So if anyone else experiences a headache or an overall congested feeling when using the dive command in a TM Gato, you might want to make that little adjustment.
:)
JD
If your running the 1.7.4 patch, this is intentional. I explained this change in said patch's post. You have to manually stop the dive with the A key. The reason for this change is because i adjusted the crush depth to be a little bit deeper then before. How deep? Im not saying! Half the fun of the game is not knowing the exact depth youll crush at. I will say the new crush depth is, within reason, and believable.
Weeeeell... OK. But at 210 meters I was taking damage.
The idea behind the "test" depth - which I think is what's being represented in the CFG file - is that you can go there safely. And of course, as in all properly engineered designs, there would be a margin. That margin (ie, how deep you can actually go without taking damage - and this would most likely vary somewhat from boat to boat) is really what we're talking about here, no? That is very different from "crush depth".
Now I'm not a naval architect (although I've been known to play one on TV), but I do know a thing or three about aerospace structural design and engineering... and it wouldn't surprise me at all if the design margins on these boats were in the 150% range, with catastrophic failure occuring at upwards of 200% load (although that would be extreme, with everything on the high side of nominal).
That said, I don't think you'd want to send a crew down to probe that region between the margins engineered into the design and the point of catastrophic failure. That's a place you'd only want to go if there were no other choice (ie, you're going to die anyway). And if you did go there and come back to talk about it, there would likely be consequences... comprehensive inspection at the least, if not actual damage.
Does this make sense?
JD
Ducimus
12-26-07, 04:41 PM
Dont look at the CFG file, look at whats in game. Your test depth, is still the test depth. Its just a number you keep in the back of your mind. "ok my test depth is 300 feet",
The trouble with using the CFG in this regard, is the depth gauge stops at 450 feet, when the boat can go deeper. Using the D key is the only way to circumvent this limitation. The problem is, this key fixates on the max depth setting in the cfg. So if your in a balao for example, and you specify a max depth of 400 feet in the cfg file, you will NEVER be able to go to 500 feet, because the D key will always bring you to the number specified in the cfg file, and since the gauge stops at 450.. thats as deep as you go. Your stuck there, even though that boat can quite easily go alot deeper.
The trouble with using the CFG in this regard, is the depth gauge stops at 450 feet, when the boat can go deeper.
Ah... a work around for a game limitation. Gotcha.
Thanks.
JD
Ducimus
12-26-07, 05:49 PM
the A key stops the dive. Beleive me, i tried hard at keeping the max depth to level off the sub at its test depth. I did manage to mod a *cough* 450 meter depth gauge. Its in the beta 1.7.4 patch support directory.
id have used this instead, but the red needle test depth doesnt scale to this gauge, minute adjustments are hard to make, and its gamey as hell having a 1270 foot depth gauge. The dial range is hardcoded at the number 450. You can trick the game into thinking its 450 meters (as opposed to feet), and it will read off those 450 meters iin feet, but that number 450 is hardcoded somewhere. I wanted a 600 ft depth gauge, and i don't think modding one is possible.
iafrate
12-30-07, 07:39 PM
Is there another way i can d/l TM install file? Filefront keeps saying i dont have permission to d/l it. Thanks
ReallyDedPoet
12-30-07, 10:16 PM
Is there another way i can d/l TM install file? Filefront keeps saying i dont have permission to d/l it. Thanks
It was uploaded to an alternative site, but that site has been down for awhile. Maybe try FF again and see what happens. If still a no go maybe somebody here ( with Duci's permission ) can upload it to an alternative site.
By the way, welcome to SUBSIM :up:
RDP
Hawk_345
12-31-07, 10:41 AM
Ok i know i just asked this not too long ago, but of course i was not around for a while and a lot has changed so, i want to use TM,ROW,NSM, and RSRDC mods, if they are all compatible with each other, what order should i place the files. A screenshot would be very helpfull if someone has one or a complete list. thanks.
Also i would like to use this mod as well if its not already included with any of the above mods,i have not had the time to read everything yet.
http://www.subsim.com/radioroom/showthread.php?t=125556
aurgolo
01-01-08, 11:26 AM
Hyt guys,
happy new year to everybody!!!
Just a quick question, i've been working a lot in the last 2 months and im now updating my SH$ from patch 1.3 to patch 1.4
I had TM 1.6 so I removed SH4 and reinstalled everything and now im installing TM 1.7
But i don not find the sound pack GFX which i had with TM 1.6, this means that now the GFX comes with TM 1.7 or it is just not compatible or what?
And which is the proper order to install them ? First GFX and second TM 1.7 ?
Thank you guys, happy new years
andrea
Ducimus
01-06-08, 05:03 PM
No long longwinded posts from me. Last version i intend to publish is up. Thats all.
ReallyDedPoet
01-06-08, 05:25 PM
Thanks for this Ducimus :up: I have used TM from the beginning, part of the reason why I have stuck with SH4 :yep:
RDP
Thank You Ducimus!! I enjoy your work.
Bluesub 6
01-07-08, 04:17 AM
Thanks for your work Ducimus:up:
Mush Martin
01-07-08, 08:30 AM
Ducimus I would like to thank you both for your work on TM
but also for your commitment and dedication to the improvement
of the game, you have indeed made SHIV a better game not only
with your major mod but also with your influence on others.
regards and thanks for all
MM:up::up::up::up:
aurgolo
01-07-08, 08:54 AM
I would like to thank ducimus and all the modders for their big efforts........
They give us strong emotions and ask nothing back from us.....
Thank you
Andrea
Tried it for ~2 weeks the last time I had SHIV installed. Was nice. Thanks. ;)
capt_frank
01-07-08, 12:20 PM
Thanks for all your work!
Powerthighs
01-07-08, 01:16 PM
Thank you Ducimus. TM is da bomb.
Onkel Neal
01-07-08, 01:40 PM
Salute, Ducimus, your work has provided a lot of spark in the SH series, thanks. :up:
Neal
Subsim
LtCmdrRat
01-07-08, 11:11 PM
Thanks Capt Ducimus for all your works! TM project is great!!!
SteveW1
01-08-08, 02:31 AM
Thanks for all your hard work Ducimus, SH4 would just not be playable for me now without Trigger Maru installed.:yep:
I would like to thank ducimus and all the modders for their big efforts........
They give us strong emotions and ask nothing back from us.....
Thank you
Andrea
Goes from me also...:up:
Hello Ducimus, thanks as well for the mod. Question on new dive stuff, do i hit shift+D to initiate the fast dive or just D, and A levels it off. Is this dive faster than using C button? thanks mate.
Ducimus
01-08-08, 02:44 PM
C key = crash dive. Brings you down to 160 feet. Primary use is to get away from planes.
D key = Dive planes set to normal dive. This brings you down to your rated test depth, and then automatically levels off. Primary use, is to go relatively deep, concentrate on other problems at hand, and not have to worry about the boat getting away from you.
SHIFT+D = Go down in depth, until i tell you to stop. The primary useage of this function, is to be able to exceed 450 feet. You must tell the game when to stop. it will stop somewhere around 220 meters if i recall, but that exceeds any crush depth, so for all intents and purposes, if you dont stop it, you'll go all the way to the bottom.
(alternatly theres an button on the orders bar, just becareful not to press it, as its right next to the silent running button. Personnaly, i use hotkeys as much as possible)
@Lantis
01-08-08, 04:01 PM
Hello Ducimus (did you study latin by any chance? Decorum est pro patria mori :know: )
Anyway, i wanted to ask: you say that crash diving brings the sub to 160 feet, is this a depth which will guarantee not getting attacked by planes? I like to dive when spotting planes on radar, and then stay submerged during the remainder of the day at TC of 1024 or higher, bubbling along at 2 knots. I would like to avoid being rudely awakened from my warping across the pacific by the message i'm taking damage from air-dropped depth charges.
Thanks for your great work,
Greetz,
@Lantis
Thanks Ducimus for the clarification.
Front Runner
01-10-08, 03:58 PM
TM 1.75 with ROW and RSRDC make SH4 the subsim of the century! Thanks everyone for all the hard work.
Hi everybody,
As you can see in the screens below I have a little bug with my configuration... after some days and Marus sunk I'm beeing followed from Empire until Midway by a fire over water... Nobody (planes & ships) seems to notice that but it's just a little strange. Any ideas to fix it? Thanks for all.
Lopo
http://img233.imageshack.us/img233/3456/62320757zn4.jpg
ROW Sub Reflections have been modified as Ducimus has written in his FAQ...
http://img443.imageshack.us/img443/5008/sanstitre1copieqx6.jpg
http://img80.imageshack.us/img80/4828/sanstitre2ce8.jpg
Ducimus
01-10-08, 05:07 PM
As much as i hate pointing fingers, i beileve thats an issue with NSM.
Im curious, people feel compelled to run the prolonged DC attack mod with TM? I must not have done something right.
As much as i hate pointing fingers, i beileve thats an issue with NSM.
Im curious, people feel compelled to run the prolonged DC attack mod with TM? I must not have done something right.
Thanks for your quick response... I'll try next patrol without NSM.
About your question, I cannot answer because I don't know exactly what I'm doing in enabling mods after mods. I do experimentations. Certainly you're right, this mod is probably not useful with TM...
Ducimus
01-10-08, 05:36 PM
No, its useful, im just not sure in what way. It will make things either easier, or harder. Probably easier since i have a bit of a masochistic streak when it comes to depth charges.
edit:
hold da bus, if it uses AI sensors.dat, then it will cause conflicts. The one im using has extra visual nodes in it. If it isnt using the same dat file im using, then the game will be calling on visual nodes that don't exist.
No, its useful, im just not sure in what way. It will make things either easier, or harder. Probably easier since i have a bit of a masochistic streak when it comes to depth charges.
edit:
hold da bus, if it uses AI sensors.dat, then it will cause conflicts. The one im using has extra visual nodes in it. If it isnt using the same dat file im using, then the game will be calling on visual nodes that don't exist.
Well... I'll try without it and I'll see if it will make things harder.
BTW Thanks
aurgolo
01-11-08, 04:03 AM
I have the same problem, sometimes im followed by smoke on the water ........ but it also happened sometimes with SH3, so i thought it is a problem due to my PC which is getting pretty old (athlon xp3000, ati radeon 9600XT, etc etc)......
At the moment i have SH4+TM1.7.4+RSRDC+ROW and yesterday after started a new campaign and sunk some merchants and the smoke started again to follow me............strange
Anyway i have a question: i tried to uninstall TM 1.7.4 and install TM1.7.5 with jsgme... but when unzipping the 1.7.5 files in the MOD folder in the game root, the folder TM1.7.5 is not created and the files are unzipped directly in the MOD folder.
The question is:
do i have to manually create a folder TM 1.7.5 (strange cause usually is automatically created) or just unzip the files in the MOD folder? But if i do this, the jgsme does not recognize the TM as no folder has been created.........strange....
Ducimus
01-11-08, 12:49 PM
unzip to mod directory. When you first open the file with winrar for example (thats what i use anyway), all you should see is the directory as it would appear in the mods directory. unpack that to the mod directory and away you go.
aurgolo
01-11-08, 01:49 PM
Thank you Ducimus, will try and update!
tks
A
Gatlin01
01-11-08, 05:05 PM
Hi Ducimus, I`ve been using your mod since it was born on SH4. I would like to know which of the ROW`s do you prefer for 1.7.5.
ATM, I have these d/l:
New clouds from killer2
New seafoam from jaketoox
Object reflections and search lights ver 5b
Sky and ocean controls ver 5
Sound effects ver 8
Special effects with stock zones ver 5b
Sub reflections and roll pitch mod ver 5
Textures with Sun Halo camera flair ver 5
Also, I`ve added RSRDC_P2_TM_V221
Hi Ducimus
absolutely fabulous ... as always! :up: :rock:
Just one question: Is this version 1.7.5 identical to the 1.7.5. Beta that was published before in this forum?
Ducimus
01-11-08, 05:29 PM
No, its not. See readme on changes in 1.7.5 on the first post of the thread.
Ducimus do i still need to have T.M. 1.7.2 installed before dropping in 1.7.5?? thanks mate.
NKVD-crazyivan
01-12-08, 01:48 AM
Hi Ducimus have been also playing your awesome mod since its birth.......
i am currentl running 1.72 on a fresh install and have added the correct version of RSRDC..........
Two questions i realy want to apply ROW to this game and also your lastest version 1.75 and also RSRDC..............
What is the best way to go about it so i can have the best install ie what mods do i enable first........and is your lastest version a standalone install ie...complete
Also what mods in ROW do i need to install to get a good game exspearance......
thanks for your help i am loving this mod you have done well............:up: :up: :up:
Fincuan
01-12-08, 02:22 AM
Come on guys, it isn't that hard to read and understand the read me(it can be viewed in the first post of this topic). Imho it's quite clear and understandable what comes to installation.
Roger Dodger
01-12-08, 03:38 AM
I tried to take a screenshot last night (Ctl+F11), but nothing happened. I then tried to find a reference in the commands.cfg file, but none seem to exist. Has this command been deleted or changed, or am I just looking in the wrong place?
I'm using TM175 Beta and RSRD 220. RSRD does not have a command.cfg file. I'll be updating to TM175 and RSRD 221 shortly, but the command.cfg file in TM175 does not have any reference to the Ctl+F11 command either.
dean_acheson
01-12-08, 06:12 PM
Duci, could you do me a favor, and tell me what order you have placed your mods?
I just want to make sure that I have mine right, since things don't seem very happy right now.
Thanks.
Also considered request,when you get back to tinkering.:yep:
http://www.subsim.com/radioroom/showpost.php?p=737010&postcount=2
As much as i hate pointing fingers, i beileve thats an issue with NSM.
Ducimus,
You was right, no more smoke on water without NSM.
Thanks
Front Runner
01-13-08, 08:43 AM
edit: Updated 06Jan08
.....
19.) Can i run ROW with TMaru?
Yes. All row is compatible with TMaru, although i must caution against "ROW_Sub_Reflections_and_Roll_Pitch_vs_5", as the majority of the files in that particular ROW mod overrite many crucial settings in Tmaru. If you feel confident in removing conflicting files from this mod, id recommend in just using the submarine.dat files from that particular mod. The rest of the files have been intergrated into Tmaru.
Do we keep ALL the .dat files under the entire Data subfolder including the subfolder .dat files in DATA/OBJECTS or delete them and just keep the .dat files under DATA/SUBMARINE ?
On reading your note it seems that the .dat files in the OBJECTS subfolder are deleted and only the .dat files in the SUBMARINE subfolder are kept. I just want to make sure I am interpreting the directions correctly.
Also, I have a question about the ROW Special Effects with Stock Zones vs 5b file.
It says it will overwrite TM 1.75 Zones.cfg and Cargodef.cfg files. What effect does that have on TM 1.75 and is it okay to overwrite?
Other than that I've got all ROW enabled and I'm getting ready to start a new career with TM 1.75, RSRDC for TM 1.5 and Ducimus new Gato Interior :rock: (thanks again Ducimus.)
Ducimus
01-13-08, 02:38 PM
http://www.subsim.com/radioroom/showthread.php?t=128611
dean_acheson
01-13-08, 03:01 PM
Ok, I feel like a real heel.
I swear I went through the facts before posting. I have no idea how I missed that.
Sorry, it isn't like you have better things to do than answer stupid question sixty times.
:oops:
CaptainNemo
01-13-08, 03:24 PM
Really nice mod! It has great potential. Hopefully there will be next updates. It could be the GWX of Silent Hunter 4.
I made a simple wallpaper for the trigger maru mod, maybe you like it Ducimus. Our "Aces of the Deep" Community will have an eye on the development of your mod and will support your project.
http://www.aotd-flottille.de/Bilder/trigger.jpg
http://www.aotd-flottille.de/Files/Bilder/trigger.jpg
Zero Niner
01-14-08, 03:49 AM
Can I just clarify that the 1.7.5 download is the whole enchilada, i.e. I don't need any other file as far asTM is concerned? Thanks.
Ducimus
01-14-08, 04:46 AM
Yes, 1.7.5 is the whole thing. As TM goes, thats all you need. No patchs, no TM GFX pack or whatever.
ReallyDedPoet
01-14-08, 08:42 AM
Really nice mod! It has great potential. Hopefully there will be next updates. It could be the GWX of Silent Hunter 4.
I made a simple wallpaper for the trigger maru mod, maybe you like it Ducimus. Our "Aces of the Deep" Community will have an eye on the development of your mod and will support your project.
http://www.aotd-flottille.de/Bilder/trigger.jpg
http://www.aotd-flottille.de/Files/Bilder/trigger.jpg
Nice :up:
RDP
NKVD-crazyivan
01-15-08, 12:16 AM
Just a small thing i have noticed once i loaded TM 1.75 on a fresh install....also running ROW with out the Picth and roll vs as you have Stated it mucks around with some files........and last but not least i am running the correct ver of RSDR
I have noticed that my torps are running wide of the target and to the right of the ship........even though i have set lock dead center this is more pronouced over a greater distance......before at around 2000-3500 yards i was almost always hiting unless the ship spotted the torp and revesered or bolted.....now even an old friehgter it hard to hit.........i use fully auto tdt just point lock and roll......I know fualts are factored into the game but is this one of them i can understand dus,and runnig deep i even had a torp do a full circule and nearly sink me LOL if running wide is just another fualty torp thing then man this game rocks..........thanks once agian Duci for your help...........:rock:
CaptainNemo
01-15-08, 06:41 PM
Now after playing tm for a time I have one question. Is it possible to skip the camera changes during installation? Which data do i have to delete so that the camera view is still the original?
Ducimus
01-15-08, 06:43 PM
disable mod, and delete data/library/camera.dat from the mod.
As for next/ previous cam, see FAQ.
CaptainNemo
01-15-08, 07:30 PM
Ahh thx! :D Now it works. ^^
kriller2
01-21-08, 05:45 PM
Hi Ducimus,
You have received a PM with the latest Addon for ROW to see if you like it and think it's a good idea to include in a new version of TM, but it's still WIP ;)
Looking forward to hear your from you.
Kriller2
DavyJonesFootlocker
01-22-08, 07:09 AM
I did a multiple install of SH4- one with RFB and the other TM. I tested my Death From Above mission with TM and went to persicope depth and those planes missed me like I miss ships.:88) I got some graphical tearing that was not present in my RFB installation. Taking off ROW Pitch and Roll means more surfing subs? If so, I hope the new and improved TM solves this issue.
ReallyDedPoet
01-22-08, 08:38 AM
I did a multiple install of SH4- one with RFB and the other TM. I tested my Death From Above mission with TM and went to persicope depth and those planes missed me like I miss ships.:88) I got some graphical tearing that was not present in my RFB installation. Taking off ROW Pitch and Roll means more surfing subs? If so, I hope the new and improved TM solves this issue.
You can still use the Pitch and Roll Mod, however you will need to delete all of the non .dat files from it. The rest of the stuff .sim, .cfg, etc., conflicts with Trigger.
RDP
DavyJonesFootlocker
01-22-08, 02:37 PM
Thanks RD. Oh, one more thing I read the FAQ in the readme file and did remove the semi-colons but the cameras are not available. I really needed those cameras when doing custom missions.
ReallyDedPoet
01-22-08, 02:39 PM
Oh, one more thing I read the FAQ in the readme file and did remove the semi-colons but the cameras are not available. I really needed those cameras when doing custom missions.
Were you in port :roll:,deactivated Trigger, took the semi-colons out in Trigger, then reactivated. I have done this many times and with no probs. :D Although now I play without the option.
RDP
Ducimus
01-22-08, 07:53 PM
WIth the camera file in TM 1.7.5, there is an issue with the next/previous unit camera not following units after you renable it. This issue will be resolved in 1.7.6, infact its been enhanced. ALthough, its still disabled by default.
nimitstexan
01-25-08, 01:10 AM
I know this is probably borrowing trouble, but how do you all think TM will work with the new add-on coming out?
Front Runner
01-25-08, 06:24 AM
Thanks RD. Oh, one more thing I read the FAQ in the readme file and did remove the semi-colons but the cameras are not available. I really needed those cameras when doing custom missions.
If you want to use the camera after re-enabling it in TM, make sure that you have not selected 100% realism in the pre set up. In the career office, you can go to options and re-select the camera before your first patrol.
I've done that a few times where I have re-enabled the camera and then when starting a career selected "realistic" and gone out on a mission without changing the options in the career office and wondered what the heck happened to my camera, then I realized what I had done....
Front Runner
01-25-08, 06:30 AM
I know this is probably borrowing trouble, but how do you all think TM will work with the new add-on coming out?
Wait and see.:know:
If Ducimus retires (again) from TM updates it'll probably have some issues. Seems though that Duci can't resist the urge to make things better (like Dave,) and he'll come out of retirement (again) and make SH4 with the addon even better. ;)
Thanks in advance Ducimus:|\\
DavyJonesFootlocker
01-25-08, 09:14 AM
I kind of solved the cam issue, m8. Thanks. I had to use the . and , keys to get the views I needed. I was looking for the buttons on the control panel. Dumb ain't it.:doh::88)
J B Lansing
01-25-08, 11:51 AM
Is the fourth file at you site (Interior Fix or something like that) needed with the new 1.76? The other file are pretty specific being labeled 1., 2., and 3. but the four one is not mentioned.
Thanks for a great MOD
J B
I installed 1,2,3, then the interior works great.
Do you have to be in port to install the interior mod?
I would as it seems to be the general rule of most mods.
Do you have to be in port to install the interior mod?
I installed the interior mod whilst on patrol, haven't noticed any problems as of yet. So I think you'll be ok..... but don't quote me on that:lol:
Dutchman 51
01-26-08, 05:09 PM
If you have already installed TM1.7.5, can you install TM1.7.6 using the 1 2 3 method Ducimus described, using JSGME to uninstall TM 1.7.5 first? Or do you need to completely uninstall everyting in SH4, then reinstall SH4, 1.4 update, and then install TM1.7.6. For those who were using TM 1.7.5, I thought you might know the answer. Thanks
Personally, i just removed the older version of Trigger Maru that i had installed, along with the other mods that were activated; i then used the Mod Enabler's 'file compare' scheme to check whether there were any lingering traces of old Mods in my SH4 installation.. (there weren't any, apart from folders).. then I just activated the new mods in order.
So far, no problems. :up:
Dutchman 51
01-26-08, 09:58 PM
Worth a try. I will reconfigure this tomorrow. Thanks for your thoughts EG.
johnk51
01-27-08, 12:08 AM
Is the keyboard layout the same as 1.7.5? When I'm in external camera view the 8 & 2 key on the key pad do not move you forward or backward. I have to use the arrow keys next to the key pad. They worked in 1.7.5.
Is the keyboard layout the same as 1.7.5? When I'm in external camera view the 8 & 2 key on the key pad do not move you forward or backward. I have to use the arrow keys next to the key pad. They worked in 1.7.5.
I know this sounds stupid, and forgive me for pointing out the obvious. But, check to see if num lock is off on your keyboard.
If that's not it I have no idea:)
Just reinstalled everything. The Latest ROW and the latest TM 1.7.6. I have waited to update to patch 1.4 because I really needed to finish my career.:up:
Just followed all instructions by Ducimus. first page and faq. It is a whole new experience. Really love it. Had some trouble getting it to work (black screen after the intro movies). Nvidia, widescreen, vista. But just search the threads and look for answers. changing the main.cfg did it. And now I must say. Thanks!! to Ducimus. I admire your skill and I can advise everybody: give it a try. You'll love it. :up: Aniuk:sunny:
ridgewayranger
01-28-08, 05:47 AM
Hi all,
I get large black artifacts when moving around the bridge or using A.A.gun. These block out most of my view. Could it be because I have RSDS installed over T.M.1.7.6?
RR
DavyJonesFootlocker
01-28-08, 07:18 AM
Ok, tried out this new version over the weekend and started a new career with an Asiatic Fleet Boat- Porpoise-class. Headed for Indochina coast. Got a CTD when coming out of TC and when I opened up the Captain's Log. Perhaps it's because I didn't pause the game, probably. Anyway, got a Light Cruiser- 2 hits and 2 duds. Two DDs came after me with a vengeance. I turned off all that could make noises but they still zeroed me in. DC me to death. My deck gun took a hit and 2 of the handlers got injured. Now, How could this be? I was submerged at 200 feet. And sure would hate to think those 2 were hangng onto the gun outside. I escaped stirred but not shaken. I then snuck into Saigon Harbor and sank a large tanker and a medium merchant. Got some duds with that. Ran out of torps and heading out to open sea when a Large Merchant was spotted. The deck gun was repaired and started an attack run. The ship sank! My past experience that deckkie was kind of useless against large targets. I noticed that Living Breathing Ocean was in TM's list of mods. It made the water a bit dark but at least no surfboard effects which is a plus. I was wondering if to enable the Environmental Color Mod it shouldn't interfere with TM would it? Overall I enjoyed TM. Nice work Ducimus.:up:
ReallyDedPoet
01-28-08, 08:24 AM
Hi all,
I get large black artifacts when moving around the bridge or using A.A.gun. These block out most of my view. Could it be because I have RSDS installed over T.M.1.7.6?
RR
Do you have a screen of this :roll::yep:
RDP
@ridgewayranger
This occurs i believe with the fuller original conning towers on boats, but If you have a Gato glass boat (i know as i 'm just commissioning USS Finback, in new construction) with the original un-cut conning tower - the black "artifacts" that block out the bottom half of the view is the conning tower sides!! when you get a cut-down tower later you'll have a fuller view!
@davyjonesfootlocker
Your deck gun handlers got injured because of a stock game issue! (not TM) the game associates personnel to each department, so gun handlers are associated to the Gun, makes sense!, except it doesn't stop this when off-watch or submerged. So exterior damage will cause injury (or death in extemis!) to crew inside the sub, if, when surfaced, they would use that station if asked too! Have you noticed when the engine room (or any compartment for that matter) takes damage all 3 watches are effected even though two were off duty probably not even in the compartment, same bug!!
Hope this helps
Kaleun
Defiance
01-29-08, 08:38 PM
Hiya's,
Can someone clear up my worries about the patrol area radius
On TM first page for this latest tm release it says "Patrol missions area of operations expanded to 200 to 250 KM"
So do i just use compass and set it at 250 max as in compass sized at 250 nm ???
Confused a bit and don't seem to be finding anything except damn planes lol
Hope above makes sense he he
Many Thanks
Ciao
Def
lurker_hlb3
01-29-08, 08:59 PM
Hiya's,
Can someone clear up my worries about the patrol area radius
On TM first page for this latest tm release it says "Patrol missions area of operations expanded to 200 to 250 KM"
So do i just use compass and set it at 250 max as in compass sized at 250 nm ???
Confused a bit and don't seem to be finding anything except damn planes lol
Hope above makes sense he he
Many Thanks
Ciao
Def
200km = 108nm
250km = 135nm
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