View Full Version : Triger Maru 1.3
Stew U-582
07-15-07, 06:06 PM
Thanks to the great work of dicimus Triger Maru is
now available for sh41.3
http://files.filefront.com//;8050048;;/
Thanks Dicimus
KING111
07-16-07, 08:19 AM
thanks i will try it out
my Sh4 as still got BUGS with patch 1.3
if i get ramed by a any ship the ship sinks
and my voices echo ?????????????
i don't know if any one else as these
problems?
KING111
07-16-07, 12:59 PM
i installed Triger Maru 1.3
and got ramed by a DD the ship did not sink
but i did not get any damege ether?
so i surfaced to see what would happen
and the DDs blew me out of the water
but i realy got a hammering before i went
down :lol:
FooFighters
07-16-07, 04:23 PM
i installed Triger Maru 1.3
and got ramed by a DD the ship did not sink
but i did not get any damege ether?
so i surfaced to see what would happen
and the DDs blew me out of the water
but i realy got a hammering before i went
down :lol:
Pretty cool.. I love TM1.3 toooooooo.. :rock:
No SHIV without it for me...
:up:
Ducimus
07-16-07, 04:58 PM
Don't get too comfy, im going to have to release an update to fix a few issues asap. :oops:
He foofighter, back??:up:
Nice holliday??:)
Hope so anyway.:lol:
letterboy1
07-16-07, 05:26 PM
Don't get too comfy, im going to have to release an update to fix a few issues asap. :oops:
Any issue we should watch for? Or do you recommend not installing it at all just yet?
BTW, thanks!
CaptainKobuk
07-16-07, 06:27 PM
Don't get too comfy, im going to have to release an update to fix a few issues asap. :oops: ...on a first mission out of Manilla, fired a torpedo that missed, no problem with the miss itself, it was a clean miss i saw on the remote cam, ...but later i guess that same torpedo turned around and hit my submarine. Knocking a huge hole in it just forward of middle. My crew then repaired the awesome damage. heehehe. Enough damage to see into the interior of the sub -- a hole 25 feet by 15 feet.
No problem. Everything is to be considered a test when using and improving MODS that revolutionize the game for the better.
May i recommend the following improvements or options for your MOD...?
In command.cfg, ...replace command #70 and #71 with the following lines...
[Cmd70]
Name=Cam_zoom_in
Ctxt=1
Key0=0xBB,Rc,""
[Cmd71]
Name=Cam_zoom_out
Ctxt=1
Key0=0xBD,Rc,""
This swap of text, allows the R-CTRL key to be used with the NUM+ key to extend the magnification power of all scopes in the game by a hefty amount. Works in periscope, binocular, deck or anti-air gun. Very useful in these guns to coordinate long range shooting or spot distant aircraft to get their approach lined up for shooting at them.
Another suggestion is to put back into the game the camera button that tracks targets.
Also, i can't hardly see two of the dials. The compass dial and the speed dial. I can appreciate your zeal for realizm, as i'm sure the dials are authentic. But for gameplay there are much more visible sets of dials out their in other MODS to use here.
-----------------------------------------------------------------------------
EDIT: http://www.subsim.com/radioroom/showthread.php?t=111607
EDIT: works by replacing (Dials_us_imperial.dds) and (Dials_us_metric.dds)
-----------------------------------------------------------------------------
These suggestions are modifications that can't just be put into another MOD and used over the top of yours since they would create a conflict. So integration would help everyone, especially newbies, enjoy your work that much more.
//////////////////////////////////////////////////////////////////////////////////////
My sub got badly run over by a Mitsumi Destroyer, enough to rock both boats and no damage happened to either boat. The periscope and conning tower were hit. I realize there is a fix for the recurring conning tower damage bug, by making the conning tower invincible. Don't know if patch 1.3 fixed that or not. Anyhow a minor issue. It's sloppy sailing if we get rammed and we had better improve our skills so it never happens...
KING111
07-16-07, 07:19 PM
I did a new install of Sh4 then i Patched it with 1.1 then 1.2 and then 1.3
to be on the safe side i used all the patches
then i started adding mod's first
Green lock
and then the green lamp
then better scopes v1.3
then the
submarine bearing tool 3000 meters
then the
Sh4 smaller Sub marker
and then SSGM 12c
trying the game after each mod to see if they worked with 1.3
then i saw that trigger maru v.1.3
was out so i but that over the top
then i found the
Natural Sinking Mechanics Mod 2.2
and put that in now the thing is how many of these mod's
do i need i get the feeling they are just over writing each other
and also trigger maru v.1.3 takes out the intro i thought i could put
it back just by copying SSGM 12c back in to the game but it did not
work i still an't got a intro?
KING111
07-17-07, 07:23 AM
My be it’s not my place to say these
But I was looking on file front and I saw
Triger Maru 1.3
Had been downloaded 503 times and 332
Times these week and then I looked in here
And thought were are all the THANK YOU’S
AND GREAT WORK it looks like Stew u-582 put
It up on file front and dicimus made the mod
If I was ether of them I would not be very happy
And wonder why I bothered sharing it :rock::rock:
Von Tonner
07-17-07, 07:53 AM
My be it’s not my place to say these
But I was looking on file front and I saw
Triger Maru 1.3
Had been downloaded 503 times and 332
Times these week and then I looked in here
And thought were are all the THANK YOU’S
AND GREAT WORK it looks like Stew u-582 put
It up on file front and dicimus made the mod
If I was ether of them I would not be very happy
And wonder why I bothered sharing it :rock::rock:
Please read the original TMaru thread http://www.subsim.com/radioroom/showthread.php?t=115258
FooFighters
07-17-07, 10:06 AM
He foofighter, back??:up:
Nice holliday??:)
Hope so anyway.:lol:
Hey Bando..
My holiday was rainy.. more rain and uhh rain.. :cry:
But now I'm back.. and ready to start on the S-Class skin :up:
That would be awesome. I couldn't get the other S skin (from another modder) to work properly, and decided to wait for your return.:yep:
Sorry to hear about the rain overthere in Sweden.:down:
CaptainKobuk
07-23-07, 11:35 PM
Had to let the MOD go because the Destroyers "instantly" located me enough to plot a direct course towards me from anywhere within their outer sound scanning range (on the game's very-hard difficulty level) if i was even all stopped but just loading torperdoes. This even in 1941 with early enemy search tech.
The fact it was so instant so often made it seem very unlike reality. As far as i know it was not so easy in 1941 for japs to find our subs so fast.
otherwise it's a great MOD package.
There just needs to be some give to account for chances of discovery -- as in real life.
Maybe i'm wrong though. Can jap DD's that early that easily get an instant sound bearing from a loading torpedo noise from over 3000 meters or whatever it was. At that far end of their scan range.???
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