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View Full Version : Trigger Maru 1.4 superb!


TDK1044
07-25-07, 06:28 AM
I have to say that in my opinion, SH4 patched to 1.3 and modded with TM 1.4 is now the best WWII subsim ever.

With Tater's 'Campaign Layers' mod, OakGroove's 'Submarine Instruments' mod, and Leovampire's 'Living Breathing Ocean' mod all included with other great mods in TM 1.4, the immersion factor is just huge.

I'm on my first patrol with TM 1.4, and the look of the ocean truly makes you believe that you are there. Add to that the increased reality that TM 1.4 gives you accross the board, and you really do have an outstanding subsim.

I invested my $49 in SH4 knowing that the investment would only really pay dividends about 6 months down the line. I knew we'd get great mods, but I honestly didn't think we'd get a mod as good as TM 1.4.

Many thanks to all the talented modders who have made this sim outstanding in my view. :D

Von Hinten
07-25-07, 06:31 AM
I'll be trying out that same experience later on tonight when I get home. Can't wait to try this mod, so far it sounds great! :up:

ReallyDedPoet
07-25-07, 06:40 AM
Nice, looking forward to this one.


RDP

fredbass
07-25-07, 06:47 AM
Can't wait to load it up tonight. Thanks Duc. :up:

Uber Gruber
07-25-07, 06:54 AM
Don't have a go at me but can we abstain from posting "i will look at this" posts ? It would be better to try it first and then post "just tried it and holy jelly its great/crap/etc". I think it will avoid some clutter and allow threads to be more informative as a whole.

I'm guilty of such posts myself so no disrespect, just a thought thats all.

scrapser
07-25-07, 11:16 AM
Can anyone report on their experiences regarding enemy engagements in terms of frequency? I like mods that fix everything that can be and improve graphics, performance, and behavior but I would prefer to avoid "realism" mods that reduce contacts to the point where much of the patrol is just sailing around the Pacific staring at the horizon. I know some people want this but it's not what I bought the sim for. That said, I also don't want a shooting gallery either. It just seems that most of the really good mod packs tend to force limited contacts on the user. I think this one single feature should be either an option or adjustable if possible.

Thanks

TDK1044
07-25-07, 11:33 AM
The new campaign layers included with this mod does significantly reduce targets of opportunity. You do still get messages informing you about known enemy convoy/task force positions though.

Personally I really like the way it is in TM 1.4, because for the first time SH4 feels like a sim to me rather than a game. :D

scrapser
07-25-07, 11:53 AM
Thanks...I'm definitely going to give this one a try.

ReM
07-25-07, 11:55 AM
Sounds like a must-have, thanks for your hard work Ducimus...

SteamWake
07-25-07, 12:03 PM
Sounds like its about time to give this one a go !

Thanks for the heads up.

EAGLE_01
07-25-07, 12:03 PM
I just started a new campaign with 1.3/TM1.4, and if the contacts are reduced to whatever level, it 'feels' right. I just finished my first patrol, and on my way back to port happened across a ship. Barely see it in the fog, but I shadowed it and it eventually resolved into a Heavy Cruiser. Then another one.(Different classes). Then 2 BB's (One Kongo and one Fusa[?]) escorted by a Fubuki DD. I went home with 93,360 tons. Smoked em. They put up a good effort, too, but I just kept getting lucky angles and ranges. Even got the DD as he was turning toward me after I put a smoking and half-sunk Mogami Cruiser between us. Most fun I've had with this sim since it came out. Got a few screens, but I haven't learned to post them yet, and I don't have time at this moment..gotta go.

I would like to add that I'm using the Torpedo 2X mod...IMHO it puts holes in the ships like EVERY photo or Dept. Of Defense footage I've ever seen..

Sweet Mods, all of them. You mod guys are amazing. SH4 is a blast now:yep:

Just had to add that while I was working with the Cruisers and the DD, the Battlewagons made their escape. The NEXT night, I cought up with them.. not really sure how..4 fish each..they are on the bottom now.

Ducimus
07-25-07, 12:04 PM
I just have to say that ultimatly Tmaru wouldnt have happened without the SH4 mod community. In reality, it's representative of the progress made by all the modders in honing the game. All i did, was take their efforts and combine them in one cumulative package, and tweaked to my own taste.


So im going to say thank you to...

Credits:
Captain Cox
- Nav tools
- periscope graphics.
- officers cap and crew uniforms

Chomu
- mini chrono

CCIP
- sub battery fix.
- initial commands.cfg development.

cdrake66
- developed new ordersbar icons specifically for TMaru (then FTT)

Ducimus
- Bungo Pete mod
- German Uboat mod (skin by Fubar)
- Map contacts mod
- misc tweaks

fullmetaledges
- medal changes/corrections mod


Günther Hessler
-Sounds borrowed from his "ultimate sound" mod pack

Hildofr
- nomograph

kapitan_zur_see
- No grainy PPF mod.

LeoVampire
- better sea enviormentals.
- airport/nav map mod.

LukeFF
- realistic crew config
- "Hull Classification Symbols and Numbers Mod"

OakGroove
- Orders Bar gauges
- Orders bar HUD graphics
- TDC/ Torpedo/ bearing indicator interface graphics
- Submarine Interior graphics

Payoff
- crash dive sound vocals
- Ahead 2/3rds sound vocals

Probex
- developed 9KM visibility scene.dat

scoochy
- slower smoke effects mod

Seeadler
- improved sky enviormental effects mod

Tater
- improved campaign mod.
- Taihosan Maru Fix

WilhelmTell
- Submarine diesal engine sounds

zAmboni
- Smaller Nav tools



Now then, im taking a break from modding for a bit. I'd like to play too.:arrgh!:

SteamWake
07-25-07, 12:09 PM
I just have to say that ultimatly Tmaru wouldnt have happened without the SH4 mod community. In reality, it's representative of the progress made by all the modders in honing the game. All i did, was take their efforts and combine them in one cumulative package, and tweaked to my own taste.


So im going to say thank you to...

Credits:
Captain Cox
- Nav tools
- periscope graphics.
- officers cap and crew uniforms

Chomu
- mini chrono

CCIP
- sub battery fix.
- initial commands.cfg development.

cdrake66
- developed new ordersbar icons specifically for TMaru (then FTT)

Ducimus
- Bungo Pete mod
- German Uboat mod (skin by Fubar)
- Map contacts mod
- misc tweaks

fullmetaledges
- medal changes/corrections mod


Günther Hessler
-Sounds borrowed from his "ultimate sound" mod pack

Hildofr
- nomograph

kapitan_zur_see
- No grainy PPF mod.

LeoVampire
- better sea enviormentals.
- airport/nav map mod.

LukeFF
- realistic crew config
- "Hull Classification Symbols and Numbers Mod"

OakGroove
- Orders Bar gauges
- Orders bar HUD graphics
- TDC/ Torpedo/ bearing indicator interface graphics
- Submarine Interior graphics

Payoff
- crash dive sound vocals
- Ahead 2/3rds sound vocals

Probex
- developed 9KM visibility scene.dat

scoochy
- slower smoke effects mod

Seeadler
- improved sky enviormental effects mod

Tater
- improved campaign mod.
- Taihosan Maru Fix

WilhelmTell
- Submarine diesal engine sounds

zAmboni
- Smaller Nav tools



Now then, im taking a break from modding for a bit. I'd like to play too.:arrgh!:

No ! your not allowed to stop ! We want more more more !

Ahhh shaddup kid and let the man play :up:

Seriously thanks to all and their efforts.

ReM
07-25-07, 12:40 PM
OK, you got to give credit where credit is due: thank you Ducimus AND everyone mentioned in the credits for your hard work! Downloading right now

SimHq Tom Cofield
07-25-07, 01:13 PM
Class act.

That is why it is stickied at SimHq. Great mod.

tater
07-25-07, 02:17 PM
Throw Jace11 in there for the Taihosan Maru fix. It was a team effort---I determined that taihosan was the CTD source, but Jace11 gets the credit for fixing it---I JSGMEd his fix and released it.

tater

Camaero
07-25-07, 02:24 PM
I have to say that in my opinion, SH4 patched to 1.3 and modded with TM 1.4 is now the best WWII subsim ever.

With Tater's 'Campaign Layers' mod, OakGroove's 'Submarine Instruments' mod, and Leovampire's 'Living Breathing Ocean' mod all included with other great mods in TM 1.4, the immersion factor is just huge.

I'm on my first patrol with TM 1.4, and the look of the ocean truly makes you believe that you are there. Add to that the increased reality that TM 1.4 gives you accross the board, and you really do have an outstanding subsim.

I invested my $49 in SH4 knowing that the investment would only really pay dividends about 6 months down the line. I knew we'd get great mods, but I honestly didn't think we'd get a mod as good as TM 1.4.

Many thanks to all the talented modders who have made this sim outstanding in my view. :D

I am very much with you on that!

unga
07-25-07, 02:31 PM
I have to say that in my opinion, SH4 patched to 1.3 and modded with TM 1.4 is now the best WWII subsim ever.

With Tater's 'Campaign Layers' mod, OakGroove's 'Submarine Instruments' mod, and Leovampire's 'Living Breathing Ocean' mod all included with other great mods in TM 1.4, the immersion factor is just huge.

I'm on my first patrol with TM 1.4, and the look of the ocean truly makes you believe that you are there. Add to that the increased reality that TM 1.4 gives you accross the board, and you really do have an outstanding subsim.

I invested my $49 in SH4 knowing that the investment would only really pay dividends about 6 months down the line. I knew we'd get great mods, but I honestly didn't think we'd get a mod as good as TM 1.4.

Many thanks to all the talented modders who have made this sim outstanding in my view. :D
I am very much with you on that!
Right words !!! Superb work in this mod :up::up::up::rock::rock::rock: !!!!

Rockin Robbins
07-25-07, 03:02 PM
Holy cow Ducimus, you've picked almost every mod I've ever lusted for. The ones you didn't choose would conflict with the ones you chose. I'm sold. Time to try it out. Thanks for working your tail off for us. Now make some big fat juicy convoy pay for all that time spent slaving over this thing! See you when you get back.

SteamWake
07-25-07, 03:21 PM
Don't have a go at me but can we abstain from posting "i will look at this" posts ? It would be better to try it first and then post "just tried it and holy jelly its great/crap/etc". I think it will avoid some clutter and allow threads to be more informative as a whole.

I'm guilty of such posts myself so no disrespect, just a thought thats all.

No disrepect intended but.... er pot meet kettle ;)

Besides the 'clutter' around here is half the fun :smug:

Mickle
07-25-07, 03:37 PM
OK, feeling thick right now, how do you instal this?
In which files do you place it, when I run the installer I believe the .z file needs to be in a folder for it to sbe seen?

tater
07-25-07, 03:41 PM
Can anyone report on their experiences regarding enemy engagements in terms of frequency? I like mods that fix everything that can be and improve graphics, performance, and behavior but I would prefer to avoid "realism" mods that reduce contacts to the point where much of the patrol is just sailing around the Pacific staring at the horizon. I know some people want this but it's not what I bought the sim for. That said, I also don't want a shooting gallery either. It just seems that most of the really good mod packs tend to force limited contacts on the user. I think this one single feature should be either an option or adjustable if possible.

Thanks

(reported from the thread on my campaign mod)
I just did a little traffic check in mid 1942. There were ~220 merchant/troopship groups on the map at any given moment. Each of those has at least 1 target, and a ~25% chance of a 2d. So that's ~270 merchants.

In addition, there were ~30 convoys on the map. My convoys early war can vary down to literally a single merchant ship (some convoys escorted, some not), but on average I bet they have 3 ships or so. So that's another ~100 targets not counting escorts or TFs (TFs are VERY reduced from stock).

So at any moment there are over 350 merchant targets on the map early/mid war. That's about what my estimates of RL traffic were, BTW. In fact it might be a little high, in RL 1 in 8 merchants was out of service waiting on repair (the yards were swamped). By 1943 it was more like 1 in 6.

Mickle
07-25-07, 04:28 PM
OK, feeling thick right now, how do you instal this?
In which files do you place it, when I run the installer I believe the .z file needs to be in a folder for it to sbe seen? :damn:
figured it out, win rar lol
DOH!

Ducimus
07-25-07, 05:16 PM
I suspect the AI may turn into a point of contention, so eventually ill need some feedback on that, so i can fine tune it better.

In the meantime if your having really hard time, this post i made in regards to the AI for an earlier version of Tmaru may help you:
http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/6241064475?r=9581006475#9581006475

XanderF
07-25-07, 05:23 PM
Tried TM 1.4, and definitely agree with the OP about the 'big three' mods (first time I'd seen them, myself) making a HUGE difference in gameplay. Appreciate much TM putting all these great mods in one, easy-to-use place!

I'm happy to now report that I'm really quite pleased with the game for the most part! Only need to find a new sound mod (engine and sub sounds in TM seem...off a little. Engine sounds are just too quiet, and it sounds too similar inside the boat on the surface down to really deep. Which, given this is a difference between diesels running with waves washing over the hull vs cruising on electrics at half the speed with the only sound from the sea being the creaking of the hull...should sound really, really different.)

And, of course, I hope for the day a mod allows easy maneuvering around inside the boat. I spent a lot of time in Sh3 patrols, pacing back and forth in the control room. Sh4 feeling glued to one precise spot...just makes me batty. (And I hope that said mod makes it into TM! :rock: )

momo55
07-25-07, 06:11 PM
One of these days whe will see the beards grow from the crewmembers when there on patrol (remember "das boot"):rotfl:

It's magic and amazing what those modders present us again and again .

I salute you all and thank you

momo55

http://www.animaatjes.nl/plaatjes/s/smilies/36_5_6.gif

A happy TM 1.4 user

Ducimus
07-25-07, 06:21 PM
! Engine sounds are just too quiet, and it sounds too similar inside the boat on the surface down to really deep.

I agree. To be honest im not sure if i like this engine sound, or the last one i was using the most, however i defaulted to this one because it is , as i understand, the acutall sound of a fairbanks-morse (found on may fleeboats), so i just HAD to use it The acutal files used were retouched by another modder (who's name i coudlnt remember offhand, i just had the zip file ) so i just credited the orginal author. Im thinking maybe i should have used the original, and complete sound mod?

http://www.subsim.com/radioroom/showthread.php?t=110470

chopped50ford
07-25-07, 07:03 PM
+
A happy TM 1.4 user[/quote]

now that would be cool mod. :)

Navigator857
07-25-07, 07:34 PM
I have a confession to make. Prior to reading this post I had been trolling around the Pacific, thirsting for Jap metal and blood. Blowing up and sinking tons and tons of ships was my everlasting motivation for firing up the game. I'd read for some time now the post from the "sim'ers" that liked to bring the realism factor to the base but had never really needed that since I was having a blast sinking ships and slapping myself on the back on how I could get back time after time, worn but alive. However, after downloading, installing, then playing with this mod I had a "break-thru", a moment of reflection as it were.

No longer was I merely content on seeing how many 1,000's of tons I could sink on patrol. I now had to think, plan then react at each point. I for some reason found myself looking around inside the sub, listening to the water ruch by as the engine hummed along, putting myself in the reality of the situation. Before this mod I would go to the map, plot my course, hit TC and wait for a target to be spotted. Now I enjoy cruising on the surface, looking at the horizon. Then when that contact is reported slowly and cautiously planning my attack, then executing the kill. Then having the "pucker-factor" kick in when those tin cans start hunting for me. I can't tell you the thrill and respect I now have for the game.

I am a new man thanks to the hard work of the modding community! Thank you (sniff...sniff), thank you gentlemen for helping me find my "inner sub sim captain"! :up:

Bando
07-25-07, 08:19 PM
You should post it in the story contest thread:up:

Good to see arcade being converted to sim

ReallyDedPoet
07-25-07, 09:45 PM
Engine sounds are just too quiet
Use your Sound Recorder and turn them up, it helps some :yep:

This is also helpful with other sounds as well, creaks, ambiance, etc.


RDP

banjo
07-25-07, 10:24 PM
It basically made a whole new game out of SH4. I can't believe it. A whole new look, sounds, and general operation. Just amazing. Congratulations.

ReallyDedPoet
07-25-07, 10:27 PM
It basically made a whole new game out of SH4. I can't believe it. A whole new look, sounds, and general operation. Just amazing. Congratulations.

Great mod for sure:up: There is another thread on this, so you may get moved :yep:

http://www.subsim.com/radioroom/showthread.php?t=119202

Good hunting with Trigger.


RDP

Ducimus
07-25-07, 10:45 PM
I hope everyone brushed up on their knowledge of evasion:

http://www.ducimus.net/sh4/ai.htm :hulk:

chopped50ford
07-26-07, 12:42 AM
I hope everyone brushed up on their knowledge of evasion:

http://www.ducimus.net/sh4/ai.htm :hulk:

Thanks, that was some good reading.

Fearless
07-26-07, 01:17 AM
I hope everyone brushed up on their knowledge of evasion:

http://www.ducimus.net/sh4/ai.htm :hulk:

Sure have. Have been in quite a few situations as described.

chopped50ford
07-26-07, 02:58 AM
I got it DL'd tonight, played it and love it. I also added a few more mods on top for the ultimate experience.

Great Job and great work.

- SALUTE -

Uber Gruber
07-26-07, 05:15 AM
No disrepect intended but.... er pot meet kettle ;)

Besides the 'clutter' around here is half the fun :smug:

I deserve that so i'll take it on the chin....ouch!:doh:

Von Tonner
07-26-07, 05:51 AM
However, after downloading, installing, then playing with this mod I had a "break-thru", a moment of reflection as it were.

No longer was I merely content on seeing how many 1,000's of tons I could sink on patrol. I now had to think, plan then react at each point.

I am a new man thanks to the hard work of the modding community! Thank you (sniff...sniff), thank you gentlemen for helping me find my "inner sub sim captain"! :up:
Ahhh, a Damascus experience - I love it!:D

Ducimus you have done a damn fine job here. Downloaded lastnight, started a new career and what can I say, AWESOME man, really awesome. I too, don't quite know if I prefer the diesel sound in your previous mod or this one. Maybe it's just a case of 'getting used to'.
Again, great job to you and the other modders included in TM and thanks:up:

Javelin
07-26-07, 06:57 AM
TM 1.4 puts SH4 over the top. Thanks so much to all involved in this mod. One question: Is there a read me file, which explains, the new map symbols, (air bases), and changing the contacts back to the original red with tails.

seaniam81
07-26-07, 08:25 AM
I downloaded this mod last night and after a few test dives i'm loving it. I cant wait to get home from work tonight and give it a real go. Thanks a tonne

nappy
07-26-07, 08:31 AM
I tried looking around here in the forum, but i couldnt find a link to any of the mentioned mods.
Could a kind soul tell me where i can find these wonderfull mods.

regards

nappy


I have to say that in my opinion, SH4 patched to 1.3 and modded with TM 1.4 is now the best WWII subsim ever.

With Tater's 'Campaign Layers' mod, OakGroove's 'Submarine Instruments' mod, and Leovampire's 'Living Breathing Ocean' mod all included with other great mods in TM 1.4, the immersion factor is just huge.

I'm on my first patrol with TM 1.4, and the look of the ocean truly makes you believe that you are there. Add to that the increased reality that TM 1.4 gives you accross the board, and you really do have an outstanding subsim.

I invested my $49 in SH4 knowing that the investment would only really pay dividends about 6 months down the line. I knew we'd get great mods, but I honestly didn't think we'd get a mod as good as TM 1.4.

Many thanks to all the talented modders who have made this sim outstanding in my view. :D

SteamWake
07-26-07, 08:33 AM
Why in the moding forum of course.

First thread there :up:

http://www.subsim.com/radioroom/forumdisplay.php?f=219

Marko_Ramius
07-26-07, 08:59 AM
For the diesel sound, the previous one was a bit better in IMO ; Guess matter of taste.



May i suggest you to have a look in some sounds in a mod called "Kosh_Stealthy_Sub_V1.02a" ?

In this pack sound, i use only 2 of them :

Submarine propellers 2
Submarine_Hyd

We can hear this sound in "Das Boot" when they're submerged. I love it.



Big thanks to you all modders :up:

Ducimus
07-26-07, 11:26 AM
For the diesel sound, the previous one was a bit better in IMO ; Guess matter of taste.



Speaking of those, if anyone has the diesal sounds from TM 1.3A or earlier, could you zip up em and post em? As it seems i've inadvertantly deleted too many old versions of TM and don't have that sound copied locally anymore :oops: (just want to archieve them for later, those sounds were acutally kind of hard to find)

TDK1044
07-26-07, 11:31 AM
One thing that surprises me using TM 1.4 is how much I now enjoy hunting for targets rather than waiting for the game to supply them for me. Yes, you spend more time hunting and less time sinking ships, but that's how it was. And the hunt is really fun.

The greatest compliment I can pay Ducimus and the other modders responsible for this mod, is that for the first time SH4 now feels like a sim. :D

switch.dota
07-26-07, 11:39 AM
I've got the sounds since I'm still using 1.3A (haven't pulled into port yet). However I can't post them here...

tater
07-26-07, 11:49 AM
Cox's search pattern mod might be a cool addition. It adds some alternative patterns. I never used the stock pattern til I modded the campaign, now I use it all the time.

tater

Marko_Ramius
07-26-07, 12:08 PM
http://hosted.filefront.com/MarkoRamius/


I think it is those ones, Ducimus ? File is called "diesels13A.7zip"

Hope this help ;)

Ducimus
07-26-07, 12:26 PM
http://hosted.filefront.com/MarkoRamius/


I think it is those ones, Ducimus ? File is called "diesels13A.7zip"

Hope this help ;)

Yup , those are the ones, thanks. I guess when i get enough reason to post a new version of that 50 meg GFX pack ill include those again if these "i liked the old diesal sounds better" posts continue. :88)

Linavitch
07-26-07, 01:33 PM
I've been using TM (or FTT) since it came out and I gotta say that this version is the best (yet?).

And I'd like to take this chance to thank all involved with it.

Keep up the good work guys.

Marko_Ramius
07-26-07, 06:00 PM
May i insist for you to try those propellers sound ? ---->

http://files.filefront.com/Propellers7z/;8154329;;/fileinfo.html


I don't know what you think about it, but we can hear it in Das-Boot and in another recent movie ( don't remember the english name .. but in french : "Abîmes" )

When Submerged, i think the effect is good, and since i heard this in movies, maybe this is realistic ( well..maybe... )


Maybe you all still know them and don't like at all, though ...

Maybe incorporated in TM 1.5 ;)

Torpex752
07-26-07, 07:34 PM
Ducimus,
I just wanted to thank you for all your hard work and efforts. TM1.4 definately has a superb "feel", and I'd say very worthy of finally calling SH4 a sim. You have done a truely noteworthy job! Bravo Zulu! :up: :up:

Frank "Torpex" Kulick
Subsim Staff :cool:

Ducimus
07-26-07, 07:58 PM
Thanks

I have to say though ,that Tmaru as a modpack is really a community effort, sure i put it together and did a few things myself, but as a whole its a culmination of community effort, alot of modders are involved, so i can't and won't stand here and take credit for it all.

Captain Cox

Chomu


CCIP

cdrake66

fullmetaledges

Günther Hessler

Hildofr

Jace11

kapitan_zur_see

LeoVampire

LukeFF

NVDrifter

OakGroove

Payoff

Probex

scoochy

Seeadler

Tater

WilhelmTell

zAmboni

gonzlor
07-26-07, 08:04 PM
For the first time ever in Windows Vista I managed to the BSOD (Blue Screen of Death) I did this after playing a patrol of TM 1.4.

Other than that nasty and scary shock (May or may not even be related, probably not) I have to say , this is the most awsome mod I've ever played.

I'm no good at customising things, but I do want to change a few things, Increase the target of oppertunity frequency, i'm one of those people who like realism but don't like to be bored playing a game scooting around the ocean forever without finding anything.

And also the "tail" on the sub marker in the nav map, I'd like that to be returned, any ideas on how to re-enable those features and I'm set.

ReallyDedPoet
07-26-07, 09:02 PM
And also the "tail" on the sub marker in the nav map, I'd like that to be returned, any ideas on how to re-enable those features and I'm set.

Have a look at this post ( about half-way down ), this was discussed earlier today:

http://www.subsim.com/radioroom/showpost.php?p=604817&postcount=195

Should help you out:up:


RDP

DJSatane
07-26-07, 09:05 PM
Where can I download this mod, its not on subsim downloads, thanks!

ReallyDedPoet
07-26-07, 09:07 PM
Where can I download this mod, its not on subsim downloads, thanks!
Here: http://www.subsim.com/radioroom/showthread.php?t=115258&highlight=trigger+maru

Edit: Just checked out the SH3 Bugs Link in your sig, interesting to see where it was then ( 2005 ) and where it is now :yep:


RDP

johntarmac
07-26-07, 10:35 PM
hiya
just loaded TM 1.4 mid-way into my career ( Nov 42 ) and my gato still has its bathtub
is this normal, will it upgrade next time i dock, can i do anything to change it

well done to everyone involved in this producing this mod

cheers

Ducimus
07-26-07, 10:41 PM
Bathtub removal only effects new career games, not games already in progress. According to the dev's, you get a conning tower upgrade when you get a refit. How do you get a refit? Apparently theres a random chance whenever you return to base after a patrol.

Ducimus
07-28-07, 12:10 AM
Just FYI, i updated the mods thread with the following:

----------------------
NOTICE:
Currently the AI in TMaru1.4 is adjusted for the more advanced player in mind. If you find the AI too difficult:
First, delete /data/library/AI_sensor.dat from Tmaru before enabeling it.
If you still find the AI too diffcult then delete the /data/sim.cfg from Tmaru, this will return the game to stock AI settings. Alternately if you wish to understand the tweaks done to the AI read this Thread (http://www.subsim.com/radioroom/showthread.php?t=119272)

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Now then, the AI, has already been retuned, im just holding off until i have more material for a more substantial update.

For Tmaru 1.5 i hope to have
- the latest and greatest from Tater's Campaign mod
- some map fixes by Jace11.
- "New construction" flotilla, with the idea of being a "plank owner" of a new Gato or Balao in Mare island. I want to construct a series of scripted missions for the "shake down", and then have the boat released for duty to pearl harbor. This mod is tenative, and ive only begun prelimnary work on it.

Currently Tmaru 1.5 change log is as follows:


// added java sea typo map correction by jace11

// changed name on some us aircraft

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

// raised max elevation on AI active sonar a couple more degrees.

- Type93_1A -> Max elevation from 108 to 106
- Type93_3A -> Max Elevation from 112 to 109
- Type93_5A -> Max Elevation from 120 to 112

//sim.cfg ->sonar->EnemySurfaceFactor from 150 back to 200

// increased hps on Fubuki destroyer from 200 to 400.
// increased hps on Shiratsuyu destroyer from 120 to 400
(all jap tin cans now have 400 hps)


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

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

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


Right now im in crunch mode at work, and ill be working for the next two weeks straight without break, so my progress on my mod work here at home is going to be slowed.