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View Full Version : [REL] TMaru Beta Patch 1.7.4


Ducimus
12-24-07, 12:46 AM
This release is, more like a release candidate. This patch, represents what will be my final adjustments to the Trigger maru mod pack. I annotate this as beta, and post it, in hopes that some folks can kick it around and see if theres any glaring mistakes on my part. Should no glaring mistakes be present, i will re release this update to Tmaru as an "Offical" patch for TM version 1.7.2, that will upgrade it to version 1.7.4 At the same time, i will rerelease the full mod pack, under version 1.7.4.

Once this is done, it is final. Im not messing with it anymore. For better or for worse, you wont see anymore updates to Trigger Maru by me. Period. End of story.

This version is alot of small tweaks, but the biggest addition is that of a flotilla in the atlantic, stationed out of the UK. My primary aim was to set up a framework so that others could come in behind me, if they want to. The atlantic flotilla is avaiable, however, in my opinion its nowhere near as robust as it should be. This theater, is more or less a footnote in the pages of history where US Submarines are concerned, US subs didnt spend much time there at all, therego i didnt spend much time on it while modding it in. Theres escorted traffic to sink, a few missions to guide you to them, and a uboat or two leaving their bases, and thats pretty much it.

Changelog for version 1.7.4

-- format wordwrap

//sim.cfg->Visual-> Thermal Layer Signal Attenuation from 1.0 to 5.0.

// AI_sensors.dat -> additional visual nodes are now inside this dat, as opposed to being in a seperate dat file.


AI_visual_sensors.dat-> All nodes have been removed from this dat file. This is to avoid having two nodes of the same name being seen by the game, which causes issues. This file is being included so you can just install the patch over the existing TM1.7.2. (alternatly, you can disable TM1.7.2 and delete the AI_visual_sensors.dat from it, and this patch, if your happy with this patch)

// data/air/*.*/*.SNS files -> changed some node assigments.

--------------

// Specific changes to air visual nodes:

AirS_visual
- This node is for single seat aircraft. As such the visual arc is changed from 180 to 150.

- “MinSurface” from -4.35 to -2.2


- initial testing seems to indicate that submerged detection for aircraft using the AirS_Visual i.e. single seater/fighter etc is at or around 1000 meter radius of the player.


AirB_visual
- “MinSurface” from -4.35 to -2.5

- initial testing seems to indicate taht submerged detection for aircraft using the AirB_Visual i.e. 2 seater/bombers etc is at around 1500 meter radius of the player.
-----------

// updated help menu

//sensors.cfg
- Visual and radar sensors now use crew effiency.
- Radar now effected by waves. Wave factor from 0. to 0.5

// Salmon and Sargo can now transfer to pearl harbor at 10/42 and 4/43.


// Submarine.cfg files
- adjusted throttle to stats used by ROW
- adjusted surface depth to number specififed by ROW
- lowered max depth to allow player to exceed depths of 450 feet in Narhal, Gato, and Balao subs via the D key.
*NOTE: Sub will not stop divinig until you tell it to stop via the A key.

// submarine SIM files
- reduced gravity center from 3.15, to 3.0
- corrected salmon and sargo surface endurance (They were swapped with each other)

//added submarine VAL files from ROW

// submarine zon files
- increased maximum depth to a theortical maximum.
NOTE: If your expecting depths of 200+ meters you'll be disapointed.


// German Flag is now historically correct.

// Adjusted start and end dates of Dutch Harbor flotilla to match when traffic is acutally present. Start dates were erronously set at 2/42 and exited at 11/43, when traffic started from 6/42 and ended 5/43. This is now corrected.

//enabled scripting of Submarine squadron 50 in the atlantic

//created mission scripts for atlantic patrols

// add Z class destroyer and Schnellboat objects to german roster.



Installtion:
Enable REL_Trigger_Maru_1.7.2 First.
Enable this patch second. Click yes to override the flie conflicts.

If your installing all sorts of mods on top of this, anything could go wrong. Subsquently any feed back you might have won't be of much help. Infact, if you run this, and run every mod under the sun alongside it, and you have a complaint, i really don't care to hear it. Talk to the hand, cause the rest aint listening. (yes im grumpy, ive been at this all fricking day, and my ass hurts from sitting in this damn chair all day)

D/L Link:
http://www.ducimus.net/sh4/release/REL_TMaru_BETA_Patch_1.7.4.7z

leovampire
12-24-07, 01:47 AM
I do not think many people are around right now from the looks of it.

The Holiday's seem to be kicking us hard working modders around with new stuff! :rotfl: :damn:

Give it a day or so for a few people to notice it.

Dave :sunny:

SteveW1
12-24-07, 03:25 AM
Thanks for the update Ducimus will download and apply as soon as i'm back in port.

trebby
12-24-07, 05:42 AM
Thanks Ducimus,

For all the efforts and sharing.
Respect.

De@dMe@t
12-24-07, 06:40 AM
Thank You.

Merry Christmas.

W_clear
12-24-07, 08:26 AM
http://www.subsim.com/radioroom/showthread.php?t=127358


Hope you can modify.

Snuffy
12-24-07, 11:05 AM
24DEC07 1109 hours,

I just noticed this and unfortunately I am at work currently.

As soon as I get home (4 or 5 more hours) I'll give it a go. I'll have to finish my current patrol first of course.

Will keep you posted Duci

dja24
12-24-07, 12:20 PM
Thanks for all your work! Have a safe and happy Christmas. dja24:ping:

ReallyDedPoet
12-24-07, 12:23 PM
Thanks Ducimus, Merry Christmas to you and yours :yep:


RDP

HEMISENT
12-24-07, 01:54 PM
Ducimus
Just DL'd the patch-thanks. Is there any place OTHER than file Front to get TM 1.7.2 mod.

I've been trying forever and it will never go through-just repeated error messages or constant retries.

Spadefish
12-24-07, 01:56 PM
Duci,

Am currently doing new install of SH4 on new system:D (X-mas present to myself). Will add it in and test over the next few days and will inform of any glitches.

Ducimus
12-24-07, 02:00 PM
Ducimus
Just DL'd the patch-thanks. Is there any place OTHER than file Front to get TM 1.7.2 mod.

I've been trying forever and it will never go through-just repeated error messages or constant retries.

Unfortunately no. Rapideschite(:roll:) wont accept any file over 100 MB's, and filefron'ts the only other one i know to use. I need a real host. Id use my own server, but i think it would suck the bandwidth dry and shut down my domain. :shifty:

leovampire
12-24-07, 02:10 PM
Sounds good Duci and thanks for the extra work and time put into your mod!

Looking forward to the new sensor work you have done with the mod.

Hope you have a great Christmas with your Family!

Dave

lurker_hlb3
12-24-07, 02:48 PM
RSRDC Patch for TM 174 is up

http://www.subsim.com/radioroom/showpost.php?p=730414&postcount=503

Roger Dodger
12-24-07, 05:06 PM
Thank you, Ducimus, and a Merry Christmas to you.

CaptainHaplo
12-24-07, 07:41 PM
Ducimus and Lurker - not sure what caused this - but I started a new campaign after applying the .4 patch and the rsrd patch for it..... and if I load a saved game from the dock at the start of the war (Dec 41 start date) - all of a sudden the SJ radar is available for my Gar class....

I recreated this by creating a new career, saving in the HQ room, then loading the same save immediately - as soon as the load is done - the SJ is available. Any ideas? *Note - I am not unhappy about it - I like the idea of having the SJ at the start!

Not a gripe - just wanted you guys to know as I am not sure where this comes from. Both of ya do great work!

sqk7744
12-25-07, 06:35 PM
Thanks Duci!

Wonderful work here.

We've got SS199 USS Tautog's Kill Flag ready for you:
http://www.compuglobalhypermeganet.tv/images/sh4/emblems/SS199%20USS%20Tautog_emblem.jpg

* Actual crop from the real battleflag

Cheers,
-sqk7744

Stary Wuj
12-26-07, 11:37 AM
Great job, THANK YOU!!!!



Best Regards

Stary Wuj

ReallyDedPoet
12-26-07, 12:28 PM
RSRDC Patch for TM 174 is up

http://www.subsim.com/radioroom/showpost.php?p=730414&postcount=503

Nice work :yep::up:


RDP

Topo65
12-26-07, 10:52 PM
THXS!!! For all your time and dedication.

:up:

Ducimus
12-28-07, 01:27 PM
Bump.

BTW, eventually, before i call it quits, im going to retouch those inneffective japanese minefields to be a bit more dangerous. I just havent gotten off my kiester to do it yet.

DrBeast
12-28-07, 02:31 PM
Bump.

BTW, eventually, before i call it quits...

Oh, I'm sure you'll start modding again eventually...you can't resist the Dark Side! :D
Happy New Year to you and your family, Duci! :up:

Ducimus
12-28-07, 03:56 PM
No, i really am going to call it quits, im forcing myself to.. There is always something else to try and improve, and i really don't want to sit here 2 years hence, having never really sit down and enjoy a full career game.

In the process of trying to improve the game, ive utterly destroyed it for myself. And my interest to play right now, im afraid to say, is next to non existant. It's my intent to put the final version up, and go play another game for a month or three or four. Hopefully within that time, most of everything ive done with Sh4 will be somewhat of a mystery to me. Then, i too, can sit down and enjoy the game.

Ducimus
12-29-07, 05:24 AM
Ok. Minefields, were indeed in dire need of help.

Ill use this one minefield as an example:

Old settings:
In one square kilometer, only one mine would spawn, at a depth between 131 feet, and 246 feet. First of all, your chances of running accross a single mine within one square kilometer is pretty much non existant. Second of all, your chances of running accross it, at the depth it was at, is also, pretty much non existant since its depth is random. You'd have to have some pretty rotten luck to acutally see one, let alone hit one. This minefield itself would be 60 KM wide. As wide as it is, its still pretty sparce.

New settings:
This same minefield after i monkeyed with it, will have 6 mines spawning, every 1 square kilometer (as opposed to 1 mine). It will be at a depth between 65 feet, and 246 feet. So your chances of hitting one are much greater. Although, the odds are still in your favor taht you won't. This minefield, ive reduced in width to 11 KM wide. So while its much thinner in width, its much thicker in density.


This could get intresting if aircraft are nearby. Your pretty much safe from mines at periscope depth, but you risk being spotted by aircraft which can bomb you at that depth. hey, the minefields only 11KM wide though! :rotfl:

con20or
12-29-07, 07:08 AM
thanks:up:

DrBeast
12-29-07, 08:08 AM
No, i really am going to call it quits, im forcing myself to.. There is always something else to try and improve, and i really don't want to sit here 2 years hence, having never really sit down and enjoy a full career game.

In the process of trying to improve the game, ive utterly destroyed it for myself. And my interest to play right now, im afraid to say, is next to non existant. It's my intent to put the final version up, and go play another game for a month or three or four. Hopefully within that time, most of everything ive done with Sh4 will be somewhat of a mystery to me. Then, i too, can sit down and enjoy the game.

I hear you and totally understand. I've never seriously modded a game, though I've dabbled with modding to some extent, and I still got that "oh I've had enough of this sh*t!" feeling and abandoned the game altogether. The feeling must be even more intense for you, mate. I don't know if I'll be here either in a couple of months, as much as it pains me I've been known to be quite active in a forum and then disappear completely when I get fed up with the respective game. It's the dedication of people like you who make the stay so enjoyable, though.
I wish you all the best, it's been a blast! :up:

ryanwigginton
12-30-07, 05:27 PM
You the man Duci.

When's v1.7.4 going official? Is there much more work or are you still waiting out for any glitches to surface?

Best wishes for the new year ahead man and a big thank you for producing THE most essential mod for Silent Hunter 4!

idf
12-30-07, 05:44 PM
It might seem a trivial matter, but has anyone noticed that the aft starboard side cable on the Porpoise/Salmon/Sargo class subs is misplaced? It goes straight through the SD radar mast in early bathtub configurations and I guess it should be symmetrical to the port side aft cable (which looks as it is correctly placed). It's stock issue which appears regardless of the conning tower in place. Just thought it may be relevant.

Ducimus
12-31-07, 02:02 PM
When's v1.7.4 going official? Is there much more work or are you still waiting out for any glitches to surface?



1.7.4 isnt going offical. Due to some changes ive made, im up to 1.7.5 on my hard drive. But theres where its ending. Ive made some changes to depth controls, and ive been adding messages of various boats announcing their patrol results and their intent to return to base. All i want to do now, is add messages announcing what boats are "overdue, presumed lost". After that i think im done. I'll hopefully be done with it this week. I already have all the submarine radio messages scripted in. (about 2 per month, for every year of the war except 1941). Id have wrapped it up already, but i decided that adding in these messages would give the game a little bit of life.

CaptainHaplo
12-31-07, 04:26 PM
Ducimus - your additions really make the game - and the community at large really appreciates the work! Thanks! And yes - that will really add some flavor!