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View Full Version : [rel] Final release candidate for TM (version 1.7.5)


Ducimus
01-01-08, 04:14 PM
In addition to the information i posted here:
( i suggest reading it because im too lazy to repeat myself)
http://www.subsim.com/radioroom/showpost.php?p=729994&postcount=1


This version includes other tweaks. Primary changes are to

- japanese minefields.

- addition of Anvarts extendable SD antenna

- the command "snorkel depth" has been changed from "radar depth", to "set dive planes to deep dive". Now instead of bringing you to 40 feet, it now allows you to dive below 450 feet, assuming your boat can go that deep.

- the D key command (dive planes set to normal dive), now levels you off at your subs rated saftey depth as before.

- addition of several radio messages.


This version represents the last thing im ever going to do on the Trigger Maru modpack. I simply do not have the time, nor patience to provide further support for the mod. I will wait a few days before posting the full version in the mods main thread. If you dont want to d/l the entire mod again, id suggest grabbing this release candidate.

http://www.ducimus.net/sh4/release/REL_TMaru_BETA_Patch_1.7.5.7z

edit:
new keyboard commands:

SHIFT + D = dive planes to deep dive
T = raise / lower SD radar antenna

FooFighters
01-01-08, 05:05 PM
Thanks Duci,

No new ships added to roster since 1.7.4 ?

If not, my recognition manual can also be used with this version.

Great work as always

:up:

Ducimus
01-01-08, 05:30 PM
Nope, no new ships.

CaptainHaplo
01-01-08, 05:49 PM
Excellent as always Ducimus - much appreciated. Now take some time to enjoy gaming - then come back to this beauty and enjoy it when you have had enough of a break!

lurker_hlb3
01-01-08, 05:57 PM
RSRDC Patch


http://www.subsim.com/radioroom/showpost.php?p=736029&postcount=524

donut
01-01-08, 06:35 PM
I am running T_M_1.7,no TM patches. The "passing thermal",is looping on the surface.Went to mare island to pick-up new boat. 8th patrol.
Since T_M_,is going unsupported,have you brought anyone up to speed that we can depend on to continue your effort ? Thanks:sunny:

Tigrone
01-01-08, 06:46 PM
It is a very sweet package and much appreciated by me. All the best, and take a rest.

ReallyDedPoet
01-01-08, 07:31 PM
Nice work Ducimus and lurker for making RSRD compatible with it so fast :yep::up:


RDP

baxter
01-01-08, 09:38 PM
Thanks Ducimus! I know you've been sick of modding for a while but you haven't left TM incomplete...that is very much appreciated.:up:

WilhelmTell
01-01-08, 09:52 PM
Thanks for the great work !

But believe me, you won't resist !!! :D

Peto
01-01-08, 10:26 PM
Salute! Hope Crysis is working out for you :up:. You've earned your time at the Royal Hawaiian :hmm:...

SteveW1
01-01-08, 11:29 PM
Thanks Ducimus for all your hard work with TM, have a good break playing some other things and come back refreshed to enjoy what you have created.

Q3ark
01-02-08, 08:12 PM
Thanks for all your hard work Duci. You have done a fantastic job modding the hell out of this. I probably would be playing something else by now if not for the efforts of yourself, Leo (I hope he's going to be ok) and others.


Take a bow Mr Ducimus, you've earned your shore leave :()1:

silent killer
01-02-08, 08:41 PM
:D Thanks to you both ducimus and lurker for the work on both of your mods to make them compatible. have a good rest ducimus and get back to playing the sim, lurkershould take time for himself and enjoy the game.

Tim D
01-02-08, 08:55 PM
Thank you so much for such a great mod!! I just got SHIV for X-mas after sailing around with SHIII and could not wait to upload your mod- it has made all the difference, once again thanks and have a happy new year.

deacon211
01-03-08, 04:41 PM
Thanks alot D!

You hard work is most definitely appreciated.

Deacon

Ducimus
01-03-08, 06:34 PM
Just wanted to say, that at some point in the future, time allowing, ill post indvidual mods that ive created in TM for others to use if they wish. Alternately your free to use the TM modpack however you wish provided its not for any commercial purpose or for monatary gain.

Ducimus
01-04-08, 08:29 PM
After reading this:
http://www.usscod.org/diving.html

I wonder if i should kick up the dive time a notch or two before i punt this baby out the door.

ReallyDedPoet
01-04-08, 09:00 PM
Have you made a decision on the AI yet, from the looks of the poll you may be considering staying as is.


RDP

Ducimus
01-04-08, 09:05 PM
Have you made a decision on the AI yet, from the looks of the poll you may be considering staying as is.


RDP


I am.

ReallyDedPoet
01-04-08, 09:08 PM
Have you made a decision on the AI yet, from the looks of the poll you may be considering staying as is.


RDP

I am.
Probably best, I had asked for more difficult but still foresee getting my butt kicked by
Trigger for awhile yet :yep:


RDP

Ducimus
01-04-08, 09:16 PM
Just FYI One change i made this morning, thats not in the beta patch, is what aircraft are at airbases. In the past all i had done was reduced that planes in quanity from the stock airbase cfg files. Thir morning it hit me that, just betty's and zeros was a little boring, and slightly unrealistic since zeros werent ASW planes. So i increased the variety of planes , and the number of aircraft slightly. To offset the slight increase in number of aircraft, i changed the interval in the airstrike.cfg from 20 to 25.

ReallyDedPoet
01-04-08, 09:34 PM
Just FYI One change i made this morning, thats not in the beta patch, is what aircraft are at airbases. In the past all i had done was reduced that planes in quanity from the stock airbase cfg files. Thir morning it hit me that, just betty's and zeros was a little boring, and slightly unrealistic since zeros werent ASW planes. So i increased the variety of planes , and the number of aircraft slightly. To offset the slight increase in number of aircraft, i changed the interval in the airstrike.cfg from 20 to 25.
Nice Ducimus, variety will be a good thing with regards to aircraft, the zeros do get a little tiring. Does RSRD do anything with regards to planes :hmm: I used it a few times with Trigger but never really got a good feel for it.


RDP

Ducimus
01-06-08, 03:25 AM
Ok, so this has been taking me a little longer then i had hoped.

here is the new, and updated change log:


-- format wordwrap


1.)SENSOR CHANGES

//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 has been removed as it is no longer neccessary.


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


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

//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.

-----------

2.) SUBMARINE CHANGES

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

// Extendable SD radar antenna by anvart

// Submarine.cfg files
- adjusted throttle to stats used by ROW
- adjusted surface depth to number specified by ROW
- snorkel depth has been changed to allow deep diving past 450 feet. (hotkey is: SHIFT + D)
*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)
- Improved crash dive time for all fleet submarines except narwhal.
Crash diving while on the surface at 8 kts, you should now get to 65 feet in 40 seconds. Dive time chanages based on this info:
http://www.usscod.org/diving.html

//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.


// s-class
-Restored 4"50 cal deck gun as default installation instead of being an erronous upgrade to the 3"50.


// improved arc of fire on forward AA gun for Porpose, Tambor, Gar, Salmon, and Sargo.
(gato and balao were ok, and did not need any adjustment)


--------------------
3.) CAMPAIGN CHANGES


// 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.

//added additional messages to messages.txt

// adjusted japanese minefield size (less wide) and (more) density.

// German Flag is now historically correct.

//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.


------------------
4.) JP AIRPOWER CHANGES

//data/land/*.* (jap airbases)
- increased number and type of search aircraft
- decreased number of zeros in normal airbases (increased in large airbases)

//data/cfg/airstrike.cfg
- "Logic Steps Between Air Sessions" from 20 to 25

//Plane reclassification
- H6K, H8K, Q1W1 changed from "patrol" to "bomber" like the Betty
- "Bomber" unit classification renamed to "ASW patrol"


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

5.) UI CHANGES

// updated help menu

// added raise/lower SD radar antenna button to orders bar

// added "dive planes set for deeep dive" button to orders bar


// intergrated ROW_camera2b
-changed bino view to be unobstructed by periscope shears.
- fixed "camera out of sectors" error on S class when left clicking on radioman (radar crewman)


So whats the hold up? I wasnt getting the variety in aircraft that i wanted. After a few trial and error tests, i beleive ive found my solution.

Long story short, and Simply put,
-Normal airbases will have bettys and zero's.
- Floatplane airbases (currently unused) will spawn the two Floatplanes which you should learn to hate. This floatplane airbase, i will be placing near normal airbases.

Ive noticed that the closer you are to the airbase locations, all you really see are betty's and zero's. But get farther away from the airbase locations, and you see more floatplanes. At least, tahts what its looking like as so far.

So ive got to update the JP airbase MIS file. After that ill retouch the bombs they're equiped with to put more of a bite into their bark. Once ive done that, ...

well....

thats it. Ive been messing with this all day. Since its the final version i intend to publish, i wanted to get as much polish on it as i can time permitting.

The General
01-06-08, 04:54 AM
Sounds awesome Duke. Can't wait:up:

baxter
01-06-08, 03:48 PM
:yep: Great improvements, thanks Ducimus.

Ducimus
01-06-08, 04:11 PM
Uploading now.

SD radar or no SD Radar, Aircraft are going to be much more deadly.


4.) JP AIRPOWER CHANGES

//data/land/*.* (jap airbases)
- increased number and type of search aircraft

//data/cfg/airstrike.cfg
- "Logic Steps Between Air Sessions" from 20 to 25

//Plane reclassification
- H6K, H8K, Q1W1 changed from "patrol" to "bomber" like the Betty
- "Bomber" unit classification renamed to "ASW patrol"

// data/air/*.*
- adusted range of some aircraft
- made patrol aircraft harder to shoot down
- improved guns mounted aircraft (larger clip slize, faster reload, improved elevation on some guns)
- changed bomb loadouts


//data/library/bombs.*
- increased AP on some bombs from 10 or 15 to 20.
- bombs now explode on when contact with the sub, and or a depth of 20 or 45 meters.

Wilcke
01-06-08, 07:55 PM
Uploading now.

SD radar or no SD Radar, Aircraft are going to be much more deadly.


4.) JP AIRPOWER CHANGES

//data/land/*.* (jap airbases)
- increased number and type of search aircraft

//data/cfg/airstrike.cfg
- "Logic Steps Between Air Sessions" from 20 to 25

//Plane reclassification
- H6K, H8K, Q1W1 changed from "patrol" to "bomber" like the Betty
- "Bomber" unit classification renamed to "ASW patrol"

// data/air/*.*
- adusted range of some aircraft
- made patrol aircraft harder to shoot down
- improved guns mounted aircraft (larger clip slize, faster reload, improved elevation on some guns)
- changed bomb loadouts


//data/library/bombs.*
- increased AP on some bombs from 10 or 15 to 20.
- bombs now explode on when contact with the sub, and or a depth of 20 or 45 meters.


....bring it on.....:up: I am half way through Silent Victory .... its all starting to make sense now...finally:nope: ...should of read it months ago!:damn: My bad! Anywho's, I understand where you are coming from with TM. Thanks!

beartooth91
01-06-08, 11:00 PM
Request download link(s)......

Donner
01-06-08, 11:08 PM
http://www.subsim.com/radioroom/showthread.php?t=115258

M. Sarsfield
01-07-08, 02:03 PM
I'll mod the game tonight... and start yet another career. :)