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Traveller
04-05-13, 07:59 AM
Traveller Mod v2.6 Final for TMO 2.5

** Run Silent Run Deep Campaign (RSRDC) v502 for TMO 2.5 required **


http://imageshack.us/a/img706/9160/noname5.png

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The main purpose of this mod is to give experienced players more of a challenge, and at the same time encouraging them to play more historically and realistically. Reckless behavior will have dire consequences for your submarine and her crew. Also, I am hoping the many new features I have added will increase your enjoyment of the game. Have fun, but be careful!

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Well, it's been about a year since the last update. But a new update is finally here. :arrgh!:


Version History:



v2.6 Final


- Added 2 new search patterns to the submarine Navigation menu bar. There are now a total of 3.


- Added new optional 'Larger Search Patterns' patch. This optional patch doubles the waypoint distances of all 3 navigation map search patterns, allowing you to search a larger area automatically. See included 'Extras' folder.


- Added 2 new emergency evasion orders to the submarine Control Room menu bar. 'Double-Knuckle Evasion Maneuver': Crash dive, then 2 hard turns to port or starboard. There are now a total of 4 emergency evasion orders.


- Added new 'Turn to Current View Direction' command to the submarine Watch and Periscope menu bars. This command instructs the Navigator to set the submarine heading to the current direction your camera view is aimed. Makes navigation by visual much easier.


- Added 2 new commands to the submarine Watch menu bar: 'Target Nearest Warship', and 'Target Nearest Merchant'. These commands instruct the Watch officer to lock the TDB/UZO onto the specified ship type. It also instructs the deck gun crew which type of ship to target.


- Added 2 new commands to the submarine Periscope menu bar: 'Target Nearest Warship', and 'Target Nearest Merchant'. These commands instruct the Weapons officer to lock the periscopes onto the specific type of ship requested.


- Added new command 'Report Nearest Base Radio Broadcast Traffic Received' to the submarine Radar menu bar. This function orders the radio operator to report the nearest airbase radio wave broadcast traffic that is being recieved- both friendly and enemy.


- Added new ability to use the following functions while the game is paused: Recognition Manual, Sub Crew Management, and Gramophone.


- Added my own version of Ducimus' original TMO harder enemy escorts. This optional patch increases sensitivity of enemy escort hydrophone and sonar sensors. It should give you much more of a challenge, without making the game impossible.


- 'You have successfully returned to ... port' objective complete pop-up message will now show before the 'Dock to End Patrol' option appears. Should cause less confusion and accidental dockings before 'Return to ... port' objective is completed.


- Lowered submarine bulkhead durability, plus decreased depth charge blast damage. This will cause surface engagements to be even deadlier. One bomb or two shell hits may destroy sub bulkheads now.


- Decreased number of enemy air patrols upon player detection.


- Decreased wave height and influence. The larger waves were causing poor performance and a probable memory crash at higher time compression.


- Removed all sharpened and detailed submarine textures. They are now available as a separate download called 'Traveller Improved Submarine Textures'. This was done to reduce the file size of Traveller Mod by 1/3. 'Traveller Improved Submarine Textures' mod is compatible with all versions of Traveller Mod.


- My custom career missions will now have a much higher chance of occurring, depending on the year. These include orders to shell Wake and Guam fuel storage tanks, find and destroy enemy floatplanes at a hidden base, and find and rescue the aircrew of a downed PBY patrol aircraft.




v2.5


- Automatic Ship ID option was not showing ship ID names in the periscope and TDC views. Fixed.


- Automatic Ship ID option was not showing gramophone. Fixed.


- Sounds of unexploded depth charges bouncing off the submarine hull were missing. Fixed.


- S-18 and S-42 submarine clean fuel oil tank status was missing from equipment repair screen. Fixed.


- Added a campaign game 'Send SoS' feature. Simply by clicking a button, you may now be able to send a radio SoS and be rescued, returning to base immediately. This button with a large and small plus icon is located under the 'Send SoS' submarine orders bar menu button on the far right of the list. You must be surfaced to use it. What it does is simulate you sending an SoS radio signal requesting help, being rescued, and returning you to base. I did not include this feature as a cheat, but more as a necessity. There is always the very real possibility of running out of fuel in the middle of the ocean due to damage or poor planning. Of course, if this happened in real life, a rescue force would be sent to your location. So this was added to simulate that. Also, there is that horrible save game bug that randomizes crew injuries and deaths upon reload. And sometimes (due to real-life circumstances) we are all forced to save our career games with dead or injured submarine crews. This feature will also help avoid that by allowing you to retain your dead crew upon instantaneously entering port- no messed up save game reload required. There you can dump off their bodies and bring on some new hands. :) Plus, you will now be able to issue Purple Heart medals. And to prevent cheating and abuse of this new feature, I have added a career renown point penalty. You will now incur a -400 renown penalty in your campaign game when using the Send SoS feature.

How this all works: There will now be an extra mission objective showing on your clipboard and navigation map at the beginning of each new patrol mission. For example, 'Depart Midway' will show up. Just begin your patrol and start heading out to your main objective area as you normally would. A few hours later you will notice that your 'Depart Midway' objective is complete, and a 'Return to Midway' objective is now showing. Upon returning to Midway (or wherever), be sure that this objective is complete before docking, or you will incur the -400 point renown penalty. To complete the 'Return to..' objective, travel toward the map marker until a pop-up message displays telling you it is safe to end your patrol. If you use the 'Send SoS' button while on patrol, you will be unable to complete the 'Return to..' objective, and you will automatically incur the renown point penalty. If you are on patrol and your base relocates automatically to a new location, you always receive a radio message informing you of the transfer. Upon receiving this message, you will have 5 days to send a radio message reply. Once a radio message is sent, you will receive a message saying to transfer to your new base. Sending this message is very important, as it will allow you to avoid the -400 point renown penalty for not returning to your previous home base to complete the mission. Upon sending a radio transmission anytime during patrols, you will also sometimes receive pop-up messages telling other boats where their new base is. Just ignore these if they don't pertain to you. Be careful... using the 'Send SoS' feature too often can abruptly end your career, as SubPac headquarters isn't too happy about sending rescue forces to save you each time!


- All submarine equipment, such as rudders and diesel engines, is now destructible and unrepairable. If your sub gets stranded at sea, use the new 'Send SoS' feature.


- Removed Rescue Sub feature from v2.4, as it is no longer necessary due to the new 'Send SoS' feature.


- Enemy harbors are no longer left undefended. I got tired of cruising into enemy harbors and frequently finding them full of docked merchants and tankers, but not one warship patrol in sight. Not too realistic in my opinion. No more. Now all enemy harbors will have at least one warship patrolling at all times.


- Reinforced all completely undefended enemy harbors, such as Manila, Shanghai, etc. with coastal guns and searchlights.


- Reworked submarine crew death and injuries. Your sub crew will now sustain more injuries during combat, and may even die in the interior compartments. Also, at crew injuries of 50%+, their efficiency will be zero. Be careful!


- Moonlight is brighter now, and has much more effect on visual spotting. On partly-cloudy nights, moonlight will be less bright than on clear nights. Take care if the moon is out!


- Added white cross symbols for dead crew members.


- Increased submarine compartment bulkhead repair times.


- Increased submarine clean fuel oil tank repair times.


- Increased enemy air response chance upon player sub detection.


- Reduced interior camera shake and bounce even more. If you experience interior camera bounce after bottoming out at the end of a crash dive, just slightly readjust your depth again and it will stop.


- Toned down wave movement influence.


- Increased nighttime ambient light for partly cloudy and stormy conditions.


- Merged Tater's IJN Radar Fix Mod. Credit to Tater.




v2.4

- Torpedo Scandal revisited. Mk 14 torpedoes now have higher dud failure rates, averaging around 50-70% through 1943. Until now, (in my opinion) it was still too easy to rack up unrealistically high campaign game tonnage scores in the early years of the war with the Mk 14 torpedo, due to almost no dud failures. No more. Hopefully this will reflect more historical torpedo failure rates and patrol tonnage amounts from 1941-1943. Get ready for the same frustration actual commanders had to deal with!


- Lowered enemy surface ship nighttime visual sensitivity. No more enemy lookouts with night vision goggles. This was done to allow more realistic nighttime surface torpedo attacks, which until now has been all but impossible due to always being spotted almost immediately... even at extreme ranges in complete darkness. This change is not meant to be a cheat, as you can still be detected visually at night- but at least at more realistic ranges now. And it will now sometimes even be possible to escape on the surface into the darkness. But remember that your surface speed and angle of bow can still give away your position. I also lowered sub crew nighttime visual sensitivity to compensate for lower enemy nighttime visual sensitivity.


- Truly dark nights. I made nights much darker to compliment the new lower enemy nighttime visual sensitivity. I have adjusted darkness and spotting visuals to correspond the best I could, playing with the game default gamma correction setting of ~50%. I strongly recommend playing in a darkened room when it is nighttime in the game, or possibly adjust your game's gamma setting slightly brighter (but not too much, or it will be a huge cheat). You or an average sub watch crew should be able to visually spot a ship in total darkness at a range of around 2,500-5,000 yards on a moonless night with no waves. Enemy ship searchlights also play a much more important role now. Stay out of their searchlights if at all possible. If you get caught in an enemy escort searchlight, it will be very difficult to escape on the surface.


- Lowered enemy ship visual and radar surface area detection sensitivity. No more instant, automatic detection at long range. This was done to reflect a submarine's much lower detectable profile. Submarine angle on bow will play a much more important role now. Keep your bow or stern pointed toward enemy ships to greatly reduce your chance of being detected by lookouts or radar.


- Added all submarine flotilla availability dates and locations to the new career start and transfer screens.


- Added over 40 new loading screens. You may now enjoy viewing beautiful American pin-up girls and movie stars from the World War II era while your game loads.


- Added two optional main loading screens. See the included 'Extras' folder.


- Removed all available renown points when starting a new career. No more free handouts. You'll have to earn your way from the beginning!


- Added optional automatic ship ID. This option restores the submarine crew automatically identifying ships through the periscopes, TDC, and attack/navigation maps. Good for lazy people like me who don't like using the recognition manual! See 'Extras' folder.


- Battle stations icon at top right corner of screen will now flash when activated as a reminder.


- Fixed the missing ship sinking sounds.


- Lowered chance of repeat enemy airstrikes on detection of player sub.


- Increased all minimum and maximum shell damage amounts. Surface engagements will be deadlier now.


- Reinforced Tawi Tawi bottleneck. Due to heavy losses of Japanese merchant shipping in the Tawi Tawi region, the Imperial Navy has decided to reinforce the area with surface escorts, air patrols and radar-equipped shore batteries.


- Watch crew weather condition reports will no longer be possible unless the submarine is surfaced.


- Submarine sonar station and functions are no longer available unless the submarine is submerged.


- Readjusted wave motion and shape.


- Readjusted sub interior cameras. Cameras will shake and vibrate much less now in waves. I also included the option to not have shaking interior sub cameras. This option can be installed and uninstalled while in mission. Such as if you are trapped on the seabed floor with flooding, the camera will shake violently. You can install the no-shake camera patch during this time, then uninstall again later.


- Readjusted sky and water colors to be less brightly-colored.


- Restored the original gramophone. You will be able to listen to your favorite music now. Also check out my separate gramophone music add-on with over 40 new World War II songs.


- Sharpened and added more detail to all submarine interior and exterior textures. Should have no impact on framerates.


- Removed the landed PBY floatplanes. They were continuously being destroyed by the large waves. I had to make a choice between keeping the large waves or the landed PBY's. I chose the large waves.


- Readjusted sub equipment damage repair times to eliminate the saved game bug where all damaged or destroyed sub equipment would usually be magically fixed to 100% upon saved game reloads. Also, Mr. Fix-It can no longer repair destroyed sub equipment, yet he can still speed up repair times. But in return I have made the submarine rudder, starboard diesel engines, and the starboard propeller indestructible for practical gameplay reasons. You will never be permanently stranded at sea due to damage (unless you run out of fuel). All other sub equipment is destructible and unrepairable after destroyed.


- Readjusted various sound volumes



v2.3

- Greatly increased wave sizes. Ships will also no longer accumulate damage and/or sink from large waves. For realism reasons, lifeboats will still sink in stormy conditions. Crews of fishing boats and other small vessels will not be visible in heavy seas (they're taking shelter inside the cabin). Due to the new larger waves, I also readjusted all docked ship positions in ports so they will not become damaged by hitting docks during storms. * Be aware that your sub speed will be slowed and you will burn more fuel now while running on the surface during storms. Remember the movie Das Boot? :)


- All torpedoes, shells, and bombs now have a chance of critical hit (50% above previous maximum damage), or less than normal damage hit (50% below previous minimum damage). This larger varying degree of damage will add to more gameplay uncertainty.


- Added more landed Japanese floatplanes.


- Added a revised version of my old SH3 Depth Charge Shake mod. The sub interior cameras will now shake violently when depth charges explode close by. Hold on tight. :) (while running on the surface during storms, the interior cameras will vibrate slightly due to the large waves hitting the hull).


- Added fuel storage tanks to most enemy ports. [I]Don't forget... you get campaign renown for destroying enemy fuel storage tanks!


- Lowered all submarine cg's to deal with the larger waves.


- Readjusted depth charge depth precision to be less accurate.


- Readjusted ship sinking sounds to where they should not suddenly cut off quite as often anymore.


- Readjusted water colors and shadows closer to stock SH4 1.5 settings. Water is much less black now.


- Removed water impurities.


- Removed the extra Narwhale AA gun crew member.


- Added Improved Stock Environment mod v3 compatibility patch. This patch will allow players to use Improved Stock Environment mod v3 with Traveller mod v2.21. See included readme file for installation details.


Feedback is always appreciated.





v2.2

- Added ship sinking sound effects to most Japanese ships. This cool feature has been a broken in SH4 since it was first released, never have been working correctly due to a probable hard-coded bug. You would only hear these sounds if you were right next to a sinking ship. Now you will hear these ship death sounds at distance. I'm quite pleased with the results of this workaround fix, as it really adds to the atmoshpere of the game.


- Added interior collision metal clanking sounds when unexploded depth charges hit the submarine hull close to the control room.


- Added various Allied aircraft patrols. You will now occasionally encounter long and short range Allied aircraft patrolling out of Midway, Pearl Harbor, Brisbane, Fremantle, Darwin, etc. They won't affect gameplay too much, but hopefully add to the atmosphere.


- Added high-altitude F-4 Lightning photo recon patrols. These recon aircraft will photograph the Rabaul enemy area from spring 1942.


- Added Buffalo fighter patrols around Midway and Pearl Harbor. They will patrol until summer of 1942, and now have the correct early-war markings.


- Added early-war markings to the landed PBY floatplanes at Midway and Pearl Harbor. Their paint and markings will change to later-war from summer of 1942.


- Added solid clouds. Clouds will no longer be transparent. They will now block out the sun, moon, and stars. Cloud shapes, grouping, and shading were also redone. Image here: http://oi43.tinypic.com/33vnh50.jpg


- Added sharpened and more detailed textures to the S-18 and S-42 submarines. This is just a sample. All other subs and ships to come in future updates.


- Adjusted Sunderland search plane maxiumum range.


- Corrected the destroyed sub compartment bulkheads where they will not be repairable anymore.


- Lowered maximum unrepairable damage of sub diesel engines and propellers from 65% down to 50% for playability reasons.


- Lowered maximum unrepairable damage of sub fuel oil tanks from 15% down to 10% for playability reasons.


- Made nights less dark for playability reasons.


- Lowered sub deck and AA gun sound volume.


- Adjusted various sound effect volumes to be more audible.






v2.1

- Added custom enemy land-based fuel storage tanks. These large fuel storage tanks can be destroyed with surface guns, and will explode easily when hit. When destroyed, they will burn for approximately two days. New explosion and fire graphics are included. Secondary explosions also added for atmosphere. :) These new fuel storage tanks are now located around various enemy ports and seaplane bases. Once destroyed, they are destroyed for good. They will not be rebuilt again later. More locations to come in future versions. Also included are two custom campaign mission where the captain is assigned to destroy fuel storage tanks in enemy ports.


- Added customized landed/floating versions of various float planes. These include American PBY-4, plus Japanese F1M, H6K, and H8K. All include damage models and static propellers. You will find these planes parked near a few various float plane bases and harbors. More locations to come in future versions.


- Added groups of enemy bomber and figher patrols around the Japanese main islands. These groups consist of 6-8 aircraft, and will attack on sight.


- Added new G4M torpedo bombers. These bombers now carry a single torpedo and will attack from low altitude. Also added new level B5N2 bombers. These small bombers will drop bombs from medium-high altitude.


- Added Allied fighter patrols near Freemantle, Brisbane, Midway, and Pearl Harbor. If you notice any of these aircraft buzzing the port, get their number and report them!


- Added Nakajima A6M2-N floatplane patrols. Also added guns and bombs to them. They will now strafe and bomb.


- Added Zero fighter patrols. Also, all enemy bases now have some type of fighter cover.


- Added guns to F1M Pete patrol planes. They will now make multiple strafe runs.


- Increased firepower damage of Zero 20mm cannon shells. Also reduced shell storage amounts down to more historical amounts.


- Reduced aircraft shadow patrol amounts. There will now be fewer shadow aircraft patrols, and in return, more attack aircraft patrols. Now for about every three enemy aircraft patrols launched, one will be a shadow patrol (~33%). This should somewhat reduce the large swarms of shadow aircraft following the sub around on the surface.


- Torpedo Scandal revisited. Mk 14 torpedoes now have higher failure rates. Until now, (in my opinion) it was still too easy to rack up high tonnage scores in the early years of the war with the Mk 14 torpedo. No more. Hopefully this will reflect more historical torpedo failure rates and patrol tonnage amounts from 1941-1943. Get ready for the same frustration actual captains had to deal with.


- Changed the completion of defect fixes of Mk14 torpedoes to a more historical date of September 1943. Also added radio messages based on historical dates telling captains what detonater to use.


- Restored the original aircraft map icons on the strategic map for practical gameplay reasons. You will be able to see aircraft icons again when zoomed in close.


- Added a few new campaign game radio messages and War News events in the captain's office.


- Rescue Sub 1.2 and Hardcore patches are now merged and permanent features of Traveller Mod.


- Corrected the problem with the H6K and H8K lower altitude patrols not launching in career games.


- Corrected the Subchaser ship ID that was still showing in the periscope, TDB, and map views.


- Updated optional No Midway Transfer patch to be compatible with Traveller Mod v2.1







v2.06


- Added 2 optional patches... 'Hardcore' and 'Super Hardcore' versions. Can you handle the challenge, Captain??? ;)

Hardcore: Removes the unit auto-identification of all units in the periscope and TDB views. Also removes the ship and submarine auto-identification on the strategic map. Aircraft and land units will still be auto-identified by your crew on the map.

Super Hardcore: Same as Hardcore version, but also removes the auto-identification of all units on the strategic map, except for land bases.



- Added F1M Pete and H6K Mavis aircraft blueprint drawings to the recognition manual.


- Adjusted the 'Find Enemy Seaplane Base' campaign mission.




v2.05


- Removed the captain's log screen. Also removed the ship sunk and aircraft destroyed icons from the map. The 'She's going down!' sound officer message still shows, as it is hard-coded and cannot be completely removed. So you will still automatically know you sank a ship. You just won't know which one unless you visually confirm it!

These changes were done to add a bit more realism and challenge to SH4, by removing the certainty of automatic identification and location when a unit is destroyed. As captain, you will have to now guess the identity/tonnage and location of the sinking. If you shoot off a couple of torpedoes at periscope depth, and then dive, there will be great uncertainty about which ship was sunk. Even though the destroyed unit icons were removed from the map, it is still possible to manually add marks to the map with the pencil tool when a ship is sunk or aircraft shot down. Hopefully this will give you, as captain, a bit more realism and interaction with the game. And upon returning to port, you can check the captain's log on your desk to compare your patrol notes with the actual sinkings.


- Added a custom-made F1M Pete floatplane which is landed and floats on the water. Damage model is included.
http://img546.imageshack.us/img546/3416/111tkl.png


- Added a challenging custom campaign mission where you will be assigned to find a hidden enemy seaplane base, sneak in, and shell the parked seaplanes.


- Reverted back to the original smaller waves. The larger waves were damaging surface ships over time.



This will be the last version update for Traveller Mod for TMO... at least for a while. I'll be taking a break from modding to actually play the game. I hope everyone enjoys v2.05! :D----------------------------------------------------------------------------------------------------------------------------------------


Features of this mod include:


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LONGER REPAIR TIMES:
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I have been wanting to remake my Silent Hunter 3 'Longer Repair Times Mod' (LRT) for quite some time, and finally got around to implementing a new version into this Silent Hunter 4 combined 'Traveller Mod v1.0'.

- Much longer equipment repair times. If your equipment gets heavily damaged, it may take days to repair it, depending on how many crew members are working on it. Be very cautious, especially if caught on the surface. A few shell hits can equal days of repairing, and 1 close aerial bomb may completely disable your sub.



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MORE UNCERTAINTY AND LONGER, MORE DRAWN-OUT DEATHS:
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I have also been wanting to remake my Silent Hunter 3 'Drifter Mod' for quite some time, and finally got around to implementing a new version into this Silent Hunter 4 combined 'Traveller Mod v1.0'. I always thought the instant death screens in the Silent Hunter series really took away from game play. Tension was instantly killed when that stupid death screen always popped up. That is why I implemented special features into this mod to get rid of that instant death in certain situations. You can now only die from sinking to crush depth due to flooding, from being stuck on the seafloor due to flooding and eventually running out of oxygen, or from losing all your diesel fuel, drifting on the surface in the middle of nowhere for months, and eventually starving to death or being eaten by the sharks. :)


- No more instant deaths from sub hull damage reaching zero. Original sub pressure hull integrity relevance has been completely removed. I wanted to implement this so the player can wait longer to see if they will really die or not. That uncertainty is always fun. I don't want this feature to be considered a cheat, as I have tried very hard to balance this by changing other game perimeters.


- Independent pressure hull. Submarine will now sink if pressure hull damage reaches 100%, even if on the surface!


- Ability to sit on the seabed floor without taking hull or equipment damage, even if your submarine has compartment flooding. Brings back Aces of the Deep memories. ;)


- Much deadlier surface engagements. If you try fight it out on the surface, you're sub will get shot full of holes and become disabled very quickly. Just 1 or 2 shell hits can heavily damage equipment, cause compartment flooding, and perhaps even destroy your compartment bulkheads. Bombs and mines are also VERY deadly now. Please note that this mod does NOT turn your sub into a surface tank. Avoid surface combat at all costs.


- Made the sub Crew Berth compartment into an actual floodable and damageable separate compartment, which are not based on sub hull integrity any more.


- Compartment bulkheads are now permanently destroyed at 100% damage. They cannot be repaired at all once destroyed. If they get destroyed, your pumps will not be able to pump out the water. If you have at least 2 permanently-flooded compartments, it might be possible to make it back to base on the surface. But diving is not advised, unless you want to visit Davy Jone's locker.


- Some limitations of removing hull damage relevancy include the maximum diving depth never being affected when compartments and equipment are damaged, plus you will always get maximum renown on returning to base during campaign game due to always having 100% hull integrity. But I feel these trade-offs are worth it in the end to get much more varied and tense game play.


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** PLEASE REMEMBER - TRAVELLER MOD IS NOT COMPATIBLE WITH ANY OTHER MODS. IF YOU INSTALL ANY OTHER MOD OVER (AFTER) THIS MAIN MOD OR THE INCLUDED OPTIONAL PATCHES, YOU WILL LIKELY BREAK MAIN FEATURES OF THIS MOD AND IT WILL NOT WORK AS INTENDED. **

** You must start a new campaign game after installing Traveller Mod v2.5 Final **


Traveller Mod v2.6 TMO Final: http://www.subsim.com/radioroom/downloads.php?do=file&id=4106

les green01
04-05-13, 09:23 AM
thanks Traveller downloading now:yeah:

BillBam
04-05-13, 10:16 AM
Will need to wait for the TMO 2.5 only version.

Traveller
04-05-13, 04:00 PM
Will need to wait for the TMO 2.5 only version.

There won't be a TMO standalone version anymore. RSRD campaign was fully integrated into Traveller mod starting from v2.01. But RSRDC is quite good.

Fifi
04-05-13, 04:08 PM
Will need to wait for the TMO 2.5 only version.

Me too! :smug:

(I understand RSRDC is a must have mod, but IMO too much realistic take away the "fun" of it...
No more single merchants sometimes, and only real convoys navigating can be boring to the player...still a game isn't it?...
Even TMO 2.5 is on the "fun" edge for me. In that regard, TMO 1.9 is still fine because some lonely merchants can be spotted. Sometime, i dream of a 2.5 and 1.9 mix :haha: - sorry for OT)

Traveller
04-05-13, 04:16 PM
Me too! :smug:

(I understand RSRDC is a must have mod, but IMO too much realistic take away the "fun" of it...
No more single merchants sometimes, and only real convoys navigating can be boring to the player...still a game isn't it?...
Even TMO 2.5 is on the "fun" edge for me. In that regard, TMO 1.9 is still fine because some lonely merchants can be spotted. Sometime, i dream of a 2.5 and 1.9 mix :haha: - sorry for OT)

I understand some people want a TMO only version, but it's not that simple. It's just too much work updating two PTO versions each time. I had to choose the two most popular versions (RSRDC version / OM version) and focus on those.

Fifi
04-05-13, 04:22 PM
I understand that some people want a TMO only version, but it's simply too much work updating two versions each time. I had to choose the most popular version (RSRDC combo) and focus on that.

Fair enough, no prob my friend! :up:
One day, i'll have to try RSRDC more seriously though.
Anyway, seems you made a stunning job with your mod. Sounds very good.

Traveller
04-05-13, 04:31 PM
Fair enough, no prob my friend! :up:
One day, i'll have to try RSRDC more seriously though.
Anyway, seems you made a stunning job with your mod. Sounds very good.

Thank you. I've put a lot of time and effort into it. :)

And regarding not seeing single merchants in RSRD campaign, I've seen (and sunk) many. :hmm2:

Maybe you should give it another try. :D

Fifi
04-05-13, 04:39 PM
And regarding not seeing single merchants in RSRD campaign, I've seen (and sunk) many. :hmm2:

Maybe you should give it another try. :D

Really? :06: You're teasing me :haha:
If so, i'll try it again for sure!

Kelly621
04-05-13, 04:40 PM
Traveller,

Thank you for the update. Using your mod has made me a far more cautious skipper :up:

BillBam
04-05-13, 05:57 PM
Too bad, RSRD is a nice MOD but I can only play in short shifts due to my work schedule. That being said it sucks playing RSRD for a couple of hours and not coming across any activity. TMO alone allows for some action waiting for the BIG action.

Fifi
04-05-13, 09:39 PM
Just a quick one: why only 2 men for repair crew??

Traveller
04-05-13, 11:26 PM
Just a quick one: why only 2 men for repair crew??

Main reason was to prevent the player from loading up more crew than historical amounts while in port. But it was tweaked to allow the same repair speeds, just less repair crew now.

Traveller
04-05-13, 11:29 PM
Upcoming Traveller Mod v2.04 new features so far:

- Random groups of 2-6 enemy bomber formations cruising around. Be very afraid if you come across one of these groups without diving. :o

- Local enemy coast observation posts. While cruising on the surface close to land, you can now be spotted by local enemy coast observation posts and have your position reported. You won't see them or know they saw you. :)

- All Japanese bases will now have visual, surface search radar, and HF/DF sensor equipment.

Fifi
04-06-13, 02:10 AM
Main reason was to prevent the player from loading up more crew than historical amounts while in port. But it was tweaked to allow the same repair speeds, just less repair crew now.

Good to know :up:

arnahud2
04-06-13, 05:47 AM
Thank you Traveller for your 2.03 mod :up:

Soviet Creeper
04-06-13, 08:22 AM
Ahh, nice to see you back Traveller. I think I may just get back into SH4 now :D

TorpX
04-06-13, 06:32 PM
Good ideas there. :up:

Traveller
04-06-13, 06:40 PM
Thanks guys. :)

Here's an updated list of new features I have planned so far for v2.04:


- Random groups of 2-6 enemy bomber formations cruising around. Be very afraid if you come across one of these groups without diving.

- Strategically placed enemy coast observation posts. While cruising on the surface close to land, you can now be spotted by local enemy coast observation posts and have your position reported. You won't see them or know they saw you.

- All Japanese bases will now have visual, surface search radar, and HF/DF sensor equipment.

- Wake Island to have a small Japanese seaplane base starting from the end of Dec. 1941 until the end of the war.

BillBam
04-06-13, 06:49 PM
Dude your killing me with all these great additions. I have a feeling RSRD is in my future hahaha! Keep up the great work!

Traveller
04-08-13, 03:27 AM
:hmmm:Dude your killing me with all these great additions. I have a feeling RSRD is in my future hahaha! Keep up the great work!

Thanks Bill! Please try out the next version 2.04, as I'm in the final play testing phase and will be releasing it very soon. Lots of new features. :)

BillBam
04-08-13, 09:04 AM
Very kewl stuff, are the air bases marked on the map?

Traveller
04-08-13, 09:29 AM
Very kewl stuff, are the air bases marked on the map?

The air bases are the same ones as before. No new air bases. I just added sensors to the original ones.

By the way, I must temporarily remove the 2.04 download link. I found a huge problem with the fighter spawns around Hawaii and Midway. But I will be re-uploading again soon. Sorry about that.

BillBam
04-08-13, 09:36 AM
just in time...rsrd installing now, you were next!

Traveller
04-08-13, 09:37 AM
just in time...rsrd installing now, you were next!

Sorry about that. :D

It should be fixed and uploaded again by tomorrow.

fitzcarraldo
04-08-13, 02:06 PM
Glad to see you back Traveller!! :woot::woot::woot:

Waiting the 2.04 reuploaded version :up:

Best regards!

Fitzcarraldo :salute:

Father Goose
04-08-13, 04:25 PM
This mod looks really good. Would I install this mod after RSRDC but before OTC?
Is OTC compatable? Any issues with the below mods?

Traveller
04-08-13, 05:12 PM
This mod looks really good. Would I install this mod after RSRDC but before OTC?
Is OTC compatable? Any issues with the below mods?

You would install RSRDC and OTC first, and Traveller mod second. Unfortunately right now you will lose some of OTC's features after installing Traveller mod over it. They share most of the same files. But I will soon be releasing a light compatibility patch that retains the main OTC features.

Traveller
04-08-13, 05:13 PM
Glad to see you back Traveller!! :woot::woot::woot:

Waiting the 2.04 reuploaded version :up:

Best regards!

Fitzcarraldo :salute:

Thanks fitzcarraldo. Happy to be back. :)

Father Goose
04-08-13, 09:00 PM
You would install RSRDC and OTC first, and Traveller mod second. Unfortunately right now you will lose some of OTC's features after installing Traveller mod over it. They share most of the same files. But I will soon be releasing a light compatibility patch that retains the main OTC features.

I'll wait and keep a "look out" for that light patch. Thank you sir. :salute:

J0313
04-08-13, 10:44 PM
I will be awaiting the lite version for OTC. I cant wait! This should make it real interesting from here on out.

Traveller
04-09-13, 02:30 AM
Sorry for the delay. :doh:

V2.04 is uploaded. Unfortunately I couldn't get the groups of patrolling aircraft to work correctly for this version. But... I added a few extra goodies that weren't originally included. :D

Here's the feature list:



v2.04

- All Japanese bases now have surface radar, radar warning, and DF sensors. Range depends on early or late war versions. Early war versions start from early 1942 until early 1943, and the sensors have a range of up to 185 miles. Late war versions start start from early 1943 until the end of the war, and the sensors have a range of up to 275 miles. I based these range numbers and dates on some of the Japanese WW2 land-based surface radar/DF info I came across.


- Over 525 strategically-placed enemy coastal visual observation posts added. There are now enemy observation posts along coastal regions. They will be able to spot your sub and report your position. You will not see them or know your position was reported. The Japanese home islands are especially well-guarded. No more waltzing into Tokyo harbor on the surface. Important bases such as Wake and Truk are also very well-covered. These posts are manned by Japanese military personnel, and also by well-trained local sympathizers. All posts are equipped with high-powered binoculars, spotting scopes, and communication radios. They will be able to spot a surfaced sub during daylight in clear weather at a distance of up to 20 miles. They may even be able to spot your scope while submerged if close enough.


- Over 50 strategically-placed enemy radar posts added. These custom units also have the same surface radar, radar warning, and DF sensor capabilities as Japanese bases. The Japanese military has their islands well-covered with this radar detection network. Important Japanese naval harbors are especially well-protected. Use extreme caution when cruising on the surface near the Japanese islands.


- Wake Island will now have a small Japanese seaplane base starting from December 27 until the end of the war.


- Tweaked Japanese air base aircraft types and amounts. Japanese air bases will now deploy Kyushu Q1W1 anti-submarine bombers from January 1945. Also added Zero fighters and B5N2 Kate level bombers to most Japanese air bases. Plus all Japanese air bases now have some type of patrol aircraft. You should now encounter more variety of enemy aircraft in your patrols.


- US sub hydrophone sensors will no longer work while surfaced, due to wave noise interference. They will now only work at approximately periscope depth or deeper.


- Adjusted enemy aircraft visual capabilities. They were a bit blind in version 2.03.


- Reduced aircraft spotting capabilities when detecting a submerged sub. Enemy aircraft will now most likely not be able to spot your sub when below periscope depth.


- Reduced number of enemy aircaft patrols and instances. If you are encountering large numbers of enemy aircraft, you are probably being detected by land-based radar or observation posts!


- Decreased wave size.


- Added a Traveller Mod 2.04 compatibility patch for OTC 1.5 users (optional) :sunny:



Download here:

http://www.mediafire.com/download.php?sct5qu965k9xv4g

Fifi
04-09-13, 06:16 AM
- US sub hydrophone sensors will no longer work while surfaced, due to wave noise interference. They will now only work at approximately periscope depth or deeper.

Sorry, only thing i don't like.
Ok for decreased detection distance due to rough sea, but not completely deaf. To me it's not historical imo.

Traveller
04-09-13, 06:49 AM
Sorry, only thing i don't like.
Ok for decreased detection distance due to rough sea, but not completely deaf. To me it's not historical imo.

It's not that simple. I could tweak the hydrophone sensitivity settings, but then it causes other problems.

The reason I changed this was to force the player to play more historically and realistically. Having the ability to run around on the surface at speed, detecting ships with hydrohone miles away gives the player a huge ahistorical advantage. Plus using hydrophones on the surface at any speed apparently was not common practice. Please see here:

http://www.subsim.com/radioroom/showthread.php?t=191279&highlight=Surface+hydrophone

Armistead
04-11-13, 03:49 PM
It's not that simple. I could tweak the hydrophone sensitivity settings, but then it causes other problems.

The reason I changed this was to force the player to play more historically and realistically. Having the ability to run around on the surface at speed, detecting ships with hydrohone miles away gives the player a huge ahistorical advantage. Plus using hydrophones on the surface at any speed apparently was not common practice. Please see here:

http://www.subsim.com/radioroom/showthread.php?t=191279&highlight=Surface+hydrophone

Gotta replace my motherboard so I can play again on my other PC, but this I see as a nice realistic change. I assume the lag issue still happens when a group enters the zone or not?

Traveller
04-11-13, 05:10 PM
Gotta replace my motherboard so I can play again on my other PC, but this I see as a nice realistic change. I assume the lag issue still happens when a group enters the zone or not?

I'm not sure which zone you are referring to. :hmm2:

Armistead
04-11-13, 07:59 PM
I'm not sure which zone you are referring to. :hmm2:


If you play, you notice if a group enters the "zone" your PC will lag out some and you know something is near, even though you can't see it, nor can the crew pick it up with any sensors. I believe it's the range of your best sonar, as you can go to sonar yourself and find the group.

The S-boat was the only sub before yours that you had to dive for sonar, but the game would still lag out when a group was near on the surface with it, so you dive and you can pick it up on sonar. Obvious, the sub AI works with the equipment it has, doen't pick it up, but you can.

My guess or assumption, that this lag zone reflects the distance of your best sonar and it exist the entire war, but only you can cheat with it.

It's the cheat everyone uses, game lags out, go to sonar. One thing I've hated about the game, you personally have max use of the best sonar the entire war.

Traveller
04-12-13, 04:23 AM
If you play, you notice if a group enters the "zone" your PC will lag out some and you know something is near, even though you can't see it, nor can the crew pick it up with any sensors. I believe it's the range of your best sonar, as you can go to sonar yourself and find the group.

The S-boat was the only sub before yours that you had to dive for sonar, but the game would still lag out when a group was near on the surface with it, so you dive and you can pick it up on sonar. Obvious, the sub AI works with the equipment it has, doen't pick it up, but you can.

My guess or assumption, that this lag zone reflects the distance of your best sonar and it exist the entire war, but only you can cheat with it.

It's the cheat everyone uses, game lags out, go to sonar. One thing I've hated about the game, you personally have max use of the best sonar the entire war.

I understand. I know SH3 also did that. I think it just has something to do with the game engine bogging down. Not sure, though. :-?

Traveller
04-12-13, 04:36 AM
By the way everyone, v2.05 is now uploaded. :woot:



Here are the new features and fixes:


v2.05


- Removed the captain's log screen. Also removed the ship sunk and aircraft destroyed icons from the map. The 'She's going down!' sound officer message still shows, as it is hard-coded and cannot be completely removed. So you will still automatically know you sank a ship. You just won't know which one unless you visually confirm it!

These changes were done to add a bit more realism and challenge to SH4, by removing the certainty of automatic identification and location when a unit is destroyed. As captain, you will have to now guess the identity/tonnage and location of the sinking. If you shoot off a couple of torpedoes at periscope depth, and then dive, there will be great uncertainty about which ship was sunk. Even though the destroyed unit icons were removed from the map, it is still possible to manually add marks to the map with the pencil tool when a ship is sunk or aircraft shot down. Hopefully this will give you, as captain, a bit more realism and interaction with the game. And upon returning to port, you can check the captain's log on your desk to compare your patrol notes with the actual sinkings.


- Added a custom-made F1M Pete floatplane which is landed and floats on the water. Damage model is included.
http://img546.imageshack.us/img546/3416/111tkl.png


- Added a challenging custom campaign mission where you will be assigned to find a hidden enemy seaplane base, sneak in, and shell the parked seaplanes.


- Reverted back to the original smaller waves. The larger waves were damaging surface ships over time.



This will be the last version update for Traveller Mod for TMO... at least for a while. I'll be taking a break from modding to actually play the game. I hope everyone enjoys v2.05! :D


Download v2.05 here: http://www.mediafire.com/download.php?tp2rg4xasc4wqy3

Rhodes
04-12-13, 04:53 AM
Thanks! :salute::yeah:

les green01
04-12-13, 08:24 AM
thanks:yeah:

Traveller
04-12-13, 11:39 AM
Well, I lied. :D I'm working on one more small project- an optional 'hard-core' patch that removes the periscope/binoculars color triangles, removes the periscope selected target ID name, and removes the selected target ID name from the map. The captain (that's you) will be fully responsible for correctly identifying targets. No more automatic ID's with this patch. Time to break out that recognition manual. :88)

Armistead
04-12-13, 12:03 PM
I understand. I know SH3 also did that. I think it just has something to do with the game engine bogging down. Not sure, though. :-?

Yep, just bogs down based on the number of contacts that enter the "zone" I could never figure a fix, cept messing the the intent of sonar, which doesn't solve anything.

bandit484
04-12-13, 02:08 PM
This is one fine mod my friend. Keep up the excellent work that you do!!!!!

bandit484
04-12-13, 02:38 PM
Can anybody help me find a site that shows enemy merchant routes in the war?

bandit484
04-12-13, 03:05 PM
Since we can no longer bring our watch crew inside the sub anymore, when we are being attacked by the enemy with depth charges, are those men at a higher risk of being killed due to being outside of the sub?

bandit484
04-12-13, 03:44 PM
This is so cool! I just sank a Hiryu & a Soryu fleet Carriers in the Moluccan Sea. I thought that it would be an easy target because the map only showed 1 escort, however as soon as I torpedoed the 1st Carrier 2more escorts showed up on the map. I'm currently 250 ft down trying to clear the area . These boys are pissed off!:rotfl2::rotfl2::rotfl2::rotfl2::rotfl2:

fitzcarraldo
04-12-13, 05:29 PM
Great Traveller! You deserve our congratulations! :woot::woot::woot:

Now I will try the bad weather clothes optional from 2.05. I had problems with that optional in 2.02: I couldnīt reload a saved game with the optional activated. Simply, I had CTD in the reloading process.

Feedback soon...

Waiting now that little modification...

Best regards.

Fitzcarraldo :salute:

fitzcarraldo
04-12-13, 05:48 PM
COLD WEATHER CLOTHES OPTIONAL TESTED.

The same problem: I activate the optional, I load SH4, select a war patrol, save the patrol. All work fine.

Exit game, reload SH4, select the war patrol previously saved, and CTD. No problem with 2.05, without the optional.

JSGME list for the test (deactivated a lot of cosmetic mods):

Generic Mod Enabler - v2.6.0.157
[F:\SH4\MODS]

1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Traveller Mod v2.05 for TMO
Cold Weather Crew Clothing

I donīt know how to correct this issue, and I want the cold weather clothes!!!

Regards.

Fitzcarraldo :salute:

Traveller
04-12-13, 05:55 PM
Since we can no longer bring our watch crew inside the sub anymore, when we are being attacked by the enemy with depth charges, are those men at a higher risk of being killed due to being outside of the sub?

Please see the included readme.txt file. They have much less risk of being killed. It was a trade-off I made, because it was always such a pain moving them back and forth each time. But gun crews are extremely exposed and vulnerable. Be sure to remove them when diving.

bandit484
04-12-13, 05:56 PM
That's odd, I also have the cold weather mod enabled and have saved during a patrol then exited the game and then reloaded my save without any problems

bandit484
04-12-13, 05:58 PM
Please see the included readme.txt file. They have much less risk of being killed. It was a trade-off I made, because it was always such a pain moving them back and forth each time. But gun crews are extremely exposed and vulnerable. Be sure to remove them when diving.

O.K. Thanks I was just wondering.

Traveller
04-12-13, 05:59 PM
Can anybody help me find a site that shows enemy merchant routes in the war?

Click the radio in the 3-d sub command center. Ducimus included a shipping route map in TMO.

bandit484
04-12-13, 06:03 PM
Click the radio in the 3-d sub command center. Ducimus included a shipping route map in TMO.

Yes I know about that tool and it is wonderfull, but I was wondering about any websites. By the way I really like your mod. It has made this simulation a lot more enjoyable and challenging!

Traveller
04-12-13, 06:07 PM
Thanks for the feedback, everyone. :)

Regarding the upcoming optional hard-core patch, do you want your crew to automatically identify aircraft and land units on the strategic map, or do you want to have to ID them visually yourself each time? Ships will always have to visually identified by you.

bandit484
04-12-13, 06:41 PM
For me personally I would prefer to have to identify them myself.

bandit484
04-12-13, 06:49 PM
Traveller,
Have you by any chance ever read any of Clay Blair jr. Books? He has a 2 volume set called Silent Victory that is rather good.

Traveller
04-12-13, 07:00 PM
For me personally I would prefer to have to identify them myself.

Ok. One vote for identifying everything yourself. Anyone else?

fitzcarraldo
04-12-13, 07:00 PM
That's odd, I also have the cold weather mod enabled and have saved during a patrol then exited the game and then reloaded my save without any problems

Can you post your JSGME list? I have the CTDs EVER!!! :/\\!!:/\\!!:/\\!! Without the optional, all work fine...

Regards.

Fitzcarraldo :salute:

BillBam
04-12-13, 07:18 PM
Crew to ID, we have enough to do already

bandit484
04-12-13, 07:27 PM
TriggerMaru 2.5
Rsrdc Tmo v502

Rsrdc v5xx patch1
Traveller mod v2.04 for Tmo
Lst Tmo v2
Traveller mod v2.04 Tom longer sinking times patch
Cold weather crew clothing
No midway transfer
Rescue sub v1.2 for traveller mod v2.04 Tmo 2.5
Torpedo graphics for Tmo + rsrdc
Stop the shouting
Smaller seabed rocks
Smaller sea plants small
Historical prop rotation
Convoy routes Tmo + rsrdc
Improved stock environment v3 Tmo + rsrdc
#2 use realistic colors
Speed and depth US submarines
Submarine hull numbers

fitzcarraldo
04-12-13, 08:12 PM
Many thanks! I have a similar list in my complete installation.

Waiting for Traveller, if he knows about my issue. Really I donīt know how correct it.

Regards.

Fitzcarraldo :salute:

Traveller
04-12-13, 09:12 PM
Many thanks! I have a similar list in my complete installation.

Waiting for Traveller, if he knows about my issue. Really I donīt know how correct it.

Regards.

Fitzcarraldo :salute:

That is strange. I tested and also had a crash on reload. I'll look into it...

fitzcarraldo
04-12-13, 09:34 PM
That is strange. I tested and also had a crash on reload. I'll look into it...

Really strange because there are users without the problem.:hmmm:

Also Iīm investigating it...

Regards.

Fitzcarraldo :salute:

J0313
04-12-13, 10:15 PM
Thanks for the feedback, everyone. :)

Regarding the upcoming optional hard-core patch, do you want your crew to automatically identify aircraft and land units on the strategic map, or do you want to have to ID them visually yourself each time? Ships will always have to visually identified by you.

Let the crew ID them.

Traveller
04-12-13, 10:28 PM
Really strange because there are users without the problem.:hmmm:

Also Iīm investigating it...

Regards.

Fitzcarraldo :salute:

Well, I looked through the file, changed some stuff, but still crashes. For now at least, stay where it's warm! :O:

Traveller
04-12-13, 11:00 PM
The Cold Weather Crew Clothing mod saved game reload crash has been fixed. I will be the uploading the fixed version soon. :)

fitzcarraldo
04-13-13, 06:13 AM
The Cold Weather Crew Clothing mod saved game reload crash has been fixed. I will be the uploading the fixed version soon. :)

You make my weekend a very happy time!

Could I ask you where was the problem? Only curiosity...

Many thanks!

Fitzcarraldo :salute:

Traveller
04-13-13, 06:52 AM
You make my weekend a very happy time!

Could I ask you where was the problem? Only curiosity...

Many thanks!

Fitzcarraldo :salute:

Some of the lines in the CrewMembers3D file were messed up. But all fixed now. Please let me know if it works for you or not.

Here's a temporary download link for the fixed Cold Weather Crew Clothing patch:

http://www.mediafire.com/download.php?rp66ohusnjsxlyt

fitzcarraldo
04-13-13, 08:27 AM
Some of the lines in the CrewMembers3D file were messed up. But all fixed now. Please let me know if it works for you or not.

Here's a temporary download link for the fixed Cold Weather Crew Clothing patch:

http://www.mediafire.com/download.php?rp66ohusnjsxlyt

Working fine! :woot::woot::woot:

I did several load/reload/exit game, and no problem with cold weather clothes.

And a little request:

I like to see all the crew with hats. For SH3, there is a mod named "Compulsory U boat headress". Interesting if you can do an optional with disciplinated sailors with all the reglamentary headress!

Many thanks for the great job!

Fitzcarraldo :salute:

Armistead
04-13-13, 08:54 AM
Crew to ID.

bandit484
04-13-13, 11:13 AM
Yesterday was the 50th anniversary of the USS Thresher disaster. It was reported on the CBS national news, the navy thinks the loss of the sub was due to a water pressure pipe separating.

fitzcarraldo
04-13-13, 11:13 AM
Crew to ID.

Another vote here! Crew to ID.

Regards.

Fitzcarraldo :salute:

Traveller
04-14-13, 12:27 AM
V2.06 is out. :yep:

Changes and additions:



v2.06


- Added 2 optional patches... 'Hardcore' and 'Super Hardcore' versions. Can you handle the challenge, Captain??? ;)

Hardcore: Removes the unit auto-identification of all units in the periscope and TDB views. Also removes the ship and submarine auto-identification on the strategic map. Aircraft and land units will still be auto-identified by your crew on the map.

Super Hardcore: Same as Hardcore version, but also removes the auto-identification of all units on the strategic map, except for land bases.



- Added F1M Pete and H6K Mavis aircraft blueprint drawings to the recognition manual.


- Adjusted the 'Find Enemy Seaplane Base' campaign mission.




Not to sound rude, but I want to stress this again... IF YOU INSTALL ANY OTHER MOD OVER (AFTER) THIS MAIN MOD OR THE INCLUDED OPTIONAL PATCHES, YOU WILL LIKELY BREAK MAIN FEATURES OF THIS MOD AND IT WILL NOT WORK AS INTENDED.


This will be the last version release for a while. I will be taking a break to play a new campaign game. I look forward to your feedback, suggestions, and war patrol stories. In future versions, I will be merging some of the optional patches into the main mod as permanent features (Rescue Sub, Hardcore, etc). It's just too hard updating all the different optional patch versions each time.

Have fun, everyone. :sunny:

Traveller

Download v2.06 here:
http://www.mediafire.com/download.php?1yqs9eieyrgps2k

Kaleun
04-14-13, 02:19 AM
Just coming back to SH4 after a brief dabble with SH5 (never could get a stable Install with required Mods) - this looks great, good work - enjoy your campaign

Traveller
04-14-13, 04:16 AM
Just coming back to SH4 after a brief dabble with SH5 (never could get a stable Install with required Mods) - this looks great, good work - enjoy your campaign

Thanks, Kaleun. I hope you like it. If you like the Atlantic campaign, you might also want to try out my Traveller mod for Operation Monsoon. Not quite as polished as for TMO, but still fun... and it's the Atlantic.

In my new Traveller Mod campaign, I was assigned to drop off some coast watchers near Shortland Island, northeast of Australia. While waiting on the surface for the mission to complete, 3 enemy subchasers come racing up out of nowhere to my exact position. There is a nearby enemy sea plane base, and it's long-range surface radar probably picked me up waiting on the surface. Or maybe enemy coast watchers saw me. I'm not really sure.

I think I've created a monster with these recent mod versions. :o

fitzcarraldo
04-14-13, 11:05 AM
Downloading now! Many thanks Traveller!

Regards.

Fitzcarraldo :salute:

Traveller
04-14-13, 05:00 PM
Downloading now! Many thanks Traveller!

Regards.

Fitzcarraldo :salute:

In my new campaign game, that group of subchasers that found me caused so much damage to my sub that I sank to the bottom and died. It was my first patrol. :wah: I guess I should be more careful next time.

V2.06 hardcore patches have a few problems. Subchaser ships still show their ID (corrected now), the Rescue Sub hardcore versions don't work correctly, and a few of the recognition manual ship names I had to label are missing or mixed up. So there will have to be another version release of Traveller Mod for TMO in the future to correct these problems. But overall, I'm liking the new hardcore features. Makes gameplay more challenging and realistic in my opinion. :D

BillBam
04-15-13, 07:46 PM
Been playing Traveller mod this week and really like the game play improvements, unfortunately as noticed above I really dislike the dull play in RSRD. I really don't like having to looking up history books and abandoning my assigned post to run off to historical battles just to find action. 8 hours play this week and one single enemy ship contact is no fun, so I am retiring from Traveller mod and gong back to TMO without.

Traveller
04-15-13, 08:49 PM
Been playing Traveller mod this week and really like the game play improvements, unfortunately as noticed above I really dislike the dull play in RSRD. I really don't like having to looking up history books and abandoning my assigned post to run off to historical battles just to find action. 8 hours play this week and one single enemy ship contact is no fun, so I am retiring from Traveller mod and gong back to TMO without.

That's too bad. But if you want more action, try the Operation Monsoon mod with Traveller Mod. It's the Atlantic campaign with U-boats, but it's also fun.

Traveller
04-16-13, 06:25 AM
Version 2.1 will have landed and floating F1M, H6K, H8K, and PBY-4 seaplanes. All will have propellers and damage models. Plus they will be placed at most bases in campaign games. You will get good campaign renown for destroying the landed Japanese seaplanes. :cool:

Traveller
04-17-13, 12:47 AM
Another new feature in v2.1 will be destroyable fuel storage tanks on land. I will be placing these around bases, plus I will also include a custom campaign mission where the captain and his crew will have to sneak in at night and shell an enemy fuel dump. :D

fitzcarraldo
04-17-13, 07:33 AM
Another new feature in v2.1 will be destroyable fuel storage tanks on land. I will be placing these around bases, plus I will also include a custom campaign mission where the captain and his crew will have to sneak in at night and shell an enemy fuel dump. :D

All nice stuff!!! Waiting 2.1...:woot::woot::woot:

Regards.

Fitzcarraldo :salute:

Traveller
04-17-13, 09:39 AM
All nice stuff!!! Waiting 2.1...:woot::woot::woot:

Regards.

Fitzcarraldo :salute:

I hope it's good. Another new feature in v2.1 I forgot to mention will be campaign game weapons target practice ranges near Pearl and Midway. There will be a few target ships, some landed floatplanes, and maybe a couple land-based fuel storage tanks to practice on. And you'll even get a bit of renown for practicing. :yep:

fitzcarraldo
04-19-13, 07:33 AM
Very nice!!! :woot::woot::woot::woot:

I hope the new version will be in SUBSIM in the next days :03: Iīm really desperate for play it!...

Best regards and congratulations for the great work!

Fitzcarraldo :salute:

bandit484
04-19-13, 10:11 PM
Is it possible to use 19to 9 screen resolutions with this mod? I appolagise if this seems like a stupid question.:hmmm::hmmm:

Traveller
04-20-13, 04:45 AM
Is it possible to use 19to 9 screen resolutions with this mod? I appolagise if this seems like a stupid question.:hmmm::hmmm:

Are you talking about the resolution in the game graphic setting menu? If so, then no problem.

Traveller
04-20-13, 07:03 AM
Version 2.1 about to be released. Doing final play testing.

fitzcarraldo
04-20-13, 07:12 AM
:woot::woot::woot::woot::woot:

Waiting...

Fitzcarraldo :salute:

bandit484
04-20-13, 02:20 PM
Are you talking about the resolution in the game graphic setting menu? If so, then no problem.

Yes i was my friend. Thank you for answering my question
:cool::cool:

J0313
04-21-13, 07:00 PM
Hello Traveller. Anxiuosly awaiting your next installment. Keep up the good work.

Traveller
04-22-13, 05:17 AM
Sorry for the delay, everyone. I found a serious problem after uploading, and removed it. But all is good (hopefully). I decided to go ahead and add a bunch more new features. That was the main reason for the long delay. This is a big update. I've put a lot of time and effort making and testing it. I'm quite pleased with it. Please let me know if you like it. :D



v2.1

- Added custom enemy land-based fuel storage tanks. These large fuel storage tanks can be destroyed with surface guns, and will explode easily when hit. When destroyed, they will burn for approximately two days. New explosion and fire graphics are included. Secondary explosions also added for atmosphere. :) These new fuel storage tanks are now located around various enemy ports and seaplane bases. Once destroyed, they are destroyed for good. They will not be rebuilt again later. More locations to come in future versions. Also included are two custom campaign mission where the captain is assigned to destroy fuel storage tanks in enemy ports.


- Added customized landed/floating versions of various float planes. These include American PBY-4, plus Japanese F1M, H6K, and H8K. All include damage models and static propellers. You will find these planes parked near a few various float plane bases and harbors. More locations to come in future versions.


- Added groups of enemy bomber and figher patrols around the Japanese main islands. These groups consist of 6-8 aircraft, and will attack on sight.


- Added new G4M torpedo bombers. These bombers now carry a single torpedo and will attack from low altitude. Also added new level B5N2 bombers. These small bombers will drop bombs from medium-high altitude.


- Added Allied fighter patrols near Freemantle, Brisbane, Midway, and Pearl Harbor. If you notice any of these aircraft buzzing the port, get their number and report them!


- Added Nakajima A6M2-N floatplane patrols. Also added guns and bombs to them. They will now strafe and bomb.


- Added Zero fighter patrols. Also, all enemy bases now have some type of fighter cover.


- Added guns to F1M Pete patrol planes. They will now make multiple strafe runs.


- Increased firepower damage of Zero 20mm cannon shells. Also reduced shell storage amounts down to more historical amounts.


- Reduced aircraft shadow patrol amounts. There will now be fewer shadow aircraft patrols, and in return, more attack aircraft patrols. Now for about every three enemy aircraft patrols launched, one will be a shadow patrol (~33%). This should somewhat reduce the large swarms of shadow aircraft following the sub around on the surface.


- Torpedo Scandal revisited. Mk 14 torpedoes now have higher failure rates. Until now, (in my opinion) it was still too easy to rack up high tonnage scores in the early years of the war with the Mk 14 torpedo. No more. Hopefully this will reflect more historical torpedo failure rates and patrol tonnage amounts from 1941-1943. Get ready for the same frustration actual captains had to deal with.


- Changed the completion of defect fixes of Mk14 torpedoes to a more historical date of September 1943. Also added radio messages based on historical dates telling captains what detonater to use.


- Restored the original aircraft map icons on the strategic map for practical gameplay reasons. You will be able to see aircraft icons again when zoomed in close.


- Added a few new campaign game radio messages and War News events in the captain's office.


- Rescue Sub 1.2 and Hardcore patches are now merged and permanent features of Traveller Mod.


- Corrected the problem with the H6K and H8K lower altitude patrols not launching in career games.


- Corrected the Subchaser ship ID that was still showing in the periscope, TDB, and map views.


- Updated optional No Midway Transfer patch to be compatible with Traveller Mod v2.1



Download v2.1 here: http://www.mediafire.com/?k0wdzwx1wwc3wuw

fitzcarraldo
04-22-13, 06:32 AM
Many thanks Traveller! Downloading now v2.1, and trying...:up:

Best regards!

Fitzcarraldo :salute:

arnahud2
04-22-13, 06:37 AM
Thank you so much for 2.1 version, Traveller :up:

Traveller
04-22-13, 06:49 AM
:) Hope you all like it. It's by no means finished, but from now on there will be fewer and smaller improvements and added features. I do plan on adding more fuel storage tanks near enemy ports, plus I want to add more landed enemy seaplanes.

Here are a few screenshots showing some of the new v2.1 features:


The new Fuel Storage Tanks:

http://imageshack.us/scaled/landing/690/fuelstoragetanks.jpg



Shelling enemy fuel storage tanks at Wake:

http://imageshack.us/scaled/landing/547/fueltanks2.jpg
http://imageshack.us/scaled/landing/600/tanks6.jpg
http://imageshack.us/scaled/landing/607/tanks5.jpg



Shelling fuel storage tanks at about 6 miles:

http://imageshack.us/scaled/landing/805/fueltanksburning35miles.jpg
http://imageshack.us/scaled/landing/407/fueltanksburning2.jpg



Landed PBY-4's at Midway:

http://imageshack.us/scaled/landing/213/midway3.jpg
http://imageshack.us/scaled/landing/708/midway2.jpg
http://imageshack.us/scaled/landing/543/pby4.png



Landed enemy floatplanes at Wake:

http://imageshack.us/scaled/landing/5/wakel.jpg

fitzcarraldo
04-22-13, 09:13 AM
Dear Traveller: Are you using the TMO 25 default environment? Simply, my TMO 25 sea donīt look as yours. I have problems of black-greyish shadows on the sea, and looks very bad.

Many thanks!

Fitzcarraldo :salute:

Traveller
04-22-13, 09:42 AM
Dear Traveller: Are you using the TMO 25 default environment? Simply, my TMO 25 sea donīt look as yours. I have problems of black-greyish shadows on the sea, and looks very bad.

Many thanks!

Fitzcarraldo :salute:

Actually, Traveller Mod uses the game's original water shaders. If you want TMO water shaders, inside the Traveller Mod, just delete the 'Water' folder inside the 'Shaders' folder before installing.

I found a couple of problems I missed (circle runner torps, etc). I'll have a small patch fix uploaded by tomorrow.

Traveller
04-23-13, 01:12 AM
Ok, patch is up. :D

This is a tempory patch to fix a couple of problems I missed in v2.1. You may or may not need to start a new campaign game after installing this patch. But you MUST at least install in port while between campaign missions. Do not install while on patrol.


Fixes:

- Corrected leftover test version aircraft names

- Corrected crash caused by A6M2-N Rafe aircraft

- Readjusted torpedo circle runner rates and gyro deviations.



Just install this patch last after Traveller mod v2.1.

** Please note- these fixes will also be included in the next Traveller Mod v2.11 release.


Download Traveller Mod Mini Patch v2.1a here: http://www.mediafire.com/download.php?h5rzz7a7hs2nglt

Traveller
04-23-13, 06:33 AM
I've finally found a workaround and fixed the bulkheads collapsing sounds when a ship sinks. It's always been broken in SH4, and you could only hear the sounds if you were within just a couple hundred feet of the sinking ship. So basically, you never hear those sounds. Being a hard-coded bug, adjusting the distance and volume made no difference. That's one thing I always missed hearing in Silent Hunter 4... those death creaks and moans when a dying ship sinks. Really adds to the atmosphere of the game. Creepy. :yep:

The fix works really well, and I will be including it in the next update of Traveller Mod.

Kelly621
04-23-13, 08:15 AM
I've finally found a workaround and fixed the bulkheads collapsing sounds when a ship sinks

Thanks Traveller!.....looking forward to this in the next update.

Kelly621

Traveller
04-23-13, 08:53 AM
Thanks Traveller!.....looking forward to this in the next update.

Kelly621

I'm excited about this fix. I've been wanting to restore those great ship sinking sounds since SH4 was released.

By the way, in my current v2.11 test campaign... We were west of Tokyo, an H8K patrol plane spotted us, so we dove to periscope depth. Air radar showed he wasn't following us anymore. Then out of nowhere came another patrol plane and bombed us twice while we were under. He must have been elite to spot our air antenna. Aft part of the sub took extreme damage. Torpedo and Engine room bulkheads destroyed. All crew in both compartments badly injured and permanently incapacitated. Diesel engines, propellers, electric motors, compressor, and rudder destroyed. But thankfully Mr. Fix-It was unhurt. Now he is currently working on trying to partially restore those destroyed engines, rudder, and propellers. Heavy flooding. I don't know if we'll make it...

Traveller
04-23-13, 10:59 AM
Well, we didn't make it. Other aircraft came in and attacked while we were drifting helplessly on the surface. We quickly sank after several more heavy air attacks. :dead:

Armistead
04-23-13, 11:20 AM
Trav,

Seems we once talked about increasing visuals for sub crew to the horizon, maybe you mentioned adding a node to smoke. Anyway, I can get crew to call out ships to the horizon during the day, but the overall visuals at night are too much. With clear weather seems I had it around 10nms day, 6nms night. I use a lot of light at night with my env which also increases night visuals. Just trying to figure a way to get the crew to have the same visuals that I do. Scury gave me an idea, but PC blew before I could try it, but I could find the thread.

Also, you made me a mod for my idea of saving people out of rafts the same as pilots, did you include any missions using that in this mod?

Did you look into placing a collision node on depth charge? Be nice to have it bounce off your sub if it could be done.

Anyway, my PC should be out of the shop this week, can't wait to try your updated mod.

Traveller
04-23-13, 06:55 PM
Trav,

Seems we once talked about increasing visuals for sub crew to the horizon, maybe you mentioned adding a node to smoke. Anyway, I can get crew to call out ships to the horizon during the day, but the overall visuals at night are too much. With clear weather seems I had it around 10nms day, 6nms night. I use a lot of light at night with my env which also increases night visuals. Just trying to figure a way to get the crew to have the same visuals that I do. Scury gave me an idea, but PC blew before I could try it, but I could find the thread.

Also, you made me a mod for my idea of saving people out of rafts the same as pilots, did you include any missions using that in this mod?

Did you look into placing a collision node on depth charge? Be nice to have it bounce off your sub if it could be done.

Anyway, my PC should be out of the shop this week, can't wait to try your updated mod.

Hey Armistead. I'm happy to hear you'll be getting your PC back soon. I think you'll like the new Traveller Mod 2.11. There are so many recent new features and changes. And I really toned down the number of enemy air patrols. They will still launch extra aircraft if detected, but not like before. And there are also fewer shadow aircraft patrols now.

Regarding the rescuable life raft mod, I completely forgot about making that (it was over a year ago). :doh: I'll try to add a few campaign missions with that feature in the next version.

I'll also try to make it where you'll depth charges bounce off the sub. Shouldn't be too hard.

And your smoke on the horizon idea is great. Sounds like you made a lot of progress on that. I'll try to think of some ideas that might help. :arrgh!:

BillBam
04-23-13, 07:02 PM
I guess I will have to set up a second install and play around a bit, this all sounds so good!

Traveller
04-24-13, 03:42 AM
I've successfully added an interior camera metal clanking sound when unexploded depth charges 'hit' the sub hull close to the control room. :woot: I couldn't get them to collide and bounce off, but no one will really know the difference unless using the exterior cam.

J0313
04-24-13, 07:42 PM
Ive noticed that you didnt include the LST patch with this new version. Did you already include it in v2.1?

Traveller
04-24-13, 10:45 PM
Ive noticed that you didnt include the LST patch with this new version. Did you already include it in v2.1?

Yes, I merged my own version into 2.1 which is based on it.

vickers03
04-26-13, 03:54 PM
@Traveller
hey man you're bringing new life to this game, thanks

Traveller
04-27-13, 05:50 PM
@Traveller
hey man you're bringing new life to this game, thanks

I hope you're enjoying it. :)

I'm still working on the next version, but it's taking longer than expected. I have to modify every Japanese ship to get those sinking sound effects. It's quite a bit of work, but in the end I think it will be worth the effort. The sinking sounds add a lot to the game.

Traveller
04-29-13, 02:07 AM
I'll be releasing v2.2 soon. All the Japanese ships will have sinking sounds included. Also, I've succeeded in making clouds solid. I got tired of the sun, moon, stars shining through them no matter what. They look pretty good, but do need some work. I'll try to include them in v2.2 if possible.

Traveller
04-30-13, 07:48 AM
V2.2 is released. Lots of new additions in this one. :cool:


New solid clouds: http://oi43.tinypic.com/33vnh50.jpg



v2.2

- Added ship sinking sound effects to most Japanese ships. This cool feature has been a broken in SH4 since it was first released, never have been working correctly due to a probable hard-coded bug. You would only hear these sounds if you were right next to a sinking ship. Now you will hear these ship death sounds at distance. I'm quite pleased with the results of this workaround fix, as it really adds to the atmoshpere of the game.


- Added interior collision metal clanking sounds when unexploded depth charges hit the submarine hull close to the control room.


- Added various Allied aircraft patrols. You will now occasionally encounter long and short range Allied aircraft patrolling out of Midway, Pearl Harbor, Brisbane, Fremantle, Darwin, etc. They won't affect gameplay too much, but hopefully add to the atmosphere.


- Added high-altitude F-4 Lightning photo recon patrols. These recon aircraft will photograph the Rabaul enemy area from spring 1942.


- Added Buffalo fighter patrols around Midway and Pearl Harbor. They will patrol until summer of 1942, and now have the correct early-war markings.


- Added early-war markings to the landed PBY floatplanes at Midway and Pearl Harbor. Their paint and markings will change to later-war from summer of 1942.


- Added solid clouds. Clouds will no longer be transparent. They will now block out the sun, moon, and stars. Cloud shapes, grouping, and shading were also redone.


- Added sharpened and more detailed textures to the S-18 and S-42 submarines. This is just a sample. All other subs and ships to come in future updates.


- Adjusted Sunderland search plane maxiumum range.


- Corrected the destroyed sub compartment bulkheads where they will not be repairable anymore.


- Lowered maximum unrepairable damage of sub diesel engines and propellers from 65% down to 50% for playability reasons.


- Lowered maximum unrepairable damage of sub fuel oil tanks from 15% down to 10% for playability reasons.


- Made nights less dark for playability reasons.


- Lowered sub deck and AA gun sound volume.


- Adjusted various sound effect volumes to be more audible.




** Don't forget you will need to start a new campaign game after installing v2.2 **


Download link: http://www.mediafire.com/?dhc9ihnl43i44eu

captnmike
04-30-13, 11:39 AM
Thanks Traveller, I've tried to find your download at the web site you have listed, but I don't see it there...... Only "windows 7 drivers" ?
Please advise? captnmike :-)

captnmike
04-30-13, 12:22 PM
Traveller,
Nevermind my previous ...... I figured it out!
Looking forward to this "new version"!

Thanks, captnmike :-)

Traveller
04-30-13, 05:28 PM
Traveller,
Nevermind my previous ...... I figured it out!
Looking forward to this "new version"!

Thanks, captnmike :-)

Sorry about the host site. I tried uploading to Mediafire yesterday, but the site wasn't working correctly. I'll try again today.

Please let me know how you like this new version after you've had a chance to play it. :)

captnmike
04-30-13, 06:17 PM
Hi Traveller,
I've just finished a 4-hr. session with your new version and really enjoy the action! I'm doing the career out of Manila Bay 1941 in S-18 0r S-19. The new clouds effects are beautiful, love the way the sun now appears in and out of the clouds and the nite time shading is definitely better too! Ran into a small convoy coming home to base near Vigan and sank two freighters after diving and evading there escorts. So, haven't been able to test or experience the new sub damage model but with my luck it won't be long.
My Mod List:
1 TMO2.5
2 RSRDC V502 (TMO VERSION)
3 OTC 1.5 (RSRDC VERSION)
4 TRAVELLER MOD V2.2
5 TRAVELLER MOD OTC 1.5 PATCH

That's all and game is running smooth and crash free. I also use the 4GB Large Address Aware Mod. My Hats off to you Mate!!
captnmike :-)

Traveller
04-30-13, 06:40 PM
Hi Traveller,
I've just finished a 4-hr. session with your new version and really enjoy the action! I'm doing the career out of Manila Bay 1941 in S-18 0r S-19. The new clouds effects are beautiful, love the way the sun now appears in and out of the clouds and the nite time shading is definitely better too! Ran into a small convoy coming home to base near Vigan and sank two freighters after diving and evading there escorts. So, haven't been able to test or experience the new sub damage model but with my luck it won't be long.
My Mod List:
1 TMO2.5
2 RSRDC V502 (TMO VERSION)
3 OTC 1.5 (RSRDC VERSION)
4 TRAVELLER MOD V2.2
5 TRAVELLER MOD OTC 1.5 PATCH

That's all and game is running smooth and crash free. I also use the 4GB Large Address Aware Mod. My Hats off to you Mate!!
captnmike :-)

captnmike, thanks for the report. I also really like the new solid clouds and shading. I think they add a lot to the game

Did you happen to come across any Allied air patrols, or hear the ship sinking sounds?

arnahud2
05-01-13, 06:43 AM
Thank you Traveller for this nice update, "solid" clouds are a great addition.
Keep goin' the good work :up:

fitzcarraldo
05-01-13, 08:53 PM
Many thanks for the new version. Really a good work. The new clouds are awesome.

But I have a problem with the environ. This is a problem I have with TMO 25; with bad colours in the sea and awful shadows.
.
I tried with ISE and Traveller 22. I have nice colours but I have fog of low range without volumetric fog active. It's desperating!

I hope you can help me.Really I want to use your mod!

Best regards.

Fitzcarraldo

Traveller
05-02-13, 02:47 AM
Many thanks for the new version. Really a good work. The new clouds are awesome.

But I have a problem with the environ. This is a problem I have with TMO 25; with bad colours in the sea and awful shadows.
.
I tried with ISE and Traveller 22. I have nice colours but I have fog of low range without volumetric fog active. It's desperating!

I hope you can help me.Really I want to use your mod!

Best regards.

Fitzcarraldo

Are you installing any other mods after Traveller mod?

fitzcarraldo
05-02-13, 05:37 AM
Image with TMO 25 plus Traveller 22:

Generic Mod Enabler - v2.6.0.157
[F:\SH4\MODS]

1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Traveller Mod v2.2 TMO

I donīt like this TMO 25 water. Many greyish and black shadows...

http://img837.imageshack.us/img837/8199/sh42013050207180246tmo.jpg

With ISE v3 and Realisitic colours:

Generic Mod Enabler - v2.6.0.157
[F:\SH4\MODS]

1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Traveller Mod v2.2 TMO
Improved Stock Environment_v3
#2 ISE Realistic Colors

I like this water, but please, see the low range blueish fog.


http://img854.imageshack.us/img854/1666/sh42013050207241773ise.jpg


http://img197.imageshack.us/img197/5096/sh42013050207243348ise.jpg

TMO 25 water ever causes colours problems in my installation. I use FOTRS Environment in my non-Traveller installation.

Best regards.

Fitzcarraldo :salute:

Traveller
05-02-13, 06:40 AM
Image with TMO 25 plus Traveller 22:

Generic Mod Enabler - v2.6.0.157
[F:\SH4\MODS]

1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Traveller Mod v2.2 TMO

I donīt like this TMO 25 water. Many greyish and black shadows...

http://img837.imageshack.us/img837/8199/sh42013050207180246tmo.jpg

With ISE v3 and Realisitic colours:

Generic Mod Enabler - v2.6.0.157
[F:\SH4\MODS]

1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Traveller Mod v2.2 TMO
Improved Stock Environment_v3
#2 ISE Realistic Colors

I like this water, but please, see the low range blueish fog.


http://img854.imageshack.us/img854/1666/sh42013050207241773ise.jpg


http://img197.imageshack.us/img197/5096/sh42013050207243348ise.jpg

TMO 25 water ever causes colours problems in my installation. I use FOTRS Environment in my non-Traveller installation.

Best regards.

Fitzcarraldo :salute:

Try this:

1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Traveller Mod v2.2 TMO

Then install ISE's Env folder last. That might work.

fitzcarraldo
05-02-13, 08:04 AM
TYraveller: I did that! See the JSGME list. The last (with fog), is your list. I didnīt activate the better clouds options because of your solid clouds.

Regards.

Fitzcarraldo :salute:

Traveller
05-02-13, 11:04 AM
Fitzcarraldo, please check your PM.

captnmike
05-03-13, 12:46 PM
captnmike, thanks for the report. I also really like the new solid clouds and shading. I think they add a lot to the game

Did you happen to come across any Allied air patrols, or hear the ship sinking sounds?


Traveller,

Yes I am getting lot's of "allied air craft", especislly around "Darwin". And sinking ship sounds, but something new that I have not heard before is my Hydraphone is picking up aircraft sound (when submerged) after diving when my radar picks them up on the surface. Seems that might be possible in real life since those plnes engine sound is so very loud anyway, the sound is almost like a torpedo sounds after launching.
Thanks again for this great mod!!

Traveller
05-05-13, 05:34 AM
Traveller,

Yes I am getting lot's of "allied air craft", especislly around "Darwin". And sinking ship sounds, but something new that I have not heard before is my Hydraphone is picking up aircraft sound (when submerged) after diving when my radar picks them up on the surface. Seems that might be possible in real life since those plnes engine sound is so very loud anyway, the sound is almost like a torpedo sounds after launching.
Thanks again for this great mod!!

Sounds good! :)

Traveller
05-05-13, 05:39 AM
Traveller Mod V2.3 is now out. :sunny:

Here's what's new:


v2.3

- Greatly increased wave sizes. Ships will also no longer accumulate damage and/or sink from large waves. For realism reasons, lifeboats will still sink in stormy conditions. Crews of fishing boats and other small vessels will not be visible in heavy seas (they're taking shelter inside the cabin). Due to the new larger waves, I also readjusted all docked ship positions in ports so they will not become damaged by hitting docks during storms. * Be aware that your sub speed will be slowed and you will burn more fuel now while running on the surface during storms. Remember the movie Das Boot? :)


- All torpedoes, shells, and bombs now have a chance of critical hit (50% above previous maximum damage), or less than normal damage hit (50% below previous minimum damage). This larger varying degree of damage will add to more gameplay uncertainty.


- Added more landed Japanese floatplanes.


- Added a revised version of my old SH3 Depth Charge Shake mod. The sub interior cameras will now shake violently when depth charges explode close by. Hold on tight. :) (while running on the surface during storms, the interior cameras will vibrate slightly due to the large waves hitting the hull).


- Added fuel storage tanks to most enemy ports. Don't forget... you get campaign renown for destroying enemy fuel storage tanks!


- Lowered all submarine cg's to deal with the larger waves.


- Readjusted depth charge depth precision to be less accurate.


- Readjusted ship sinking sounds to where they should not suddenly cut off quite as often anymore.


- Readjusted water colors and shadows closer to stock SH4 1.5 settings. Water is much less black now.


- Removed water impurities.


- Removed the extra Narwhale AA gun crew member.


- Added Improved Stock Environment mod v3 compatibility patch. This patch will allow players to use Improved Stock Environment mod v3 with Traveller mod v2.21. See included readme file.


* As always, uninstall any old versions of Traveller Mod before installing the latest version. Also, you will need to start a new campaign game after installing the newest version of Traveller Mod *

* And again.. installing any other mods after (over) Traveller Mod may break key features of this mod *


Feedback is always appreciated. :ahoy:

Download v2.3 here: http://www.mediafire.com/?5d48jji3t0pzeaa

Traveller
05-06-13, 03:31 AM
I missed a problem in v2.3 that broke the ship sinking sounds. But it will be fixed in the next version. Also, v2.4 will include both 1941 Japanese invasion fleets of Wake Island (the first and second attempt) with the correct dates and times, plus large Japanese bombing formations attacking Wake occasionally.

Sjizzle
05-06-13, 05:47 AM
with the mod 2.3 the boat pitch roll tremble damn hard u can't play the game when u are in command room....when u are at UZO or Deckwatch it's ok...only in command room ...
my mod list:

1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Traveller Mod v2.3 TMO
Cold Weather Crew Clothing
Stop The Shouting
Convoy Routes TMO+RSRD
Improved Stock Environment_v3_TMO&RFB
#2 ISE Realistic Colors
Traveller Mod 2.21 - ISE v3 Compatibility Patch
TMO Smoke Mod
SMALLER SEABED ROCKS
SMALLER SEA PLANTS SMALL
Webster's Better Mouse Arrow v2
Bigger Better Protractors

Traveller
05-06-13, 06:07 AM
with the mod 2.3 the boat pitch roll tremble damn hard u can't play the game when u are in command room....when u are at UZO or Deckwatch it's ok...only in command room ...
my mod list:

1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Traveller Mod v2.3 TMO
Cold Weather Crew Clothing
Stop The Shouting
Convoy Routes TMO+RSRD
Improved Stock Environment_v3_TMO&RFB
#2 ISE Realistic Colors
Traveller Mod 2.21 - ISE v3 Compatibility Patch
TMO Smoke Mod
SMALLER SEABED ROCKS
SMALLER SEA PLANTS SMALL
Webster's Better Mouse Arrow v2
Bigger Better Protractors

Some camera vibration at x1 is normal while surfaced in larger waves. And you cannot use time compression while in interior 3d camera views. The camera will shake and blur. Use the map view instead for time compression.

Sjizzle
05-06-13, 06:48 AM
Some camera vibration at x1 is normal while surfaced in larger waves. And you cannot use time compression while in interior 3d camera views. The camera will shake and blur. Use the map view instead for time compression.

i don't use TC when 3D camere view or when i am in command room ....

fitzcarraldo
05-06-13, 06:56 AM
with the mod 2.3 the boat pitch roll tremble damn hard u can't play the game when u are in command room....when u are at UZO or Deckwatch it's ok...only in command room ...
my mod list:

1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Traveller Mod v2.3 TMO
Cold Weather Crew Clothing
Stop The Shouting
Convoy Routes TMO+RSRD
Improved Stock Environment_v3_TMO&RFB
#2 ISE Realistic Colors
Traveller Mod 2.21 - ISE v3 Compatibility Patch
TMO Smoke Mod
SMALLER SEABED ROCKS
SMALLER SEA PLANTS SMALL
Webster's Better Mouse Arrow v2
Bigger Better Protractors

Also I use your same JSGME list.

I have the tremble, and not with a very hard sea. It seems the boat "fly" in turbulence, the same effect.

@Sjizzle: Could you post a screenshot of your sea? I have your combination and my water is very very horrendous.

@Traveller: No luck for me with the water. Same black shadows, with or without the ISE patch. I will do a try with TMO 22 and Traveller mod.

Regards.

Fitzcarraldo :salute:

Traveller
05-06-13, 07:21 AM
Also I use your same JSGME list.

I have the tremble, and not with a very hard sea. It seems the boat "fly" in turbulence, the same effect.

@Sjizzle: Could you post a screenshot of your sea? I have your combination and my water is very very horrendous.

@Traveller: No luck for me with the water. Same black shadows, with or without the ISE patch. I will do a try with TMO 22 and Traveller mod.

Regards.

Fitzcarraldo :salute:

I'm not sure what the problem is, guys. My water and cameras are fine with v2.3. Be sure to unistall and then reinstall Traveller mod v2.3 and ISE (and compatibility patch) after TMO and RSRD campaign. And then start a new campaign game. Your files are probably getting mixed up.

Sjizzle
05-06-13, 07:34 AM
I'm not sure what the problem is. My water and cameras are fine with v2.3. Be sure to unistall and then reinstall Traveller mod v2.3 and ISE after TMO and RSRD campaign. And then start a new campaign game. Your files are probably getting mixed up.


same problem only with this mods

1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Traveller Mod v2.3 TMO

ill give up atm maybe later ill make some test and change the mod orders and ill enable 1 by 1 :)
Have a nice day
Sjizzle

Traveller
05-06-13, 09:26 AM
If anyone is still having problems with this mod, try uninstalling all of your current mods, then reinstall the correct mod order that is listed in the Traveller Mod v2.3 readme.txt file. Then start a new campaign game. That's all I can say. :-?

captnmike
05-06-13, 10:06 AM
Traveller,
In regards to sjizzle's issue, I'm enjoying the "rough motion" effect of the new larger wave conditions in your v2.3 mod. What I do when the interior moves violently is just sit back and enjoy it or go to nav map to change heading and speed. Also in real life I believe that many skippers would simply dive under until the storm blows over. I think your mod v2.3 along with TMO overhaul- 2-5 and RSRDC-TMO vers. is fantastic! I also use OTC 1.5 (031312) rsrd vers. and patchmans Uber navigation charts, with no computer problems!
Thanks again for this great MOD!!

captnmike
05-06-13, 10:42 AM
Traveller,
By the way here is my mod list that I'm using successfully!

1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xxx_Patch1
1.5_Optical Targeting_Correction 031312 for RSRDCv502
Traveller Mod 2.3 TMO
Traveller Mod 2.1 OTC 1.5 patch
Improved Stock Enviornment_v3_TMO&RFB
#2 ISE Realistic Colors
Traveller Mod 2.21-ISE v3 Compatibility Patch
Patchman's Uber Navagation Charts
3000 Meter Bearing Tool (1360x)
TMO Smoke Mod

I havn't made enemy contact yet since adding the " TMO Smoke Mod" so don't know if it may cause a problem, but all the others (MOD'S) in my list are working smoothly!!
captnmike :-)

fitzcarraldo
05-06-13, 11:14 AM
I'm not sure what the problem is, guys. My water and cameras are fine with v2.3. Be sure to unistall and then reinstall Traveller mod v2.3 and ISE (and compatibility patch) after TMO and RSRD campaign. And then start a new campaign game. Your files are probably getting mixed up.

Thanks, Traveller.

Could you post a shot of your water? Iīm curious how look it in your installation.


These are some shots in my installation. Reinstalled SH4 15, with a fresh TMO 25 and RSRDC with the patch. I started a new campaign in Midway, 43'.


First: My graphics settings for all the tests:

http://img819.imageshack.us/img819/1492/sh42013050613274673.jpg


Second:

Test with TMO 25 and RSRDC ONLY

Generic Mod Enabler - v2.6.0.157
[F:\SH4\MODS]

1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1

http://img19.imageshack.us/img19/8746/sh42013050613384461.jpg

http://img526.imageshack.us/img526/5746/sh42013050613382843.jpg


Third:

Test with Traveller mod 23, ISE and ISE Patch:


Generic Mod Enabler - v2.6.0.157
[F:\SH4\MODS]

1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Traveller Mod v2.3 TMO
Improved Stock Environment_v3_TMO&RFB
Traveller Mod 2.21 - ISE v3 Compatibility Patch


http://img20.imageshack.us/img20/8027/sh42013050613261165.jpg

http://img209.imageshack.us/img209/2834/sh42013050613264805.jpg

http://img28.imageshack.us/img28/7481/sh42013050613272551.jpg

(In the last shot, a Cat flying boat was autosunked, probably the water crash it to the beach, or so.)

Only my suggestion: try with another environment, for example TMO 22 or Real Environment. The starting problem is - for me - TMO 25 enviro.

Best regards and I apologize for the criticisms, but I love your mod, except the environment desperate me!!!

Fitzcarraldo :salute:

Traveller
05-06-13, 06:39 PM
Fitzcarraldo, thanks for your feedback. I don't feel it's criticism.

Your water colors and shading in the last screenshots looks normal. There are some water shadows, which is normal. But the water is much less black now than the TMO water before, because I used the stock SH4 1.5 EnvColors files.

About the exploding PBY at Midway... that's already been fixed for the next version. The larger waves were causing it to slam into the seabed.

And regarding the shaking interior camera during storms, I'm not sure what people are talking about. :hmm2: The camera will vibrate slightly sometimes in larger waves. This is caused by the new added depth charge shake feature. I think it actually adds to the feeling of cruising on the surface during a storm. I guess I could tone it down some so there will be absolutely no camera vibration in large waves, but then the dc shaking effect will be less.

Also, if you really don't like the new depth charge shaking effect in v2.3, you can disable it by using the cameras.dat file from v2.2

Traveller
05-06-13, 06:43 PM
Traveller,
In regards to sjizzle's issue, I'm enjoying the "rough motion" effect of the new larger wave conditions in your v2.3 mod. What I do when the interior moves violently is just sit back and enjoy it or go to nav map to change heading and speed. Also in real life I believe that many skippers would simply dive under until the storm blows over. I think your mod v2.3 along with TMO overhaul- 2-5 and RSRDC-TMO vers. is fantastic! I also use OTC 1.5 (031312) rsrd vers. and patchmans Uber navigation charts, with no computer problems!
Thanks again for this great MOD!!

Thanks for your feedback! I'm still not sure why people say they are experiencing violent camera shake in waves. Maybe they are using time compression in the 3d interior camera views? That will do it.

J0313
05-06-13, 10:09 PM
Well Traveller I just was sunk by an Emily Using v2.2. So now I am going to install v2.3 and check that one out. So far I'm lovin it!

Traveller
05-07-13, 04:33 AM
Well Traveller I just was sunk by an Emily Using v2.2. So now I am going to install v2.3 and check that one out. So far I'm lovin it!

That's great. Thanks for your feedback. If you liked v2.2, you'll probably enjoy v2.3 even more. Lots of new stuff. :)

I'm guessing the Emily that sank you was carrying torpedoes? Those guys are deadly.

J0313
05-07-13, 06:45 AM
Actually no. I made the mistake of trying to shoot it out on the surface with a couple of carrier based planes. Looked like a Val escorted by a Zero. The Vals bomb landed astern of me and did a number on both my screw shafts. So I spent the rest of the afternoon and night dead in the water trying to fix all the damage. Then around 1000 hours here comes an Emily big as you please. It was probably from Ulithi and it proceeded to make 2 passes and bombed me into oblivion. I LOVE IT!!

captnmike
05-07-13, 03:06 PM
Traveller,
By the way here is my mod list that I'm using successfully!

1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xxx_Patch1
1.5_Optical Targeting_Correction 031312 for RSRDCv502
Traveller Mod 2.3 TMO
Traveller Mod 2.1 OTC 1.5 patch
Improved Stock Enviornment_v3_TMO&RFB
#2 ISE Realistic Colors
Traveller Mod 2.21-ISE v3 Compatibility Patch
Patchman's Uber Navagation Charts
3000 Meter Bearing Tool (1360x)
TMO Smoke Mod

I havn't made enemy contact yet since adding the " TMO Smoke Mod" so don't know if it may cause a problem, but all the others (MOD'S) in my list are working smoothly!!
captnmike :-)

OK Mates, I've just found out that "Patchman's Uber Navagation Charts" does indeed Break "Travellers Mod 2.3 TMO" as far as the " shelling of fuel storage supplys" is concerned because you can't see them visually from the sub even though the nav map shows them. I just finished a " career mission to Guam" with and without "patchmans" mod, to verify this! I had to break off the attack on the fuel supply tanks because of so many enemy aircraft circling overhead, and the shore gun's are difficult to avoid, took moderate damage and crew injuries but my sub and crew are slowly coming back to combat ready! As you can tell I'm still loving this new "Traveller Mod v2.3 TMO".
captnmike :-)

Traveller
05-09-13, 10:32 AM
OK Mates, I've just found out that "Patchman's Uber Navagation Charts" does indeed Break "Travellers Mod 2.3 TMO" as far as the " shelling of fuel storage supplys" is concerned because you can't see them visually from the sub even though the nav map shows them. I just finished a " career mission to Guam" with and without "patchmans" mod, to verify this! I had to break off the attack on the fuel supply tanks because of so many enemy aircraft circling overhead, and the shore gun's are difficult to avoid, took moderate damage and crew injuries but my sub and crew are slowly coming back to combat ready! As you can tell I'm still loving this new "Traveller Mod v2.3 TMO".
captnmike :-)

Yeah, it's a lot of fun shelling enemy fuel storage tanks. :) But... In my campaign game, I was shelling Wake's fuel tanks in the darkness of night, and took out three of them. I was pretty far out- maybe 8000 meters. So I start cruising away, but then got spotted by the shore batteries and all hell broke loose. Before I could dive, we took a direct hit on the deck gun. We lost half our watch crew who were manning the gun. I thought I was safe that far out, and it really caught me off guard. I guess they spotted the deck gun muzzle flash. :huh:

By the way, v2.4 is about to be released. A few new features and fixes. Less interior cam shaking in waves, a bunch of readjustments, plus torpedo duds that really are duds this time. :yep:

2.4 will be one of the last Traveller Mod for TMO updates, as I'm pretty satisfied with it now. And honestly, I just need a break.

Armistead
05-09-13, 12:16 PM
2.4 will be one of the last Traveller Mod for TMO updates, as I'm pretty satisfied with it now. And honestly, I just need a break.

Isn't that what you said 4 updates ago.....:har:

Well, least by the time I get the game loaded on my new PC, you'll be done updating.

Traveller
05-09-13, 06:06 PM
Isn't that what you said 4 updates ago.....:har:

Well, least by the time I get the game loaded on my new PC, you'll be done updating.

Did I say that? :D

Hmm. I thought you already got your new computer up and running. I guess not yet. But yes, I'm just about done updating. Getting burned out. I'll be interested to hear what you think about the final version once you get a chance to try it out.

TorpX
05-09-13, 08:23 PM
I was shelling Wake's fuel tanks in the darkness of night, and took out three of them. I was pretty far out- maybe 8000 meters. So I start cruising away, but then got spotted by the shore batteries and all hell broke loose. Before I could dive, we took a direct hit on the deck gun. We lost half our watch crew who were manning the gun. I thought I was safe that far out, and it really caught me off guard. I guess they spotted the deck gun muzzle flash. :huh:


I think the game has always been squirrly in it gun/ballistics behavior. You can have a shore gun put the first two rounds in the water 20 yds. in front of them, and the third, perfectly aimed, to hole your hull. It doesn't make sense, imo.

Anyway, take a break, and go on another patrol. You've been working really hard. :salute:

Freakwave
05-09-13, 11:14 PM
Hi, i am using your mod and am worried about how this mod afffects TMO sensory behaviour. In the TMO manual it states and i quote,

"Unfortunately these mods may have adverse effects on AI visual sensors, and possibly even AI underwater sensors. These ill effects will also effect your watch crews ability to spot targets, being unable to see things that you can see clearly." end quote. (Talking about evironmental mods)

Which is what happend on patrol i could see a ship clearly while my crew was oblivious. This happend only once though but it makes you wonder how many times the sonar guy might have missed a possible target. Airplanes always seem to spot me though :o I see all kinds of threads where ppl use a variety of environmental mods over TMO, so that makes you wonder even more.

Could you shed some light on this? I like the extra challenge this mod provides would be a shame to leave it out.

Traveller
05-10-13, 12:46 AM
Hi, i am using your mod and am worried about how this mod afffects TMO sensory behaviour. In the TMO manual it states and i quote,

"Unfortunately these mods may have adverse effects on AI visual sensors, and possibly even AI underwater sensors. These ill effects will also effect your watch crews ability to spot targets, being unable to see things that you can see clearly." end quote. (Talking about evironmental mods)

Which is what happend on patrol i could see a ship clearly while my crew was oblivious. This happend only once though but it makes you wonder how many times the sonar guy might have missed a possible target. Airplanes always seem to spot me though :o I see all kinds of threads where ppl use a variety of environmental mods over TMO, so that makes you wonder even more.

Could you shed some light on this? I like the extra challenge this mod provides would be a shame to leave it out.

I do know that environmental mods applied over TMO or any mod can affect sensors. Especially visual and listening. I've never experienced what you said happened to your crew while using Traveller mod. And my mod doesn't really mess with environmental files too much (except for the next version). I have played and tested my mod extensively. And yes, larger waves do seem to affect sonar and visual sensors. But I'm happy with that effect.

As far as being spotted all the time by planes, that feature is from TMO. But I have to say there are times when they flew close but didn't spot me, probably green crews.

Be very careful what mods you mix. If they weren't designed to work together, chances are something important will get broken. :-?

Freakwave
05-10-13, 03:58 AM
I do know that environmental mods applied over TMO or any mod can affect sensors. Especially visual and listening. I've never experienced what you said happened to your crew while using Traveller mod. And my mod doesn't really mess with environmental files too much (except for the next version). I have played and tested my mod extensively. And yes, larger waves do seem to affect sonar and visual sensors. But I'm happy with that effect.

As far as being spotted all the time by planes, that feature is from TMO. But I have to say there are times when they flew close but didn't spot me, probably green crews.

Be very careful what mods you mix. If they weren't designed to work together, chances are something important will get broken. :-?

Yes those planes will keep you on your toes which is good. It has been a while since i played SH4. I made special care not to break any mods. I just have a "barebones" setup. All the needed mods up to your mod.

Thanks for your answer.

Armistead
05-10-13, 12:10 PM
Hi, i am using your mod and am worried about how this mod afffects TMO sensory behaviour. In the TMO manual it states and i quote,

"Unfortunately these mods may have adverse effects on AI visual sensors, and possibly even AI underwater sensors. These ill effects will also effect your watch crews ability to spot targets, being unable to see things that you can see clearly." end quote. (Talking about evironmental mods)

Which is what happend on patrol i could see a ship clearly while my crew was oblivious. This happend only once though but it makes you wonder how many times the sonar guy might have missed a possible target. Airplanes always seem to spot me though :o I see all kinds of threads where ppl use a variety of environmental mods over TMO, so that makes you wonder even more.

Could you shed some light on this? I like the extra challenge this mod provides would be a shame to leave it out.

The goal of an enviroment mod is to get a nice realistic look. Then you want to tweak your sensors to function realistically in that look. When it comes to a mod like TMO, you want visuals to be realistic to what you see. The problem is many of your visual values effect both day and night, so a balance must be found. The problem is often your crew visuals are off, you can clearly see what your crew cannot and sometimes your crew will see ships you cannot.

It's not like your game will crash if you use or run another env. mod over TMO, it's just sensors may respond differently than his idea of how they should. For instance, your crew visuals at night may be 6000 yards in TMO, but say you change some light values, your crew visuals could go up to 10,000 yards, you didn't break anything, but you're changing sensors to how you want them.

I use my own enviroment. I can totally change the look, but then I have to decide do I want to tweak my sensors to get the basic same ranges of TMO, or do I want to make changes. Trav doing the same thing, his env won't break TMO, but it will reflect his idea of how sensors should react. It takes a lot of testing and time.

It's fairly easy to increase sub crews visuals to see to the horizon during a clear day, but you have to tweak numerous values for a realistic visual in numerous conditions, night, fog, waves, etc., so those visuals are realistic as well.

Freakwave
05-10-13, 12:24 PM
Ah, i get it, thanks for the detailed explanation. :salute:

Traveller
05-11-13, 11:51 AM
Thanks for that great detailed explanation, Armistead. :up:

zeus
05-14-13, 10:37 PM
Hello Traveller!

When will the versión 2.4 comes out?

Traveller
05-15-13, 12:32 AM
Hello Traveller!

When will the versión 2.4 comes out?

Hi. Very soon. I'm just putting the finishing touches on it. It will be the final version, so I want it to be good.

Traveller
05-16-13, 01:16 AM
V2.4 final is released. :woot:

Here's what's new:


v2.4

- Torpedo Scandal revisited. Mk 14 torpedoes now have higher dud failure rates, averaging around 50-70% through 1943. Until now, (in my opinion) it was still too easy to rack up unrealistically high campaign game tonnage scores in the early years of the war with the Mk 14 torpedo, due to almost no dud failures. No more. Hopefully this will reflect more historical torpedo failure rates and patrol tonnage amounts from 1941-1943. Get ready for the same frustration actual commanders had to deal with!


- Lowered enemy surface ship nighttime visual sensitivity. No more enemy lookouts with night vision goggles. This was done to allow more realistic nighttime surface torpedo attacks, which until now has been all but impossible due to always being spotted almost immediately... even at extreme ranges in complete darkness. This change is not meant to be a cheat, as you can still be detected visually at night- but at least at more realistic ranges now. And it will now sometimes even be possible to escape on the surface into the darkness. But remember that your surface speed and angle of bow can still give away your position. I also lowered sub crew nighttime visual sensitivity to compensate for lower enemy nighttime visual sensitivity.


- Truly dark nights. I made nights much darker to compliment the new lower enemy nighttime visual sensitivity. I have adjusted darkness and spotting visuals to correspond the best I could, playing with the game default gamma correction setting of ~50%. I strongly recommend playing in a darkened room when it is nighttime in the game, or possibly adjust your game's gamma setting slightly brighter (but not too much, or it will be a huge cheat). You or an average sub watch crew should be able to visually spot a ship in total darkness at a range of around 2,500-5,000 yards on a moonless night with no waves. Enemy ship searchlights also play a much more important role now. Stay out of their searchlights if at all possible. If you get caught in an enemy escort searchlight, it will be very difficult to escape on the surface.


- Lowered enemy ship visual and radar surface area detection sensitivity. No more instant, automatic detection at long range. This was done to reflect a submarine's much lower detectable profile. Submarine angle on bow will play a much more important role now. Keep your bow or stern pointed toward enemy ships to greatly reduce your chance of being detected by lookouts or radar.


- Added all submarine flotilla availability dates and locations to the new career start and transfer screens.


- Added over 40 new loading screens. You may now enjoy viewing beautiful American pin-up girls and movie stars from the World War II era while your game loads.


- Added two optional main loading screens. See the included 'Extras' folder.


- Removed all available renown points when starting a new career. No more free handouts. You'll have to earn your way from the beginning!


- Added optional automatic ship ID. This option restores the submarine crew automatically identifying ships through the periscopes, TDC, and attack/navigation maps. Good for lazy people like me who don't like using the recognition manual! See 'Extras' folder.


- Battle stations icon at top right corner of screen will now flash when activated as a reminder.


- Fixed the missing ship sinking sounds.


- Lowered chance of repeat enemy airstrikes on detection of player sub.


- Increased all minimum and maximum shell damage amounts. Surface engagements will be deadlier now.


- Reinforced Tawi Tawi bottleneck. Due to heavy losses of Japanese merchant shipping in the Tawi Tawi region, the Imperial Navy has decided to reinforce the area with surface escorts, air patrols and radar-equipped shore batteries.


- Watch crew weather condition reports will no longer be possible unless the submarine is surfaced.


- Submarine sonar station and functions are no longer available unless the submarine is submerged.


- Readjusted wave motion and shape.


- Readjusted sub interior cameras. Cameras will shake and vibrate much less now in waves. I also included the option to not have shaking interior sub cameras. This option can be installed and uninstalled while in mission. Such as if you are trapped on the seabed floor with flooding, the camera will shake violently. You can install the no-shake camera patch during this time, then uninstall again later.


- Readjusted sky and water colors to be less brightly-colored.


- Restored the original gramophone. You will be able to listen to your favorite music now. Also check out my separate gramophone music add-on with over 40 new World War II songs.


- Sharpened and added more detail to all submarine interior and exterior textures. Should have no impact on framerates.


- Removed the landed PBY floatplanes. They were continuously being destroyed by the large waves. I had to make a choice between keeping the large waves or the landed PBY's. I chose the large waves.


- Readjusted sub equipment damage repair times to eliminate the saved game bug where all damaged or destroyed sub equipment would usually be magically fixed to 100% upon saved game reloads. Also, Mr. Fix-It can no longer repair destroyed sub equipment, yet he can still speed up repair times. But in return I have made the submarine rudder, starboard diesel engines, and the starboard propeller indestructible for practical gameplay reasons. You will never be permanently stranded at sea due to damage (unless you run out of fuel). All other sub equipment is destructible and unrepairable after destroyed.


- Readjusted various sound volumes.

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

2.4 will be the final version of Traveller Mod for TMO. Thank you everyone for using my mods, and for your feedback. I have put many, many hours into creating, tweaking, and testing them. And I have tried to find the best balance between difficulty, realism, and playability. I hope you all enjoy it. Have fun!

Traveller signing off... :salute:


Download v2.4 here: http://www.mediafire.com/?ozsgqmdsbd59iwx

Download Traveller Mod Gramophone Songs here: http://www.mediafire.com/?yt8y21geu362q1x

arnahud2
05-16-13, 05:28 AM
Traveller, you deserve a BIG BIG thanks to have spent so many hours tweaking, improving and providing us such a great mod !!

:salute:

Bubblehead1980
05-16-13, 10:38 AM
Looking forward to giving this mod a go, it has been a while but always enjoyed this mod.Thanks Traveler:salute:

zeus
05-16-13, 02:55 PM
Hello Traveller!

With the 2.4 mod does not change the climate. I travel from Philippines to Formosa and nothing

1.-TMO 2.5
2.-RSRDC V502
3.-RSRDC patch 5xxx
3.-TRAVELLER MOD 2.4
4.-Automatic identificy ships

???????

Traveller
05-16-13, 05:51 PM
Hello Traveller!

With the 2.4 mod does not change the climate. I travel from Philippines to Formosa and nothing

1.-TMO 2.5
2.-RSRDC V502
3.-RSRDC patch 5xxx
3.-TRAVELLER MOD 2.4
4.-Automatic identificy ships

???????

Hi. That problem is a stock 1.5 bug that has nothing to do with Traveller Mod. Also, Automatic ID Ships option doesn't quite work right, and I will be issuing a small patch to fix that and a few other minor 2.4 problems.

zeus
05-16-13, 07:13 PM
Can I put the mod "More Frequent Weather Changes v1.2" after of the megamod "Traveller v2.4" for Fix the problem?

Traveller
05-16-13, 08:58 PM
Can I put the mod "More Frequent Weather Changes v1.2" after of the megamod "Traveller v2.4" for Fix the problem?

Traveller Mod 2.4 already includes More Frequent Weather Changes (which makes the weather change more frequently once you reach your patrol area). The never-changing weather is a 'feature' that occurs in Silent Hunter until you get closer to your patrol area. There's really not much anyone can do to change it, since its hard-coded.

Cybermat47
05-17-13, 04:45 AM
The final version? Good, I can finally stop installing updates, and finally PLAY the mod :arrgh!:

Traveller
05-17-13, 10:44 AM
The final version? Good, I can finally stop installing updates, and finally PLAY the mod :arrgh!:

Um, actually there will be one last small patch released (probably tomorrow). :D It fixes a few minor things I unfortunately missed, plus addresses the common problem of undefended enemy harbors. But it won't be the full mod download. Just a small add-on patch.

Sjizzle
05-17-13, 10:46 AM
good job traveller ... i like your mod.

PS. Traveller mod for Omegu ? or u give it up to make mods.

Have a nice day
Sjizzle

Traveller
05-17-13, 11:34 AM
good job traveller ... i like your mod.

PS. Traveller mod for Omegu ? or u give it up to make mods.

Have a nice day
Sjizzle

Thank you. I hope you enjoy it. :)

Actually, I had already started working on an OMEGU version also, but stopped to finish the final few TMO versions. Traveller 2.4 will be the last version for TMO, but I really want to release an OMEGU version. I will be taking a break first, as I'm getting a bit tired of modding. But I do plan on releasing an OMEGU version sometime in the future.

Sjizzle
05-17-13, 12:42 PM
Thank you. I hope you enjoy it. :)

Actually, I had already started working on an OMEGU version also, but stopped to finish the final few TMO versions. Traveller 2.4 will be the last version for TMO, but I really want to release an OMEGU version. I will be taking a break first, as I'm getting a bit tired of modding. But I do plan on releasing an OMEGU version sometime in the future.

this is a good news :) enjoy the break cos sometimes need a break

Bubblehead1980
05-18-13, 12:57 AM
Browsing the extensive change logs in this mod, is the more realistic sinking times mod for TMO part of this mod? I read about a compatibility patch but did not see one, assuming it was rolled in and I just missed it?

Traveller
05-18-13, 06:38 AM
Browsing the extensive change logs in this mod, is the more realistic sinking times mod for TMO part of this mod? I read about a compatibility patch but did not see one, assuming it was rolled in and I just missed it?

My version of longer sinking times was merged a while back. So it has been an included feature for quite some time.

J0313
05-18-13, 10:39 AM
My version of longer sinking times was merged a while back. So it has been an included feature for quite some time.

I asked the same question. I felt pretty dumb about it since I missed it in the readme on a past version that you had made. Did you come out with the patch for 2.4 yet?

Traveller
05-18-13, 11:18 AM
I asked the same question. I felt pretty dumb about it since I missed it in the readme on a past version that you had made. Did you come out with the patch for 2.4 yet?

No problem. I think a lot of people don't read the included Readme.txt file. But I wish they would. There are many, many changes and new features listed. :)

As far as the 2.4 patch, it's about to be released. But I came across one problem with the S-18 and S-42 engines damage that I just cannot figure out. But as soon as I get that problem fixed, I'll be releasing the patch. Hopefully tomorrow if all goes well.

J0313
05-18-13, 11:27 AM
No problem. I think a lot of people don't read the included Readme.txt file. But I wish they would. There are many, many changes and new features listed. :)

As far as the 2.4 patch, it's about to be released. But I came across one problem with the S-18 and S-42 engines damage that I just cannot figure out. But as soon as I get that problem fixed, I'll be releasing the patch. Hopefully tomorrow if all goes well.

Dont get me wrong. I do read the readmes. But I'm comfortable with your mods and I got complacent becouse I know basically whats included.

CptLoonee
05-18-13, 12:12 PM
Has anyone else noticed that the radio seems to work even when submerged with this mod? That was not the case with TMO, and I can't think of anything else that would cause this. I had Fred's radio mod (edited the radio.ini) but I had that before the installation of this mod and did not notice this. It's certainly not "gamebreaking" but I liked hearing the radio fade and cut out when submerging. Any ideas? So far though, great mod.

Bubblehead1980
05-18-13, 12:18 PM
My version of longer sinking times was merged a while back. So it has been an included feature for quite some time.

Thanks, I did go over the read me, guess I missed it, have not had a chance to read over.About to run the mod here in a few, looking forward to it.

captnmike
05-18-13, 02:50 PM
Traveller,
I love the new "pin-up Gals" In the into, Are they by any chance "Vargas" girls from old "playboy" mags? And I'm still loving the heavy sea and wave effect on the boats!! Keep up the nice work!
captnmike :-)

Bubblehead1980
05-18-13, 05:07 PM
Love the mod so far but the nights sure get dark, definitely adjusting.

Armistead
05-18-13, 05:28 PM
Bubble,

If you've seen any of my night SS's, I prefer dark nights with no moon and more light when moon is out. I find adding more moonlight gives a better look and realistic play, rather than adjusting all the colors, If also makes moon attacks easier. I've got several options, but my post 40 probably is the better looking ones. If you look, you can see a lot of light with moon on the horizon, but opposite horizon still dark. Probably would still look better with colors a lil darker.

http://www.subsim.com/radioroom/showthread.php?t=196108

Traveller
05-18-13, 05:45 PM
Traveller,
I love the new "pin-up Gals" In the into, Are they by any chance "Vargas" girls from old "playboy" mags? And I'm still loving the heavy sea and wave effect on the boats!! Keep up the nice work!
captnmike :-)

Thanks. :) Yes, they are Vargas girls from the 1940's. I got tired of staring at sweaty, half-naked men while waiting for my game to load. :haha:

Regarding the larger wave movement, I was worried it might be too much in v2.4, and I was planning on toning it down some. But if people are liking it, I might leave it unchanged in the patch. Sure makes torpedo attacks difficult.

Traveller
05-18-13, 06:20 PM
Love the mod so far but the nights sure get dark, definitely adjusting.

Readjusting the gamma game setting brighter can greatly unbalance the game in your favor, allowing you to see much farther at night than visual sensors allow. So be careful with that. The best advice I can give is to adjust the gamma to be able to spot a ship at night about the same time as your watch crew.

The darkness in v2.4 was added to simulate not being able to see enemy ships at night until much closer. So if you can't see well on your screen, that's intended and normal. But it also allows you to remain hidden in the cover of darkness for surface attacks and escaping. Before, you could easily see ships (and they could see you) at 10,000+ meters distance at night. But now you'll be lucky to spot them at 4,000-5,000 meters. To help accomplish this, I added a black fog 'effect' to the skyline at night.

Also, enemy coastal guns will no longer be able to spot you in the middle of the night at extremely long ranges. Plus I like Armistead's idea of making the moonlight brighter. I might try to add that to the patch.

Bubblehead1980
05-19-13, 04:44 AM
Readjusting the gamma game setting brighter can greatly unbalance the game in your favor, allowing you to see much farther at night than visual sensors allow. So be careful with that. The best advice I can give is to adjust the gamma to be able to spot a ship at night about the same time as your watch crew.

The darkness in v2.4 was added to simulate not being able to see enemy ships at night until much closer. So if you can't see well on your screen, that's intended and normal. But it also allows you to remain hidden in the cover of darkness for surface attacks and escaping. Before, you could easily see ships (and they could see you) at 10,000+ meters distance at night. But now you'll be lucky to spot them at 4,000-5,000 meters. To help accomplish this, I added a black fog 'effect' to the skyline at night.

Also, enemy coastal guns will no longer be able to spot you in the middle of the night at extremely long ranges. Plus I like Armistead's idea of making the moonlight brighter. I might try to add that to the patch.

I figured, well gamma is up pretty high, any higher it looks goofy.I was not complaining I like it for most part, just taking some adjustment, it's hard to aim torpedoes with TBT at night and see the longer range shots mandated by radar equipped enemy escorts and heavier screens for convoys as 1944 progresses being a problem, esp when the convoys move to the china coast and night surface attack is the only "safe" way to attack in most cases, save a few spots of deep water .I use to the TBT color filter mod, which usually allows just enough visibility to make a shot.Armistead's moon idea sounds good.Either way, I really like your mod thus far, great work.

captnmike
05-19-13, 10:02 AM
Thanks. :) Yes, they are Vargas girls from the 1940's. I got tired of staring at sweaty, half-naked men while waiting for my game to load. :haha:

Regarding the larger wave movement, I was worried it might be too much in v2.4, and I was planning on toning it down some. But if people are liking it, I might leave it unchanged in the patch. Sure makes torpedo attacks difficult.

Yea, the Vargas girls are great! I've spent a lot of time at sea( in real life) in 30' -40' boats, and your version of "heavy sea's" is pretty accurate. One thing I notice is that the Submarine does seem to roll a little too much when the water is calmer, say 6-11 knots of wind but even that can be misleading because you can still have heavy seas and little or no wind if a storm has just passed over? So my vote is to leave it the way it is!!
Thanks, captnmike :-)

Traveller
05-19-13, 11:36 AM
Yea, the Vargas girls are great! I've spent a lot of time at sea( in real life) in 30' -40' boats, and your version of "heavy sea's" is pretty accurate. One thing I notice is that the Submarine does seem to roll a little too much when the water is calmer, say 6-11 knots of wind but even that can be misleading because you can still have heavy seas and little or no wind if a storm has just passed over? So my vote is to leave it the way it is!!
Thanks, captnmike :-)

Thanks. Glad you're enjoying them (waves and the girls). :D

I agree about too much rolling motion in smaller waves, but unfortunately it's all connected regardless of wave size. I could tone down the side to side rolling, but it would affect all wave sizes. But I do need to tone down wave motion just a bit, because smaller patrol boats sometimes give off the sinking sound when they fall below the submerged depth in large waves. But don't worry. They'll still be big.

Also, v2.4 patch will be out tomorrow. A few fixes and new features, including my much-needed campaign career game return to base button. :cool:

Bubblehead1980
05-19-13, 07:54 PM
Really loving this mod Traveler, FINALLY able to pull off a realistic like night surface attack, able to close in to 2,000 yards of tankers in a convoy, no hawkeyes magically spotting me in the dark night, able to execute attack much like the accounts in various books by O Kane, Fluckey etc. Much more to explore in this mod but so far, loving it.Engaged two convoys in Celebes Sea in January 1944, tankers in both, sank 6 tankers total, wiped out two convoys.Great mod.

Traveller
05-19-13, 11:12 PM
Really loving this mod Traveler, FINALLY able to pull off a realistic like night surface attack, able to close in to 2,000 yards of tankers in a convoy, no hawkeyes magically spotting me in the dark night, able to execute attack much like the accounts in various books by O Kane, Fluckey etc. Much more to explore in this mod but so far, loving it.Engaged two convoys in Celebes Sea in January 1944, tankers in both, sank 6 tankers total, wiped out two convoys.Great mod.

Sounds great. Thanks for the feedback. Glad you're enjoying it. I agree about the more realistic night surface attacks. :)

I'll be releasing v2.5 final this afternoon. Some fixes and new features. It was going to be a small patch at first, but it grew into a full version. Lol. I think you'll like it. :cool:

Armistead
05-20-13, 02:15 AM
Thanks. Glad you're enjoying them (waves and the girls). :D

I agree about too much rolling motion in smaller waves, but unfortunately it's all connected regardless of wave size. I could tone down the side to side rolling, but it would affect all wave sizes. But I do need to tone down wave motion just a bit, because smaller patrol boats sometimes give off the sinking sound when they fall below the submerged depth in large waves. But don't worry. They'll still be big.

Also, v2.4 patch will be out tomorrow. A few fixes and new features, including my much-needed campaign career game return to base button. :cool:

Trav, what values are you adjusting for wave size and rolling motion. Haven't had time to play your mod yet, but started comparing your values to TMO. I see you adjusted the MaxWaveHeight to 850. I thought that maxed out at 256, but I guess not. Seems in the past when I increased that value, I got no results. I always adjusted the Wind/WaveProperties, mainly scale and bumpscale and then tweaked the sim cfg waves
amplitude waves attenuation. Just interested in your approach.

Traveller
05-20-13, 03:29 AM
Trav, what values are you adjusting for wave size and rolling motion. Haven't had time to play your mod yet, but started comparing your values to TMO. I see you adjusted the MaxWaveHeight to 850. I thought that maxed out at 256, but I guess not. Seems in the past when I increased that value, I got no results. I always adjusted the Wind/WaveProperties, mainly scale and bumpscale and then tweaked the sim cfg waves
amplitude waves attenuation. Just interested in your approach.

Hey Armistead. :) Actually, it does go higher than 256. I think 256 was their recommended max size to prevent ship damage from larger waves. You can go way higher than 850, but it's not really practical in my opinion. Plus I also adjust the amplitude and attenuation. As you know, it's hard to find the right balance.

Armistead
05-20-13, 07:56 AM
Thanks! Maybe I was just happier using scale and bump, being able to control the height and width of waves more. Course, as you know they're several other factors. I think this was my first attempt, haha, lil rough ride.

http://i651.photobucket.com/albums/uu235/Armistead1424/SH4Img2004-02-18_223533_625.jpg

Armistead
05-20-13, 08:09 AM
Oh, maybe you can answer. You have 3 weather types in the EnvATL/EnvColors, clear, cloudy, storms. You can add another array/weather type, but I've yet taken the time to try it to see what would happen. My guess is code won't allow it, but maybe you know? Even if it worked, not sure how the added type would fall in sequence. It would be nice to have more sunsets, etc., but I assume if it worked someone would've long tried it.

Course, most items have the add array option, but seems some have effect, some don't, moreso in scene dat. I tried to add a extra wave pattern at 25mps, let's you do it, but never saw any effect. On the other hand, it worked with clouds.

Bubblehead1980
05-20-13, 09:53 AM
Anyone else having trouble getting the "cold weather clothing" mod to activate? Im in December 1941 with a porpoise class heading to Japan.Activated via jsgme.

Traveller
05-20-13, 10:53 AM
Anyone else having trouble getting the "cold weather clothing" mod to activate? Im in December 1941 with a porpoise class heading to Japan.Activated via jsgme.

Not working? Did you install between missions.

Traveller
05-20-13, 11:04 AM
Oh, maybe you can answer. You have 3 weather types in the EnvATL/EnvColors, clear, cloudy, storms. You can add another array/weather type, but I've yet taken the time to try it to see what would happen. My guess is code won't allow it, but maybe you know? Even if it worked, not sure how the added type would fall in sequence. It would be nice to have more sunsets, etc., but I assume if it worked someone would've long tried it.

Course, most items have the add array option, but seems some have effect, some don't, moreso in scene dat. I tried to add a extra wave pattern at 25mps, let's you do it, but never saw any effect. On the other hand, it worked with clouds.

Lol. Those are some serious waves! And about adding weather arrays... I had no idea you could do that. That's really cool. If you could get the extra wave arrays to somehow work, that would be amazing.

Also, right now I'm trying my hardest to get v2.5 final out, but decided to add one last thing- a campaign game 'return to base' feature like in Silent Hunter 3. It works fine now, but I don't want it abused as a cheat. :huh: So what I'm in the process of doing is adding a campaign renown penalty for using it. In doing this, I think it's a good feature to have in case of running out of fuel or having diesels, rudders, etc destroyed and being left stranded at sea. So in a way this will simulate being rescued- at a price. And it will be replacing my Rescue Sub mod, which is no longer necessary.

Armistead
05-20-13, 11:43 AM
I never played sh3, so what exactly is a return to base feature? If it's click a button and you automatically return to base, I'm all for that cheat...:D

Most items you can add an array item by right clicking and add an array.

Been so busy I haven't been able to do much, but maybe you'll finish updating soon and I won't have to restart a campaign.

If you get time, maybe try a lil night moonlight and see what it does. When I was testing it, it really appeared visuals were effected by moon position. I think I was using between 50-70 for my value, really too much light past 65.

Bubblehead1980
05-20-13, 12:07 PM
Not working? Did you install between missions.

Started new career, activated before went on patrol...showing it as active in JSGME, nothing overwriting it. However, the cold weather clothing is not showing up.

Bubblehead1980
05-20-13, 12:19 PM
Also, I went over the readme, trying to understand how spawning of enemy planes works now, nice they dont spawn all time but in two patrols, one in celebes sea in 1944, not one plane on patrol and now in 1941 off Bungo Suido in Japan, not one plane either.I had to have been reported in 44 as I was sweeping tankers(two convoys with six tankers sunk), no planes.Kind of worried or am I just misunderstanding how it works?

Traveller
05-20-13, 05:52 PM
I never played sh3, so what exactly is a return to base feature? If it's click a button and you automatically return to base, I'm all for that cheat...:D

Most items you can add an array item by right clicking and add an array.

Been so busy I haven't been able to do much, but maybe you'll finish updating soon and I won't have to restart a campaign.

If you get time, maybe try a lil night moonlight and see what it does. When I was testing it, it really appeared visuals were effected by moon position. I think I was using between 50-70 for my value, really too much light past 65.

In SH3 there is an option to end mission early and instantly be transported back to base. My version will have that feature as a button option on the bottom of the sub menu bar. And you'll have to be surfaced to use it. But one drawback is that you are instantly transported back, with no travel time. Another is that it can be used anytime or anywhere, such as in the middle of combat, or while your sub is about to sink from too much damage. That's why I wanted to add a renown penalty for using it. But most of all it will be useful to avoid that ridiculous randomized dead and injured zombie crew resurrection bug upon saved game reload. :yep:

And that's interesting about moon position affecting visual detection. I guess it works same as sunlight. Makes sense, though. Because as you know in the Env files, there is the 'SunLightMultiplication' setting for each weather type array time. Also, I've increased the moonlight level in v2.5, and it definitely does affect visual sensors quite a bit.

Traveller
05-20-13, 06:40 PM
Started new career, activated before went on patrol...showing it as active in JSGME, nothing overwriting it. However, the cold weather clothing is not showing up.

Hi. I have no idea. Nothing has changed, and I know it's working for other players. And I just tested it... works fine for me, too. Are you positive no other mod is overwriting it? :06:

Traveller
05-20-13, 06:45 PM
Also, I went over the readme, trying to understand how spawning of enemy planes works now, nice they dont spawn all time but in two patrols, one in celebes sea in 1944, not one plane on patrol and now in 1941 off Bungo Suido in Japan, not one plane either.I had to have been reported in 44 as I was sweeping tankers(two convoys with six tankers sunk), no planes.Kind of worried or am I just misunderstanding how it works?

Thanks for pointing that out. :) Yeah, I'm aware of this. I toned down enemy air patrol response upon detection in v2.4. I think it was a bit too much, so in v2.5 there will be an increase in response again.

Armistead
05-20-13, 08:50 PM
Trav,

Yea, it really increases visuals and really causes a lot of reflection on sub, ships, wake, etc. The following SS I really pumped it up and crew was spotting the enemy at 5nms at night. I think this was a value of SunSkyInfluence of 75.

http://i651.photobucket.com/albums/uu235/Armistead1424/SH4Img2004-03-02_224519_234.jpg

This one is a value of 60 and more more blur to clouds and more light in the clouds, probably more realistic than just a big bright circle around the moon.
http://i651.photobucket.com/albums/uu235/Armistead1424/SH4Img2012-07-24_014754_140.jpg

Anyway, it will take a lot of tweaking to adjust sensors, not sure if you can add moonlight and tweak visuals down enough for close in surface attacks when the moon is out, but maybe that's more historic. Also be cool to add a moon phase chart tab....:yep:

Anyway, bet it would look cool with your clouds. IMO, when moon is out, there should be moonlight and some light on cloud effects, more than the mere halo texture.

If anyone can figure it out....you can.....:up:

Armistead
05-20-13, 08:53 PM
Hi. I have no idea. Nothing has changed, and I know it's working for other players. And I just tested it... works fine for me, too. Are you positive no other mod is overwriting it? :06:

Yea, it worked for me, tried it 10 minutes ago. Open the mod and make sure the files are there.

Bubblehead1980
05-20-13, 09:16 PM
Thanks for pointing that out. :) Yeah, I'm aware of this. I toned down enemy air patrol response upon detection in v2.4. I think it was a bit too much, so in v2.5 there will be an increase in response again.

Actually as December 41 rolled on, started getting quite a few planes, including a Mavis with with torpedoes instead of bombs of depth charges. Still no planes in Celebes Sea, close to the Philippine Islands at the chokepoint between Celebes Sea and Molucca Passage. I look forward to the update, just letting you know.

Hmm ill try it again, doesnt show anything overwriting it.

Bubblehead1980
05-21-13, 08:39 AM
Yea, it worked for me, tried it 10 minutes ago. Open the mod and make sure the files are there.

Whats files should be in the mod? I see long UPCData folder, then if click on subfolders UPCcrewdata, then another CrewMembers3D

Armistead
05-21-13, 10:34 AM
When you open the mod, the first folder should be Data, then the rest of the files you listed would be in that.

Open the crew3d folder with notepad and make sure it's there. Maybe you emptied it somehow.

I sent you a copy of it email, try it if it doesn't work or you can unzip the trav mod again. It does work correctly for me, so somehow your path or file got screwed up.

TorpX
05-21-13, 08:45 PM
Opps wrong thread.

Traveller
05-21-13, 10:41 PM
V2.5 is out. :woot: I tested the heck out of it, so there should be no major problems. I'm quite satisfied with it. I hope you guys all enjoy it. Here's what's new in the final version:



v2.5


- Automatic Ship ID option was not showing ship ID names in the periscope and TDC views. Fixed.


- Automatic Ship ID option was not showing gramophone. Fixed.


- Sounds of unexploded depth charges bouncing off the submarine hull were missing. Fixed.


- S-18 and S-42 submarine clean fuel oil tank status was missing from equipment repair screen. Fixed.


- Added a campaign game 'Send SoS' feature. Simply by clicking a button, you may now be able to send a radio SoS and be rescued, returning to base immediately. This button with a large and small plus icon is located under the 'Send SoS' submarine orders bar menu button on the far right of the list. You must be surfaced to use it. What it does is simulate you sending an SoS radio signal requesting help, being rescued, and returning you to base. I did not include this feature as a cheat, but more as a necessity. There is always the very real possibility of running out of fuel in the middle of the ocean due to damage or poor planning. Of course, if this happened in real life, a rescue force would be sent to your location. So this was added to simulate that. Also, there is that horrible save game bug that randomizes crew injuries and deaths upon reload. And sometimes (due to real-life circumstances) we are all forced to save our career games with dead or injured submarine crews. This feature will also help avoid that by allowing you to retain your dead crew upon instantaneously entering port- no messed up save game reload required. There you can dump off their bodies and bring on some new hands. :) Plus, you will now be able to issue Purple Heart medals. And to prevent cheating and abuse of this new feature, I have added a career renown point penalty. You will now incur a -400 renown penalty in your campaign game when using the Send SoS feature.

How this all works: There will now be an extra mission objective showing on your clipboard and navigation map at the beginning of each new patrol mission. For example, 'Depart Midway' will show up. Just begin your patrol and start heading out to your main objective area as you normally would. A few hours later you will notice that your 'Depart Midway' objective is complete, and a 'Return to Midway' objective is now showing. Upon returning to Midway (or wherever), be sure that this objective is complete before docking, or you will incur the -400 point renown penalty. To complete the 'Return to..' objective, travel toward the map marker until a pop-up message displays telling you it is safe to end your patrol. If you use the 'Send SoS' button while on patrol, you will be unable to complete the 'Return to..' objective, and you will automatically incur the renown point penalty. If you are on patrol and your base relocates automatically to a new location, you always receive a radio message informing you of the transfer. Upon receiving this message, you will have 5 days to send a radio message reply. Once a radio message is sent, you will receive a message saying to transfer to your new base. Sending this message is very important, as it will allow you to avoid the -400 point renown penalty for not returning to your previous home base to complete the mission. Upon sending a radio transmission anytime during patrols, you will also sometimes receive pop-up messages telling other boats where their new base is. Just ignore these if they don't pertain to you. Be careful... using the 'Send SoS' feature too often can abruptly end your career, as SubPac headquarters isn't too happy about sending rescue forces to save you each time!


- All submarine equipment, such as rudders and diesel engines, is now destructible and unrepairable. If your sub gets stranded at sea, use the new 'Send SoS' feature.


- Removed Rescue Sub feature from v2.4, as it is no longer necessary due to the new 'Send SoS' feature.


- Enemy harbors are no longer left undefended. I got tired of cruising into enemy harbors and frequently finding them full of docked merchants and tankers, but not one warship patrol in sight. Not too realistic in my opinion. No more. Now all enemy harbors will have at least one warship patrolling at all times.


- Reinforced all completely undefended enemy harbors, such as Manila, Shanghai, etc. with coastal guns and searchlights.


- Reworked submarine crew death and injuries. Your sub crew will now sustain more injuries during combat, and may even die in the interior compartments. Also, at crew injuries of 50%+, their efficiency will be zero. Be careful!


- Moonlight is brighter now, and has much more effect on visual spotting. On partly-cloudy nights, moonlight will be less bright than on clear nights. Take care if the moon is out!


- Added white cross symbols for dead crew members.


- Increased submarine compartment bulkhead repair times.


- Increased submarine clean fuel oil tank repair times.


- Increased enemy air response chance upon player sub detection.


- Reduced interior camera shake and bounce even more. If you experience interior camera bounce after bottoming out at the end of a crash dive, just slightly readjust your depth again and it will stop.


- Toned down wave movement influence.


- Increased nighttime ambient light for partly cloudy and stormy conditions.


- Merged Tater's IJN Radar Fix Mod. Credit to Tater.



** PLEASE REMEMBER - TRAVELLER MOD IS NOT COMPATIBLE WITH ANY OTHER MODS. IF YOU INSTALL ANY OTHER MOD OVER (AFTER) THIS MAIN MOD OR THE INCLUDED OPTIONAL PATCHES, YOU WILL LIKELY BREAK MAIN FEATURES OF THIS MOD AND IT WILL NOT WORK AS INTENDED. **

** You must start a new campaign game after installing Traveller Mod v2.5 Final**



Thank you everyone for using my mods, and for your feedback. I have put many, many hours into creating, tweaking, and testing them. And I have tried to find the best balance between difficulty, realism, and playability. I hope you all enjoy it as much as I have. Please let me know how you like it. Have fun! :arrgh!:

Traveller


Download Traveller Mod v2.5 here: http://www.mediafire.com/?mwbj19fohjh3mda

Harder Enemy AI Escorts for Traveller Mod v2.5 TMO: http://www.mediafire.com/download/9i6061r268q4lbg/Traveller_Harder_Enemy_AI_Escorts.7z

No Midway Transfer for Traveller Mod v2.5 TMO: http://www.mediafire.com/download/f9mcgpbsevjgeh9/Traveller_No_Midway_Transfer.7z

CptLoonee
05-21-13, 11:02 PM
Ever since I have installed this mod, the strangest thing has happened. In my S-boat (only one I've used with this mod so far), I am INSTA-detected in a way I never have been in stock or Trigger Maru + RSRD.

What I mean is, even at night, fully submerged, scopes lowered, every destroyer makes a bee line to me every single time.

I can see when they make contact and start blinking their lights and it's many thousand yards out. I could understand it occasionally...maybe their active sonar is pinging and they get a long range echo, but every single time, and every time running right for me as if I were running on the surface.

No matter how far down and quiet I go, they make runs on me and fire star shells continuously.

Forget surface raids! They are after me long before I can see them.

This can't be right. What do you think is going on here?

CptLoonee
05-21-13, 11:47 PM
Also, is this mod incompatible with the Narwhal mod? Everytime I go to the bridge or external views it CTD.

Sadly it seems to be the case. I tried loading the Narwhal class after and the screen just goes all purple with externals.

It's a shame. I really liked this mod, but it's kind of a dealbreaker that I can't use my sub :(

Traveller
05-22-13, 12:14 AM
Also, is this mod incompatible with the Narwhal mod? Everytime I go to the bridge or external views it CTD.

Sadly it seems to be the case. I tried loading the Narwhal class after and the screen just goes all purple with externals.

It's a shame. I really liked this mod, but it's kind of a dealbreaker that I can't use my sub :(

Hi. Narwhale mod is not compatible. As far as the S-Boat instant detection you are experiencing, I have no idea. I haven't experienced it. And there are no file changes that would cause this. You are probably experiencing a mod conflict problem somewhere. Be aware that Traveller Mod is not compatible with any other mods unless used with a specifically-made compatibility patch, which would be located in the included 'Extras' folder.

Bubblehead1980
05-22-13, 12:27 PM
I don't see a "no midway transfer" optional mod in 2.5? Did meld that in automatically or? Really love being able to stay at pearl , always hated the being homeported at midway thing in RSRD.

Traveller
05-22-13, 07:09 PM
I don't see a "no midway transfer" optional mod in 2.5? Did meld that in automatically or? Really love being able to stay at pearl , always hated the being homeported at midway thing in RSRD.

Hi. No, it wasn't merged. I removed it because it caused a conflict with changes made in v2.5. But upon your request, I've made a new version compatible with 2.5. :)

Also, I had removed the optional Harder Enemy AI Escorts patch due to a conflict, but have gone ahead and made a new version compatible with Traveller 2.5 to give you guys some more variety. It's based somewhat on Ducimus' original version, but with some changes to make it compatible.. and not too difficult in some aspects. It's hard and will add a challenge, but shouldn't be impossible.

Here are the download links-

Harder Enemy AI Escorts for Traveller Mod v2.5 TMO: http://www.mediafire.com/download/9i6061r268q4lbg/Traveller_Harder_Enemy_AI_Escorts.7z

No Midway Transfer for Traveller Mod v2.5 TMO: http://www.mediafire.com/download/f9mcgpbsevjgeh9/Traveller_No_Midway_Transfer.7z

Bubblehead1980
05-22-13, 08:06 PM
Hi. No, it wasn't merged. I removed it because it caused a conflict with changes made in v2.5. But upon your request, I've made a new version compatible with 2.5. :)

Also, I had removed the optional Harder Enemy AI Escorts patch due to a conflict, but have gone ahead and made a new version compatible with Traveller 2.5 to give you guys some more variety. It's based somewhat on Ducimus' original version, but with some changes to make it compatible.. and not too difficult in some aspects. It's hard and will add a challenge, but shouldn't be impossible.

Here are the download links-

Harder Enemy AI Escorts for Traveller Mod v2.5 TMO: http://www.mediafire.com/download/9i6061r268q4lbg/Traveller_Harder_Enemy_AI_Escorts.7z

No Midway Transfer for Traveller Mod v2.5 TMO: http://www.mediafire.com/download/f9mcgpbsevjgeh9/Traveller_No_Midway_Transfer.7z

Appreciate it!

Traveller
05-22-13, 11:21 PM
Hey everyone. I've decided to release at least one more version in the future. Some things still need a bit of improvement, plus I've discovered a few functional features that were strangely left out by developers. Maybe they ran out of time. :hmm2:

So anyway, to keep the file size down, I'm going to release the sharpened sub textures as a separate download. And they will be compatible with any future Traveller Mod version. That should cut down the file download size by about half. But for now, I hope you're all enjoying v2.5. :)

TorpX
05-23-13, 01:23 AM
Wow Traveller, you've been really busy! I haven't played TMO yet, but I look forward to using this sometime in the future. Nice work! :up:

CptLoonee
05-23-13, 10:19 AM
Hi. Narwhale mod is not compatible. As far as the S-Boat instant detection you are experiencing, I have no idea. I haven't experienced it. And there are no file changes that would cause this. You are probably experiencing a mod conflict problem somewhere. Be aware that Traveller Mod is not compatible with any other mods unless used with a specifically-made compatibility patch, which would be located in the included 'Extras' folder.


Hmm...not sure what else would cause this. I am running TMO and RSRD Realistic Scopes and not much else. I'll try running with just TMO and RSRD plus yours and see if the results are the same.

Kind of a bummer on the Narwhal-class incompatibility as that is really a great addition to the game. I know you're putting in a lot of work to achieve your vision and I really like and appreciate it, but do you think there's any realistic way that might be made compatible in the future?

Traveller
05-23-13, 11:15 AM
Hmm...not sure what else would cause this. I am running TMO and RSRD Realistic Scopes and not much else. I'll try running with just TMO and RSRD plus yours and see if the results are the same.

Kind of a bummer on the Narwhal-class incompatibility as that is really a great addition to the game. I know you're putting in a lot of work to achieve your vision and I really like and appreciate it, but do you think there's any realistic way that might be made compatible in the future?

I didn't mean to offend you with the orange text. :D It's just that a lot of people don't seem to understand that mixing even the simplest mods can easily break things. So I was just trying to make that clear.

I don't even have the Narwhale mod on my computer, so I can't really say how much work it would take to make a compatible version. But I will consider picking it up.

Traveller
05-23-13, 11:20 AM
Wow Traveller, you've been really busy! I haven't played TMO yet, but I look forward to using this sometime in the future. Nice work! :up:


Hi TorpX. :) If you have the time, please try it out. Also, v2.6 will have a couple of new, never-before-seen SH4 features I discovered. :03:

Redmane
05-23-13, 11:37 AM
Does the Traveller mod remove the Narwhal class from TMO? TMO includes the Narwhal class, so unless Traveller's mod removes it, you should have it available without needing an additional mod to add it.

Traveller
05-23-13, 11:55 AM
Does the Traveller mod remove the Narwhal class from TMO? TMO includes the Narwhal class, so unless Traveller's mod removes it, you should have it available without needing an additional mod to add it.

No, it doesn't remove it. But he's using the premium Narwhale mod, which is totally different.

Bubblehead1980
05-25-13, 09:05 AM
Here's what's new so far in the upcoming version of Traveller Mod 2.6:

v2.6

- Added 2 new search patterns to the submarine Navigation menu bar. There
are now a total of 3. Also, all search patterns will now continue looping
indefinately until you cancel them, allowing you to automatically continue
searching an area without having to always plot a new search pattern over
and over. To cancel a search pattern, just shift and click any waypoint
with the navigation map eraser tool.

- Added new optional 'Larger Search Patterns' patch. This optional patch
doubles the waypoint distances of all 3 navigation map search patterns,
allowing you to search a larger area automatically. See included 'Extras' folder.

Added 2 new emergency evasion orders to the submarine Control Room menu
bar. 'Double-Knuckle Evasion Maneuver': Crash dive, then 2 hard turns to
port or starboard. There are now a total of 4 emergency evasion orders.

- Added new 'Turn to Current View Direction' command to the submarine
Watch and Periscope menu bars. This command instructs the Navigator to set
the submarine heading to the current direction your camera view is aimed.
Makes navigation by visual much easier.

- Added 2 new commands to the submarine Watch menu bar: 'Target Nearest
Warship', and 'Target Nearest Merchant'. These commands instruct the Watch
officer to lock the TDB/UZO onto the specified ship type. It also
instructs the deck gun crew which type of ship to target.

- Added 2 new commands to the submarine Periscope menu bar: 'Target
Nearest Warship', and 'Target Nearest Merchant'. These commands instruct the Weapons officer to lock the periscopes onto the specific type of ship
requested.

- Added new ability to use the following functions while the game is
paused: Recognition Manual, Sub Crew Management, and Gramophone.

- 'You have successfully returned to ... port' objective complete pop-up
message will now show before the 'Dock to End Patrol' option appears.
Should cause less confusion and accidental dockings before 'Return to ...
port' objective is completed.

- Decreased number of enemy air patrols upon player detection.

- Decreased wave height and influence. The larger waves were causing poor
performance and a probable memory crash at higher time compression.

- Removed all sharpened and detailed submarine textures. They are now
available as a separate download called 'Traveller Improved Submarine
Textures'. This was done to reduce the file size of Traveller Mod by 1/3.
'Traveller Improved Submarine Textures' mod is compatible with all
versions of Traveller Mod.

- My custom career missions will now occur more often, depending on the
year.

- Added a few new custom campaign rescue missions. For example... in one
mission you will have to rescue the crew of a downed PBY in enemy territory.

V 2.6 should be released soon.

Just Pm'd you seconds ago lol.Look forward to the latest release.Any chance of a mod the restores the vicious TMO escorts? I'm just not finding them challenging(their visual sensors are fine) but they never find me when I am submerged after an attack.Basically, their ability to find you before reveal with an attack is just fine, but after they seem to have no clue.Example in April 44 off Borneo, I detected multiple Takao cruisers with one DD escorting, making 20 knots heading south, they were toward the end of Palawan, just west of Balabac Strait.Anyways, I submerged, fired six torpedoes from 1200 yards, wiped the cruiser out.Then the DD came roaring in pinging in ideal sonar conditions, never found me.This has also happened after attacking convoys, makes things a little anticlimatic. Never thought I would say but I miss the vicious TMO escorts that would depth charge me and hunt me for hours on end.Perhaps these were just flukes as one attack the seas were pretty rough and i know sonar is useless then.

Traveller
05-25-13, 09:12 AM
Just Pm'd you seconds ago lol.Look forward to the latest release.Any chance of a mod the restores the vicious TMO escorts? I'm just not finding them challenging(their visual sensors are fine) but they never find me when I am submerged after an attack.Basically, their ability to find you before reveal with an attack is just fine, but after they seem to have no clue.Example in April 44 off Borneo, I detected multiple Takao cruisers with one DD escorting, making 20 knots heading south, they were toward the end of Palawan, just west of Balabac Strait.Anyways, I submerged, fired six torpedoes from 1200 yards, wiped the cruiser out.Then the DD came roaring in pinging in ideal sonar conditions, never found me.This has also happened after attacking convoys, makes things a little anticlimatic. Never thought I would say but I miss the vicious TMO escorts that would depth charge me and hunt me for hours on end.Perhaps these were just flukes as one attack the seas were pretty rough and i know sonar is useless then.

Hi. :) No problem. I forgot to mention it in the above list. v2.6 also includes my own optional version of harder enemy escorts. So no worries. They will find you if wish. :88)

Traveller
05-28-13, 12:15 AM
V2.6 Final released. Here's what's new:


v2.6 Final


- Added 2 new search patterns to the submarine Navigation menu bar. There are now a total of 3.


- Added new optional 'Larger Search Patterns' patch. This optional patch doubles the waypoint distances of all 3 navigation map search patterns, allowing you to search a larger area automatically. See included 'Extras' folder.


- Added 2 new emergency evasion orders to the submarine Control Room menu bar. 'Double-Knuckle Evasion Maneuver': Crash dive, then 2 hard turns to port or starboard. There are now a total of 4 emergency evasion orders.


- Added new 'Turn to Current View Direction' command to the submarine Watch and Periscope menu bars. This command instructs the Navigator to set the submarine heading to the current direction your camera view is aimed. Makes navigation by visual much easier.


- Added 2 new commands to the submarine Watch menu bar: 'Target Nearest Warship', and 'Target Nearest Merchant'. These commands instruct the Watch officer to lock the TDB/UZO onto the specified ship type. It also instructs the deck gun crew which type of ship to target.


- Added 2 new commands to the submarine Periscope menu bar: 'Target Nearest Warship', and 'Target Nearest Merchant'. These commands instruct the Weapons officer to lock the periscopes onto the specific type of ship requested.


- Added new command 'Report Nearest Base Radio Broadcast Traffic Received' to the submarine Radar menu bar. This function orders the radio operator to report the nearest airbase radio wave broadcast traffic that is being recieved- both friendly and enemy.


- Added new ability to use the following functions while the game is paused: Recognition Manual, Sub Crew Management, and Gramophone.


- Added my own version of Ducimus' original TMO harder enemy escorts. This optional patch increases sensitivity of enemy escort hydrophone and sonar sensors. It should give you much more of a challenge, without making the game impossible.


- 'You have successfully returned to ... port' objective complete pop-up message will now show before the 'Dock to End Patrol' option appears. Should cause less confusion and accidental dockings before 'Return to ... port' objective is completed.


- Lowered submarine bulkhead durability, plus decreased depth charge blast damage. This will cause surface engagements to be even deadlier. One bomb or two shell hits may destroy sub bulkheads now.


- Decreased number of enemy air patrols upon player detection.


- Decreased wave height and influence. The larger waves were causing poor performance and a probable memory crash at higher time compression.


- Removed all sharpened and detailed submarine textures. They are now available as a separate download called 'Traveller Improved Submarine Textures'. This was done to reduce the file size of Traveller Mod by 1/3. 'Traveller Improved Submarine Textures' mod is compatible with all versions of Traveller Mod.


- My custom career missions will now have a much higher chance of occurring, depending on the year. These include orders to shell Wake and Guam fuel storage tanks, find and destroy enemy floatplanes at a hidden base, and find and rescue the aircrew of a downed PBY patrol aircraft.




V2.6 TMO Final will be the last version release, as I'm done with modding and won't be active here anymore. I will no longer be providing any technical support for my mods, so if you have a question, please see the included readme.txt file first, or post your question in this thread. Someone will probably be able to answer it.

Traveller :salute:

Download Traveller Mod v2.6 TMO Final: link temporarily unavailable

Capt. Morgan
05-28-13, 02:34 AM
:salute:Thanks for this great enhancement of TMO. Now that this is the last release, I can finally re-start my
pacific career.:up:

Bubblehead1980
05-28-13, 10:53 AM
Thanks for all your work Traveller!

fitzcarraldo
05-28-13, 06:24 PM
Many thanks, Traveller. A great work.

Best regards.

Fitzcarraldo :salute:

J0313
05-28-13, 06:51 PM
Does any one know if Traveller removed the bearing tool on purpose or did I do something wrong?

Traveller
05-29-13, 10:12 AM
Many thanks, Traveller. A great work.

Best regards.

Fitzcarraldo :salute:

Thanks for all your play testing and feedback. It was very helpful. :)

And if you want to be able to make those closer surface torpedo attacks at night without being spotted, just slightly increase the LightFactor= setting under the Visual section of the Sim.cfg file. That should do it. :yep:

Traveller
05-29-13, 10:14 AM
Does any one know if Traveller removed the bearing tool on purpose or did I do something wrong?

It wasn't removed. Maybe a conflict with another mod?

Admiral Halsey
05-29-13, 08:42 PM
What order should I install this in with JSGME?

HMCS
05-29-13, 11:20 PM
I use manual targeting and do my own ship ID.

I noticed that when I click on the 'check mark' box on the recognition manual the target type does not pop up in the target info box on the position keeper of the TDC.

Is this a bug?

CptLoonee
05-30-13, 02:28 PM
I have never used it, but I was thinking of trying it out. Pretty sure I know the answer already, but will this work with Operation Monsun?

Runnybabbit
05-30-13, 04:07 PM
Just wanted to say thanks for all of your hard work Traveller, as it's very very good, and most appreciated.

I have always previously used RFB rather than TMO, and though I've been tempted in the past, I never thought there was enough of a difference between the two to warrant changing over. However, your mod gave me the impetus to try 'something different'.

I must say I'm very pleased with the end result. My install and gameplay isn't at all buggy, and I've thoroughly enjoyed playing this mod.

I shall now install your final version, and re-commence a new career.

Thanks again!:arrgh!:

Armistead
05-31-13, 12:23 PM
Trav,

If by chance you come around and have time, could you see if you could answer this question here.

http://www.subsim.com/radioroom/showthread.php?p=2065665#post2065665


Congrats on your award.....:yeah:

arrow
06-01-13, 03:56 AM
I would like to ask when will the download link be back online? I'd love to download the mod, thanks.

J0313
06-03-13, 12:51 PM
In referance to a question I had in a previous post. How do I get back my bearing tool. When I zoom in to the boat on the nav map the bearing tool around the boat is missing. I checked the submarine file and all the boats have the proper .shp file. This is my mod order.

1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
MaxOptics IV for TMO_2
Improved Stock Environment_v3_TMO&RFB
#2 ISE Realistic Colors
Traveller Mod v2.6 TMO
Traveller Mod 2.6 Patch 1 - ISE v3 Patch

I am wondering if it has something to do with my screen res. 1920 x 1080.
When I change the res of the map cfg to 1920 x 1080. the bearing tool shows up but the map is in a smaller window. Like its bring displayed in window mode.

Piggy
06-03-13, 05:48 PM
I just read this thread for 30mins and am eager to try this additional mod out, however no link right now?

:wah:

TorpX
06-03-13, 10:39 PM
In referance to a question I had in a previous post. How do I get back my bearing tool. When I zoom in to the boat on the nav map the bearing tool around the boat is missing.

I am wondering if it has something to do with my screen res. 1920 x 1080.
When I change the res of the map cfg to 1920 x 1080. the bearing tool shows up but the map is in a smaller window. Like its bring displayed in window mode.
The protractor type device (bearing tool) is meant for a specific resolution. There are versions for all the common resolutions the game uses. Try to find a version for the resolution you desire to use. I believe Cap'n Scurvy made these (some or all), and he would be able to tell you more. That's about all I know. :)

J0313
06-04-13, 06:28 PM
Figured it out. Thanks for the advice though.

Piggy
06-04-13, 09:55 PM
Perhaps this is frowned upon but if anyone has the files for this Mod could you please upload them and PM a link (or post it)... dropbox or something, please????

:)

Runnybabbit
06-05-13, 01:02 AM
With regard to the download link, I've been unable to download it myself since making my last posting (above).

Perhaps Traveller is on holiday or unaware of the situation?:hmmm:

Either way, I'm happy with the previous incarnation, it's just that after reading the specifications of the last version, I'm rather keen to try it out!:)

arnahud2
06-05-13, 07:53 AM
Perhaps this is frowned upon but if anyone has the files for this Mod could you please upload them and PM a link (or post it)... dropbox or something, please????

:)

Check your PM box.

Piggy
06-05-13, 10:32 AM
Check your PM box.


Thanks! :up:

les green01
06-05-13, 12:29 PM
maybe we can get it put into the download section

CptLoonee
06-05-13, 01:44 PM
By the way, I am not sure if this was intentional or not, but with 2.6...the Narwhal mod works with Traveller's mod :)

I am glad I tried it again!

Runnybabbit
06-05-13, 02:29 PM
maybe we can get it put into the download section

I agree, it would be useful if the mod could be put into the download section if at all possible, I'm pretty sure that there's quite a few wanting to continue enjoying this mod that haven't been able to download it before the link went down:hmmm:?!

Mikemike47
06-05-13, 03:23 PM
Traveller may have deleted the download link for his own reason, or maybe mod needs further fixing. I'll PM traveller.

Update: Can not PM his since he did not enable this feature or disabled since.

Hope all is well in real life, Traveller.

les green01
06-05-13, 05:09 PM
I talk to SailorSteve about getting it in the downloads secton and got to ask Traveller about doing it since he still logging on and this mod really adds excitement to the game

Bubblehead1980
06-06-13, 02:48 AM
By the way, I am not sure if this was intentional or not, but with 2.6...the Narwhal mod works with Traveller's mod :)

I am glad I tried it again!

Really? the donation narwhal works with2.6? hmm :rock: awesome

rjord
06-06-13, 04:53 AM
Hi all


Does anyone know where I can download this mod........


Cheers

Roy

CptLoonee
06-06-13, 09:37 AM
Really? the donation narwhal works with2.6? hmm :rock: awesome

Seems to. with 2.4, the screen turned purple and you could see nothing. With 2.6, everything seems to be working.

CptLoonee
06-06-13, 08:15 PM
Really? :06: You're teasing me :haha:
If so, i'll try it again for sure!

I have been running into single ships often along the North coast of New Guinea in 1942.