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File Name: REL_Trigger_Maru_1-6.7z (17.87 MB) Download
Author: Ducimus (Uploaded by JREX53)
Date Added: 09-05-09
Downloads: 366
Grade: A
Description
Silent Hunter 4: Trigger Maru
Version 1.6

By Ducimus
- Pulling the Trigger on SH4!



Download version 1.6 (You need both files)
TMaru 1.617.8 MB
TMaru GFX Pak 2.1 99.3 MB
(I make no promises of about being bug free. All modifications provided as is, without warranty
)

You need both of the above files. Above cited links are temporary until I can distribute the mod to such places that does not cost me bandwidth.

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

RECOMMEND MODS: (if you want the FULL experience [IMG]file:///C:/DOCUME%7E1/Jim/LOCALS%7E1/Temp/msohtmlclip1/01/clip_image002.gif[/IMG])
Silent service graphics mod by Captain Cox:
Thread w/ download links:
http://www.subsim.com/radioroom/showthread.php?t=110756

Captain Midnights CBS news as it happens mod by Captain Cox:
Thread W/ download links:
http://www.subsim.com/radioroom/showthread.php?t=108756

NOTICE:

Quote:
As always the AI in TMaru1.6 is adjusted for the more advanced player in mind. If you want a shooting gallery, this mod isn't it.

KNOWN ISSUES:
?



######################################
---> FAQ <----

######################################
The FAQ nobody ever reads, or what it really means, is "the questions you shouldn't ask me"


1). How do I remove the nomograph?

In the data/menu/1024_768.ini file search for [G31 I28], (or just search for the text "nomo").
Which brings you to this block of code:

[G31 I28]
Name=Nomograph
Type=1030;Static bmp
ItemID=0x3100000f
ParentID=0x31000000
Pos=0,0,200,720
Zone=0 768 200 720 2 1 0x31000000 0.76 -0.02 0x3100000f 0 0 0 0
Color=0xFFFFFFFF
Materials=1
Display=2;Linear
Mat 0=data/menu/gui/layout/nomograph.tga
MatFlags=0x9
TexFmt=0x0

Place a semicolon before each line to disable, or just remove this block of code entirely if your sure you'll never use it.




2.) What about a metric (insert request here)?

Their in the support directory, under "optional_mods"




3.) How do I get the mechanical clicking noise back when moving the periscope or TDC horizontally?

If you like the clicking nose, then just delete the following file from the mod:
data/menu/cfg/dials.cfg




4.) How do I get back "tails" and sensor information on the navigation map?

Disable Tmaru, and delete the following two files:
\Data\Menu\gui\ContLine.dds
\Data\Menu\gui\DashLine.dds




5.) How do I get back the ship silhouettes on the contact map?

Go to the /data/sea directory in TMaru. There you will find about 97 subdirectories, one for each ship in the game. Located in each one of these subdirectories is a DDS file. This file will be named whatever the ships name is _shp.dds (*_ship.dds). Delete each of these files from all subdirectories.



6.) I’m getting repeat missions! I thought this mod has repeat mission fix?

Yes, you'll find it in the support/optional mods directory. It is not in the default installation.




7.) Where can I get a 9KM visual distance without the living breathing ocean mod? My system can't handle it.

Again, it’s an optional mod in the support directory.




8.) I hate the damn bathtub, I don’t care if it's historically accurate, how do I get rid of it?

Just start a game in the middle of 1942, and you won’t have one.



9.) I like X part of the mod, but I don’t like Y part of the mod, can you get rid of the Y?

You're free to reverse engineer, dissect, vivisect, and otherwise undo all my work at your own leisure, and do with it what you will.



10.) The AI is too hard!!!

If your utterly convinced the AI settings in Tmaru are beyond your tactical knowledge and ability to successfully command a submarine, then disable Tmaru, and then delete the following file:

/data/library/AI_Sensors.dat

If the AI is still beyond your knowledge and ability to command, then delete from Tmaru

/data/cfg/sim.cfg

If the AI is still too hard after that, I believe you have a lot of reading to do about Submarine tactics, how to avoid being detected, how ASW works, and how to evade it. .




11.) How do I get the next/ previous camera back?

The easiest way is to open the /data/cfg/commands.cfg in tmaru. Search for " [Cmd50] " Your looking for these two blocks:


[Cmd50]
Name=Camera_on_next_unit
Ctxt=1
;Key0=0xBE,,">"
Page=0x34000000,3714

[Cmd51]
Name=Camera_on_prev_unit
Ctxt=1
;Key0=0xBC,,"<"
Page=0x34000000,3714

Simply remove the semicolon placed in front of the key assignment, and you have the next/previous cameras back.





12.) Is Tmaru compatible with WernerSobe's "realistic sinking’s physics" mod?

Now included.


13.) Black submarines and Bathtubs?! WTF?!

The reality is Subs didn’t get their grey paintjobs tell later in the war. The main reason I set conning tower and paint job availabilities back to stock settings is three fold:

- historically accurate (
http://www.shipcamouflage.com/submarines.htm )

- gives you something to look forward to. To me, with nothing to look forward to, things get dull.


All said, war configuration for most boats is available at mid 43. See refit schedules in support directory.



14.) I got a repeated mission in new construction, why?

I've scripted it as best I can so this doesn’t happen, but the game doesn’t always cooperate. It randomizes your time in port, as such the dates the game picks your next mission can sometimes overlap in scripting. If I could somehow control time in port from being a low number, I could stop this from happening. As it is, on occasion in new construction, you'll get a repeat.



15.) I didn’t get transferred from new construction to Pearl Harbor, or transfer is unavailable, why?

Transfer is not automatic. For various reasons, I ended up being unable to get the transfer to work automatically, so you have to do it yourself by "picking up the phone" and calling ahead. If the option is unavailable then you've completed sea trials before I thought was possible. So you'll have to edit the subs availability date for the Pearl Harbor flotilla in the flotilla.upc file.
NOTE: If your next assignment isn't to Honshu, then you have a repeat of the 3rd sea trial. Sad to say, do it again. There is no point in forcing a transfer if your next assignment isn't to Japanese waters.


16.) Where did Mark 10 torpedoes go?

The option to equip Mark 10 torpedoes no longer appears for any boat but the S class, as it was the only boat that actually used this WW1 era torpedo. All other boats used Mark 14's.


17.) My Tambor/Gar skin isn't working after 1944, what gives?

The Tambor or Gar class submarines use the Gato class skins after 1944. The reason is because I’ve modded them to be able to have the "elite" towers, and for aesthetic reasons, I thought the Gato skin more practical for these subs in this configuration.




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

Quote:
Credits:

Anvart
- Submarine propeller fix
- Conning tower periscope fixes

Captain Cox
- Nav tools
- periscope graphics.
- Officers cap and crew uniforms
- smaller seabed rocks
- smaller sea plants (medium version)
- pull down speed chart mod

Chomu
- mini chrono

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

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

Ducimus
- Bungo Pete mod
- German U-boat mod (skin by Fubar)
- Map contacts mod
- watch crew visual adjustments
- AI and depth charge adjustments
- No hydrophone contact on surface
- Misc adjustments to player submarines.
- etc etc etc, blah blah blah,

fullmetaledges
- medal changes/corrections mod

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

Jace11
- Taihosan Maru Fix
- Enhanced map labels
- Killer of Jawa's

Kriller
- Environmental texture upgrades
- No grainy PPF mod. (new version)

Hildofr
- nomograph

kapitan_zur_see
- No grainy PPF mod. (old version)

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

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

lurker_hlb3
- P38J Lighting

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

Pacific Aces Team
- misc crew sounds.

ParaB
- Airstrike.cfg AI, skill level modifiers

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

Probex
- developed 9KM visibility scene.dat

Seeadler
- Environmental mod version 1.0

scoochy
- slower smoke effects mod

Seeadler
- improved sky environmental effects mod

Tater
- improved campaign mod.
- Taihosan Maru Fix
- Type13 Radar fix
- DD Yagomo

WernerSobe
- Natural Sinkings Mechanics 3.1


WilhelmTell
- Submarine diesel engine sounds

zAmboni
- Smaller Nav tools

----------------------
Permissions:

- Absolutely nothing found within the Trigger Maru modpack or associated graphics pack may be used for any commercial product of any size, shape or form.

- Trigger maru is freeware, made by the SH4 modding community. All permissions of individual mods are subject to their author's permissions.



1.6 changlog

Quote:

// added tater's 41a TF fix

// aircraft attack frequency adjustments:

- added ParaB's Airstrike tweaks to airbase modifiers / airstrike.cfg

- reduced number of long range patrol planes available at JP airbases by 50%

- reduced range of long range patrol planes to 1000 km

- reduced aircraft maximum range defined in airstrike.cfg from 1700 to 1000 / airstrike.cfg

- increased attenuation factor from 10 to 15

- increased logic steps from 10 to 20 / airstrike.cfg


//added missing Nav map icon for Japanese submarines.


//adjusted PH availability dates for Gato/Balao to account for possible early completion of sea trials.

//updated "repeat Patrol fix" availability dates for Gato/Balao to be compatible with "new construction"

//created alternate "repeat Patrol Fix" that does not force special missions assignments.

//contacts.cfg ->reduced important contacts range from 3500KM to 1000KM.

//changed conning tower upgrades for Gar/Tambor to utilize Gato midwar, and Gato elite towers.

// tower upgrades. Half cut tower in 6/42, late war in 6/43

// restored cost of Mark 23 Torpedo to 100 renown. (Since this was only change, ammunition.upc file removed from mod.)

//adjusted fuel on fleet boats to account for fuel stored in ballast tanks.

// enlarged most patrol areas by 100KM. Patrol radius now 200 to 240KM

// added speed chart map/pull down mod by Captain Cox

// added latest Living Breathing Ocean mod by LeoVampire,

// refined Repeat patrol fix, default installation.

// refined optional mods that pertain to patrol assignments.

// moved 6/42 Jap airbase near Dutch harbor to Attu.

// reduced maximum radius of depth charge explosions from 15 to 14.5
// depth charge depth accuracy changed from 18 to 17.


//changed text from menu.txt item 4140=

// added measurement conversion chart in F1 Help menu, under "attack orders" section.

// added Type 13 Radar fix by Tater

// added Natural Sinking Mechanics version 3.1 by WernerSobe.

// added Environmental mod ver 1.0 by Seeadler

// added DD Yagumo by tater

// Added P38J lighting by lurker_hlb3



NOTE:
This is my final push on this project. If anyone else wants to adopt the project, they have my blessing to do so.
Images
None

You must be registered with this forum to download files. If you are registered and getting this message,
then the Downloads section is experiencing heavy load volumes and has been temporarily restricted to members
who are in the Subsim Navy (donors). Please try again later.

 

Become an officer in the Subsim Navy here and have your download limit increased to 25, 35 or even 60 a day! Click here to join.

A website this big uses a lot of bandwidth and needs a really powerful server to stay online day after day, for 20 years. Thanks for the support!



Comments
sidslotm
10-02-09 at 03:11 PM
HI,

Spose I can live with difficulty above and below the water, but on the seabed, once you hit it, its over even at, say 70 meters. The seabead some how makes fixing the boat imposible.

This is a hard one as like the movie, the good men fixed the boat on the bottom

But on the plus side, this is a winner mod and kept SH4 going for me, thanks to all for the hard work.

sid


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