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-   -   [REL] Trigger Maru Overhauled Update BH (https://www.subsim.com/radioroom/showthread.php?t=250635)

KaleunMarco 04-03-25 10:57 AM

Quote:

Originally Posted by 4H_Ccrashh (Post 2951731)
I've been searching forums for a few days now. I recall there was a post somewhere on how to edit the menu ini file so you can see the radio, gramophone and stop watch when running in high resolution. I have large monitor and running the game at low resolution does not look very good. I can run the other supermod at 2550 x 1440 and it all works but I prefer TMO.

jimimadrid created some tools to modify Menu items.
search the SH4 forums or go to the Mods forum and search for his mods and see if one of them resolves your issue.
:Kaleun_Cheers:

KaleunMarco 04-03-25 11:02 AM

Quote:

Originally Posted by Bubblehead1980 (Post 2950862)
I just don't get all the CTD's. I made 13 patrols 1942-1945 with no CTD. Then did get them early war. One common factor seems to be some cloned ships, torpedoes for some users when the realistic sound not enabled.

More CTD...

November 1942. Tambor out of Pearl. 8th patrol.
heading to Dunkers Derp. middle of nowhere. no action. steaming as before. CTD.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\TMO_BH\MODS]

100_Trigger Maru Overhaul 2.5 UpdateBH V2.0
200_Sargo 50 cal mg test
600 - 3000 Yard Bearing Tool (1920x)
610 Webster's 300' Underwater Visability for v1.5
620 Big Three PL IJN
999_KM_Keyboard

Bubblehead1980 04-03-25 05:01 PM

Quote:

Originally Posted by KaleunMarco (Post 2951768)
More CTD...

November 1942. Tambor out of Pearl. 8th patrol.
heading to Dunkers Derp. middle of nowhere. no action. steaming as before. CTD.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\TMO_BH\MODS]

100_Trigger Maru Overhaul 2.5 UpdateBH V2.0
200_Sargo 50 cal mg test
600 - 3000 Yard Bearing Tool (1920x)
610 Webster's 300' Underwater Visability for v1.5
620 Big Three PL IJN
999_KM_Keyboard

I'm not getting near the CTD's you are in 2.0.

KaleunMarco 04-03-25 09:57 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2951831)
I'm not getting near the CTD's you are in 2.0.

PB may have mentioned this, and if he didn't then i will.

i suspect that these seemingly random CTD are caused by ships attempting to spawn and because there is something amiss with their ID's (equip, sns, dat, etc) the game does belly-up. this might be a stronger suspicion if you have made some changes to the version of 2.0 that you are playing which may have cleared up some of the suspected--ID-issues. just a hunch (boom-siss).

adrians69 04-04-25 07:15 AM

Quote:

Originally Posted by 4H_Ccrashh (Post 2951731)
I've been searching forums for a few days now. I recall there was a post somewhere on how to edit the menu ini file so you can see the radio, gramophone and stop watch when running in high resolution. I have large monitor and running the game at low resolution does not look very good. I can run the other supermod at 2550 x 1440 and it all works but I prefer TMO.

I had the same problem but solved it by following the editing instructions in this thread. Hope this helps 🙂

https://www.subsim.com/radioroom/sho...=Edit+menu.ini

Bubblehead1980 04-04-25 01:09 PM

Quote:

Originally Posted by KaleunMarco (Post 2951857)
PB may have mentioned this, and if he didn't then i will.

i suspect that these seemingly random CTD are caused by ships attempting to spawn and because there is something amiss with their ID's (equip, sns, dat, etc) the game does belly-up. this might be a stronger suspicion if you have made some changes to the version of 2.0 that you are playing which may have cleared up some of the suspected--ID-issues. just a hunch (boom-siss).


I PM'd you.

Bubblehead1980 04-12-25 11:34 AM

Progress on V2.1 is going on well, I need some testers. Let me know if interested!

Bubblehead1980 04-14-25 09:49 PM

Progress is being made on V2.1. I am testing quite a few things...

Among them..

Through cloning, renaming, changing other things Looks about 24 new tankers and 32 merchant ships thus far, 10 troopships will be added to the roster. This will prevent sinking same ships over and over hopefully. Added quite a few of the smaller merchants and tankers as they were lacking in the sim and mod. Names and tonnages taken directly from JANAC and other sources, attempting to match the names and tonnages from real life photos to vessels we have in SH 4.

Some ships will have a "date of death" (disappearance) date as some major warships such as carriers sunk at Midway etc. already have, so in mod already you're not going to see the Akagi or Kaga after Midway, so don't run into them again. Over time by late 1944 and into 1945, player will notice larger merchant ships, large tankers become fairly rare as it really happened as they were all basically sunk by end of 1944, early 1945.

Of course I've made sure to keep enough traffic running and some larger vessels here and there to prevent things from becoming boring, but will be a noticeable difference in types of ships in convoys, aside from where are encountered. Special missions such as lifeguard duty, picket sweeping (lots of gun action against new roster of coastal vessels) will become commonplace as well, but plenty of opportunity (depending on area) to engage convoys.

thunderhorse7635 04-16-25 04:42 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2953393)
Progress is being made on V2.1. I am testing quite a few things...

Among them..

Through cloning, renaming, changing other things Looks about 24 new tankers and 32 merchant ships thus far, 10 troopships will be added to the roster. This will prevent sinking same ships over and over hopefully. Added quite a few of the smaller merchants and tankers as they were lacking in the sim and mod. Names and tonnages taken directly from JANAC and other sources, attempting to match the names and tonnages from real life photos to vessels we have in SH 4.

Some ships will have a "date of death" (disappearance) date as some major warships such as carriers sunk at Midway etc. already have, so in mod already you're not going to see the Akagi or Kaga after Midway, so don't run into them again. Over time by late 1944 and into 1945, player will notice larger merchant ships, large tankers become fairly rare as it really happened as they were all basically sunk by end of 1944, early 1945.

Of course I've made sure to keep enough traffic running and some larger vessels here and there to prevent things from becoming boring, but will be a noticeable difference in types of ships in convoys, aside from where are encountered. Special missions such as lifeguard duty, picket sweeping (lots of gun action against new roster of coastal vessels) will become commonplace as well, but plenty of opportunity (depending on area) to engage convoys.

BH-
Sounds great..can't wait to try it out!!

Thunderhorse7635

Bubblehead1980 04-16-25 05:29 PM

Evil Aircraft
 
Oh those "evil" aircraft in TMO. Love them, hate them, they keep it interesting.


Testing refinement of the "MAD" sensor and AI MAD equipped planes interaction with HK hunter killer groups to match some experiences subs such as USS Halibut faced in November 1944, which led to Halibut being a constructive loss due to such heavy damage sustained at hands o MAD equipped planes and escorts they directed in.

Watched a BETTY circle for hour, out of bombs but kept making dry runs,
then two Type D escorts arrived on scene, came right o my location detected me and caused mortal damage, The plane remained on scene, seemingly directing.

Thinking will have to make a special model of planes equipped with MAD in later war and have them assigned to HK groups in the subhunters campaign layer, operating in key areas. Random spawning with every aircraft with such a capable sensor would bring allied like effectiveness.

Captain Wreckless 04-16-25 07:14 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2950532)
ECS? East China Sea?

Well I never added the .50 cal in V2.0 remember it was uploaded two years ago, I just started working on 2.1 and adding the .50. Now that I have it working, will added it to other subs for next release.

This is the airstrike.cfg settings in 2.0


Maximum Aircraft Range=1500 ;[>0] in kilometers
Poor Airbase Modifier=0.25 ;[>0] Modifier for poor airbase (carrier) rating
Novice Airbase Modifier=0.3 ;[>0] Modifier for novice airbase (carrier) rating
Competent Airbase Modifier=0.35 ;[>0] Modifier for competent airbase (carrier) rating
Veteran Airbase Modifier=0.4 ;[>0] Modifier for veteran airbase (carrier) rating
Elite Airbase Modifier=1 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.01 ;[>0] Modifier on strike probability at night
Default Air Strike Probability=50 ;[>0] Default probability to send an airstrike from a airbase (carrier)
Enemy Air Strike Probability Increase on Radio Messages Sent=50 ;[>0] Increase over the default probability on a radio message sent
Friendly Air Strike Probability Increase on Contact Report Sent=90 ;[>0] Increase over the default probability on a contact message sent
Enemy Air Strike Probability Increase on Player Detection=99 ;[>0] Increase over the default probability on player detection
Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session
Logic Steps Between Air Sessions=60 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)



I recall during development eliminating many overlapping airbases and it reduced traffic greatly, there are areas where due to proximity of airbase seem to get more contacts such as if off Tokyo.

In the upcoming version plan to address some issues.

I am long convinced since stock days that enemy aircraft locate player subs by SD radar signals since always on., emitting signals. Believe its a hard coded thing. I plan to make the SD a radar which can be turned on and off as in other mods if possible. Of course that means sacrificing it as a mast that can be raised/lowered from what I understand but believe it is worth it for realism and sanity.

As a trade off, deck watch visual sensors have been increased further, but SD radar effectiveness lowered to match historical performance as much as possible. They will no longer detect aircraft flying below 1,000 feet, which was a actual issue of SD.

I have also worked to restore the "evil" aircraft of TMO, still in progress


Webster's Better Air Patrols for v1.4 and v1.5 took care of the crazy amounts of patrols.

Captain Wreckless 04-16-25 07:27 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2953138)
Progress on V2.1 is going on well, I need some testers. Let me know if interested!


I'll help out, again.


CW :arrgh!:

Bubblehead1980 04-16-25 08:55 PM

Quote:

Originally Posted by Captain Wreckless (Post 2953677)
I'll help out, again.


CW :arrgh!:


Excellent, your help is always appreciated!

Aktungbby 04-23-25 01:05 AM

Welcome aboard!
 
thunderhorse7635!:Kaleun_Salute:...somewhat belatedly, pardon our lapse.

thunderhorse7635 04-25-25 02:04 PM

Thank you, sir! Longtime follower of the site and experience-gaining sub commander!


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