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I have used this since the beginning, I am sure there will be a new version with 1.3.
I take it you have seen the read-me above, many tweaks to the game, other mods added in, fixes added. It is a good one. Another larger mod is Feal Fleet Boat, the focus being realism. In the end it is all about choice though :D RDP |
any chance of making the radar man call out the bearing when i need it and not just by the first contact? I want to trace the targets on my navmap on my own without using the map update. Or at least a bearing dial around the radar screen would help a lot tracing the targets.
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Not sure of the answer WS, here is a link to his Web Site:http://www.ducimus.net/sh4/
I think he is going to re-visit SH4\TM, when 1.3 arrives. RDP |
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He was back yesterday for a bit, posted in the leaked 1.3 thread. You have probably seen it. It was an intelligent post :yep:
I still have Trigger 1.2 installed, looking forward to the next release, nice mod:up: RDP |
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So, I count on you, Ducimus! :arrgh!: :up: |
Trust me. He's on it. He's just waiting to test the official patch. :D
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Vivat Ducimus! |
Please, i was using this too and got used to its features and improvements.
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For me too, TrigerMaru is a must-have for SH4, so i'm waiting this to begin to play 1.3.
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Rest assued, Tmaru 1.3 will see the light of day. Just because i don't participate on these forums anymore doesnt mean im not working on the mod.
If i really wanted to, i could release a compatiable version tonight. With the exception of the mini chrono its essentually ready to go, with everything working just as it did in patch 1.2, except the radar will work as intended in patch 1.3. However, im going to sit on it and iron out things a little more. - im re examining the AI. I could just not look at it, and in blind confidence in my own settings, release Tmaru 1.3 on my old AI settings in the sim.cfg, but im afraid it might become too hard. So ive pulled my changes and am trying to get a feel for the AI, and readjust. - funky error with Planes detecting players that i *think* i might have. I need to test this to makes sure planes are behaving how they should, if not, i have an idea on why they arent. - Aircraft attack frequency adjustments. I may or may not implemnt my old settings. Im reading player reports to see if its too frequent. - I want to retouch the campagin MIS files and change the cargo type of tankers from "freight" to "fuel". For the occasional juicy KABOOM we all love so much. - I might revert radar availabilty back to stock dates, since the reasons i implented it as i did ver 1.2 are no longer valid. - optional mod with subs that have stock fuel settings for folks who dont like what i perceived as more realistic fuel settings. Further updates ill post either on my webpage linked in this thread, or on the official SH4 forums. |
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Aye Ducimus! Take your time, no need to hurry! We had to wait a long time for the patch, so we can wait a few days for your mod-update... :D
Do you see a way to mod the radar messages, so that when the radar guy reports a contact you recognise whether it's a ship or an aircraft contact? I think the AI is very hard now. Too hard. Not its skill is the problem but their Uber-sensors. Nothing against clever destoryer commanders and smart manoeuvres done by freighters, but they now seem to have IR-sensors, x-ray equipment and night-vision devices. I don't think that's very realistic. Maybe you can tune that a bit down. |
wow, i sure do miss the two guys at the diving plane.
great to see you Duci. :) |
For those impatient like me :oops:
I copied the Command.cfg file from the old version to have the same keyboard shortcuts we have gotten used to. It seems to work fine, I just did a patrol using the file. I put it in a jsgme format for easy install. Link |
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