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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 - I might revert radar availabilty back to stock dates, since the reasons i implented it as i did ver 1.2 are no longer valid.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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RDP |
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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Blast, I just got caught editing my own text... why did I put this darn banner? :damn:
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1. When crossing the IDL, you can see torpedo icons after having fired one, but cannot see the projected torpedo track as predicted by the TDC?
2. Air attack frequency is too much, or just right? 3. Are you getting repeating missions like before? (in other words, do i need to place ye ole repeat mission bug fix as default installation for Tmaru?) 4. In regards to the AI detecting your sub when submerged, compared to Tmaru 1.2, the AI in vanilla 1.3 is easier, the same, or harder? 5. In regards to evading escorts when submerged after having been detected, compared to Tmaru 1.2, evading the vanilla 1.3 AI is easier, the same, or harder? |
Trigger Maru version 1.3 (for SH4 version 1.3, nifty huh?) is now available for download at filefront. All of the functionality outlined in the readme and my website is still valid. The mod, functions just as it always has, only with the radar actually works as intended, so my workaround for that is no longer neccessary.
There have been some additions and changes though: - SJ radar is no longer available at war onset. Ive changed it to 6/42. (stock being 7/42). - Ive included some graphical mods by Captain Cox. These include his updated service cap for officers, and the "sweaty crew" uniforms. The pacific is hot, and well, you prespire. No village people type shennaignans here, just an effort to add a little more ambience and believablity (is that a word?) to the game. Ive also included the imperial version of a bearing tool. If you havent used one before , youve been living under a rock. The nomograph is available as always, but its remarked out by default. Just search the 1024_768_menu.ini file for "nomo" and unremark the block of code you find there. AI adjustments: Ive slighly altered the AI in terms of passive and active underwater detection (live left visual detection alone). If you feel the AI is too difficult, feel free to undo the changes ive made to sim.cfg (see changelog for changes). Aircraft attack/spawn frequency: Ive included my aircraft spawn frequency tweaks from Tmaru 1.2. If you feel stock aircraft numbers are just right, feel free to delete the /data/land directory. The files therein reduce the number of aircraft airbases can have. (IE delete these files and renamble this mod and airbases have alot more planes to launch at you) Optional MODs found in support directory - Stock Fuel Ive included this mod because some people have reported not having enough fuel, despite all conservation efforts. (while others report the amount of fuel is spot on) Maybe these reports are exaggerated, or maybe theres a bug im unable to reproduce. Regradless, ive included this mod. - Repeat patrol fix This is the same repeat patrol fix from Tmaru 1.2 Ive been unable to confirm if the "repeat patrol bug" is fixed or not. Ive seen reports that it hasn't. In any event, ive included this mod incase you run into this yourself. That i beleive, is a wrap, for now. Unless some major buggery is discovered, i have no intention of updating Tmaru for awhile. If you find something wrong, or don't like how something was done, i encourage you to dig in and change it to your own personal tastes. That's what got me into modding, so i encourage others to do the same. If you want to change Tmaru into an ultra realists wet dream where each rivet is exactly spaced, and each weild on a sub a certified 3G wield, or even if you want to turn it into "Richard Craniums Happy Funtime shooting gallery", use/mod this Tmaru as you see fit. My job is finished here, i bid the adieu, Clear skies and calm seas to you, and yours. http://files.filefront.com//;8050048;;/ Quote:
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Well done, this mod is my favorite one. :up: Just a bit disappointed you decided to stop your work on it. Anyway thank you!
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Thanks Ducimus. You're great! :up: Very sad to hear that you don't want to go on. I really hope you'll change your mind and do some great work on this mod in future! :cry:
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Great mod. :D
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Thanks for all your hard and exellent work!
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Thank you and respect for you're decision ;)
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Cheers Ducimus and cool to see you back, if even so briefly ;)
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