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-   -   [REL] Trigger Maru 1.7.6 (Updated 24Jan08) (https://www.subsim.com/radioroom/showthread.php?t=115258)

TopCat 07-12-07 02:25 AM

Quote:

Originally Posted by TDK1044
Quote:

Originally Posted by reallydedpoet
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

I believe that is correct. Ducimus will update TM when 1.3 is released.

I really hope so! Without Ducimus' mod I won't play the game any more...

So, I count on you, Ducimus! :arrgh!: :up:

TDK1044 07-12-07 06:53 AM

Trust me. He's on it. He's just waiting to test the official patch. :D

TopCat 07-12-07 02:24 PM

Quote:

Originally Posted by TDK1044
Trust me. He's on it. He's just waiting to test the official patch. :D

Yes! Yes! Yes! :D :up:

Vivat Ducimus!

Saintaw 07-12-07 03:42 PM

Please, i was using this too and got used to its features and improvements.

Marko_Ramius 07-12-07 06:39 PM

For me too, TrigerMaru is a must-have for SH4, so i'm waiting this to begin to play 1.3.

Ducimus 07-12-07 08:23 PM

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- I might revert radar availabilty back to stock dates, since the reasons i implented it as i did ver 1.2 are no longer valid.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.

ReallyDedPoet 07-12-07 08:33 PM

Quote:

Originally Posted by Ducimus
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.

Nice to hear from you, look forward to TM 1.3 :up:


RDP

TopCat 07-13-07 01:52 AM

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.

dean_acheson 07-13-07 03:07 PM

wow, i sure do miss the two guys at the diving plane.

great to see you Duci.

:)

Saintaw 07-13-07 03:28 PM

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

R48 07-13-07 03:34 PM

Quote:

I put it in a jsgme format for ez install.
Thanks. I'll use this until a new TM comes out.

Saintaw 07-13-07 03:37 PM

Blast, I just got caught editing my own text... why did I put this darn banner? :damn:

Ducimus 07-13-07 04:50 PM

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?

Ducimus 07-14-07 06:21 AM

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:

1.2 to 1.3 changelog:

-------------------------
data/menu/cfg/dials.cfg

-remarked out sounds on [Dial45]
(this removes the click noise when rotating the periscope)


------------------------
data/menu/menu_1024_768.ini

- added smaller nav tools
- added nomograph (remarked out by default)
- added mini chrono
- removed binocular crosshair

----------------------------
data/cfg/sim.cfg

- AICannons->MaxFireRange from 6,000 to 8,000
- Lost Contact Time from 15 to 30
- Hydrophone->NoiseFactor from 1 to 0.25
- Hydrophone->ThermalLayerSig from 3 to 2
- Sonar->EnemySurfaceFactor from 200 to 150
- Sonar->ThermalLayerSig from 5 to 4


--------------------------
data/library/AI_sensor.dat
- Type93_1A -> Max elevation from 100 to 106
- Type93_3A -> Max Elevation from 100 to 110
- Type93_5A -> Max Elevation from 100 to 118

----------------------
data/Menu/Menu.txt
- added tooltip info to support new commands added to orders bar.
- changed "snorkel depth" to "Radar depth"
- changed default player name
- changed "quick mission" to "single mission"
- changed torpedo tooltip info.
- changed medal names as part of "real medals" mod.


------------------------
data/library/sensors.dat

Visual->PerciseRange from 5000 to 6500
Visual_surface from 150 to 100


-------------------------
data/UPCData/UPCCampaignData/flotillas.upc

- changed out of harbor starting point for pearl to West of IDL
- nulled boat exit dates


-----------------------------------
//files adjusted for compatibility

data/cfg/Commands.cfg
data/roster/names.cfg
data/submarine/nss_balao/balao.upc
data/submarine/nss_gato/gato.upc
data/zones.cfg


// files removed from mod
-----------------------------------
data/library/Cameras.dat
data/library/USSubParts/Sensors_sub_US.sim

Inside686 07-14-07 07:15 AM

Well done, this mod is my favorite one. :up: Just a bit disappointed you decided to stop your work on it. Anyway thank you!

TopCat 07-14-07 10:22 AM

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:

TDK1044 07-14-07 10:29 AM

Great mod. :D

Soundman 07-14-07 10:34 AM

Thanks for all your hard and exellent work!

momo55 07-14-07 10:54 AM

Thank you and respect for you're decision ;)

CaptainCox 07-14-07 10:58 AM

Cheers Ducimus and cool to see you back, if even so briefly ;)


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