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

NefariousKoel 08-06-07 02:48 AM

Looking forward to it Duci.

alexoscar 08-07-07 03:15 AM

Waiting for the 1.5 update to test this pack.

Thank you very much Ducimus!

FAdmiral 08-07-07 10:50 AM

Ducimus, I am getting some feedback on editor created missions/patrols
not working with TM mod. I created 3 of them and the guys say they
won't work with your mod. The stock missions/patrols work fine and if they
remove TM, the editor missions/patrols work fine again too. I don't know
why TM and the editor are not compatible. Could patch 1.3 have something
to do with it?

JIM

tater 08-07-07 10:57 AM

No, it's because I changed the subchaser and minesweeper "types."

In the stock game they are type=0 for the subchaser, and typer=5 for the minesweeper. Type=5 will not act like an escort even though the No13 unit has DCs, etc. Changing the MS to a type 0, 1, 2, 3, or 4 will make it act as an escort. Changing both to type=1 allows them to be pulled on a "generic corvette" type within missions.

Ducimus, if you want, I can try pack up a new version with those 2 units "BP cloned" to type=1 instead.

Ducimus 08-07-07 12:12 PM

Nah its ok, cause this is the final version, or at least, im not making another revision for a long time. That and ive already merged in the 0.75 files, and i dont feel like going back and undoing it.

FAdmiral 08-07-07 12:49 PM

OK, if its that simple, let the players do it themselves. Just give them a
step by step explanation on what they should do to make the change....

JIM

Ducimus 08-07-07 02:10 PM

Tmaru 1.5 will signal my departure from modding. I just don't time and patience for it anymore. So, if anyone wants to take Tmaru and use it as a basis for their own works, go for it. Pacific aces folks, Der teddy bar, whoevers intrested in the pacific theater and fleet boats, be my guest after 1.5.

BooBooLovesAll 08-07-07 07:22 PM

Is there a trick in keeping the torp doors open..?

Sometimes when I think I've opened them.. they're closed?:o

donut 08-07-07 08:24 PM

Quote:

Originally Posted by BooBooLovesAll
Is there a trick in keeping the torp doors open..?

Sometimes when I think I've opened them.. they're closed?:o

If you dive to 100 ft. or more they close auto. hope this helps:lol: :huh:

Ducimus 08-07-07 08:27 PM

bug in old version of Tmaru that was corrected in version 1.4

BooBooLovesAll 08-07-07 08:39 PM

Quote:

Originally Posted by Ducimus
bug in old version of Tmaru that was corrected in version 1.4

Shame on me for not upgrading...:up::hmm:

FooFighters 08-08-07 01:33 AM

Hi Ducimus,

Did you change the mission tonnage in TM1.5 ?
How much do you need now ?

Foo

switch.dota 08-08-07 06:34 AM

I think it will be 2000 tons in 1.5. In 1.4 it's still 10k.

EDIT: Quoting Ducimus:
Quote:

// reduced sink mission tonnage requiremnts from 10,000 to 2,000

Tobus 08-08-07 06:45 AM

How does TM1.4 behave on the count of damage and sinking mechanics opposed to Natural Sinking Mechanics mod? JGSME says they are incombinable, so I guess they both have similar performance?

FooFighters 08-08-07 07:18 AM

Quote:

Originally Posted by switch.dota
I think it will be 2000 tons in 1.5. In 1.4 it's still 10k.

EDIT: Quoting Ducimus:
Quote:

// reduced sink mission tonnage requiremnts from 10,000 to 2,000

:damn: read first, post later :p


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