SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   [REL] Trigger Maru 1.7.6 (Updated 24Jan08) (https://www.subsim.com/radioroom/showthread.php?t=115258)

wovik 08-22-07 07:03 PM

Quote:

Originally Posted by leovampire
In the original game files that airbase was there and actualy from the begining of the war just no one even knew about it until I made it visable on the map so now you take notice LOL!!!

So what I did is added it in so that it comes after the Solomons is taken by the Jap's and it isn't there for a very long time as we and the Brits start to take back teritory all of those airbases reced and become US airbases.

I know some of you go nut's with the planes but for me travling from place to place for missions and not having 1 reason to dive other than when I see a damm ship is nuts. Our sub's in WWII were plauged by plane's just like the German's were from the Brit's. The only problem is this game send's them right at you because the game world revolves around you. Other wise you would have to add 50 planes to every airbase just to see 1 in a day or 2 if they actualy did proper search pattern's.

I tried to change it to a US airbase but there must be something other than the US and JP air mission files to change as I could get the blue airbase symbol but not the land US normal airbase on the map when zooming in. It bothered me that much being there in mid 1943.
Is it in that LOC mission file too?

While we are on the subject, There is a US base and a Jap base on Luzon in mid to late 1944 at the same time. That's easier to fix by putting in the correct dates in 1945 when they changed hands again.

leovampire 08-22-07 07:11 PM

wovik I thought I fixed the Luzon one already
 
First you have to tell the mission editor you want to edit map locations in those 2 airbase files by clicking on the tools tab at the top and check marking map location edit mode. The it will alow you access to the other part of the work I did.

Before you save after your work is done you have to uncheck that and the save has to be save scripted layer or you will lose all of the map's stuff and go back to nothing at all on it like starting a new one.

I hope that explains it well enough to make changes.

And BTW make sure what ever you put back in matches up in colors for the writing and use the same type text as the others use or you end up with the Boo Boo's Tater had on his rework of some of the names and have names that are in script instead of game normals.

wovik 08-22-07 07:14 PM

Quote:

Originally Posted by leovampire
First you have to tell the mission editor you want to edit map locations in those 2 airbase files by clicking on the tools tab at the top and check marking map location edit mode. The it will alow you access to the other part of the work I did.

Before you save after your work is done you have to uncheck that and the save has to be save scripted layer or you will lose all of the map's stuff and go back to nothing at all on it like starting a new one.

I hope that explains it well enough to make changes.

Ohhh, I just changed the dates, etc. in the .mis files with Notepad. Maybe that is why I had so much trouble with it. My ignorance of the mission editor is exposed! LOL

wovik 08-22-07 07:20 PM

By the way, that's another Item on my TO-DO list.
I want to get all the airbase dates correct and change that Aleutian Jap base to where it really was.

I don't know when I will get to it. I can only handle one concentration at a time.

leovampire 08-22-07 07:25 PM

BTW wovik don't feel bad
 
When I first started to work on that project it took over 50 files to learn how to do a damm save properly and figure out how to create duel layers in the file between map locations and actual locations. What a nightmare and boy did the swears fly for a while like a few days while.

I refused to ask for help and wanted to learn it on my own. Another words did a HOMER

Ducimus 08-22-07 08:10 PM

You did a damn good job too. Your airbase map is nothing short of creative genious.

As for "to do lists", I wonder who i can pawn this modpack off onto. Anyone intrested? Yes im serious. After 1.6, i have got to stop. Once i post that, i am going to be entirely hands off this project.

leovampire 08-22-07 08:15 PM

Watch Tater man he is going to jump on it like fly's to
 
uuummm well you know what I mean! LOL!

Now of course he won't just to make me look foolish for posting it LOL!!

Thanks Ducimus for the compliment again! Making me blush man.

Ducimus 08-22-07 08:23 PM

Well it would be a perfect vehicle for his campaign work. At any rate I'll try and post a tenative 1.6 changelog tonight.

tater 08-23-07 01:25 AM

I'm liking tmaru more and more as (believe it or not) a realism mod. I think it alters MY behavior in a way consistant with realistic gameplay. Forcing the player to act like, well, he could die, and take lots of men who depend on him with him, results in the kind of slow, deliberate gameplay I like and feel is realistic.

BTW, ducimus, did you see that little radar fix I made? There is a tweak way of doing it, too, but tweaking is more than I usually like to do, lol.

Anyway, the type13 installed on many escorts is workign as surface search radar. This kills any hope of things like night surface attacks.

http://mpgtext.net/subshare/424IJN%2...adar%20fix.rar

^^^ that nulls out the type 13s. Even the gunboats and fishing boats have the radar. Note that the DDs get surface radar at whatever dat they see type 21s in stock with this mod. Some could be given type 21 earlier, or even type 13, but not so early as 1942 if you want a few surface search sets on escorts.

tater

Ducimus 08-23-07 02:18 AM

Ok thanks, ill add it to 1.6

tater 08-23-07 02:24 AM

The sampans have $#@%$@#% german BB radar.

I'm gonna check ALL the radars and make a final version. I'll try for tomorrow if that'll help. I will make the dates better for when they DO get radar, too.

Ducimus, I might do one thing, what do you think:

Once I null all the type13, we will have no surface search radars on any escorts before late 1943. In reality, a few were fitted out earlier than that. Not all of a type, a few here and there.

I was thinking I could "BP-clone" a single DD---I'm thinking Asashio---and the only change would be the radar. It could be called a "radar equipped Asashio." Impossible to tell apart, obviously (unless the radars have objects, never looked). Anyway, this would mean that before later 1943, say mid 42 to late 43, there would be a 1 in 7 chance a generic DD pull would get a radar version.

Keep people on their toes ;)

tater

Ducimus 08-23-07 02:34 AM

Quote:

Originally Posted by tater

I was thinking I could "BP-clone" a single DD---I'm thinking Asashio---and the only change would be the radar. It could be called a "radar equipped Asashio." Impossible to tell apart, obviously (unless the radars have objects, never looked). Anyway, this would mean that before later 1943, say mid 42 to late 43, there would be a 1 in 7 chance a generic DD pull would get a radar version.

Keep people on their toes ;)

tater


I like it. Unless you changed it, the game scripts "generic destroyer" all over the place, so all you really have to do is clone it, and thats that, no further effort required. Pretty slick, i love it.



As for 1.6, heres the tenative changelog i said i was going to post earlier:

Quote:


// added tater's 41a TF fix

// aircraft attack frequency adjustments:

- added ParaB's Airstrike tweaks to airbase modifers / airstrike.cfg

- reduced number of long range patrol planes available at JP airbases by 50%

- reduced range of long range patrol planes to 1000 km

- reduced aircraft maximum range defined in airstrike.cfg from 1700 to 1000 / airstrike.cfg

- increased atenatuion factor from 10 to 15

- increased logc steps from 10 to 20 / airstrike.cfg


//added missing Nav map icon for Japanese submarines.


//adjusted PH availablity dates for gato/balo to account for possible early completion of sea trials.

//updated "repeat Patrol fix" availability dates for Gato/Balao to be compatiable with "new construction"

//created alternate "repeat Patrol Fix" that does not force special missions assigments.

//contacts.cfg ->reduced important contacts range from 3500KM to 1000KM.

//changed conning tower upgrades for gar/tambor to utlize gato midwar, and gato elite towers.

// tower upgrades. Half cut tower in 6/42, late war in 6/43

// restored cost of Mark 23 Torpedo to 100 renown. (since this was only change, ammunition.upc file removed from mod.)

//adjusted fuel on fleet boats to account for fuel stored in ballast tanks.

// enlarged most patrol areas by 100KM. Patrol radius now 200 to 240KM

// added speedchart map/pulldown mod by Captain Cox

// added latest Living Breathing Ocean mod by LeoVampire, adjusted for 9KM max visual distance.

// refined Repeat patrol fix, default installation.

// refined optional mods that pertain to patrol assigments.

// moved 6/42 Jap airbase near Dutch harbor to Attu.

// reduced maximum radius of depth charge explosions from 15 to 14.5

//removed text from menu.txt item
- 4140=Enemy Unit Destroyed

// added measurement conversion chart in F1 Help menu, under "attack orders" section.

// added Type 13 Radar fix by Tater

Right now im just testing my latest repeat patrol fix to make sure its working as intended. If it works out right in play (looks good on paper), then i think its a step forward.

Ducimus 08-23-07 02:40 AM

I guess i should explain My new version of repeat patrol fix.

Ive divided patrol assigments into 3 month blocks.
Each 3 month block has 2 assigments that are available simultianiously.

At the end of a given 3 month block of time, the current 2 assigments are expired, and the next 3 month block of time comes into play. No 3 month block has missions in it, that the previous 3 month block assigned. So each 3 month bock of missions has something new to offer.

- At any given time, the game has the choice between two areas. How often it defaults to one or the other is beyond my control.

- Special missions are not forced. If you get one, you get one, if you don't you don't.

- Given the structure of this particualr modification, you may get a repeat, or you may not. Realistically subs did go back to the same area, so i dont think it will be too much of an issue. But suffice to say, you will get a repeat, probably more often then not, but theres a chance you won't. Regardless at the end of 3 months, the patrol area is rotated out. So even if you do two missions to the same place, the days of 6 consecutive patrols to honshu should be over.

switch.dota 08-23-07 02:44 AM

Quote:

// added latest Living Breathing Ocean mod by LeoVampire, adjusted for 9KM max visual distance.
Ca you include the LBO / no 9km stuff as an optional mod? The 9km looks a bit meh on high end graphics. Or so it seems to me after goinf from minimal detail to full blown graphics galore.

Quote:

// refined Repeat patrol fix, default installation.
Quote:

//updated "repeat Patrol fix" availability dates for Gato/Balao to be compatiable with "new construction"

//created alternate "repeat Patrol Fix" that does not force special missions assigments.
Any connection? You used an alternate fix as default with the old one available still?

EDIT: Nevermind this, you answered while I was writing the post :roll:

Quote:

// reduced maximum radius of depth charge explosions from 15 to 14.5
Why this small change? Any subtleties I'm missing or is it simple a tiny nerf?

Quote:

//removed text from menu.txt item
- 4140=Enemy Unit Destroyed
AKA I have to check the map/captain's log to see if I sunk a ship? Remember the captain's log icon in the lower right flashes whenever an item is added to the log. Like a ship sunk.

Ducimus 08-23-07 04:11 AM

Re repeat patrol fixes, i have 3 versions now.

1.) The original that rotates mission assigments on a 2 month basis. Forces special ops every other mission, and only 1 possible mission available at any one time. Optional mod.

2.) Version of the orginal, but does not force special ops missions. Optional mod.

3.) Rotates mission assigments on a 3 month bases, with 2 missions available at any given time. Does not force spec ops. Default installation at present.


As an aside, ive also put in the stock configuration of patrol assigments, which is currently an optional mod.

So all told, you have FOUR choices in this regard.


Now as for subs, ive been a bit busy. This is what you have in TM 1.6. And yes ive done away with optional mods in this regard. If you want a specific configuration, start at the suggested dates:

http://www.ducimus.net/sh4/release/porpoise_refits.jpg

http://www.ducimus.net/sh4/release/s...rgo_refits.jpg

http://www.ducimus.net/sh4/release/T...gar_refits.jpg

http://www.ducimus.net/sh4/release/gato_refits.jpg

Balao not shown because it looks the same no matter what year of the war it is.



Right now i need to test Wernersobes latest version of his NSM mod. If everythings peachy keen, then ill be incorporating that as well. Hopefully i can wrap this up soon.


All times are GMT -5. The time now is 01:46 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.