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

switch.dota 07-16-07 05:05 AM

Quote:

Originally Posted by BooBooLovesAll
Hrm........

When I use the updated mod, there is still a delay when opening tube doors.

In 1.3 stock, there isn't.

?:-?

Good point. Noticed this as well.

I think I might reverse engineer the open-all-tubes fix in 1.2-comaptible mods.

U768 07-16-07 08:07 AM

Quote:

Originally Posted by LZBTD
Internet Explorer resets my connection when Downloading TM 1.3 any ideas anybody ?:down:

Problem with IE, use Firefox!

The extension (7z) of the file was lost and the file is assimilated has a Html page.

R3D 07-16-07 09:45 AM

just wondering if this mod includes the fixes that tone down the flying Sub effect during large waves, something to do with bouyoncy settings.

idf 07-16-07 03:49 PM

Quote:

Originally Posted by Marko_Ramius
Ducimus,

I just saw there was a missing file in /Data/Submarine/NSS_Tambor .

File is " NSS_Tambor_shp.dds " I think it is for 360degrees beering tool ??


I just take the file from 360DBT mod and put it in TM for my use.



This is just for your information.


Thanks again.

The file is in the modpack, it's just misplaced. Look for it in the Sargo class subfolder.

Ducimus 07-16-07 04:05 PM

Ok, looks like i'm not done just yet.

Help me, help you, im trying to compile a list of issues for an update.

As so far, complaints ive seen:

- torpedo doors opening too slowly
- no traffic in marshal islands area (stock spawn placement issue)
- I goofed on the bearing tool for the tambor
- 500 MB saves. (seems to happen randomly, not all the time)


Now the 500 MB save issue is important to me. I beleive its a stock issue, but i need to confrim that. If anyone has encountered this in stock, please say so. Otherwise, the interm "maybe it will fix it" solution, is to delete campaign folder from Tmaru and run stock campaign files, or another campaign mod.

Bando 07-16-07 04:46 PM

I saw some reports at the Ubi forums about this, but as I understood it, it happened on saves from 1.2
So an old save (in the office) would generate a large save file for 1.3
I believe when starting a new career, the saves are in check. Mine are anyway.....

Hope it helps

Ducimus 07-16-07 04:51 PM

Quote:

Originally Posted by Bando
I saw some reports at the Ubi forums about this, but as I understood it, it happened on saves from 1.2
So an old save (in the office) would generate a large save file for 1.3
I believe when starting a new career, the saves are in check. Mine are anyway.....

Hope it helps

Thanks bando, something to keep in mind. Now the trick is to find out if ppl with large save files are using old 1.2 games saved in office.

OmegaMan 07-16-07 06:30 PM

Quote:

Originally Posted by Ducimus
Ok, looks like i'm not done just yet.

Help me, help you, im trying to compile a list of issues for an update.

As so far, complaints ive seen:

- torpedo doors opening too slowly
- no traffic in marshal islands area (stock spawn placement issue)
- I goofed on the bearing tool for the tambor
- 500 MB saves. (seems to happen randomly, not all the time)


Now the 500 MB save issue is important to me. I beleive its a stock issue, but i need to confrim that. If anyone has encountered this in stock, please say so. Otherwise, the interm "maybe it will fix it" solution, is to delete campaign folder from Tmaru and run stock campaign files, or another campaign mod.

Well. Sorry for my english (I'm from Spain)
1- The torpedo doors opening too slowly is easy to solve. Only it is necessary to modify a lines in the file commands.cfg. I do not know to say it in English. If you want I send you the file by e-mail or I post it here:

[Cmd308]
Name=Open_torpedo_tube
Ctxt=1
[Cmd309]
Name=Close_torpedo_tube
Ctxt=1
[Cmd310]
Name=Open_sel_torpedo_tube
Ctxt=1
[Cmd311]
Name=Close_sel_torpedo_tube
;Key0=0x57,,"W"
Ctxt=1
[Cmd312]
Name=Toggle_open_close_torpedo_tube
Ctxt=1
Key0=0x51,,"Q"

2- No traffic in Marshal Islands: It's a stock fault, bug, issue, etc, of the game.
3- This bearing tool is in the NSS_Sargo sub-folder.
4- The savegames of 500 MB. With the game fresh installed and patched to 1.3, it's rare, but with any mod that makes use of the campaign, then it happens randomly. I don't know why.

I hope to have helped in something and thanks for your enormous work. Very well :up:

Omega out.

Ducimus 07-16-07 06:34 PM

Thanks for the input Omega man!

Can you explain further on this?

Quote:

Originally Posted by OmegaMan
4- The savegames of 500 MB. With the game fresh installed and patched to 1.3, it's rare, but with any mod that makes use of the campaign, then it happens randomly. I don't know why.

Are you saying it happends with ANY mod in a campaign game?

OmegaMan 07-16-07 06:40 PM

No. Only with mods that alters (or modify) the folder Campaings. :hmm: Sorry for the mistake

Ducimus 07-16-07 06:48 PM

Thanks, it helps!

OmegaMan 07-16-07 06:58 PM

It's nothing. Keep up the good work :up:

BooBooLovesAll 07-16-07 07:46 PM

Ducimus,

I think this is a great mod.. I have been using it since you first released it.

Please don't take my posts as whining. Just tryin to help.

momo55 07-16-07 07:50 PM

I'll try to make me understandeble with my verry basic englisch.(sry for that)

De-activated all mods with JSGME in pearl(office) and installed 1.3 patch and activated a few captain cox mods that where 1.3 ready and started next patrol .No problems and saves where minor and normal size. I only mist THE TM mod enormously :cry:

When i saw that TM 1.3 was availeble i hurried back to pearl and again de-activated all mods with JSGME en activated first TM 1.3 and than the other 1.3 confirmed mods .When there was a conflictmessage whit TM i let that mod on the left site .

Started patrol 14 and all is ok for me so far .....i saved 7 times in this patrol so far and i experienced that it takes a lot longer to save than before . All 7 saves are + 500-600 MB.

I'm on jun 20 1944 currently

Hope it helps you Ducimus and that my explaination is a little comprehensive to you.

greetz from Belgium :up:

Meco 07-16-07 11:04 PM

Great Mod pack :D

A question if I may?

Does anyone know how to reactivate the fixed external view?
I press the " . " and the " , ". for next or previous ship view. but nothing happens. Even the menu no longer shows the next ship external view icons?

The in game settings are set to allow.

Maybe I have to reinstall game and patch and then mod again?

Any speculation by anyone welcome.

:up:

switch.dota 07-17-07 03:14 AM

Quote:

Originally Posted by Ducimus
Why did you remove the next/ previous camera?
This modification is the most frequently asked and is testiment that this mod is not intended to make things easy despite some compromises to historical accuracy. I have always felt that the external camera gives the player too much info, and is something of a cheat given that the player can obtain info a real sub captain never could. Yet, its silly to deny oneself the eyecandy. Hence the "compromised realism camera". you can still look about your sub, but can't look at sound/radar contacts taht you otherwise couldnt see. Now, when you get a sonar/radar contact, you really have to wonder what you have there.

Ok, whatever dude, how do i renable the next previous camera?
In this mod, open the file data/cfg/commands.cfg in notepad. Search for "Cmd50" and
remove the semicolon placed in front of the key assigments for "Cmd50" and "Cmd51".

Quoted from the first post :p

donut 07-17-07 03:16 AM

In #1 Post,this Thread
 
Quote:

Originally Posted by Meco
Great Mod pack :D

A question if I may?

Does anyone know how to reactivate the fixed external view?
I press the " . " and the " , ". for next or previous ship view. but nothing happens. Even the menu no longer shows the next ship external view icons?

The in game settings are set to allow.

Maybe I have to reinstall game and patch and then mod again?

Any speculation by anyone welcome.

:up:

"Ok, whatever dude, how do i renable the next previous camera?"
In this mod, open the file data/cfg/commands.cfg in notepad. Search for "Cmd50" and
remove the semicolon placed in front of the key assigments for "Cmd50" and "Cmd51".:lol:

Meco 07-17-07 06:29 AM

er.. thanks donut...:oops:

I never altered stuff before. I have been in vanila land for years and accepting it as end product for many games..

Now if you would have said. " easy... press alt F4 " I would not have believed you. ;)

Again thanks guys. Ill be back to delete my posts after due to redundency once others have had a chance to identify my triple noobness.

1 - uses next camera in game.
2 - clueless on moding
3 - misses the obvious posts on the very subject on page 1

switch.dota 07-17-07 08:50 AM

Hey don't worry - nobody was born a sub commander/modding expert.

Here's a little more detailed explenation, in case you need it:

1. If you installed the mod by copying the files over the install, then go to the SH IV main folder. If you installed using JSGME, disable the mod then go to the root director of the mod.

2. Open the DATA folder, then the CFG folder.

3. Look for the file 'commands.cfg'. Open it with notepad.

4. Search for the text "Cmd50". You will see something like this:

;[Cmd50]
;line #1
;line #2
;line #3

This is off the top of my head and probably wrong in term of the content on each individual line. The point is all the lines have a semicolon (";") in front of them. To get the prev/next camera working again remove these semicolons in the paragraph associated with Cmd50. So the above example will become:

[Cmd50]
line #1
line #2
line #3

6. Next do the same for "Cmd51".

7. Save the file and you're ready to play the game again. It should be 100% compatible with existing saved games, either in-base on at sea.

Ducimus 07-19-07 04:06 AM

Hokey dokey. Version 1.3A is up. Enjoy. Again, unless theres a major bug i need to fix, my job is done here. :yep:

http://files.filefront.com//;8092629;;/

In the event of future campaign mods being used with Tmaru, the only files that are important to Tmaru in terms of bungo pete, and german uboats is the JP harbor traffic MIS file, and the GERaiders MIS file.



Version 1.3a changelog (yeah i know im slacking on the documentation)
Quote:

//updated commands.cfg, Q opens doors, W cycles forward tubes, Y cycles aft tubes.

//fixed tambor bearing tool misplacment.

//Gar reverted back to inheirtance from tambor

//fixed error with sub's sim files

//sim.cfg
- max fire range reduced from 8000 back to 6000
- hydrophones->noise_factor reduced from 0.25 to 0.4

//Sensors_sub_US.sim
changed MaxSensorHeight on type 3 sensors (hydrophones) from 0, to -4 for S class, and -12 for all other subs

//redid bathtub removal, now includes option to include bathtubs if thats your thing.

//added german uboat, skin by Fubar

//added singleplayer mission for uboat

//added spawns for uboat in campaign game via GERaider.mis file

//added Taihosan Maru Fix by Tater, (orginal concept by Jace11)
Fair sky's , calm seas, and happy hunting!

(and sink a uboat for me while your at it :up:)
http://www.ducimus.net/sh4/u-537a.jpg
http://www.ducimus.net/sh4/u-537b.jpg


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