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I think I might reverse engineer the open-all-tubes fix in 1.2-comaptible mods. |
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The extension (7z) of the file was lost and the file is assimilated has a Html page. |
just wondering if this mod includes the fixes that tone down the flying Sub effect during large waves, something to do with bouyoncy settings.
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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. |
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 |
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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. |
Thanks for the input Omega man!
Can you explain further on this? Quote:
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No. Only with mods that alters (or modify) the folder Campaings. :hmm: Sorry for the mistake
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Thanks, it helps!
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It's nothing. Keep up the good work :up:
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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. |
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: |
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: |
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In #1 Post,this Thread
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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: |
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 |
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. |
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:
(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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