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

switch.dota 08-28-07 04:35 AM

He sort of is... We should send a petition to the admins - change Ducimus' usergroup to 4th Silent Hunter :yep:

Mav303 08-28-07 04:42 AM

Quote:

Originally Posted by leovampire
I don't know how you ended up with that in your use of T.M. but the link below should work better for you in fixing the problem if you fallow the instructions.

http://files.filefront.com/ALL+MEDAL.../fileinfo.html


it works leovampire, i installed this mod over tm 1.6, i became 2 warn information from the plugin manager but i install over it....

but my medal of honor in the box is currently gone and i earned a navy cross (in the box and also in the details screen)

the navy take off my moh :-(


anyway...thanks for all the work on that mods, tm with real sinking mechanics are awesome, this game rocks...i hope, I REALLY HOPE, that ubisoft support this game further and fix 5 off the badest bugs in the game...


sh4 have so much capability for the best simulation ever

sneekyzeke 08-28-07 05:03 AM

Quote:

Originally Posted by switch.dota
He sort of is... We should send a petition to the admins - change Ducimus' usergroup to 4th Silent Hunter :yep:

Hear Hear! I second that.

AkbarGulag 08-28-07 05:46 AM

Been following your T.M for some time now Ducimus, at first I was only interested in learning and trying the best individual MODS and pretty much didn't feel the need for this also... But how far TM has come!

Just read all the new change logs, some great content with all the things I love ^^ Nice work mate, bloody nice ;)

Akbar

leovampire 08-28-07 02:31 PM

Just an update
 
to explain the photo I am near Luzon on my first patrol. Ran into an invasion task force and reported it to sub command. Was told not to attack and they would send further assets. And as you can see inbetween the burning ships you can see the funnel smoke comming from the other ships.

Well the air base on Luzon sent out planes to attack and 1 on the DD's got hit in the fuel bunkers which is the ship burning on the left of the picture. The other 2 are troop carrier's on the right. The problem is getting the volume of smoke down to a respectable level for the fuel burning. As you can see it is a pretty big smoke effect and if you get close to it the FPS drops so I am working on adjusting it down. Once I get that done I can set the coloring for the smoke effects because right now S3D overwrites some of the tweeker adjustments.

We had a black out last night so it set me back a few hours in work.

http://static.filefront.com/images/p...k.thumb250.jpg

sneekyzeke 08-28-07 03:43 PM

wow leo, this is great! i look forward to your updates and tater's too.

leovampire 08-28-07 04:05 PM

one more new effect you will have which is cool
 
as a ship is sinking into the depths from inside of the sub you will hear secondary explosions like the bulk heads are giving away inside of the ship from the pressure of the ocean depths. Like you have seen and heard in ton's of sub movies before. Not just in the hydrophones but like it is depth charges going off in the distance you will hear them any where in the sub underwater.

And you will have burning fuel and oil trails behind ships as they leak it out as well like this picture shows.

http://static.filefront.com/images/p...z.thumb250.jpg

Ducimus 08-28-07 04:44 PM

:hmm: if your into the zones.cfg, i hope its based off of NSM's LIGHT version? If there was some confusion on that part, im probably to blame, i don't think i really made it a point explain which one i used.

switch.dota 08-28-07 04:56 PM

Duci, what do you say to a Mogami needing 8 (eight) torpedoes - evenly spread across his port side - to go down? IMO there's some need for a torpedo mod...

leovampire 08-28-07 05:06 PM

Ducimus
 
I am using what you already had set up for T.M. so no worries there at all!!!!

and this is the new effect you will get when you hit an engine room area of a ship.

http://static.filefront.com/images/p...j.thumb250.jpg http://static.filefront.com/images/p...m.thumb250.jpg http://static.filefront.com/images/p...y.thumb250.jpg

Ducimus 08-28-07 05:15 PM

Quote:

Originally Posted by switch.dota
Duci, what do you say to a Mogami needing 8 (eight) torpedoes - evenly spread across his port side - to go down? IMO there's some need for a torpedo mod...

I'd say, i'd quote werner:
Quote:

Originally Posted by WernerSobe
As for mogami. That ship was always a problem. It is harder to sink then any other CL, but it is possible even with two torpedoes (placed right). However making it weaker would make all other CL to weak thats the problem.

If i may give you some hints how to sink warships with the new damage system. Expect them being very hard to sink by just flooding. You have better chances to sink them by destabilisation. Make holes on same side, dont try both sides because that will balance the list as you have seen. Instead try to increase the list and capsize the vessel.


Ducimus 08-28-07 05:16 PM

Quote:

Originally Posted by leovampire
I am using what you already had set up for T.M. so no worries there at all!!!!

and this is the new effect you will get when you hit an engine room area of a ship.

http://static.filefront.com/images/p...j.thumb250.jpg http://static.filefront.com/images/p...m.thumb250.jpg http://static.filefront.com/images/p...y.thumb250.jpg

WANT! :up:

Ducimus 08-28-07 05:19 PM

Torpedo mods
 
I just have to say, if i were to do a torpedo mod, at best id increase the warhead by 30%, but NOT double it. Although i would double the dud/failure rate. They are entirely too reliable 95% of the time.

leovampire 08-28-07 05:28 PM

I am not using the torpedo mod at all
 
And I am having no problem sinking ships so far. Although the planes are big time. Surface of the ship damage from bombs don't have much of an effect unless hit several times like 5 to 8 bomb hits but they do sink after multiple bomb attacks that are successfull.

But once you put a hole in a ship they eventualy start to show signs of the hit and if you seperate the breaches in your torpedo spread they do go down one way or the other. Just takes time.

And what I did to create the new effects for the engine rooms and fuel bunkers is I created 2 new catagories of cargo IE Engine Fuel for the fuel bunkers and Engine Oil for the engine rooms. Also now if a Cargo ship is set up to carry trucks or tanks or planes I have set them up with their own type of explosion effects just like the other cargo's the ships can carry. And now planes that are on the Aircraft Carrier Decks will explode if you hit an area of the ship underneath the flight decks where you see them.

BTW the fuel and oil is virtual cargo no one has created actual in game dds files for us to see yet and has figured out a way to add them to the game. I tryed but failed miserably because I truly suck at making dds files for a start and second havn't figured out how to get the game to see and use them. So sorry about that guys.

digitizedsoul 08-28-07 07:39 PM

Guys this all looks amazing, and I really want to enjoy it but unfortunatly i'm still having the crash on loading.

Alt tabbing shows that Menu could not find error, but this time I captured the hex value.

It said "Cannot find 0xf0000002!" and "Cannot find 0xf001000b!"

I searched for both in the menu1024x768.ini and found both in two places each for 4 total places. My first time ever looking at that file, so I was familiar with the references being made in it, but I can presume that they were important things so I didn't want to delete or comment them out (if you even can).

Help please!

This is on a CLEAN install of SH4 / patch to 1.3 / start to check, game starts fine / patch to TM 1.6 & gfx pack. *sigh* i want to play so baaaad :(


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