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

ReallyDedPoet 08-29-07 06:01 AM

Sounds good Ducimus :up:


RDP

digitizedsoul 08-29-07 09:53 AM

Ha that was probably my issue. I always installed Tmaru first, then the gfx pack. I should try the reverse order.

Marka Ragnos 08-29-07 10:27 AM

You have my server at your disposal for the 1.6 patch ;)

Ducimus 08-29-07 12:25 PM

Quote:

Originally Posted by Marka Ragnos
You have my server at your disposal for the 1.6 patch ;)

Thank you sir, i assure you i aim to keep this patch small.

Ducimus 08-29-07 01:09 PM

Patch is giong to be few more days. I've got some tinkering to do in one of the files.

Marka Ragnos 08-29-07 03:02 PM

Take your time :)

Dogster 08-29-07 03:49 PM

Can't say enough good things about this mod! Thanks for for turning up the speed on the Task Force, now their a challenge to get at. Thanks again

PULSEOX 08-29-07 04:36 PM

This may sound odd-but I'll ask anyway:
Is the NEW graphics pack compatible with TM 1.4?

I have the new TM waiting on my desktop-but I am in the middle of a very successful patrol-so I can't use it until I finish-but could I just install the new graphics?

Ducimus 08-29-07 05:14 PM

Never change mods while at sea if you value your current patrol/career.

tater 08-29-07 10:14 PM

Kaibokan for TM1.6 addition.
 
Getting ready to go out in 1944? Want something new to try and kill you?

http://mpgtext.net/subshare/960Ersat...%20version.rar

Adds a "Kaibokan" escort. With radar, a roll rack and 6 throwers, it's not as nasty as some RL kaibokans that had 12 DC throwers, but it's a start. A Vet Kaibokan in shallow water could give Bungo Pete a run for his money I reckon.

Let me know how they work, please. Hopefully they are decent enough, I've had some hit or miss issues with them AI wise, dunno why.

The Mod adds the generic Kaibokan (BP-cloned Evarts DE) as a new corvette.
Alters the TM1.6 Names.cfg for the above warship.
Replaces three mission layers that deal with 1944 to make sure they have more corvettes, and fewer DDs.

tater

Ducimus 08-29-07 10:29 PM

Somehow, i think i might have to add that to the patch. How large is the file? If less then a meg, its defiantly in. :88) Im forcing this restriction on my patch. Must be around 1 MB in size, MAYBE 2, but im forcing myself to not fall in the perpetual loop.

Roads88 08-29-07 11:35 PM

Most Happy
 
Ducimus...I have been playing this mod awhile and just wanted to say thanks. You struck a really nice balance and made this mess from Ubisoft a really winner.

You have my vote for the Subsims hall of fame.:rock:

Now back to my boat and see if I can find some trouble.

Ohhh and since everyone is trying to add just one more thing to the guy trying to get out the door and have a life. I'm still waiting on my atomic mk14. Think it wood be handy for Task Forces.:rotfl: :rotfl: :rotfl: :arrgh!: :arrgh!: :arrgh!:

Your a hell of a guy. Thanks

tater 08-29-07 11:37 PM

Partially I was experimenting with mods that work WITH TM, to keep it out of your hair :)

I didn't want to impose on you to never let you leave. Also, since I plan on updating the campaing with TM versions, I need to learn sometime.

It works fine, no crashes. Only weird thing is that the Evarts/Kaibokan acts less aggressive than I'd like---sometimes---and I have no idea why, lol. I wonder if there is confusion with throwers vs racks...

I would have tried her as a DE, but I can't make generic DE calls ;)

I just took TM for a spin out in the luzon straits, and ran into a convoy with a couple kaibokans. They'd circle but not drop... course I was behind the convoy, and I think they have some max range, then they run home, and since they only make 19 knots, they don;t prosecute as much behind, they need to turn around and get back to their charges. In my previous tests, I had some that I had to work to get to DC me, others... were from hell, lol.

557k zipped, BTW.

tater

PULSEOX 08-30-07 12:28 AM

Just installed TM 1.6 and doing the sea trials at Mare Island. During the deep water dive my boat went down to 540 feet with no noticeable strain. The depth meter is maxed out-how do I dive deeper? Shouldn't I have some leaks or somethiong at this depth?

Ducimus 08-30-07 12:30 AM

Quote:

Originally Posted by tater
I didn't want to impose on you to never let you leave. Also, since I plan on updating the campaing with TM versions, I need to learn sometime.

Did you just volunteer to be the next caretaker of this mod? :lol: I think you'd do a good job honestly.


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