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If your in port, in between patrols, then you should be fine.
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Ducimus,I have a question. In TMM 1.0,is it possible to have the Event Viewer enabled but not be penalized? And if so,what area needs to be modified. Thanks.
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/data/cfg/gameplaysettings.cfg
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How do I remove the Nomograph?
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Regarding Patrol Objectives..
The PatrolObjectives.cfg file in the UPC folder (btw does UPC mean upgrade pacific campaign) contains probabilities for objective inclusion in the possible missions given to a sub during a campaign. Anyone changed these? And if so, do you get less of these missions... I have changed some, but realised I'd missed many too, so I am reducing all Insert/Guard/Supply/Photo etc to 10% chance.. Will get back to you if it works out.. [Section 206] ID=ID206 FileName=data/Campaigns/Campaign/PatrolObjectives/Guard Gilberts Islands 01/Guard Gilberts Islands 01.mis StartDate=19431020 EndDate=19431123 GameModes=Career InclusionProbability=10 <--- THIS BIT MinimumDifficultyRating=0 MinimumPlayerRating=-3 ExclusiveLayer=No ExclusiveLayerID=1 EvaluationReason=FirstObjective AllMatch=Gilbert Islands ObjectiveType=1 BriefingMapName=NULL BriefingMapIcon=NULL BriefingMapIconPosX=0 BriefingMapIconPosY=0 |
Ya i tried that, was the first thing i looked into. If your intent is to see less of those missions, that works quite well. If your trying to vary the missions, it doesnt work as well. The game seems to favor certain objectives, even when theyre all on an even inclusion probabllity. And when you adjust the probablity, it favors the greater number a little too much.
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Ill make the nomograph an optional mod next revision.
To remove it now, disable the mod, then go in the 1024_768.ini file. Search for "nomo". remark out the entire block of code that calls on the nomograph.dds file by putting a semicolon before each line in that block of code, to include the part in the brackets at the very begining of the block. (think its about 5 or 6 lines or so total) |
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Oh noez, sum1one gave me teh 1 starz! :rotfl:
Anyway, i guess maybe i'll do one more version and sit on it for a while. My punchlist (so i dont forget): - make Nomopgraph optional - make no click on periscope rotation optional - include bino camera mod (done) - including PPF no grain mod. (or at least, id like to.) - change case on "trigger Maru" (credits) lettering (PENDING) - maybe script out a couple more P.I photo missions - create a bungo pete single mission For the last 4 days ive been wondering if ive been too heavy handed with mission scripting. Im considering, changing the mission break down to lump all special type missions into one large group based on region, and then assign that regional special ops group after every 2 patrols. (instead of a specific mission type after every other patrol) That way, your never really sure what you'll get, but you know you'll get something. Im just worried that one mission type will repeat more then the others far too much. Thoughts on this? |
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On anohter note, I just did a Dec 8 - Feb 9 patrol in the Marshalls and returned bingo fuel and all my torps on board. 5 Ships sighted, all friendly. Drove under a dozen or so times by aircraft, suprised once and exchanged fire with a Zero. That was it for the action. HQ had no comment, which suprised me just a bit ;) |
Ahh , yes, the Marshalls.
For awhile i was trying to assign missions that followed the intro movies, but it proved to be a little more daunting then i had patience for. Anyway, after much thoughti think i am going to lump all spec ops missions into a sinigle catagory based on region unless someone has a good reason not to. So for example, instead of "honshu" , "honshuPHOTO", "HonshuSPY", etc etc, ill just have "Honshu" and "HonshuOPS". Thats an easy change, and it would solve alot of long term problems. Although I think i might leave it at every other patrol (for now), and fine tune it a bit more later on. |
Who here has survived the evil AI of Ducimus??
Hey Ducimus,
Dont get me wrong, I absolutely LOVE the Trigger Maru mod. However you have got the AI jacked up to SUPER HUMAN levels. I am trying to get some prectice with the convoy attack mission in the submarine school. I have been completely unsuccessful with the stock mission since the devs thought it would be funny to start you on the surface within the detection range of the escorts (nice one, devs). So I edited the mission so that I could start 50 nm away in a perfect position ahead of the convoy. I also changed the mission to start at 2300 hrs and I deleted the Zekes. Anyway I was putting along at 1.5 kts at periscope depth in the middle of the night. I raised my scope when the lead destroyer was at the absolute limit of my (and his) sight range when all of a sudden I notice his signal lamp start to flash. I thought that surely he couldnt have seen my scope at 8000 yds so how did he detect me. So I dove to 200 ft and he lost me but as the convoy approached the rest of his buddys started pinging me and it was over. How did they find me at periscope depth, at night, slient-running at 1.5 kts? I never changed my speed and I was below the thermal at 205 feet the whole time. Does the same bug exist in SH4 like we had in SH3 where the periscope has the same visual dementions as a surfaced sub to the AI? That bug must be there since there is NO WAY they spotted my periscope at 8000 yds at night. If I am doing something wrong please let me know but I dont think I am. The tactic of getting ahead of a convoy and waiting for them to pass works every time in GWX even in the late war. And there is no way that the Japanese are as good or better than the Allies in ASW around 1944. Just some feedback for you. Please take this as some constructive criticism. If the Japs were as good at ASW as Trigger Maru would have you believe we Yanks would all be speaking Japanese today. :yep: |
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Oh come on now, its really not THAT rough. Its acutally harder in SH3: GWX :88) If you haven't , give this a read: http://www.subsim.com/radioroom/showthread.php?t=104377 Maybe that will help. Only two tips i have other then the AI thread, is dont leave your scope up longer then 15 seconds, and clear weather has a big effect on detection. EDIT: Do try the AI in other settings besides the sub school, and keep me posted on how things are going. |
Florida Sailor has survived the evil AI of Ducimus.
Last night around 17:30 I replaced FTT with TTM and left Pearl and plunked down at the "Ducimus Spot " just west of Midway. I play with all the realism on except for manual targeting and no map updates. I was driving my Gar, the date was June 3, 1942 and with a full load of torps and a full tank of diesel I started to head for Japan. Then I wondered if the Battle of Midway was coded into the career game and headed instead to the spot where the IJN carrier force IRL was. Over flights of IJN search planes all coming and returning from the same point led me to get on that heading, NW. I was 235km NW of Midway.
I found them, 4 fleet carriers, a Kongo, 1 CA, 2 CLs, and 16 DDs. I was able to sink 3 of the CVs, the BB, the CA, and 1 of the CLs. I suffered NO damage. The DDs were on me, but by not panicing, using the layer, running silent and never more than 1 knot when the DDs were near I remained untouched, The seas were calm. The DDs got after me several times and spamed the area with DCs but were never quite sure where I was. At least 10 times they ran over my position, I heard them chugging away right overhead, but never really found me. I just made like a hole in the water when they were really close(ALL Stop). After a few hours they lost interest and returning to guard the last CV headed off to the SE. I imagine they were wondering how they would apologize to the emperor for what they let me do to their task force. Ducimus, please don't dumb down the AI. Last night I had more fun than I have had in years. I played for six hours real time and was so into it that I forgot to eat dinner until I saved the game at a little past midnight, on the surface with all the DDs gone and a lovely moon shining down on me.:|\\ Get in close, get hits, take her deep and make like a hole in the water. |
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