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-   -   [REL] Trigger Maru Overhauled Update BH (https://www.subsim.com/radioroom/showthread.php?t=250635)

Bubblehead1980 04-23-22 04:47 AM

Quote:

Originally Posted by Captain Wreckless (Post 2805148)
I've been reading the message text in the campaign folder. I saw a few grammatical errors (it bugged me :)) and 1 or 2 factual errors and I cleaned it up a bit for me.


Are you talking about the mission orders or messages in the campaign (radio)

Yes, there are typos in both, some from me, some from original TMO.

Factual errors? Yes, a lot of the messages from original TMO were incorrect. I dislike it when they give information based on what we know now. I've tried to make it, for immersion purposes where only have info based on intel the had then. PM me with changes (and point out errors) for review please. I will incorporate them into the mod.

In fact, if you want to review the message (Radio) for typos etc, feel free. Basically my least favorite thing to do in modding lol . I plan to do a separate messages for when operating out of Asiatic Fleet/COMSUBSOWESPAC (looks silly always getting COMSUBPAC orders) and Subron 50/COMSUBLANT.

Bubblehead1980 04-23-22 04:57 AM

Quote:

Originally Posted by Captain Wreckless (Post 2805145)
I had some interesting sinkings yesterday. I fired 2 MK-10s at a DD. He must have seen them because it increased speed. 1 hit in the stern and the other just missed. I went to external view ( I just Love it) and zoomed over to the DD. I could see that the port side prop wasn't turning, on fire and it was slowly going down. It finally went down stern first with the bow just bobbing in the waves. It went under and there were secondary explosions. All of a sudden the bow popped up again for about 15 secs then went under.

Another attack on a DD, I hit it amidships and the stern. It increased speed and started pinging away. Went to external view and watched as it was burning start a slow list to port. Eventually it stopped and continued its list to port until it capsized and went under. His partner moved off and for some reason and stopped. He was probably listening for me. The seas were rough and I had to come up to radar depth to see him in the periscope. I finally worked my way 900 yards of his port side and put 2 MK-10s into him. He increased speed and sank 10 minutes later.

I've always seen ships either sink in 2 pieces, bow first, or stern first. I've never had them capsize or sink then bob back up.

The secondary explosions were pretty cool also and loud.


:Kaleun_Cheers:



Nice! Yes, if hit them right, certain vessels will capsize, typically top heavy ships like BB's, CA's, some merchants. DD's, depending on class and where you torpedo them will capsize.

Captain Wreckless 04-23-22 05:34 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2805202)
Are you talking about the mission orders or messages in the campaign (radio)

Yes, there are typos in both, some from me, some from original TMO.

Factual errors? Yes, a lot of the messages from original TMO were incorrect. I dislike it when they give information based on what we know now. I've tried to make it, for immersion purposes where only have info based on intel the had then. PM me with changes (and point out errors) for review please. I will incorporate them into the mod.

In fact, if you want to review the message (Radio) for typos etc, feel free. Basically my least favorite thing to do in modding lol . I plan to do a separate messages for when operating out of Asiatic Fleet/COMSUBSOWESPAC (looks silly always getting COMSUBPAC orders) and Subron 50/COMSUBLANT.


Just the messages in the campaign. I'll send them when I finish. Saw some things during play I missed, so I'm adjusting it.


:Kaleun_Cheers:

Bubblehead1980 04-24-22 05:18 AM

Quote:

Originally Posted by Captain Wreckless (Post 2805334)
Just the messages in the campaign. I'll send them when I finish. Saw some things during play I missed, so I'm adjusting it.


:Kaleun_Cheers:

Nice. I sent you a link with the message from V2.0, includes the pre war traffic.

Millipede 04-24-22 11:11 AM

Quote:

Originally Posted by KaleunMarco (Post 2805138)
welcome back.

the depending on the keyboard setup, the chronometer can be toggled with either C or X (lower case).
i suggest using one of the keyboard utilities to tidy up and customize your keyboard layout.
i use Keymapper by jimimadrid but there are others.

there are two keys in TMO for those.
the Heading to view that i have experienced is when i use the equal sign which is the lower case character of the keyboard-plus. i know for a fact that if you use the number pad plus, you will increase the time compression. i KNOW that equal will bring the boat to the heading in whatever you are viewing (periscope, UZT, binocs)

the view-to-heading should work as it works for me.
[Cmd148]
Name=Heading_to_view
Ctxt=1
Key0=0xBB,,"+"

[Cmd149]
Name=View_to_heading
Ctxt=1
Key0=0xBD,,"-"

Thanks for the reply but, through no fault of yours, it didn't help. Something weird is going on, perhaps with my keyboard. The +/- numpad keys have always worked fine for time compression and the keyboard + key works great for Heading_to_view but the neighboring - key does absolutely nothing. The c key works for crash dive and the x key lights up the task bar chronometer icon but the chronometer itself doesn't pop up. Weird stuff!


I'll check out your suggested keyboard utility and see if that solves the problem.


Thanks for your help.

KaleunMarco 04-24-22 05:16 PM

Quote:

Originally Posted by Millipede (Post 2805406)
Thanks for the reply but, through no fault of yours, it didn't help. Something weird is going on, perhaps with my keyboard. The +/- numpad keys have always worked fine for time compression and the keyboard + key works great for Heading_to_view but the neighboring - key does absolutely nothing. The c key works for crash dive and the x key lights up the task bar chronometer icon but the chronometer itself doesn't pop up. Weird stuff!


I'll check out your suggested keyboard utility and see if that solves the problem.


Thanks for your help.

someone else was looking for it also.

https://www.subsim.com/radioroom/dow...o=file&id=4715

Captain Wreckless 04-29-22 02:58 AM

What is Periscope Depth for the Sargo? I went to PD which is indicated as 63 or so feet and the scope was still under water by about 6 ft.

Bubblehead1980 04-29-22 03:13 AM

Quote:

Originally Posted by Captain Wreckless (Post 2806185)
What is Periscope Depth for the Sargo? I went to PD which is indicated as 63 or so feet and the scope was still under water by about 6 ft.


Early war-Pre refit its about 60 feet in calm seas for attack scope depending on seas. , 54 or so for observation scope (Control room). may be about 56 in heavy seas for attack scope.

After refit with new conning tower/sail/periscope shears its 63 feet like most fleetboats. I have it set to 63 when hit P key, for when upgraded. Prior will need to set depth manually. Thought I mentioned this in README, if not, apologies.


EDIT:

Below is a link is a fix for early war Sargo periscope depth when hit P key. Corrected back to default TMO depth. Enable via JSGME when back in port. Will need to remove once Sargo has the new conning tower (not the bathtub or half bath tub) or new periscope shears will stick out of the water at the depth in the mod.

https://www.mediafire.com/file/bplni...thFix.zip/file

KaleunMarco 04-29-22 10:09 AM

Quote:

Originally Posted by Captain Wreckless (Post 2806185)
What is Periscope Depth for the Sargo? I went to PD which is indicated as 63 or so feet and the scope was still under water by about 6 ft.

+1 on BH post
or set it yourself by:

making a mini-personal-mod under JSGME.
copy the \Submarine\Sargo\Sargo.CFG into your personal mod.
use a text editor and change the entry in the CFG file for PeriscopeDepth.
the entry needs to be in meters. you can use the Win10 calculator to convert from feet to meters.
save the file and apply it to your installation.
:Kaleun_Salute:

Niume 04-29-22 01:17 PM

Any news on the new update when it is coming?

Bubblehead1980 04-29-22 03:06 PM

Quote:

Originally Posted by Niume (Post 2806246)
Any news on the new update when it is coming?


Late Sunday May 1st to early Monday May 2 Eastern Standard Time is the target...Ill post here if it changes.


Currently doing some final testing and run through as well as writing the README.

Captain Wreckless 04-29-22 07:34 PM

Quote:

Originally Posted by KaleunMarco (Post 2806226)
+1 on BH post
or set it yourself by:

making a mini-personal-mod under JSGME.
copy the \Submarine\Sargo\Sargo.CFG into your personal mod.
use a text editor and change the entry in the CFG file for PeriscopeDepth.
the entry needs to be in meters. you can use the Win10 calculator to convert from feet to meters.
save the file and apply it to your installation.
:Kaleun_Salute:


Had I been able to find out what the periscope depth for the Sargo was early in the war I could have done that. I searched and searched online but could not find out what it was.


Anyway BH posted a file link so I'll go with that for now.

Bubblehead1980 05-01-22 11:14 PM

*Announcement*

V2.0 scheduled for release today has been delayed.

During final run through, found some previously undetected issues with the map that have to be resolved. Issue likely are a result of trying to incorporate nav map makeover into the mod instead of applying separately. Anticipate will need a couple days to solve issue. Gotta love SH4 lol.

merc4ulfate 05-04-22 07:42 PM

I ran into an issue. 1942 got issued a Tambor and transferred to Fremantle. AA gun still has a crew slot but will not move even if its manually done. Deck gun no longer has crew slots. The slots to add them to the gun are all gone. I can use it manually but the loading is like with no crew at all.

Bubblehead1980 05-04-22 07:53 PM

Quote:

Originally Posted by merc4ulfate (Post 2807141)
I ran into an issue. 1942 got issued a Tambor and transferred to Fremantle. AA gun still has a crew slot but will not move even if its manually done. Deck gun no longer has crew slots. The slots to add them to the gun are all gone. I can use it manually but the loading is like with no crew at all.

So you had a boat, were offered a new boat(Tambor) and transferred to Fremantle? That is a old bug that predates the update or even TMO, that unfortunately I have been unable to fix. Not sure if anyone really has.


I avoid it by not upgrading boats in career. Part of problem is Tambor/Gar deck guns are stern mounted (as they were) and if you upgraded from a boat with a forward mounted deck gun, can cause the issue.


AA gun should not have been effected. Do you have the AA Deck gun mod installed (where AA gun AI will fire at ships?) if so, then it wont move unless deck gun is manned at GQ, unfortunately its only way have found for that to work.


Solutions are....

If familiar with editing the userplayerunit file in the Documents/SH 4 folder, can add the gun slots back. Let me find the instructions for this, perhaps can help. Actually pretty easy.


or reload a previous save and not accept transfer.


EDIT: Try this...

https://www.subsim.com/radioroom/dow...o=file&id=5641


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