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

NefariousKoel 07-21-07 04:54 PM

That contacts mod is lookin' great Duci. :up:

I'm also glad you're putting Oak's new interface mods in and downsizing the resolution of them.

Palidian 07-22-07 01:30 AM

>>See about sticking a few more K guns on DD's.<<

K-guns are a USA weapon.

Cougar_DK 07-22-07 01:36 AM

Quote:

Originally Posted by Ducimus
First thing on my agenda was to seperate all the non essential graphical mods and put them into their own pack. That way on future updates people don't have to D/L all this graphics stuff AGAIN. Ill handle TMaru's graphic pack as its own entity.

Hi Ducimus, if you are going to "atmoize" your mod, why not move your "optional mods " up to the same folder level as the "REL_Trigger_Maru_ver1-3A" folder. I.e. it your mod could unpack to the following folders in the MODS directory:
- (REL_Trigger_Maru_ver1-3A)_Base_Install
- (REL_Trigger_Maru_ver1-3A)_Opt_Metric Nomograph
- (REL_Trigger_Maru_ver1-3A)_Opt_Metric_Speed_chart_help
- etc.
that way it would be easy to see what TM has in store for us and simple to add and remove the things we want. Just an idea :D

Ducimus 07-22-07 02:41 AM

Quote:

Originally Posted by Palidian
>>See about sticking a few more K guns on DD's.<<

K-guns are a USA weapon.

Ok, Y-Guns then. And even if those are US weapons, i can't really say i care. If the node on the model is there and supports it, i'm liable to use it. Now will i put 3 or 4 Y or K guns on a Jap DD? Probably not, but 1 or 2 would be nice.

BooBooLovesAll 07-22-07 12:59 PM

I don't know if its possible... but I'll ask anyway.

Could you have it when you press the 'battle stations' button, that it only activates the torpedo loading button and the repair button?

I am not a fan of having the aircraft guns and the deck gun being armed at the same time... if that could be "alt-B", I could live with it. I just think its somewhat unrealistic to have everyone rushing to go on deck... but submerging a few minutes later.:hmm:

Ducimus 07-22-07 01:18 PM

Well, im getting lazy, gave up on adding more ASW (however slight). Considering other changes ive made and mods ive added, im worried about overdoing it.


Quote:

I am not a fan of having the aircraft guns and the deck gun being armed at the same time... if that could be "alt-B", I could live with it. I just think its somewhat unrealistic to have everyone rushing to go on deck... but submerging a few minutes later.
I agree with you, unfortunatly i think this is one of those hardcoded issues. Kinda like how in SH3 whenever you went to the surface your watch crew would go up to the bridge, but the watch officer NEVER did, you had to manually place him yourself each time. I think this is a similar situation, only in reverse :88)

BooBooLovesAll 07-22-07 01:29 PM

Quote:

Originally Posted by Ducimus
Well, im getting lazy, gave up on adding more ASW (however slight). Considering other changes ive made and mods ive added, im worried about overdoing it.


Quote:

I am not a fan of having the aircraft guns and the deck gun being armed at the same time... if that could be "alt-B", I could live with it. I just think its somewhat unrealistic to have everyone rushing to go on deck... but submerging a few minutes later.
I agree with you, unfortunatly i think this is one of those hardcoded issues. Kinda like how in SH3 whenever you went to the surface your watch crew would go up to the bridge, but the watch officer NEVER did, you had to manually place him yourself each time. I think this is a similar situation, only in reverse :88)

:rotfl:

Ah, no problem then!

I thought I would ask. Thanks.:up:

dean_acheson 07-22-07 01:57 PM

Looks great. Thanks!

TopCat 07-23-07 01:46 AM

Hi Ducimus

Great to see that you're still here! :D And your latest announcements for the next version look absolutely great!

Could you also change the time for reloading batteries on S-Class-Subs? It's way too long now with 1.3. Or, if you don't want to do that, can you tell us how it's done?

Cheers
Top Cat

Ducimus 07-23-07 01:54 AM

Quote:

Originally Posted by TopCat
Hi Ducimus

Great to see that you're still here! :D And your latest announcements for the next version look absolutely great!

Could you also change the time for reloading batteries on S-Class-Subs? It's way too long now with 1.3. Or, if you don't want to do that, can you tell us how it's done?

Cheers
Top Cat

I've looked at it early, but havent come up with any positive results, so i tossed it on a back burner.

chrisp 07-23-07 07:51 AM

Why not use Enter vice backspace for 1:1 compression? It's free, and easier to use.

I modded your mod to do that anyway.

Chris P.

chrisp 07-23-07 08:06 AM

Overall i think its a really good compromise, it gives you enough information to easily plot, but also limits the information you receive (such as ship type and position of bow). Planes, warships, and merchants all show up with the same icons.

So warships won't be blue any more? Why not? Sonar can distinguish between warships and merchants, so why not keep the warships blue?

chrisp 07-23-07 08:09 AM

Also, what's up with my sonar guy anyway? He no longer reports sound contacts. I've been playing the training school torpedo attack to learn how to use the manaul targeting. I ask my sonar man to track the nearest warship contact and he tells me there isn't one -- but I'm looking at it.

If I work the hydrophones manually, I can find it. But the lazy oaf doesn't look for it. Do I need to "start" the hydrophones now?

Great work, BTW.

Oh, yeah, a friend (that's the ticket, a friend) wants the orange cross back in the free camera view. Guy's a wuss. How to you enable the arrow?

Chris P.

ReallyDedPoet 07-23-07 08:19 AM

Quote:

Originally Posted by chrisp

Oh, yeah, a friend (that's the ticket, a friend) wants the orange cross back in the free camera view. Guy's a wuss. How to you enable the arrow?

Chris P.

While in port ( de-activte Trigger ), go into the data\misc folder in Trigger, not your SH4 data\mis., you will see a u-mark .tga, delete this. This will give you back the arrow marker when you reactivate Trigger.

Also, there is a mod here somewhere to make the arrow marker smaller. This is another option.

Edit: An easier way if someone has the arrow marker ( I am sure I saw this as a mod) , would be to just put this in JSGME ( make sure it is JSGME compatible ) and activate over Trigger, again do this while in port.


RDP

dean_acheson 07-23-07 08:40 AM

[quote=Ducimus]


http://www.ducimus.net/sh4/tmaru13b_preview_04.jpg
[quote]

how did you get this shot? I can't f2 outside the control room.


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