SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   [REL] Trigger Maru Overhauled Update BH (https://www.subsim.com/radioroom/showthread.php?t=250635)

Bubblehead1980 04-04-25 01:09 PM

Quote:

Originally Posted by KaleunMarco (Post 2951857)
PB may have mentioned this, and if he didn't then i will.

i suspect that these seemingly random CTD are caused by ships attempting to spawn and because there is something amiss with their ID's (equip, sns, dat, etc) the game does belly-up. this might be a stronger suspicion if you have made some changes to the version of 2.0 that you are playing which may have cleared up some of the suspected--ID-issues. just a hunch (boom-siss).


I PM'd you.

Bubblehead1980 04-12-25 11:34 AM

Progress on V2.1 is going on well, I need some testers. Let me know if interested!

Bubblehead1980 04-14-25 09:49 PM

Progress is being made on V2.1. I am testing quite a few things...

Among them..

Through cloning, renaming, changing other things Looks about 24 new tankers and 32 merchant ships thus far, 10 troopships will be added to the roster. This will prevent sinking same ships over and over hopefully. Added quite a few of the smaller merchants and tankers as they were lacking in the sim and mod. Names and tonnages taken directly from JANAC and other sources, attempting to match the names and tonnages from real life photos to vessels we have in SH 4.

Some ships will have a "date of death" (disappearance) date as some major warships such as carriers sunk at Midway etc. already have, so in mod already you're not going to see the Akagi or Kaga after Midway, so don't run into them again. Over time by late 1944 and into 1945, player will notice larger merchant ships, large tankers become fairly rare as it really happened as they were all basically sunk by end of 1944, early 1945.

Of course I've made sure to keep enough traffic running and some larger vessels here and there to prevent things from becoming boring, but will be a noticeable difference in types of ships in convoys, aside from where are encountered. Special missions such as lifeguard duty, picket sweeping (lots of gun action against new roster of coastal vessels) will become commonplace as well, but plenty of opportunity (depending on area) to engage convoys.

thunderhorse7635 04-16-25 04:42 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2953393)
Progress is being made on V2.1. I am testing quite a few things...

Among them..

Through cloning, renaming, changing other things Looks about 24 new tankers and 32 merchant ships thus far, 10 troopships will be added to the roster. This will prevent sinking same ships over and over hopefully. Added quite a few of the smaller merchants and tankers as they were lacking in the sim and mod. Names and tonnages taken directly from JANAC and other sources, attempting to match the names and tonnages from real life photos to vessels we have in SH 4.

Some ships will have a "date of death" (disappearance) date as some major warships such as carriers sunk at Midway etc. already have, so in mod already you're not going to see the Akagi or Kaga after Midway, so don't run into them again. Over time by late 1944 and into 1945, player will notice larger merchant ships, large tankers become fairly rare as it really happened as they were all basically sunk by end of 1944, early 1945.

Of course I've made sure to keep enough traffic running and some larger vessels here and there to prevent things from becoming boring, but will be a noticeable difference in types of ships in convoys, aside from where are encountered. Special missions such as lifeguard duty, picket sweeping (lots of gun action against new roster of coastal vessels) will become commonplace as well, but plenty of opportunity (depending on area) to engage convoys.

BH-
Sounds great..can't wait to try it out!!

Thunderhorse7635

Bubblehead1980 04-16-25 05:29 PM

Evil Aircraft
 
Oh those "evil" aircraft in TMO. Love them, hate them, they keep it interesting.


Testing refinement of the "MAD" sensor and AI MAD equipped planes interaction with HK hunter killer groups to match some experiences subs such as USS Halibut faced in November 1944, which led to Halibut being a constructive loss due to such heavy damage sustained at hands o MAD equipped planes and escorts they directed in.

Watched a BETTY circle for hour, out of bombs but kept making dry runs,
then two Type D escorts arrived on scene, came right o my location detected me and caused mortal damage, The plane remained on scene, seemingly directing.

Thinking will have to make a special model of planes equipped with MAD in later war and have them assigned to HK groups in the subhunters campaign layer, operating in key areas. Random spawning with every aircraft with such a capable sensor would bring allied like effectiveness.

Captain Wreckless 04-16-25 07:14 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2950532)
ECS? East China Sea?

Well I never added the .50 cal in V2.0 remember it was uploaded two years ago, I just started working on 2.1 and adding the .50. Now that I have it working, will added it to other subs for next release.

This is the airstrike.cfg settings in 2.0


Maximum Aircraft Range=1500 ;[>0] in kilometers
Poor Airbase Modifier=0.25 ;[>0] Modifier for poor airbase (carrier) rating
Novice Airbase Modifier=0.3 ;[>0] Modifier for novice airbase (carrier) rating
Competent Airbase Modifier=0.35 ;[>0] Modifier for competent airbase (carrier) rating
Veteran Airbase Modifier=0.4 ;[>0] Modifier for veteran airbase (carrier) rating
Elite Airbase Modifier=1 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.01 ;[>0] Modifier on strike probability at night
Default Air Strike Probability=50 ;[>0] Default probability to send an airstrike from a airbase (carrier)
Enemy Air Strike Probability Increase on Radio Messages Sent=50 ;[>0] Increase over the default probability on a radio message sent
Friendly Air Strike Probability Increase on Contact Report Sent=90 ;[>0] Increase over the default probability on a contact message sent
Enemy Air Strike Probability Increase on Player Detection=99 ;[>0] Increase over the default probability on player detection
Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session
Logic Steps Between Air Sessions=60 ;[>0] steps between air fighting sessions, 10*Logic Interval(90sec)



I recall during development eliminating many overlapping airbases and it reduced traffic greatly, there are areas where due to proximity of airbase seem to get more contacts such as if off Tokyo.

In the upcoming version plan to address some issues.

I am long convinced since stock days that enemy aircraft locate player subs by SD radar signals since always on., emitting signals. Believe its a hard coded thing. I plan to make the SD a radar which can be turned on and off as in other mods if possible. Of course that means sacrificing it as a mast that can be raised/lowered from what I understand but believe it is worth it for realism and sanity.

As a trade off, deck watch visual sensors have been increased further, but SD radar effectiveness lowered to match historical performance as much as possible. They will no longer detect aircraft flying below 1,000 feet, which was a actual issue of SD.

I have also worked to restore the "evil" aircraft of TMO, still in progress


Webster's Better Air Patrols for v1.4 and v1.5 took care of the crazy amounts of patrols.

Captain Wreckless 04-16-25 07:27 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2953138)
Progress on V2.1 is going on well, I need some testers. Let me know if interested!


I'll help out, again.


CW :arrgh!:

Bubblehead1980 04-16-25 08:55 PM

Quote:

Originally Posted by Captain Wreckless (Post 2953677)
I'll help out, again.


CW :arrgh!:


Excellent, your help is always appreciated!

Aktungbby 04-23-25 01:05 AM

Welcome aboard!
 
thunderhorse7635!:Kaleun_Salute:...somewhat belatedly, pardon our lapse.

thunderhorse7635 04-25-25 02:04 PM

Thank you, sir! Longtime follower of the site and experience-gaining sub commander!

caprex 04-26-25 03:15 PM

crash
 
I am crashing to desktop when i spawn in port and if I spawn out in the sea I crash not long after

Aktungbby 04-26-25 04:04 PM

Welcome aboard!
 
caprex!:Kaleun_Salute:

ElCid97 04-26-25 06:03 PM

Quote:

Originally Posted by caprex (Post 2954947)
I am crashing to desktop when i spawn in port and if I spawn out in the sea I crash not long after

Welcome aboard!

Remember to have the different "exe" files in the main folder "patched" to accept the Large Address Aware (LAA) code per the instructions on patching and updating the sim. Without these, many addons will just not work since they are memory intensive.

Another thing to check/be aware of is the order of the mods you have installed. We don't know what other ones you may have with the TMO-BH, but if it's only the "vanilla" TMO-BH, then MAKE SURE you are activating things in accordance to the instructions.

In my setup I've changed the "titles" to make sure I did everything in the readme(s) order(s), and then added some "testing" stuff of my own:

01_ TriggerMaru_Overhaul_2-5_UpdateBH_V2
02_Nav Map Make-Over TMO Update 2.0
03_NMMO Patch TMO Update V2.0
04_TMO_Update_BH_V2_PATCH_01
05_Fleetboat_Interior_TMO2.5_BH_U_2.0
05a_Realistic Floor Tiles for Fleetboat_Interior-Officers_Quarter
06_EAX_Clang_Splash
(The "clang splash" is documented as causing problems if you don't have the correct one in the correct install/activation order.)
07a_AsiaticSWPacMessages <-- Only one of these should be active at a time.
07b_BrisbaneTF42 72 messages <-- Only one of these should be active at a time.
07c_SubPacMessages <-- Only one of these should be active at a time.
07d_SubRon50messages <-- Only one of these should be active at a time.
08_Pre-PearlHarborPatch_TMO_Update_V2
09_Torpedoes Early_TNTV4B
10_EarlyWarScopesV1
11_AAtoDeckguns+Radio

***My own changes after here***

12_FJB Two Tone Navigation Map
13_Hitmans_TSAC_21
14_3000_Yard_Bearing_Tool_1920x
15_Targeting_Assistant_V1
16_Bupers_Mod_V1
901_Strategic_Map_Symbols
901a_LukeFF_Flags_final
1000_DW6 Navmap Plastic Cover
1001_RadioStationManager
1002_Captain Midnights CBS NEWS Sound Mod
Jimimadrid SubManagement
Default_TDC
OTC_Stripped
PK_Mod

I know there's A LOT of reading that you need to go through, but if you don't there's a good chance things will not work due to something that may have been overlooked.

It took me forever to realize I needed to activate a "new" clang-splash AFTER the Fleetboat Interiors and changes because I overlooked a file's documentation.

Good luck! :up:

ElCid97

uboot556 04-28-25 04:12 PM

A quick question: Is there the option to choose the Stern deck gun? There is only the Bow mounting option and there is no mod to allow the possibility to have the aft deck gun

Bubblehead1980 04-28-25 08:50 PM

Quote:

Originally Posted by uboot556 (Post 2955155)
A quick question: Is there the option to choose the Stern deck gun? There is only the Bow mounting option and there is no mod to allow the possibility to have the aft deck gun

Yes.

In the Optional Mods Folder, the aft deck gun mod is present.

Please use the one at the link below as it explains.

https://www.subsim.com/radioroom/dow...o=file&id=5967

Mods for this are required due to the deck gun bug when switching the mounts.

Bubblehead1980 05-15-25 08:03 AM

*Update*

I've had quite a few inquiries.


Development of 2.1 is proceeding well after a couple of delays.

The loss of my trusted desktop I used solely for SH 4, which finally gave out lol, caused a delay, more of one than I thought. There were a lot of things I thought were safely stored, backed up that were not or were corrupted.

After restoring that, rebuilding my setup on new PC that is dedicated to gaming and primarily to SH 4, all is well.

A major part of the project, involving addition of many tankers, merchants etc. took a while but is finished. Just need to review for quality assurance prior to considering complete, and editing campaign files to match the new additions. Still have to test but should be fine. The goal is to present as wide variety of merchant ships as possible.

ElCid is graciously working on a recognition manual in line with the historical ONI manuals to be compatible with forthcoming TMO Update.

Two new war ships also added:

Mizuho Seaplane Tender by Faith

Wakatake Destroyer by Japlance.


I recently ran into a major bug causing CTD in Windows 11, due to sound.act. Thanks to the community, primarily Propbeanie that issue appears resolved, so development has resumed.


I am testing some changes on patrol in coming days and will be reaching out to those who volunteered to be testers so independent testing as well.

After this I plan to:

Conduct further cleanup of the navmap

Add New construction careers for East Coast and Tench Class.

Improve the SubRon 50 Campaign

Improve S-Boat campaign

Miscellaneous

ReallyDedPoet 05-19-25 07:29 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2957004)
*Update*

Development of 2.1 is proceeding well after a couple of delays.


:up:

Rinaldi 05-20-25 07:38 AM

Have been able to take a peek of at least one potential feature/submod for 2.1 and it's exciting stuff. Really appreciate the work going on.

I've finished a career (or rather, the Japanese finished the career for me) and am well into a second one, and I've noted a couple of potential bugs/errors. One is almost certainly on the game engine side of things, and I note another has already been recognized by BH in this thread, but I'll describe them below in case it helps at all.

1. New Construction campaigns seem to still consistently issue orders for a patrol in Convoy College instead of work ups, rendering a Balao/Gato start as unfeasible unless a player is confident enough to go into the related UPC files and manually edit their mission to the seatrial ones in text (I haven't attempted to do so, but am confident that would be a manual work around). That's a shame, because there's a lot of good content there, especially for newer players to the sim.

2. Loading saves mid patrol after a successful sinking has a very high chance of you spawning in to a string of 'torpedo in the water!' messages*. You also tend to not get credited for ships sunk before loading in, despite them being in your log. I suspect this is a wider problem with the game, as there's quite a few threads on this using the search function. What seems to be lacking is any definite fix or workaround beyond 'if you sink something, resolve to end the patrol that same session.'

For those who can't spare the time to do that, you can manually edit the tonnage sunk and rating via the UPC file, but it still interferes with your character getting medals etc. if you're inclined to care about such things. Again, it's a shame there appears to have been no concerted effort to find out why this happens and stop it, as SH4 has one of the most stable save-games of the series (plenty of people can and have saved in contact, underwater, etc. - stuff simply unthinkable in earlier games), and this renders this otherwise stable system a bit of a gamble.

*These are definitely being counted as additional torpedoes fired/missed, as well, as using the third-party SH4report program it will show you firing more than your maximum load of torpedoes, for example.

EDIT 3. Minor and occasional GUI errors for objectives. For example, you may be told to patrol AREA 5B and have the objective marker there, but a patrol radius will be drawn on the map in say, AREA 4.

Bubblehead1980 05-20-25 12:50 PM

Quote:

Originally Posted by Rinaldi (Post 2957451)
Have been able to take a peek of at least one potential feature/submod for 2.1 and it's exciting stuff. Really appreciate the work going on.

I've finished a career (or rather, the Japanese finished the career for me) and am well into a second one, and I've noted a couple of potential bugs/errors. One is almost certainly on the game engine side of things, and I note another has already been recognized by BH in this thread, but I'll describe them below in case it helps at all.

1. New Construction campaigns seem to still consistently issue orders for a patrol in Convoy College instead of work ups, rendering a Balao/Gato start as unfeasible unless a player is confident enough to go into the related UPC files and manually edit their mission to the seatrial ones in text (I haven't attempted to do so, but am confident that would be a manual work around). That's a shame, because there's a lot of good content there, especially for newer players to the sim.

2. Loading saves mid patrol after a successful sinking has a very high chance of you spawning in to a string of 'torpedo in the water!' messages*. You also tend to not get credited for ships sunk before loading in, despite them being in your log. I suspect this is a wider problem with the game, as there's quite a few threads on this using the search function. What seems to be lacking is any definite fix or workaround beyond 'if you sink something, resolve to end the patrol that same session.'

For those who can't spare the time to do that, you can manually edit the tonnage sunk and rating via the UPC file, but it still interferes with your character getting medals etc. if you're inclined to care about such things. Again, it's a shame there appears to have been no concerted effort to find out why this happens and stop it, as SH4 has one of the most stable save-games of the series (plenty of people can and have saved in contact, underwater, etc. - stuff simply unthinkable in earlier games), and this renders this otherwise stable system a bit of a gamble.

*These are definitely being counted as additional torpedoes fired/missed, as well, as using the third-party SH4report program it will show you firing more than your maximum load of torpedoes, for example.

EDIT 3. Minor and occasional GUI errors for objectives. For example, you may be told to patrol AREA 5B and have the objective marker there, but a patrol radius will be drawn on the map in say, AREA 4.


Thanks for the feedback as always! I updated this great mod to keep it alive for the community, feedback is key as I am only one man lol.


1. I have no encountered that bug in new construction. Thanks for letting me know.

When I last tested, I had the three sea trials, then transferred to Pearl Harbor (Gato) and Brisbane (Balao) after. Roughly 21 days between end of trials and next. After final trial, player was directed to their first patrol, sailing from Mare Island to Pearl Harbor/Brisbane.

Is this what you are talking about or are you saying the sea trials do not occur and player is sent right on patrol from San Francisco?

I plan to do some work on sea trials in forthcoming release, so will check over. I plan to start Gato new construction after Pearl Harbor in December 41 (Drum was first one commissioned. December 12, 1941) so player can be on patrol early as possible in Gato.


Balao will remain in 1943.


I plan to add a Tench Class 1944 new construction and maybe even a 1940/1941 for the Tambor/Gar class. I had a mod pack put together for that. Being the test subject for depth charge tests in 1941 as Gar, Tambor, and Trout were.



2. Yes, old bugs, no clue how to resolve them.

I recall the Sh4 speechoverhaul mod ended shouting, added bells when telegraph orders given, and most solved the repeat orders upon loading, IRRC. I lost the mod, will search for it.

In my experience, SH4 , especially with mods like TMO does strange things that kind of break the game I've noticed when reloading a game. Stable overall, yes, but it has bugs.

The AI is weirdly affected, especially in earlier war. Noticed AI will either be completely neutered or will reverted to incredibly skilled, not normal. Ships spawn riding so high in water, props are out and they cant move, text showing up as a weird jumble of letters and numbers.

In early war, I noticed it breaks the premature explosion on MK 14 torpedoes. Reload a game, will not get the premature explosions as was prior to save and reload. This gives player torpedoes functioning too well. Duds and deep running seem unaffected though., generally.

Then there is the not counting ships sunk, tonnage, etc.

I wish I knew how to rectify this, wish someone did. Given this community, if it were doable through mods, strongly believe it would have been done so by now, but who knows. I suspect it''s a hardcoded issue.

Out of aggravation, years back I went to running a patrol and not reloading while on patrol unless CTD, power outage etc, for this I have had a dedicated PC for gaming, primarily SH 4 only. When am away I submerged deep away from trouble, let it run. I know this option is not practical for everyone, just my work around and has worked well for me.

I do edit the save files when have such issues. I edit them anyway to rename crew, alter ranks to reflect things. Mods for crews and ranks is on my agenda, but takes backburner to others. I did alter ranks in the mod to the degree that player has to promote most in base, so have control over the make up of the crew.


3. The patrol errors are a result of the mission editor map and the in game have display differences. I will work the resolve them. Thank you for pointing out.

Rinaldi 05-20-25 05:33 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2957474)
Thanks for the feedback as always! I updated this great mod to keep it alive for the community, feedback is key as I am only one man lol.


Is this what you are talking about or are you saying the sea trials do not occur and player is sent right on patrol from San Francisco?



Yes, that's right. This is what greets you on a New Construction career start:

https://i.imgur.com/jJyMCYy.png


All times are GMT -5. The time now is 03:07 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.