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

Fincuan 12-04-07 05:53 AM

I returned stock seafoam shaders and textures, stock scene.dat and stock particles.dat, and woohaa! Didn't get the blinking problem even after six hours of playing, so even if it's still lurking there somewhere, it's not a huge problem anymore. I'm now going to take them off one by one to see which is the culprit, if there is one. I also started to think that the ROW stuff could just be too heavy for my hardware with the settings I used, since the blinking always started after period of playing. I never got it during the first half an hour. Even though the FPS stays in the 20-40 range(outside view) almost all the time, the game might still be hitting the hardware so hard that some part just can't keep up anymore. Heat is most likely not the issue here, since the both GPUs, the CPU and mobo usually get even hotter when playing Arma, and without side effects.

Ducimus 12-04-07 10:33 AM

You could try experimenting with turning AA and AF to application controlled if they arent already. Ive recieved one PM who told me that, doing that *seemed* to make the problem go away. But that said, please, continue experimenting as you planned. I feel its good that all angles are covered so that this thing can be traced down to one single cause.

Wilcke 12-04-07 11:00 AM

Hey,

I played that Burma Convoy Mission until midnight.....man 0530 comes quick! All aside;

TM1.7
TM Patch
RSRD
IJN DC Mod
IJN CTD Mod

no burps, no hiccups, just a lot of good fun....2 DDs and 2 Merchants most luck shots....used up all the torps.

On my way out East bound a DD followed me up....and must have called in a plane Betty type bomber....I think it ran some attacks on me.

I had the event camera running to see how everything was working. No funny rendering issues.

I like the DC Mod, the previous night I did the same mission without it and the ashcans were falling like raindrops.

With this MOD, they have original loadouts so they are more conservative in their drop rates. Maybe 3-5 per run. One DD ran out.

Also, and correct me if I am wrong, If I stayed at periscope depth it seemed as if the DC's were going deeper than my depth....so sustained no damage while the last DD was making runs right over my back. I did see in the event cam that the explosions were near the sub but no damage was taken.

Good night.

Wilcke

lurker_hlb3 12-04-07 06:46 PM

Quote:

Originally Posted by Wilcke
Hey,

I played that Burma Convoy Mission until midnight.....man 0530 comes quick! All aside;

TM1.7
TM Patch
RSRD
IJN DC Mod
IJN CTD Mod

no burps, no hiccups, just a lot of good fun....2 DDs and 2 Merchants most luck shots....used up all the torps.

On my way out East bound a DD followed me up....and must have called in a plane Betty type bomber....I think it ran some attacks on me.

I had the event camera running to see how everything was working. No funny rendering issues.

I like the DC Mod, the previous night I did the same mission without it and the ashcans were falling like raindrops.

With this MOD, they have original loadouts so they are more conservative in their drop rates. Maybe 3-5 per run. One DD ran out.

Also, and correct me if I am wrong, If I stayed at periscope depth it seemed as if the DC's were going deeper than my depth....so sustained no damage while the last DD was making runs right over my back. I did see in the event cam that the explosions were near the sub but no damage was taken.

Good night.

Wilcke



You know that IJN DC Mod and IJN CTD Mod are built into RSRDC

Quagmire 12-04-07 10:16 PM

Quote:

Originally Posted by Ducimus
Heres what id like you to do, if this works, ill put out another patch.

Aye, aye Sir! You wont be happy with the results though. Here is a screenie from before the refit:
http://img463.imageshack.us/img463/9...vrefit1aw1.jpg

Note the tower isnt cut and everything is hunky-dory! Then...
http://img463.imageshack.us/img463/9...vrefit4xe4.jpg

You were right, it did take a while to get a refit. I have a new found respect for modders!
http://img463.imageshack.us/img463/2...vrefit3kp2.jpg

As you can see not only did they half-cut my tower, they kidnapped my forward deck gun crew!

http://img463.imageshack.us/img463/6...vrefit2jb2.jpg

You aint gonna like this either. 3" guns are now my only option.

I did exactly what you said with the NSS_Narwhal.upc file. It looked good and made a lot of sense but it seems to have had no effect at all. Refits seem to throw a monkey wrench into the works.

Any ideas? We LOVE the Narwhal!

Thanks in advance.
.

Ducimus 12-04-07 10:38 PM

Somethings overriding me settings. If i can't find out what it is, ill have to put a freeze on refits.

Quagmire 12-04-07 10:43 PM

GODSPEED Sir!


Ducimus 12-05-07 05:22 AM

May have found the problem with Narwhal refits.

Go to this file:
Data\Submarine\NSS_Narwhal\NSS_Narwhal.upc

Near the top, under:
[UserPlayerUnit 1.UnitPartSlot 1]

You'll find this:

Quote:

[UserPlayerUnit 1.UnitPartSlot 1]
ID=NarwhalConningSlot
NameDisplayable=Conning Tower Mount
Type=NULL
AcceptedTypes=SargoConningTower
IDLinkUnitPartIntervalDefault1= NULL, 1941-12-31, NarwhalConningEarlyWar
IDLinkUnitPartIntervalDefault2= 1942-01-01, 1943-05-15, NarwhalConningHalfCut
IDLinkUnitPartIntervalDefault3= 1943-05-16, NULL, NarwhalConningLateWar
ExternalNodeName3D= Z01
Change it to this:
Quote:

[UserPlayerUnit 1.UnitPartSlot 1]
ID=NarwhalConningSlot
NameDisplayable=Conning Tower Mount
Type=NULL
AcceptedTypes=NarwhalConningTower
IDLinkUnitPartIntervalDefault1= NULL, 1941-12-31, NarwhalConningEarlyWar
IDLinkUnitPartIntervalDefault2= 1942-01-01, 1943-05-15, NarwhalConningHalfCut
IDLinkUnitPartIntervalDefault3= 1943-05-16, NULL, NarwhalConningLateWar
ExternalNodeName3D= Z01

That *might* be it. Game getting confused as to exactly what to place on that sub.

Wilcke 12-05-07 11:00 AM

Quote:

Originally Posted by lurker_hlb3
Quote:

Originally Posted by Wilcke
Hey,

I played that Burma Convoy Mission until midnight.....man 0530 comes quick! All aside;

TM1.7
TM Patch
RSRD
IJN DC Mod
IJN CTD Mod

no burps, no hiccups, just a lot of good fun....2 DDs and 2 Merchants most luck shots....used up all the torps.

On my way out East bound a DD followed me up....and must have called in a plane Betty type bomber....I think it ran some attacks on me.

I had the event camera running to see how everything was working. No funny rendering issues.

I like the DC Mod, the previous night I did the same mission without it and the ashcans were falling like raindrops.

With this MOD, they have original loadouts so they are more conservative in their drop rates. Maybe 3-5 per run. One DD ran out.

Also, and correct me if I am wrong, If I stayed at periscope depth it seemed as if the DC's were going deeper than my depth....so sustained no damage while the last DD was making runs right over my back. I did see in the event cam that the explosions were near the sub but no damage was taken.

Good night.

Wilcke

You know that IJN DC Mod and IJN CTD Mod are built into RSRDC

Crap! Thanks! I am trying to get this all straight! The only testing time I have is late night so my mind gets pretty groggy. Thanks!:damn:

Wilcke

howler93 12-05-07 12:13 PM

A quick question for anyone out there running Trigger Maru: Do all/most convoys travel in a zig-zag course? And if so, what is the typical leg length (or does it vary for every convoy?) With the increased difficulty of making attacks undetected, any tips for a struggling skipper? When the convoys change course all the time, I have to reposition, which invariably gives away my location and on come the escorts :o

Thanks,

Howler :arrgh!:

mavmcleod 12-05-07 01:04 PM

Thanks to all the hard work with this mod! It sure makes the game so much more fun!

Just a short question to the pro's about the camera.dat:

I'd like to change the underwater visibility to about 60m and get closer to the objects than possible right now. I guess this can be done with sh4 3ditor, right?

What should I do?

Running:
SH4 + 1.4
REL_Trigger_Maru_1-7
REL_TMaru_Patch_1.7.1
RSRDC_P1_TM_v114
Darker Captains Log Clip
SMALLER SEA PLANTS SMALL
Natural Sinking Mechanics 3.3 Light
Warships retextures_install

Thanks & Good Huntin'!

MavMcLeod aka Iconoclast7x3

Wilcke 12-05-07 02:30 PM

Quote:

Originally Posted by mavmcleod
Thanks to all the hard work with this mod! It sure makes the game so much more fun!

Just a short question to the pro's about the camera.dat:

I'd like to change the underwater visibility to about 60m and get closer to the objects than possible right now. I guess this can be done with sh4 3ditor, right?

What should I do?

Running:
SH4 + 1.4
REL_Trigger_Maru_1-7
REL_TMaru_Patch_1.7.1
RSRDC_P1_TM_v114
Darker Captains Log Clip
SMALLER SEA PLANTS SMALL
Natural Sinking Mechanics 3.3 Light
Warships retextures_install

Thanks & Good Huntin'!

MavMcLeod aka Iconoclast7x3

I maybe wrong but I believe with the TM 1.7 camera you should be able to go right up to the object in question. I know the ROW cams were letting me do this....

Well I am sure someone will clarify.

Wilcke

claybirdd 12-05-07 09:35 PM

I reallyt hink you should consider implementing Prolonged DC attack into the mod. Been playin my first patrol w/ 1.4+1.7, and this little jewel fits nicly into my idea of realism. A LOT more difficult to evade destroyers, and what I like the most, the difficulty doesnt kick in untill youve been detected by active pinging.

Quagmire 12-05-07 11:13 PM

Quote:

Originally Posted by Ducimus
May have found the problem with Narwhal refits.

Go to this file:
Data\Submarine\NSS_Narwhal\NSS_Narwhal.upc

Near the top, under:
[UserPlayerUnit 1.UnitPartSlot 1]

You'll find this:

Quote:

[UserPlayerUnit 1.UnitPartSlot 1]
ID=NarwhalConningSlot
NameDisplayable=Conning Tower Mount
Type=NULL
AcceptedTypes=SargoConningTower
IDLinkUnitPartIntervalDefault1= NULL, 1941-12-31, NarwhalConningEarlyWar
IDLinkUnitPartIntervalDefault2= 1942-01-01, 1943-05-15, NarwhalConningHalfCut
IDLinkUnitPartIntervalDefault3= 1943-05-16, NULL, NarwhalConningLateWar
ExternalNodeName3D= Z01
Change it to this:
Quote:

[UserPlayerUnit 1.UnitPartSlot 1]
ID=NarwhalConningSlot
NameDisplayable=Conning Tower Mount
Type=NULL
AcceptedTypes=NarwhalConningTower
IDLinkUnitPartIntervalDefault1= NULL, 1941-12-31, NarwhalConningEarlyWar
IDLinkUnitPartIntervalDefault2= 1942-01-01, 1943-05-15, NarwhalConningHalfCut
IDLinkUnitPartIntervalDefault3= 1943-05-16, NULL, NarwhalConningLateWar
ExternalNodeName3D= Z01
That *might* be it. Game getting confused as to exactly what to place on that sub.

Well I applied the edit and unfortunately no dice. You may have to freeze those refits. Looking forward to the TM refit you have planned!
.

Ducimus 12-05-07 11:35 PM

>>Well I applied the edit and unfortunately no dice. You may have to freeze those refits. Looking forward to the TM refit you have planned!

Dammit.


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