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 1.7.6 (Updated 24Jan08) (https://www.subsim.com/radioroom/showthread.php?t=115258)

chrisp 07-23-07 08:45 AM

OH shoot, while I'm at it....

How 'bout making F the "Plot Course" key and T the "Depth under Hull" key? Those two keys are currently free (I know, because that's where I put them!), and those two keys come in handy!

Also, the "W" key has two connections, one of which (CMD 331?) shuts the torp doors. This need to be remmed out. I think this is making the doors appear to be opning slowly -- when you cycle the forward tubes with "W", it also closes the doors.

Also, "B" seems to have two definitions as well -- Battle stations and Binoculars.

Chris P.

FooFighters 07-23-07 11:45 AM

Hey Ducimus,

You probably already saw the new increditible ocean mod.
Does it do much harm if I use his scene.dat instead of the TM1.3a version ?

Or can you maybe release a special scene.dat file ?

Thanks,

Foo

ReallyDedPoet 07-23-07 12:34 PM

Quote:

Originally Posted by FooFighters
Hey Ducimus,

You probably already saw the new increditible ocean mod.
Does it do much harm if I use his scene.dat instead of the TM1.3a version ?

Or can you maybe release a special scene.dat file ?

Thanks,

Foo

/DATA/SCENE.DAT
----------------
- probex's 9KM vis mod
- changed Waves state 4 LargeWavesCoef from 1 to 0


/DATA/CFG/SENSORS.CFG
(as defined by Probex's 9KM vis mod)
------------------------
Visual->RangeFactor from 0.5 to 0.3
Visual->FogFactor from 1 to 0.95
Visual->LightFactor from 0.8 to 0.6
Visual->WavesFactor from 0.8 to 0.6

From his read me, so it may have some effect.


RDP

FooFighters 07-23-07 01:16 PM

Thanks..

For now I used the original sensors.dat and the scene.dat from the Ocean mod in TM1.3a. Further I copied the dds files in the misc map of TM1.3a.

Seems to work oke.. I think I only lost the 9km mod now.

Ducimus 07-23-07 02:00 PM

You can use his scene.dat, but your max visual distance will be restricted to about 6KM (instead of 9KM), and your watch crew might be spotting flyspecs on the horizon that you cannot sea.


Now im assuming everyone saw the screenshots i posted
http://www.subsim.com/radioroom/show...7&postcount=12
http://www.subsim.com/radioroom/show...5&postcount=15


Tmaru 1.4 is in the works. I have a couple ppl looking over it to make sure i dont have any heinious errors to infllict upon you all.

Ducimus 07-23-07 02:02 PM

Quote:

Originally Posted by dean_acheson

http://www.ducimus.net/sh4/tmaru13b_preview_04.jpg

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

I changed the cameras.dat, and the goback functions.

Goback to previous view pressed once, will give you the camera in the forward part of the conning tower, facing the periscope eyepiece. Of this view, i changed it so you can look 180 degrees in any direction (as opposed to 30 degrees) Pressing gobackto previous view again will set you back to the normal view in the conning tower.

FooFighters 07-23-07 02:22 PM

Quote:

Originally Posted by Ducimus
You can use his scene.dat, but your max visual distance will be restricted to about 6KM (instead of 9KM), and your watch crew might be spotting flyspecs on the horizon that you cannot sea.


Now im assuming everyone saw the screenshots i posted
http://www.subsim.com/radioroom/show...7&postcount=12
http://www.subsim.com/radioroom/show...5&postcount=15


Tmaru 1.4 is in the works. I have a couple ppl looking over it to make sure i dont have any heinious errors to infllict upon you all.

Fantastic mate.. I will wait patiently for 1.4

Canonicus 07-23-07 10:49 PM

Thanks for the heads-up on posting in the wrong topic...my error.

Anyway...my question is...Since you will no doubt be adding OakGroove's Sub Instruments mod to you upcoming Graphics Pack, will you be updating the order bars and icons to include the Weather report, Range to end, Time to end...and distance to end?

Cheers!

Ducimus 07-23-07 11:50 PM

Buttons and the functionality behind them are there, i just havent added the icons yet.

Palidian 07-24-07 02:35 AM

Y guns are also an US weapon.


The US was more advanced in ASW.

The only way a Japanese DD could use depth charges was rolling them out the back.


Quote:

Originally Posted by Ducimus
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.


Ducimus 07-24-07 02:37 AM

Quote:

Originally Posted by Palidian
Y guns are also an US weapon.


The US was more advanced in ASW.

The only way a Japanese DD could use depth charges was rolling them out the back.


Quote:

Originally Posted by Ducimus
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.



Well, start modding em out of your game then. Im not changing em in mine. And according to this site your wrong:
http://www.navweaps.com/Weapons/WAMJAP_ASW.htm


edit: I can see where this is going. If you want to argue, what was historically correct to the minute detail, I'd like to point you to the OTHER mod package sticked in this forum called "Real Fleet Boat". I think you'll be much happier using RFB, as historically correct to the smallest detail is how the author defines his work. So i think you'll find RFB much more agreeable to you.

Deepbluewolf 07-24-07 05:17 AM

MY thoughts...
 
Hi ducimus,

Ive seen and read some of the comments and pics, you made on the TM 1.4

it apears to me that you could perhaps divide it into 2 versions.

TM 1.4
TM 1.4 Extreme

As to the why i mention this, is related that what I have seen really apeals to me, but then again being a Zoomie I live in a tridimensional world and i have no problem navigating and keeping track of targets that only apear for a brief moment. I sort of create a mental image very much the way aerial controllers do.

Problem is that most people WILL not be able to enjoy such a demanding environment, for they either lack the skills or know how.
So to them a tail on the ship mark to show direction, and even the ship ident itself will be crutial for some sort of enjoyable game play.

ME...im all for the extreme:up:

BUT...hey...you know me;)

Its looking good. im Impressed. and im glad you actualy took heed of my words and did not give in to the popular demand to rush it out.

Already got a couple of cases of beer...and im patiently waiting:damn: :damn: :damn:

PS. how much longer?????!!!! get it done you hear:stare: :lol: ;)

TDK1044 07-24-07 06:39 AM

Tails on ships? The game gives you the compass heading of the convoy. What more do you need? As for all the contacts being gray...I like that. You should always visually identify a target anyway. TM 1.4 plus the instruments mod and the ocean waves mod makes this a very exciting prospect.

Bando 07-24-07 07:06 AM

What a sim this turns out to be he?:yep:

Palidian 07-24-07 07:24 AM

Well that is the first source that I have found that claims that the Japanese has a DC thrower.

The mod, real fleet boat, and actual reality are not synonymous.


If you do not want to discuss the issues with your mod, why do you bother posting?


Quote:

Originally Posted by Ducimus
Quote:

Originally Posted by Palidian
Y guns are also an US weapon.


The US was more advanced in ASW.

The only way a Japanese DD could use depth charges was rolling them out the back.


Quote:

Originally Posted by Ducimus
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.


Well, start modding em out of your game then. Im not changing em in mine. And according to this site your wrong:
http://www.navweaps.com/Weapons/WAMJAP_ASW.htm


edit: I can see where this is going. If you want to argue, what was historically correct to the minute detail, I'd like to point you to the OTHER mod package sticked in this forum called "Real Fleet Boat". I think you'll be much happier using RFB, as historically correct to the smallest detail is how the author defines his work. So i think you'll find RFB much more agreeable to you.



All times are GMT -5. The time now is 03:21 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.