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

Lopo 12-14-07 06:55 PM

Quote:

Originally Posted by howler93
Those of you who ARE running 1.4 with TM's latest, what other mods work well in combination? All I've got is NSM and RSRD and everything runs well. Any other recommendations y'all would suggest to run with these?

Thanks folks!

Howler :arrgh!:

I have TM 1.72, NSM 3.3, RSRD 1.18 and Prolonged DC Attack 1.1 from Peto which is running very well... and it's a superb mod. Try it!

http://www.subsim.com/radioroom/showthread.php?t=126070

fire-fox 12-15-07 02:48 AM

are there any planes to put this mod on a file server that will alow D/L managers?

WilhelmSchulz. 12-15-07 04:30 PM

Do you just install the 1 part or do you need the GFX pack?

hyperion2206 12-15-07 05:06 PM

Ok, I encountered a weirdness today, but before I'm going to tell you what happened I will cover the basics first.
Sh 4 1.4 (reinstalled SH4 and patched to 1.4)
TM 1.7.2
RSRDC v118 (the TM version)
Messagefix for 1.4
Recognition manual for TM 1.7

So that what happened today: 07/15/42 I was offered USS Drum after 3 succesful patrol with USS Pompano and I accepted. When I wanted to install radar I noticed that I was offered the SJ and the SJ-1 radar which is weird because I always thought the SJ-1 will be available at a much later date. So I tried to install the SJ radar but I got the message that I can't use it with my sub. Then I tried the SJ-1 radar with the same outcome. Then I tried purchase a twin oerlikon but the game didn't allow it either. Then after some trying I was finally allowed to have the twin oerlikon but nothing else (getting the SD radar was no problem though). I also noticed that only the 3" guns were available, I could have sworn that you could install the 4" guns before TM 1.7.2.
Any ideas what could cause this strange behaviour?

Archie 12-15-07 08:22 PM

Quote:

Originally Posted by hyperion2206
Ok, I encountered a weirdness today, but before I'm going to tell you what happened I will cover the basics first.
Sh 4 1.4 (reinstalled SH4 and patched to 1.4)
TM 1.7.2
RSRDC v118 (the TM version)
Messagefix for 1.4
Recognition manual for TM 1.7

So that what happened today: 07/15/42 I was offered USS Drum after 3 succesful patrol with USS Pompano and I accepted. When I wanted to install radar I noticed that I was offered the SJ and the SJ-1 radar which is weird because I always thought the SJ-1 will be available at a much later date. So I tried to install the SJ radar but I got the message that I can't use it with my sub. Then I tried the SJ-1 radar with the same outcome. Then I tried purchase a twin oerlikon but the game didn't allow it either. Then after some trying I was finally allowed to have the twin oerlikon but nothing else (getting the SD radar was no problem though). I also noticed that only the 3" guns were available, I could have sworn that you could install the 4" guns before TM 1.7.2.
Any ideas what could cause this strange behaviour?

I had a similar experience, but i tried to upgrade the deck gun (which it did) however the crew positions disappeared, I mean, no crew squares next to the deck gun at all, deck gun still works if I manually jump on it but no crew can man it :down:

Lopo 12-16-07 04:16 AM

Quote:

Originally Posted by Archie
Quote:

Originally Posted by hyperion2206
Ok, I encountered a weirdness today, but before I'm going to tell you what happened I will cover the basics first.
Sh 4 1.4 (reinstalled SH4 and patched to 1.4)
TM 1.7.2
RSRDC v118 (the TM version)
Messagefix for 1.4
Recognition manual for TM 1.7

So that what happened today: 07/15/42 I was offered USS Drum after 3 succesful patrol with USS Pompano and I accepted. When I wanted to install radar I noticed that I was offered the SJ and the SJ-1 radar which is weird because I always thought the SJ-1 will be available at a much later date. So I tried to install the SJ radar but I got the message that I can't use it with my sub. Then I tried the SJ-1 radar with the same outcome. Then I tried purchase a twin oerlikon but the game didn't allow it either. Then after some trying I was finally allowed to have the twin oerlikon but nothing else (getting the SD radar was no problem though). I also noticed that only the 3" guns were available, I could have sworn that you could install the 4" guns before TM 1.7.2.
Any ideas what could cause this strange behaviour?

I had a similar experience, but i tried to upgrade the deck gun (which it did) however the crew positions disappeared, I mean, no crew squares next to the deck gun at all, deck gun still works if I manually jump on it but no crew can man it :down:

Hi,

See the post below and you will find your answer...

http://www.subsim.com/radioroom/images/icons/icon1.gif Where is my gun crew?
Hi,

I'm playing TM 1.6 for a long time and when I begun a new realistic career (I take a lot of time to understand how to get a solution fire) with a sub class Tambor I have nobody to man the deck gun even with battlestations... When I see the crew board there is no place for sailors to man this gun... If I want to use it I'm obliged to fire myself... I'm the captain not a gunner!
Can somebody please help me?
Thanks

Take care
Lopo
__________________

Lobo, this is a known issue with SHIV... I've repeatedly had the same problem - let me guess, you moved the deck gun from fore to aft or aft to fore?

This problem doesn't affect everyone, but it has affected many. The ONLY solution I know of is to edit your savegame to fix it. See post #14 of this thread.

Neuman

Archie 12-16-07 06:39 PM

Thanks Lopo! :up:

black1 12-17-07 01:30 PM

Hello all, what is the correct order for T.M 1.7.2, ROW(updated by leo for 1.4) RSRDC1.4, nsm3.3 classic. Also Ducimus is the new sound mod by ROW already included in the mod or can i place it in my mods folder to use.

leovampire 12-19-07 07:20 PM

Hey Duci did you get the new sub done you were working on?
 
Would you like me to add my new work to the sub if it is done? I did new work with the sub prop kick up and bow foam and wave effects. I also made some changes to the 15 mps wave state's for the ocean so to keep the subs from flying you need to lower the surface running depth in the cfg file by 1 foot to make it look act and work right.

Just wanted to keep you informed.

I am now working on the conning tower wave and foam effects so if you want me to do it for your sub as well I will need the files you used for this sub.

Merry Christmas BTW!

Dave

Also if you have a new zones file for the mod need it to do the row effects if you want them as the game uses a new zones file in the 1.4 patch.

capt_frank 12-21-07 01:03 PM

If I wanted to adjust that AI tenacity in TM, would I solely be looking at the following files, or is there more to the pie than what I have surmised by reading?

1. /data/library/AI_Sensors.dat
2. /data/cfg/sim.cfg
3. /data/library/AI_Visual_Sensors.dat

Thanks!

Ducimus 12-21-07 01:23 PM

You can have the greatest impact on the AI in the sim.cfg.

The other two files deal primarly with geometry.

capt_frank 12-21-07 01:57 PM

Thanks!

capt_frank 12-21-07 02:45 PM

Got me thinking now...

So if I wanted to beef up the AI in stock 1.4, I could just take the TM sim.cfg and place it in the CFG file and let it overwrite?

If that's correct, then I could do the same with either RFB or RSRDC if they haven't made individual changes to that file...then again, even if they did.

Thanks for your time!

Ducimus 12-21-07 02:47 PM

the primary change in the AI_sensors.dat, was an adjustment to the downangle of the active sonar beam. The end result is the AI is a bit more accurate, and you have to got alot deeper to get under the active sonar cone.

The rest is in the sim.cfg

leovampire 12-21-07 06:40 PM

Hey Duci have you played with or checked out the work?
 
Since the Dev's did the Patch the early war torpedo's set with the dud activated in realizm settings are NUTS!

OMG I have never had so many dud's / circle runners / and so on and so forth in this game.

Just did the battle for midway mission to test the smoke work. My first 3 of 6 torpedos were circle runners.

Then in using the tail tubes got 2 dud's.

1 of the forward was a deep runner.

And every time I redo the mission it changes.

Talk about catching me off guard as the game never did that on it's own with out a mod!


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