![]() |
New release of TMaru in the works (and other misc errata)
In short there is a patch 1.4 compatiablity issue that must be resolved. The biggest problem is that the patch has changed stuff in the code, without ever having touched the files that modders typically work with. So, the hard lesson here, is that just because the file was untouched by the patch - doesnt mean that it will work correctly!
In particular, ROW, and im starting to suspect the AI as well. When i released TM 1.7 (and subsequently patched to 1.7.1), i included select elements of ROW that i though would have the greatest effect, for little impact on the file structure. Smoke, fire, particles, a few textures, and the row/LBO derived scene.dat. My motivation in including THAT file, was i heard the "sub on rails" effect was still in the game. I guess i should have taken the time to confirm that. My primary motivation to include bits of ROW was to lessen the motivation to run other mods with Tmaru for the time being. It was my hopes to nail down specific issues with the mod itself. Unfortunatly, one can't really predict what users will do, and like modders, they assumed that if there was no file changes, (or if they run it and nothing happends right away), it must be ok. Unfortunatly that isn't quite the case in this patch. Anyway, due to alot of the issues posted on the forums, and having dwelled on it for the last couple days, i see I have two options. Put out another patch, or give Tmaru a "root canal" for want of a better term. Considering that i want to give Leovampire as much breathing space as he needs for his 1.4 version of ROW, i have opted to give Tmaru that Root canal. The changes thus far are this: // removed all ROW elements. // added DC drop splash warning by Nvdrifter // added Gato dial fix for patch 1.4 by Anvart // fixed erronous entry in narwhal upc file. // E key remapped to "Cycle AFt tubes". Emergecy surface now ordersbar access only. // slighly increased "walk speed" of external free cam. Slighly decreased "run speed" of the same. // increased hitpoints of engine room. In addition im still testing a new torpedo file which will increase failure rates (hopefully not by an insane percentage), as well as re examining depth charge settings. I feel they need to be made a little more "tighter" in accuracy, and a little more "looser" in damage radius. The AI, post patch, seems far off the mark. Proof of that is in Bungo pete, hes not the accurate monster he once was - much to my disappointment. I plan on posting this new version, either LATE tonight, or sometime tommrrow morning, concievalby even tommrrow night. Im still testing DC settings and torpedo settings. Along with this release, i will be release a small compilation of ROW elements. It is selective, and small. If you run into any graphical weirdness, disable this modlet and don't run it with TMaru anymore. This modlet is seperate from Tmaru, and i suspect once Leovampire gets his ball rolling, it will no longer be desired. Until such time, i cannot stress enough, to NOT RUN ANY ROW MODS FROM SH4 VERSION 1.3 UNTIL LEOVAMPIRE HAS EXAMINED THEM ALL. My mistake in what elements i did include in TMaru 1.7, is a hard lesson, and im not even sure if wierd occurances are my fault in this regard or not, but in any event, i apologize for my mistake in this matter. |
Heaven's Tamergatroid! No apology needed...thanks for all your time and efforts! Looking forward to your next release...:up:
|
Quote:
If anyone wants to complain about what you've done, they can do it themsleves :hmm:! Cheers! :up: |
Duci,
When you are ready, let me know if you want to sticky a completely new thread and allow the other to slowly fad. Perhaps you just want to update the current one? If you want me to sticky this now I will do it. Many enjoy your work and it deserves a spot at the top:up: |
Quote:
Many thanks for your work Ducimus since "Flavoured to Taste". It has really enhanced, maybe even saved, my enjoyment of this sim. :ping: |
TM 1.7
:D ducimus i dont think that tm 1.7 was any way at fault for some of the strange things that happen in the game . i think most of the faults lay with us not following the instructions as per mod or installing mods over patches that are not compatible keep up the good work.
|
And of course the Mirror Site will be on standby for the download traffic.
|
Yea a new version. I get to go through and delete a hundred shp.dds files.:shifty: No really keepup the good work, all is greatly appreciated. I did'nt even attempt sock 1.4 as it is a blasphmy to subsims without T.M.'s flair. Thanks again. BTW hows the new place?
|
My "todo" list is short.
I was going to add an AP value to depth charges, but i think that any change in AI should be gradual - not large or drastic. So i think im going to change the max radius of them from 14.5 to 15, the depth accuracy from 17 to 10 (thats acutaly a big jump), and maybe the explosion radius from 50 to 55 (makes the boat shake, does no damage), and forgo the AP damage for now. Torpedo sim file...... I think im going to reduce the circular runner chance for late war back to its default 0.5 chance. I think i changed both to a 1% chance. Overall its not as drastic as the hardcore torpedo mod - so i think im going to let it ride. On another note CapnScurvy has been in touch with me and would like to see his mod included in TM. http://www.subsim.com/radioroom/showthread.php?t=126016 I havent looked at it yet, (anyone have?) but what he's put forth information wise on it sounds good, and he sounds like hes put quite alot of effort into getting it right. unlike me who forces aggressive deadlines upon myself :yep: *shrug* i just want to kick it in the jimmy and get er done. I think the main reason is the time im willing to spend on all this is becoming increasingly less, so the self imposed deadline becomes more aggressive. |
>>BTW hows the new place?
My commute is all of 5 to 8 minutes. The dining room is now the office (we eat off TV trays anyway), so my accessability to Sh4 whilst cooking dinner or watching TV has greatly improved. :rotfl: |
LOL, good to hear. :up:
|
14.5 to 15m will do nothing at all that you will notice. The distance from MinRadius to MaxRadius will then be 10.5 instead of 10. You have the armor at 20 now, so the damage cutoff is 80. 9.5m will be the damage cutoff assuming the DC goes off with MinEF, vs ~9.2m in stock (with the 20 armor value). Up it to 20 if you want the range increase of damage to be in the area of a couple meters instead of 30cm.
|
:hmm:
I think its patently obvious i never looked into the mathmatics of that decision. :rotfl: I could up the AP though, im just afraid of some long term effects that im not seeing. I was testing with a value of 20 or 25 (forget which) but i liked what i saw. One nearby explosion (not that close, but close enough) took 8% off the hull, and 60% off a bulkhead. Managable, and surviveable. I even got it reparied and the water pumped out. Next one though...... i think brought it down to 50% and a couple bulksheads smashed. Had to bring the boat up to 120 feet. Somewhere there abouts i exited the test run. lol. |
Tater, after reviewing some of your older posts, (youve obviously put alot of time into this), i think im going to have test with a max radius of 20, and compare that with a max radius of 15 with an AP of 20. Although the safest bet is probably to just increase the max radius to split the difference and increase the max radius to 18 or so.
DD's are seeminly alot less accurate, so i probably need to get out of the mindset of a small max radius. Thats what brought that small max radius mentality on- dealing with accurate DD's. |
I just finished a long testing session. It appears that the escorts now try to "guesstimate" where you went. It looks like they figure on 2 knots and for the next couple drops work a radius from where they last had you. Less accurate unless they guess right ;).
The bonus of working just one very small aspect of the sim has been seeing new behaviors. I would almost bet money (in very small denominations) that there has been some AI code change and probably some with sensors too. After a light snack I'll test some more... |
All times are GMT -5. The time now is 03:12 AM. |
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.