Ducimus_Rapax

Posteddocument.write(''+ myTimeZone('Thu, 18 Oct 2007 01:27:15 GMT-0700', 'Thu October 18 2007 01:27')+''); Thu October 18 2007 01:27 Despite the upcoming patch/upgrade (which i suspect wont surface for another month or so), i decided to tweak TM for a few reasons.
1.) The NSM version that i used. It had a few problems with it. I tried to fix one of them, and compensate for the other. In the end, it just didn't work out well. It was a source of alot of complaints and i agree. I am not updating to a new version of NSM because
a.) in light of patch 1.4, i thought it best to pull it from TM and save myself a headache later on.
b.) Other then more realistic deck gun effectiveness, TMaru doesn't really gain any tangible benifit from NSM. This is not to say that NSM is a bad mod, or needless mod. It is infact, an awesome mod. But right now, its just not meshing very well in the overall sceme of things in Tmaru.
2.) I got tired of seeing all this confustion about installation order. So i opted to make TM, ROW compatiable. So its very simple now, from top to bottom, this is the installation order now (although you can install ROW mods any order you wish):
quote:
ROW Objects Reflections vs1
ROW Ship Reflections vs1
ROW SUB Reflections vs_2
ROW Textures VS_2
ROW Classic Sea Foam
REL_Trigger_Maru_GFX_PAK_2_2
REL_Trigger_Maru_1-6-4
In simpler terms, Install ROW first, then TM GFX pack, and then TM 1.6.4. No more overlaying patches to deal with.
3.) Im going to be going offline in a couple weeks, and moving to a new domicile. During that time its liable to be a week or two before i get broadband back, and ill need something that i can play offline.
Heres the (updated) change log:quote:
// Made TM ROW compatible
- removed files conflicting with ROW
- intergrated scene.dat, materials.dat, and particles.dat from ROW.
- Row cloud mod, and light_zones_special not neccessary
- copied row sub reflections for german uboat into TM, You will get the following file conflicts, it is ok to overwrite:
"Turm9c_3_hd.dat" has already been altered by the "ROW SUB Reflections vs_2" mod.
"NSS_Uboat9.dat" has already been altered by the "ROW SUB Reflections vs_2" mod.
"NCVE_Akitsu.dat" has already been altered by the "ROW Ship Reflections vs1" mod.
//intergrated TMpatch 1.6.3 into the main mod.
// removed erronous data/sea/sea directory. (oopsy!)
// Ensign Dinsdale, renamed to Ensign Parker. (Sailor Steve @ subim.com - you win)
// Reverted to ship damage/sinking system to modified stock mechanics used in TM 1.5
//changed sub availbility dates for pearl harbor flotilla for Gato and Balao to 1942-03-01, and 1943-03-01. This will hopefully resolve any "transfer not available" problems when ending the new construction missions. WARNING: Do not transfer before you have completed all sea trials. What will happen is you'll still have a sea trial to complete, but have to leave from pearl harbor to complete it.
// repeat patrol fix where missions are rotated every 3 months is now the default installtion. See "repeat_patrol_fixes.rtf" in the support directory for details.
// added minor ship equipement corrections (missing guns, etc) by tater
// added IJN type 13 radar fix:
removes the broken type 13 air radar that acts as surface radar in error. Also removes other radars from ships that should not have them (sampans, etc), and corrects radar dates. Mod by tater and LukeFF
// added Akitsu rudder fix, mod by Jace 11
Things that i tried to do in this version but failed:
1.) Removing the target destroyed (or "shes going down) sinking message. I can remove the message itself, but i can't find the timestamp the game places before the acutal message. But if i can't remove the timestamp, there really is no point in removing the message because once you see the timestamp, you know you got him.
2.) I tried upping the light factor to make night surface attacks more feasible. Initial testing was not promising, and i subsequently scratched the idea for now.
In the future, theres only two things id really like to do. Get a better visual sensor implentation for the AI, and maybe modify the sub physics to behave more realisticly. Without getting into too many details, personnaly i prefer a negative boyancy approach. This way you can bottom the boat if you want. Time will tell i guess, it all depends on what works. Some variables and tricks from Sh3 do not behave the same in SH4. Anyway I see myself doing one, MAYBE two more revisions after patch 1.4, but i am making no promises on either:
- A patch compatabilty version,
- then later a revamp AI visual sensors and/or sub phyiscs.
Known issues:
- Gramaphone not displaying properly when the game is run at really high resolutions.
- I used what i think is a 12KM max visible distance scene.dat (from ROW) in this version. So you, the player will see smoke on the horizon, or ships out at that range. I did not adjust the visual sensors for the crew nor the AI, which is still tuned to around 8-9KM. So if you see a ship in the far distance, but your watchcrew doesnt spot tell around 8,000 meters, don't panic.
Hmm, what else, oh yeah, a d/l link would help i guess.
(93.5 MB, mod is split in two sections as always, i just compressed them both at the same time is all)
http://files.filefront.com/REL+Trigger+Maru+164+FULL7z/;8824414;/fileinfo.html
The US Submarine Service was comprised of less then 1.6% of all US Naval personnel in the Pacific. Yet accounted for 54% of the 10 million tons of military and merchant shipping lost by the Japanese during WW II.