Ducimus is currently working on his own personal version of Trigger Maru that will include the lighting condition you describe. The new Trigger Maru will be all the things he wanted to do but which he never got around to doing because he was busy pleasing everybody else. The story so far:
- External camera is off by default
- Event camera is on by default
- adjusted realism values. Ext camera on will be 75%, ext cam off will be 85%, maual TDC with ext cam off 100%. Event cam not penalized.
- Interior lighting in submarine interiors changed. Assumes your not using PPF.
- changed periscope textures.
-ATK periscope darkned by night, Obs now lives up to its name of "night scope".
-OBs scope max and percise range reduced.
-MISC sound changes. (IE torpedo tube doors opening)
- Removal of "bathtub"
- Tench class merged in.
- Fixed Tin cans that were not pinging.
- Minesweeper and Subchaser changed to DE's and renamed to SHIMUSHU, and ETOROFU class escorts.
- Minekaze is now a DE
- Removed all previous "auxillary subchaser" or any ship that was previously modified to be a corvette class.
- Fixed the armed tugboat so it no longer CTD's when used as an escort and set it as the new (and only) corvette class.
http://www.ducimus.net/sh4/preview/new_tug.jpg
- Fixed the Kaiboken escort. It previously did not have any sonar nodes of any kind. It does now, and it doesnt mess around!
- Bungo pete, and both incarnations of Enisgn Parker are now a Frigate class, and should not be found in the normal campaign game.
- Manually edited all campaign layers to reflect the above ship changes
- Reduction of aircraft spawning (pending)
- fixed all subschool, singlemissions, and single patrols to reflect all unit type changes.
- Added Fleetboats usable only by the AI. Currently they are only positionied as mock fleet submarines in port near a tender.
http://www.ducimus.net/sh4/preview/ai_fleetboat.jpg
Fremantle, 1942
http://www.ducimus.net/sh4/preview/ai_fleetboat_02.jpg
Brisbane , 6/43.
Pearl not shown, but finished.
- Changed mission scripting. Based on these maps found by Lurker:
http://img.photobucket.com/albums/v5...subopareas.jpg
http://img.photobucket.com/albums/v5...ubopareas2.jpg
I did the following:
http://www.ducimus.net/sh4/preview/a...sigment_01.jpg
http://www.ducimus.net/sh4/preview/a...sigment_02.jpg
I then later changed the map labels to be less obtuse to the eye:
http://www.ducimus.net/sh4/preview/a...sigment_03.jpg
All sink and patrol missions have had their breifings and objectives to reflect this change. Took me about 3 days, and i swear to god ill never do that again. What a PITA. Sorry amigo's, no grid, but its at least resmbles something which should have been there from the start.
Currently kicking around to see if i can get it to work:
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- Changing crew configs to be more realistic (IE, an officer should be on the TDC, the cheif of the boat should be on the manifold, etc)
- Adding another helmsman node to the conning tower. Ideally only active during battlestations. The CT is not crowded enough. This mod is giving me problems, i may not get it to work.
- AA and deck gun crewman wearing a helmet while manning their guns. Found the model, can get it on their heads, just can't get their existing hat to go away.
Stuff i want to do but havent gotten to yet:
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- Re examine AI detection where night surface attacks are concerned.
- rexamine AI passive hydrophones, i wonder if its too senstive. (is it?)
- Make late war AI active sonar less accurate.
- examine submarine physics. Most likely using changes by SWSD. I will probalby use the core of his mod and apply some of my own flavorings.
- Fix Narwhal to be independant from any other sub type for conning tower or texture.
- Make waves bigger via Sim.cfg file. Exaggerated waves would help with night surface detection, and make the ocean look alot cooler. Problem with this is AI NPCs on sanpans tend to die, and boats like the elco blow up. I may scrap this, as its a BIG kettle of fish.
I think thats about it. Most of this is spit and polish on the game that *I* want to play.