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Old 07-14-07, 03:54 PM   #1
clayp
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Mods for 1.3?

Are we going to get an "offical" thread on what will work and what wont? Please...
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Old 07-14-07, 04:24 PM   #2
Webster
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here you go

http://www.subsim.com/radioroom/showthread.php?t=118203
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Old 07-14-07, 05:13 PM   #3
clayp
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Quote:
Originally Posted by WEBSTER
I looked at that link and I'm still confused..I'm the kind of idiot that needs someone to say clayp this mod will work and this one wont...
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Old 07-14-07, 07:12 PM   #4
bunkerratt
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so far i have the following in and running
balao hi res skin
brighter torpedo wakes
browing .50 mg v1.0
dark rec manual
gato hi res skin
improved bow wake kollmorgen telemeter lens
less water in limber holes
para b's tweeked air files
remove grain effect
silent service graphics mod
jimimadrids hud
green lamp
darkships rec manual
map table mod 1.3
foobors hi res gato weathered

intel p-4 775 3.4ht em64t oc'd thermaltake big typhoon cpu cooler
asus p5w dh deluxe motherboard
twin 100 gb hdd's raid 0 sata
ati x1950pro 256pcie x2 crossfired
creative x-fi extreme music soundcard
enermax 600 watt psu
dvd r=rw dldf x 2
floppy
11 in 1 usb card reader
2gb ocz crossfire edition pc2 6400 800mhz memory
cooler master musketeer 2
logitec 5.1 surround speakers
saitek eclipse keyboard
logitec tracman rollerball mouse cordless
xp pro sp2
20inch hd viewsonic vx2035wm
thermaltake armor va8000bws black steel case
lcd ambeient temperature readout x2
turtle beach earforce hpa 5.1 headset
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Old 07-14-07, 07:44 PM   #5
clayp
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Thank you so much sir..........
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Old 07-14-07, 08:01 PM   #6
bunkerratt
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oops i also have oaks gages in too ....
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Old 07-14-07, 09:00 PM   #7
clayp
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RGR....
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Old 07-14-07, 09:51 PM   #8
CaptainKobuk
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Cheers...

...not sure what "greenlamp" mod works with PATCH 1.3.

...any ideas?

...also, some green on the target-lock button helps

thanks

...have fun.
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Old 07-15-07, 01:59 AM   #9
w-subcommander
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Default Reposting Decimus post

Quote:
Originally Posted by Ducimus
Trigger Maru version 1.3 (for SH4 version 1.3, nifty huh?) is now available for download at filefront. All of the functionality outlined in the readme and my website is still valid. The mod, functions just as it always has, only with the radar actually works as intended, so my workaround for that is no longer neccessary.


There have been some additions and changes though:

- SJ radar is no longer available at war onset. Ive changed it to 6/42. (stock being 7/42).

- Ive included some graphical mods by Captain Cox. These include his updated service cap for officers, and the "sweaty crew" uniforms. The pacific is hot, and well, you prespire. No village people type shennaignans here, just an effort to add a little more ambience and believablity (is that a word?) to the game. Ive also included the imperial version of a bearing tool. If you havent used one before , youve been living under a rock.


The nomograph is available as always, but its remarked out by default. Just search the 1024_768_menu.ini file for "nomo" and unremark the block of code you find there.


AI adjustments:
Ive slighly altered the AI in terms of passive and active underwater detection (live left visual detection alone). If you feel the AI is too difficult, feel free to undo the changes ive made to sim.cfg (see changelog for changes).

Aircraft attack/spawn frequency:
Ive included my aircraft spawn frequency tweaks from Tmaru 1.2. If you feel stock aircraft numbers are just right, feel free to delete the /data/land directory. The files therein reduce the number of aircraft airbases can have. (IE delete these files and renamble this mod and airbases have alot more planes to launch at you)

Optional MODs found in support directory

- Stock Fuel
Ive included this mod because some people have reported not having enough fuel, despite all conservation efforts. (while others report the amount of fuel is spot on) Maybe these reports are exaggerated, or maybe theres a bug im unable to reproduce. Regradless, ive included this mod.

- Repeat patrol fix
This is the same repeat patrol fix from Tmaru 1.2 Ive been unable to confirm if the "repeat patrol bug" is fixed or not. Ive seen reports that it hasn't. In any event, ive included this mod incase you run into this yourself.



That i beleive, is a wrap, for now. Unless some major buggery is discovered, i have no intention of updating Tmaru for awhile. If you find something wrong, or don't like how something was done, i encourage you to dig in and change it to your own personal tastes. That's what got me into modding, so i encourage others to do the same.

If you want to change Tmaru into an ultra realists wet dream where each rivet is exactly spaced, and each weild on a sub a certified 3G wield, or even if you want to turn it into "Richard Craniums Happy Funtime shooting gallery", use/mod this Tmaru as you see fit.

My job is finished here, i bid the adieu,
Clear skies and calm seas to you, and yours.



http://files.filefront.com//;8050048;;/

Quote:
1.2 to 1.3 changelog:

-------------------------
data/menu/cfg/dials.cfg

-remarked out sounds on [Dial45]
(this removes the click noise when rotating the periscope)


------------------------
data/menu/menu_1024_768.ini

- added smaller nav tools
- added nomograph (remarked out by default)
- added mini chrono
- removed binocular crosshair

----------------------------
data/cfg/sim.cfg

- AICannons->MaxFireRange from 6,000 to 8,000
- Lost Contact Time from 15 to 30
- Hydrophone->NoiseFactor from 1 to 0.25
- Hydrophone->ThermalLayerSig from 3 to 2
- Sonar->EnemySurfaceFactor from 200 to 150
- Sonar->ThermalLayerSig from 5 to 4


--------------------------
data/library/AI_sensor.dat
- Type93_1A -> Max elevation from 100 to 106
- Type93_3A -> Max Elevation from 100 to 110
- Type93_5A -> Max Elevation from 100 to 118

----------------------
data/Menu/Menu.txt
- added tooltip info to support new commands added to orders bar.
- changed "snorkel depth" to "Radar depth"
- changed default player name
- changed "quick mission" to "single mission"
- changed torpedo tooltip info.
- changed medal names as part of "real medals" mod.


------------------------
data/library/sensors.dat

Visual->PerciseRange from 5000 to 6500
Visual_surface from 150 to 100


-------------------------
data/UPCData/UPCCampaignData/flotillas.upc

- changed out of harbor starting point for pearl to West of IDL
- nulled boat exit dates


-----------------------------------
//files adjusted for compatibility

data/cfg/Commands.cfg
data/roster/names.cfg
data/submarine/nss_balao/balao.upc
data/submarine/nss_gato/gato.upc
data/zones.cfg


// files removed from mod
-----------------------------------
data/library/Cameras.dat
data/library/USSubParts/Sensors_sub_US.sim
I decided just to quote from Decimus for guys who is interested in TM 1.3.
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Old 07-15-07, 02:23 AM   #10
CaptainCox
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All my mods+some mods made by l3th4l and leovampire in this list are 1.3 ready

Better Scopes v1.3 l3th4l
Airbase NAV MAP MOD leovampire
Captain Midnight's CBS News Mod
Silent Service Graphic Mod 1.2b
US Navy Officer Hat For SH4
Smaller Vintage Navigation Tools
PULL DOWN PACIFIC MAP
MAP TABLE MOD 1.3 READY!
All Medals + Classic Crew Mod
Less Water Limber Holes
Smaller Seabed Rocks
Bow-Conning Tower Foam Mod
Officer Rank Insignia
Smaller Sea Plants 1.0
Improved Bow Wave Kit 1.0
Gato Ss-272 Redfin Skin
USS Thresher SS-200 Skin Tambor-Class
360 DBP for SH4 l3th4l
Periscope Telemeter Lenses
Periscope Lens Kollmorgen Graphics
Green "Position Keeper" and "Good Lock" Buttons
Classic Crew Mod
MUZZLE FLASH 1.0

LINKS TO ALL MODS HERE:
http://www.subsim.com/radioroom/showthread.php?t=118341
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