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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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Rear Admiral
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edit: Updated 24Jan08
Silent Hunter 4: Trigger Maru version 1.7.6 - Pulling the Trigger on SH4! ![]() ---------------------------------------------- VERSION 1.7.6 D/L from Filefront ----------------------------------------------- ( I make no promises of about being bug free. All modifications provided as is, without warranty) ----------------------------------------- Trigger Maru is what some would call a "supermod". It is an all in one package that touches on many areas of the game. Features include, but are not limited to: *AI Adjustments - Mulitple visual nodes to vary visibility for warships, merchants, and aircraft. - Aircraft can spot submerged submarines. - Improved sensors for escorts vessels for a more responsive AI - Depth charges adjusted for more realistic performance over stock. *Aircraft adjustments - spawn frequency greatly reduced from stock - afore mentioned ablitiy to spot submarines - deadly bombs carried. - harder to shoot down *Campaign adjustments - Taters improved campaign layers for more historical zig zagging traffic. - Dutch harbor flotilla available - greatly reduced "spam" contact reports. - New construction/ sea trail options for Gato and Balao - Patrol missions area of operations expanded to 200 to 250 KM. - Sink missions now require only 4,000 tons of any ship type, to include warships. - Photo missions to tokyo bay moved to more accessable areas. - added a few new ships to japanese inventory - Addition of German Type 9 uboat which will appear in the south west pacific in historically correct areas in 1944. * Submarine adjustments - Battery endurance greatly improved over the stock game - Improved dive times - improved pitch and roll motions - Radar depth - overall toughness of submarines adjusted to more realistic levels. - Fuel levels adjusted to be a little more realistic - more realistic default crews - Deck guns reduced to a more realistic effectiveness level - Narwhal submarine added (this is a psuedo model and does not look like the real Narwhal, but behaves like one theortically would have) - Submarine Torpedo's more susceptible to failures, being a little more realistic then stock. *User Interface adjustments - Command layout similar to Sh3 for familiarity. - Addition of commands present in Sh3, but not normally active in Sh4, such as weather reports, nearest visual contact, maximum range at current speed, etc etc. - Nomograph - speed/ range chart to aid in plotting intercepts. - Misc graphical improvements to the UI. - Navigation map with more labels for easier idenfication of geographical areas in the pacific. *Misc graphical and sound improvements NOTICE: Quote:
Can you count to 3? 1_TMaru_Trigger_Maru_1.7.6 2_TMaru_Sound (or sound mod of your choice) 3_TMaru_GFX-ROW_Version_5 COMPATIBILITY: Trigger Maru is not compatible with any large modpack. Exceptions are ROW, or any version of RSRD made specifically to be compatible with TM1.7 and patch 1.4. All other large mod packs are NOT compatiable. The reason is, many large modpacks (such as RFB and standard RSRD) deal with the same files, and alot of unexpected results will occur. KNOWN ISSUES: - Gramaphone not displaying properly when the game is run at really high or wide screen resolutions. If this is an issue for you, theres a stock gramaphone in the support directory. ###################################### ---> FAQ <---- ###################################### The FAQ nobody ever reads, or what it really means, is "the questions you shouldn't ask me".1). How do i remove the nomograph? In the data/mneu/1024_768.ini file search for [G31 I28], (or just search for the text "nomo"). Which brings you to this block of code: [G31 I59] Name=Nomograph Type=1030;Static bmp ItemID=0x3100000f ParentID=0x31000000 Pos=0,0,200,720 Zone=0 768 200 720 2 1 0x31000000 0.76 -0.02 0x3100000f 0 0 0 0 Color=0xFFFFFFFF Materials=1 Display=2;Linear Mat 0=data/menu/gui/layout/nomograph.tga MatFlags=0x9 TexFmt=0x0 Place a semicolon before each line to disable, or just remove this block of code entirely if your sure you'll never use it. 2.) What about a metric (insert request here)? Their in the support directory, under "optional_mods" 3.) How do i get the mechanical clicking noise back when moving the periscope or TDC horizontaly? If you like the clicking nose, then just delete the following file from the mod: data/menu/cfg/dials.cfg 4.) How do i get back "tails" and sensor information on the navigation map? Disable Tmaru, and delete the following two files: \Data\Menu\gui\ContLine.dds \Data\Menu\gui\DashLine.dds 5.) How do i get back the ship sillouttes on the contact map? Go to the /data/sea directory in TMaru. There you will find about 98 subdirectories, one for each ship in the game. Located in each one of these subdirectories is a DDS file. This file will be named whatever the ships name is _shp.dds (*_ship.dds). Delete each of these files from all subdiretories. Warning, not all ships are from the stock game, so deleting these particuar ships means they wont show up on the map at all. 6.) Im getting repeat missions! I thought this mod has repeat mission fix? Should no longer be a problem after patch 1.4, hence the fix is no longer included. 7.) I hate the damn bathtub, i dont care if it's historically accurate, how do i get rid of it? Just start a game at the begining of of 1942, and you wont have one. Early war "bathtub" styled conning towers only appear if you start in 8dec41. 8.) I like X part of the mod, but i dont like Y part of the mod, can you get rid of the Y? You're free to reverse engineer, disect, vivisect, and otherwise undo all my work at your own liesure, and do with it what you will. 9.) The AI is too easy!! If you feel the AI is too easy to evade, go to the file data/cfg/sim.cfg. In the [sonar] section, change "Enemy surface factor=200" to a value of 150 instead of 200. That should slighly increase difficulty in evading the AI. 10.) The AI is too hard!!! If your utterly convinced the AI settings in Tmaru are beyond your tactical knowldege and ability to succesfully command a submarine, then disable Tmaru, and then delete the following file: /data/cfg/sim.cfg If you still find the AI too hard, i beleive you have alot of reading to do about Submarine tactics, how to avoid being detected, how ASW works, and how to evade it. 11.) How do i get the next/ previous camera back? The easiest way is to open the /data/cfg/commands.cfg in tmaru. Search for " [Cmd50] " Your looking for these two blocks: [Cmd50] Name=Camera_on_next_unit Ctxt=1 ;Key0=0xBE,,">" Page=0x34000000,3714 [Cmd51] Name=Camera_on_prev_unit Ctxt=1 ;Key0=0xBC,,"<" Page=0x34000000,3714 Simply remove the semicolon placed in front of the key assignment, and you have the next/previous cameras back. 12.) Is Tmaru compatible with WernerSobe's "realistic sinkings physics" mod? Honestly, i don't know. If its been updated to for patch 1.4, you probably can run it with Tmaru. However, since it overwrites the zones.cfg (also modified by TM), planes will become paper kits again, and submarine rudders may become more subsceptible to damage. 13.) Black submarines and Bathtubs?! WTF?! The reality is Subs didnt get their grey paintjobs tell later in the war. The main reason i set conning tower and paint job availblities back to stock settings is three fold: - historically accurate ( http://www.shipcamouflage.com/submarines.htm ) - gives you something to look forward to. To me, with nothing to look forward to, things get dull. All said, war configuration for most boats is avialable at mid 43. See refit schedules in support directory. 14.) I got a repeated mission in new construction, why? I've scripted it as best i can so this doesnt happen, but the game doesnt always cooperate. It randomizes your time in port, as such the dates the game picks your next mission can sometimes overlap in scripting. If i could somehow control time in port from being a low number, i could stop this from happening. As it is, on occasion in new construction, you'll get a repeat. 15.) I didnt get transfered from new construction to Pearl Harbor, or transfer is unavailable, why? Transfer is not automatic. For various reasons, i ended up being unable to get the transfer to work automatically, so you have to do it yourself by "picking up the phone" and calling ahead. If the option is unavailable then you've completed sea trials before i thought was possible. So you'll have to edit the subs availablity date for the pearl harbor flotilla in the flotilla.upc file. NOTE: If your next assigment isn't to Honshu, then you have a repeat of the 3rd sea trial. Sad to say, do it again. There is no point in forcing a transfer if your next assigment isn't to japanese waters. 16.) Where did Mark 10 torpedos go? The option to equip Mark 10 torpedos no longer appears for any boat but the S class. The primary reason for this decision, was to make torepdo reloading in port easier to accomplish. The constant resetting of the User interface in the torpedo reload section has much to be desired. 17.) My Tambor/Gar skin isn't working after 1944, what gives? The Tambor or Gar class submarines use the Gato class skins after 1944. The reason is because ive modded them to be able to have the "elite" towers, and for asthetic reasons, i thought the gato skin more pratical for these subs in this configuration. 18.) Does the Narwhal have a latewar configuration? Currently it does not. Due to reports of refits not properly placing the secondary deck gun, and i was unable to figure out why. Since having two deck guns is half the fun of the narwhal, i decided it was best to "Freeze" the narwhal in its midwar configuration. 19.) Can i run ROW with TMaru? Yes. All row is compatible with TMaru, although i must caution against "ROW_Sub_Reflections_and_Roll_Pitch_vs_5", as the majority of the files in that particular ROW mod overrite many crucial settings in Tmaru. If you feel confident in removing conflicting files from this mod, id recommend in just using the submarine.dat files from that particular mod. The rest of the files have been intergrated into Tmaru. 20.) Can i run RSRD with TMaru? Yes. Just be careful of installation order (install after TM), and always uninstall RSRD before TMaru. 21.) Can I run such and such mod with Tmaru? You can, thats your discretion, but i absolve myself of any wierd occurances that may happen as a result. 22.) TMaru broke something in my game? WTF? Troubleshooting this mod, is incredibly hard to do. Before you go unto the forums complaining about Tmaru not working correctly, i ask of you this: a.) Make sure your install is a clean install - from scratch - with no mods. b.) Applied patch 1.4 on your clean install having done nothing else to it. c.) Having run no mods with TMaru. In order for me to find any problems with TMaru, it is imperitive that it be ran on a clean installed sh4 version 1.4, with no other mods running. If your not in compliance with A through C, i cannot help you. 23.) I'm getting entirely too many faulty torpedos!!! Yes, Tmaru now includes a modification to increase torpedo malfuctions. The stock torpedos were undeniably too reliable. In increasing torpedo malfunctions, it is the intent to make it more then stock, but less then the "hardcore torpedo mod", something which not everyone can handle. That said, modding torpedo failures for any consistant behavior, is incredibly hard to do. Even with stock, the game can have periods where every torpedo you fire is a dud, followed by a period with no duds at all. Except in stock, the "no duds at all" was 95% of the play. Suffice to say, if you run into a period with excessive duds, its not the mod, its the game behaving in decidedly inconsistant behavior, and the torpedo malfunction rate settings in Tmaru, do not reflect values used in the hardcore torpedo mod; the values used here, are infact, less. Credits: ----------------------------------------- Quote:
1.7.6 changelog: Quote:
If anyone else wants to adopt, take over, and otherwise carry on the Trigger Maru project, they have my blessing to do so. I would love nothing more then to step back and away from modding. If someone were to adopt this project, it would make it alot easier for me to do so. Last edited by Ducimus; 01-24-08 at 03:50 AM. Reason: New version |
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#2 |
Silent Hunter
![]() Join Date: Mar 2005
Location: Germany
Posts: 3,668
Downloads: 4
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You can find the rest of old thread here:
http://www.subsim.com/radioroom/showthread.php?t=114420 |
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#3 |
Seaman
![]() Join Date: May 2007
Posts: 36
Downloads: 0
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Wellcome back friend...
There a quick question. I've noticed that depth charges are no longer efficient. No idea from when I'v fought I was lucky. But than frontall atack on onvoy and after real heel fight they sunk me down. Should I install the game once again? I puty your mode in the middle of campaign. Love you sounds of sinking ships, they are heard also inside of the sub as well as by hydrophones... sorry I was mistaken from the first. Thank you for tuning down 40cal it was nonsence before (but I loved to use it ![]() |
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#4 |
Watch
![]() Join Date: May 2007
Location: england
Posts: 20
Downloads: 0
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absuoletly love your mod, and was enjoying a very fruitfull career from pearl,
was given a balao sub as i was top ace, after one patrol in new sub, told sub being mothbald and forced to retire. ![]() i was playing trigger maru 1.2 sorry to trouble you regards doc1133 (now retired) |
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#5 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
Uploads: 0
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Doc 1133, I don't want to be a "wise guy", but reaching ducimus might get better at www.ducimus.net/sh4 .
Just to inform, not piss you off. Regards Bando |
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#6 |
Ace of the Deep
![]() Join Date: Mar 2001
Location: Midwest - USA
Posts: 1,057
Downloads: 42
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any idea how how duci added the new commands to the orders bar? After 1.3 comes out, I'd love to be able to keep the WO ID target command while keeping the manual targeting on.
thanks... Sorry, here it is... Last edited by dean_acheson; 05-29-07 at 10:51 AM. |
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#7 |
Seaman
![]() Join Date: May 2007
Posts: 36
Downloads: 0
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Anyone pls!!!
I can not be damage by depth charges, I have tried but even very closed one do not makes me any harm. I am using TM 1.2 mode together with radio, Gato Hi res and other light modes stuff. I am almost helpless. Before on clean install they already sunk me dawn hundred of time but I can not imagine too play with this bugs hole original version. |
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#8 |
Torpedoman
![]() Join Date: Mar 2006
Location: Arizona
Posts: 115
Downloads: 272
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I'm using Trigger Maru 1.2 and I just got sunk by depth charges from 4 destroyers! You may need to reinstall everything.
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#9 |
Seaman
![]() Join Date: May 2007
Posts: 36
Downloads: 0
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Yes. I've noticed that depth charge finally after traveling straight ahead with noising speed without making any evasion maneuvers and 6 bombarding one barrel simply touch my sub and explode, making serious damage but still not final one.
No minor damages at all made by depth charges Can you confirm that? |
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#10 |
Torpedoman
![]() Join Date: Mar 2006
Location: Arizona
Posts: 115
Downloads: 272
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I only remember one DC hit which resulted in minor damage. It damaged one of the AA guns. All the others gave me major damage with flooding. Of course after the first major damage with flooding. I went to the bottom at 180 ft depth. The Destroyers kept dropping DC's and caused more damage faster than I could repair the damage from previous hits. After about 30 minutes of this I finally got the Sub Sunk scenario with 3 compartments almost totally flooded and 1 partially flooded.
Try to avoid detection! |
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#11 |
Lieutenant
![]() Join Date: Feb 2006
Location: Germany
Posts: 265
Downloads: 60
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Nice Mod!
Regards Rolf |
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#12 |
Canadian Wolf
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Welcome
![]() RDP |
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#13 |
Lead Slinger
Join Date: May 2007
Location: Chitcago, Illinoise
Posts: 1,442
Downloads: 74
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Has anyone else had trouble completing a mission with TM 1.2 installed? I have some other mods piggybacking also, and only have the ones running in which I did not get a conflict message from the enabler. Any ideas, love the mod, would hate to can it because it adds to the overall experience. Thanks in advance.
My somewhat BAD, I had another try and as soon as I came to all stop, the launch box option came about. Last edited by 1480; 06-10-07 at 09:12 AM. |
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#14 |
Captain
![]() Join Date: May 2007
Location: Romania
Posts: 492
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Found a small problem: while radar is abailable on all subs starting in 41, Gato class still can't equip one. See the irony here? Sugar boats with radar but Gatos without...
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#15 |
Gunner
![]() Join Date: May 2007
Posts: 98
Downloads: 6
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Where is all the drama over this mod?
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