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Old 07-31-07, 04:36 PM   #271
tater
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I didn't mean 1.3-1.4 for that, I mean in general, how did you fix the problem?

I just don't want to make new objectives (copy and paste, then edit) from stock and afflict people with repeating missions

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Old 07-31-07, 05:01 PM   #272
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Ok, my mind just went into granny gear. (long night)

How do we fix.. what problem exactly? repeating missions?
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Old 07-31-07, 09:36 PM   #273
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cc, repeat mod in support. hard to type one handed. 1 year old asleep on me.
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Old 07-31-07, 09:51 PM   #274
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Question:

I like the mod, but I want to take the 9KM atmosphere with the living breathing ocean implementation in TM and port it into my SH4 with my custom mod set. I looked at the readme in the TM1.4 package and found the section listing file changes under the environment modification section: It listed about 4 files...scene.dat, sensors.cfg, etc. I just arranged those 3-4 files in JSGME format in the right directory structure and plugged them into JSGME to my SH4 game. Is that all I need to do? It seems to work...I think...just double checking.

*Something odd I noticed since using TM1.4: I can see ships off my bow but cannot seem to pick them up audibly on the hydrophone. If I ask the sonar operator to report..sometimes he says something is there, but when I go to listen I cannot hear anything nor can I ping the target. I can see the target through visuals on the bridge though...so it should be close enough to hear. this happens when I first spot the ships and they are at long range...as they get closer I can start to hear them o sonar...but isn't that backwards? Anyone else notice this?
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Old 07-31-07, 09:52 PM   #275
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Hmm ok gotcha.


M'kay
all missions are defined in the missionobjectives.upc file. Mission objectives are categorized by geographical location, and are given an ID handle that is called upon by the flotialla.upc file. Example. Honshu. The ID handle "Honshu" has several different missions associated with it. Sink, patrol, photo spy, etc. This ID handle is one of many.

Flotilla.upc file is divied by flotilla and sub type. Each sub type has at least 5 missions associated with it. These missions are the aforementionied ID handle. Each has an entry date and exit date. Most of them overlap.

Game is supposed to randomly pick one of the avialable geographical ID handles, which in turn is supposed to randomly pick one of the missions associated with that area. still with me?

What i did was remove the overlap on avialable ID handles. I made them all sequential by using chronological entry and exit dates. No more then one geogrpahical ID handle being active at any one time. Then i went to the mission objectives and changed the ID handles themselves, to sperate the spy, photo missions so i could call them as a group, and the patrol/sink missions as a seperate group, this allowed me to vary the misson types every other patrol, and yet keep some semblence of randomness for replayabilty.
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Old 07-31-07, 09:58 PM   #276
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RE hydrophones.

My spidey sense has been tingling on that for awhile, and i think in Tmaru 1.5 ill be using less aggressive adjustments to fix the sonar contacts on the surface bug. Say.. -6 min sensor height on all three hydrophones. Currently set at -12 on two of them, and -4 on the one the Sboat uses.
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Old 07-31-07, 10:01 PM   #277
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Gotcha.

That's a lot of work BTW (for anyone who hasn't looked at that stuff).

<S>

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Old 07-31-07, 10:08 PM   #278
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Feel free to use that optional mod in Tmaru's support directory as a template. Your right, it was alot of work. You'll see that right away when you open the flotlla.upc file
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Old 08-01-07, 01:26 AM   #279
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Is Tater and yourself by chance combining both mods together? That would be awesome. Another 2 great minds to create 1 great mod.
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Old 08-01-07, 05:36 AM   #280
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Quote:
Originally Posted by Fearless
Is Tater and yourself by chance combining both mods together? That would be awesome. Another 2 great minds to create 1 great mod.
What would happen if we put Duci, Seeadler, Tater, Leo and Captain Cox in one room for a month ??

The best game ever :p :p
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Old 08-01-07, 07:01 AM   #281
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Erm, is this compatible with the Realistics SInking Physics mod? JSGME is having second thoughts about that...
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Old 08-01-07, 11:25 AM   #282
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Quote:
Originally Posted by switch.dota
Erm, is this compatible with the Realistics SInking Physics mod? JSGME is having second thoughts about that...
Yes and no. I don't have the zones.cfg in the mod for looks.

zones.cfg file i have a few changes in. One, increase sinking times (which you won't need because the other mod make similar adjustments), two, increased aircraft parts. You'd need to copy, the entire section on aircraft and their associated parts from the Tmaru zones.cfg into the sinking physics mod zones.cfg.

Otherwise, you have stock aircraft that can be swatted like flies unless the realistic sinking physics mod adjusts for them as well.

edit: now all that said, ive been thinking about incoroporating said, mod, but with a few adjustments to speed up the sinking time.
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Old 08-01-07, 01:34 PM   #283
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A side-by-side examination of zones cfg files from both TM 1.4 and Natural Sinking Mechanics, reveals that the listed aircraft parameters are identical...all values are the same.
If there are differences in these listings,then I'm not seeing them and I checked more than once to be sure.
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Old 08-01-07, 02:14 PM   #284
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Quote:
Originally Posted by Canonicus
A side-by-side examination of zones cfg files from both TM 1.4 and Natural Sinking Mechanics, reveals that the listed aircraft parameters are identical...all values are the same.
If there are differences in these listings,then I'm not seeing them and I checked more than once to be sure.
I guess the aircraft were buffed up then, so then yeah its compatible!
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Old 08-02-07, 02:50 AM   #285
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Default TM 1.4 and single mission

Hi ,

Has someone experienced a CTD when launching the "against all odds " mission with
TM 1.4 actived. (CTD occured during loading screen)
In fact with only the GFX part is active, no pb.

Hope this help
Brgds
Don Cossack
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