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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Rear Admiral
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Almost done... just testing some final tweaks on the large merchants. yippee!
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#2 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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I found the aircraft in the middle of the pacific. It's the nagumo force. The force is not actually in the game (I chnaged it to contact report every few hours and it isn;t there), but the CV airgroup IS there.
Presumably this would happen with every single scripted mission with a CV in the campaign. The missions must be allowed to load based on patrol start dates earlier than the battle to account for long patrols (you'd want to see the midway stuff on RTB, right?). The problem is that SH4 seems to load the CV airgroups at the time Campaign.cfg allows the mission to load. It's like the forces are on the map, but invisible, and the airgroups are just there. tater |
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#3 |
Rear Admiral
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#4 |
Bosun
![]() Join Date: Apr 2007
Posts: 61
Downloads: 24
Uploads: 0
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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 Dear folks i have a quick question, I followed the instructions trying to get the mechanical noise back but with no success....did anyone experienced the same? thank you for support, anyway TM is great and really love it...... |
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#5 | |
Canadian Wolf
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I have done this, no problems. RDP |
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#6 |
Bosun
![]() Join Date: Apr 2007
Posts: 61
Downloads: 24
Uploads: 0
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Ok il will
the point is that i did not deactivate TM (instructions did not say to do that) I will and update ciao, tks andrea |
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#7 | |
Canadian Wolf
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![]() ![]() Good luck with it. Edit: Wondering if you may have problems when fixing this as you deleted the original as well as the one modded on top of it. RDP Last edited by ReallyDedPoet; 09-07-07 at 09:29 AM. |
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#8 |
Watch Officer
![]() Join Date: Mar 2005
Location: In the North Carolina Sticks
Posts: 335
Downloads: 0
Uploads: 0
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I recently added the new TM to a clean SHIV 1.3 install BUT have the UBI opening screen, the opening movie and the main loading screen that looks like you're looking through binocs at the UBI battleship logo.
Maybe I installed TM in the wrong order? The main option screen does read "version" 1.3 and I see the Trigger Maru button so it looks like 1.3 is installed a-ok and TM is there, maybe. Thanks! |
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#9 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: ~About 60' below
Posts: 1,150
Downloads: 7
Uploads: 0
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![]() Hi Ducimus, I am loving TM 1.6!!! ![]() ![]() ![]() Currently, I'm working on creating a Kill Flag skin mod starting with the Tambor class USS Thresher SS200 I got the T01 (1941 part of 1942) and T02 (1943+) done Please see the following post for more on this> http://www.subsim.com/radioroom/showthread.php?t=121745 Quick question for you: Thing is, sometime in early to summer 1942 we receive a conning tower upgrade that just changes the top of the sail by removing the extra skin around the periscopes, leaving the look of the 1943 sail top, but the remainder of the conning tower is still 1941 skin, which we don't have a T01 or T02 skin for, so the game engine just displays a rusty top. ( oh and using TM v1.6 with FooFighters Tambor Hi-res skin ) This might be specific to Tambor 1941, Dec 8 start w/ TM1.6, then after your 3rd War patrol (out of Pearl) in early 1942 you receive a 'partial' conning tower upgrade, that the Tambor does not have a skin to (please see pic below) Thanks for any input. Cheers
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All Ships can dive, but only Submarine's surface!" MODS: KillFlags - Elco PT109 - AOB Attack Course Tutorial Last edited by sqk7744; 09-07-07 at 08:46 PM. |
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#10 |
Bosun
![]() Join Date: Apr 2007
Posts: 61
Downloads: 24
Uploads: 0
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Thank you Reallydedpoet, i followed ur instructions and now everytinhg is fine...........
I take the occasion to point out something strange i realized by chance: i was reviewing my crew in the management screen and found that in 50% of cases the description tags which appear when the pointer is on the man do not correspond to the man skill.........e.g.: the tag says watchman but the small icon on the man is a propeller which means that he should be skilled in engines.......strange I also realized that sometimes men show a small arrow which points up, what does it mean? Anyway i still love SH4 and I will more with TM mod installed thank u everybody for giving suggestions...... ![]() ciao a |
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#11 | |
Canadian Wolf
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![]() Not sure on the description tages question :hmm:, someone else may be able to help with this. The arrow means they are ready to be promoted. RDP |
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#12 |
Ace of the Deep
![]() Join Date: Nov 2002
Location: No-good Missouri scum
Posts: 1,223
Downloads: 43
Uploads: 0
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I'm guessing there's no easy way to get rid of the "Natural Sinking Mechanics" mod from this?? After seeing how many files have been modded and not sure what Duci did to make them compatible with TM, anyway.
This part in 1.6 seems to be the cause of the unsinking ships issue and not Duci's zones file mod which was probably the only thing that was needed IMO. ![]()
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"When Gary told me he had found Jesus, I thought, Yahoo! We're rich! But it turned out to be something different." - Jack Handey |
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#13 | |
Mate
![]() Join Date: Sep 2007
Location: Finland
Posts: 54
Downloads: 7
Uploads: 0
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Question, does the game work properly with both your stuff and these two enabled? |
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#14 |
Bilge Rat
![]() Join Date: Sep 2007
Posts: 1
Downloads: 0
Uploads: 0
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Well I'm glad to see Ducimus's work is as well recieved here as it is on the SH4 forums!!
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#15 |
Mate
![]() Join Date: Sep 2007
Location: Finland
Posts: 54
Downloads: 7
Uploads: 0
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Excuse me, but I have some issues with Trigger Maru.
Deck gun doesn't seem to do anything really to anything but small ships. Last night I fired all my AP shells at this 6000 ton freighter - no real damage, it seemed (A large fire started in the ship's stern after like 50 shells, but this is far from normal. Rest of the shells did not do seem to do anything). And this ship wasn't the only merchantmen that seemed to have armour of an Yamato class battleship. Oddly, small ships (junks, fishing ships and so on) don't seem to have any problems in taking damage from the deck gun. Torpedoes work fine (when you consider the fact that American torpedoes were not most reliabe early in war). Command bars seems to be partly messed up and along with the hotkeys (or it might be intentional and I am just confused). Conning tower's command bar ect lacks the button for binoculars, and B-key doesn't respond to binoculars command anymore. I don't know if this is intentional but I don't see a way to use my binoculars now. Now, I don't know if this is normal, but the AI anti-aircraft gunner doesn't seem to be able to do anything. Everytime my lookout has spotted enemy aircraft I have manned the aircraft-gun with assigned crew member under orders to engage - the AI does its job in selecting the fire commands, but doesn't fire. Any idea what this is all about? I am using Trigger Maru with latest patch (both game and Maru), and the only other mods I am using are Silent Service Graphic Mod, Captain Midnight's Sound Mod and Browning .50 Cal mod. Last edited by Kapteeni Rantala; 09-11-07 at 06:36 AM. |
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