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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#346 |
Ace of the Deep
![]() Join Date: Nov 2002
Location: No-good Missouri scum
Posts: 1,223
Downloads: 43
Uploads: 0
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Looking forward to it Duci.
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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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#347 |
Gunner
![]() Join Date: Apr 2005
Location: Valencia, Spain
Posts: 94
Downloads: 72
Uploads: 0
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Waiting for the 1.5 update to test this pack.
Thank you very much Ducimus! |
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#348 |
Pacific Aces Dev Team
![]() Join Date: Sep 2001
Location: Atlanta, GA, USA
Posts: 1,079
Downloads: 6
Uploads: 0
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Ducimus, I am getting some feedback on editor created missions/patrols
not working with TM mod. I created 3 of them and the guys say they won't work with your mod. The stock missions/patrols work fine and if they remove TM, the editor missions/patrols work fine again too. I don't know why TM and the editor are not compatible. Could patch 1.3 have something to do with it? JIM
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If you\'re not taking losses, you\'re not doing enough. RAdm. Kelly Turner, USN ********************************** www.fairtax.org |
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#349 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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No, it's because I changed the subchaser and minesweeper "types."
In the stock game they are type=0 for the subchaser, and typer=5 for the minesweeper. Type=5 will not act like an escort even though the No13 unit has DCs, etc. Changing the MS to a type 0, 1, 2, 3, or 4 will make it act as an escort. Changing both to type=1 allows them to be pulled on a "generic corvette" type within missions. Ducimus, if you want, I can try pack up a new version with those 2 units "BP cloned" to type=1 instead. |
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#350 |
Rear Admiral
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Nah its ok, cause this is the final version, or at least, im not making another revision for a long time. That and ive already merged in the 0.75 files, and i dont feel like going back and undoing it.
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#351 |
Pacific Aces Dev Team
![]() Join Date: Sep 2001
Location: Atlanta, GA, USA
Posts: 1,079
Downloads: 6
Uploads: 0
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OK, if its that simple, let the players do it themselves. Just give them a
step by step explanation on what they should do to make the change.... JIM
__________________
If you\'re not taking losses, you\'re not doing enough. RAdm. Kelly Turner, USN ********************************** www.fairtax.org |
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#352 |
Rear Admiral
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Tmaru 1.5 will signal my departure from modding. I just don't time and patience for it anymore. So, if anyone wants to take Tmaru and use it as a basis for their own works, go for it. Pacific aces folks, Der teddy bar, whoevers intrested in the pacific theater and fleet boats, be my guest after 1.5.
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#353 |
Helmsman
![]() Join Date: Dec 2006
Posts: 106
Downloads: 32
Uploads: 0
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Is there a trick in keeping the torp doors open..?
Sometimes when I think I've opened them.. they're closed? ![]() |
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#354 | |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
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#355 |
Rear Admiral
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bug in old version of Tmaru that was corrected in version 1.4
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#356 | |
Helmsman
![]() Join Date: Dec 2006
Posts: 106
Downloads: 32
Uploads: 0
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#357 |
Grey Wolf
![]() Join Date: Oct 2005
Location: The Netherlands
Posts: 813
Downloads: 16
Uploads: 0
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Hi Ducimus,
Did you change the mission tonnage in TM1.5 ? How much do you need now ? Foo |
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#358 | |
Captain
![]() Join Date: May 2007
Location: Romania
Posts: 492
Downloads: 0
Uploads: 0
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I think it will be 2000 tons in 1.5. In 1.4 it's still 10k.
EDIT: Quoting Ducimus: Quote:
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#359 |
Lieutenant
![]() Join Date: Jun 2005
Posts: 260
Downloads: 13
Uploads: 0
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How does TM1.4 behave on the count of damage and sinking mechanics opposed to Natural Sinking Mechanics mod? JGSME says they are incombinable, so I guess they both have similar performance?
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#360 | ||
Grey Wolf
![]() Join Date: Oct 2005
Location: The Netherlands
Posts: 813
Downloads: 16
Uploads: 0
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