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Old 07-17-07, 03:14 AM   #76
switch.dota
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Quote:
Originally Posted by Ducimus
Why did you remove the next/ previous camera?
This modification is the most frequently asked and is testiment that this mod is not intended to make things easy despite some compromises to historical accuracy. I have always felt that the external camera gives the player too much info, and is something of a cheat given that the player can obtain info a real sub captain never could. Yet, its silly to deny oneself the eyecandy. Hence the "compromised realism camera". you can still look about your sub, but can't look at sound/radar contacts taht you otherwise couldnt see. Now, when you get a sonar/radar contact, you really have to wonder what you have there.

Ok, whatever dude, how do i renable the next previous camera?
In this mod, open the file data/cfg/commands.cfg in notepad. Search for "Cmd50" and
remove the semicolon placed in front of the key assigments for "Cmd50" and "Cmd51".
Quoted from the first post :p
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Old 07-17-07, 03:16 AM   #77
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In #1 Post,this Thread

Quote:
Originally Posted by Meco
Great Mod pack

A question if I may?

Does anyone know how to reactivate the fixed external view?
I press the " . " and the " , ". for next or previous ship view. but nothing happens. Even the menu no longer shows the next ship external view icons?

The in game settings are set to allow.

Maybe I have to reinstall game and patch and then mod again?

Any speculation by anyone welcome.

"Ok, whatever dude, how do i renable the next previous camera?"
In this mod, open the file data/cfg/commands.cfg in notepad. Search for "Cmd50" and
remove the semicolon placed in front of the key assigments for "Cmd50" and "Cmd51".
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Old 07-17-07, 06:29 AM   #78
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er.. thanks donut...

I never altered stuff before. I have been in vanila land for years and accepting it as end product for many games..

Now if you would have said. " easy... press alt F4 " I would not have believed you.

Again thanks guys. Ill be back to delete my posts after due to redundency once others have had a chance to identify my triple noobness.

1 - uses next camera in game.
2 - clueless on moding
3 - misses the obvious posts on the very subject on page 1
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Old 07-17-07, 08:50 AM   #79
switch.dota
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Hey don't worry - nobody was born a sub commander/modding expert.

Here's a little more detailed explenation, in case you need it:

1. If you installed the mod by copying the files over the install, then go to the SH IV main folder. If you installed using JSGME, disable the mod then go to the root director of the mod.

2. Open the DATA folder, then the CFG folder.

3. Look for the file 'commands.cfg'. Open it with notepad.

4. Search for the text "Cmd50". You will see something like this:

;[Cmd50]
;line #1
;line #2
;line #3

This is off the top of my head and probably wrong in term of the content on each individual line. The point is all the lines have a semicolon (";") in front of them. To get the prev/next camera working again remove these semicolons in the paragraph associated with Cmd50. So the above example will become:

[Cmd50]
line #1
line #2
line #3

6. Next do the same for "Cmd51".

7. Save the file and you're ready to play the game again. It should be 100% compatible with existing saved games, either in-base on at sea.
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Old 07-19-07, 04:06 AM   #80
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Hokey dokey. Version 1.3A is up. Enjoy. Again, unless theres a major bug i need to fix, my job is done here.

http://files.filefront.com//;8092629;;/

In the event of future campaign mods being used with Tmaru, the only files that are important to Tmaru in terms of bungo pete, and german uboats is the JP harbor traffic MIS file, and the GERaiders MIS file.



Version 1.3a changelog (yeah i know im slacking on the documentation)
Quote:
//updated commands.cfg, Q opens doors, W cycles forward tubes, Y cycles aft tubes.

//fixed tambor bearing tool misplacment.

//Gar reverted back to inheirtance from tambor

//fixed error with sub's sim files

//sim.cfg
- max fire range reduced from 8000 back to 6000
- hydrophones->noise_factor reduced from 0.25 to 0.4

//Sensors_sub_US.sim
changed MaxSensorHeight on type 3 sensors (hydrophones) from 0, to -4 for S class, and -12 for all other subs

//redid bathtub removal, now includes option to include bathtubs if thats your thing.

//added german uboat, skin by Fubar

//added singleplayer mission for uboat

//added spawns for uboat in campaign game via GERaider.mis file

//added Taihosan Maru Fix by Tater, (orginal concept by Jace11)
Fair sky's , calm seas, and happy hunting!

(and sink a uboat for me while your at it )


Last edited by Ducimus; 07-19-07 at 04:17 AM.
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Old 07-19-07, 04:18 AM   #81
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Great Ducimus ! - It´s gonna be a good day
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Old 07-19-07, 07:17 AM   #82
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Nice!

I am on a weeks vacation in South Carolina... guess I'll check it out when I get back home!
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Old 07-19-07, 08:26 AM   #83
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Thanks Ducimus, I know you said it, but hopefully this will not be the last of your work.


RDP
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Old 07-19-07, 09:58 AM   #84
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finally.

Time to actually sit down. Hand pick a crew. Quit screwing around with files. Play out a career.
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Old 07-19-07, 01:36 PM   #85
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Quote:
Originally Posted by dean_acheson
finally.

Time to actually sit down. Hand pick a crew. Quit screwing around with files. Play out a career.
Agreed!

I just added the suggested CBS sound pack to 1.3a and I can now finaly start a serious career.

Thanks for the "save fix" Ducimus. ( not that it was a big problem for me anyway )

Your mod is now complete, But I also hope your vision will expand the evolution of TM well into the future if you come up with something else to add to your work.

p.s. Get yourself a donation box Captain Ducimus. I owe you some coins as mentioned in another thread.


*salivates*
Now i go to start a new career.
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Old 07-19-07, 02:18 PM   #86
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are tater's improved campagin files in here duci? do i need to jgsme them in?

sorry, i didn't see them, and i wanted to just check.
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Old 07-19-07, 02:33 PM   #87
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Quote:
Originally Posted by dean_acheson
are tater's improved campagin files in here duci? do i need to jgsme them in?

sorry, i didn't see them, and i wanted to just check.
You'll need to JSGME them in. Beforehand, i would suggest disabeling TMaru and delete all the campagin .MIS files in Tmaru's campaign directory; EXCEPTING,

- GERaiders.mis,
- Jap_harborTraffic.mis (or named similar).

Those two files are required for Bungo Pete, and the german Uboat to appear in the campaign game.

I didnt spend much time on the campaign files because i knew others were putting out a more robust campaign mod. My scope in the campaign files was limited to what i thought were the most immediate fixes.

The campaign files in Tmaru, all they do is
- increase crew rating to predominatly 3.
- lower single merchant spawn rate. (stock, too plentiful and it lags the game)
- Lower troop convoy spawn rates. (too plentiful and cause of unrealistic tonnage scores)
- remove generic battleships from task forces. (stop spawning yamoto's)

Thats pretty much it. THey don't do much except fix the more immediate annoyances. I'd have included Taters mod, but wanted to wait tell it was completely finished.
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Old 07-19-07, 02:43 PM   #88
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Ducimus, three issues in TM 1.3:
- Abundance of Lifeguard duty missions (5/9 missions the past 3 patrols); this is using your hotfix for varied objectives;
- Abundance of aircraft - it might be an isolated case, but for the life of me I can't patrol Bismark Sea on the surface in daylight. With the battery recharge time of the S-Class (24hrs?) it's god damn annoying. Planes coming in from Rabaul (75% of the time and that little port west of Rabaul, on the south edge of Bismark Sea).
- Recharge time for S-Class' batteries is extremely long. And I DO mean extremely long. 20+ hrs seems a bit unrealistic...

NOTE: This is for TM 1.3, not 1.3A. Don't know if things changed.

Last edited by switch.dota; 07-19-07 at 03:03 PM.
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Old 07-19-07, 03:58 PM   #89
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- RE Lifeguard missions,
are you sure you have the repeat patrol fix mod installed? Its not the default installation, but an optional mod located in the support directory. Or maybe, i should ask, are these lifeguard missions consecutive? or are they occuring every other mission?


-RE aircraft,
bad luck maybe. I didnt increase aircraft at all, infact if decreased the number of aircraft airbases can have. It could be that the south pacific just has a higher concentration of JP airbases.

-RE S class,
I didnt touch it aside from the realistic crew mod. I guess i should have spent more time on that pigboat.
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Old 07-19-07, 04:35 PM   #90
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Lifeguard Duty problem -- I'm aware of the extra mod (in the support folder) and I'm pretty sure I have it installed. The Lifeguard Duty off Guadacanal occurs every other mission (not consecutive). It's also extremely frustrating to complete as far as missions go. Perhaps I wouln't have minded the abundance of such assignments if they involved anything other than running around for smoke piles I can only see myself (any my crew if I'm within 100m of the guy).

S-Class -- the issue was introduces in SH IV 1.3. I'm not sure what they did but batts take a hell of a lot of time to charge up.
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