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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#991 |
Navy Dude
![]() Join Date: Mar 2005
Posts: 177
Downloads: 4
Uploads: 0
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Yep R.R., looks like Duci been secretly working on an udate for TM and from what I read on the imrovements he made, Luved it
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#992 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
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Thinking you might like the link,& change log
Ducimus_Rapax
![]() ![]() 1.) The NSM version that i used. It had a few problems with it. I tried to fix one of them, and compensate for the other. In the end, it just didn't work out well. It was a source of alot of complaints and i agree. I am not updating to a new version of NSM because a.) in light of patch 1.4, i thought it best to pull it from TM and save myself a headache later on. b.) Other then more realistic deck gun effectiveness, TMaru doesn't really gain any tangible benifit from NSM. This is not to say that NSM is a bad mod, or needless mod. It is infact, an awesome mod. But right now, its just not meshing very well in the overall sceme of things in Tmaru. 2.) I got tired of seeing all this confustion about installation order. So i opted to make TM, ROW compatiable. So its very simple now, from top to bottom, this is the installation order now (although you can install ROW mods any order you wish): quote:In simpler terms, Install ROW first, then TM GFX pack, and then TM 1.6.4. No more overlaying patches to deal with. 3.) Im going to be going offline in a couple weeks, and moving to a new domicile. During that time its liable to be a week or two before i get broadband back, and ill need something that i can play offline. Heres the (updated) change log: quote:Things that i tried to do in this version but failed: 1.) Removing the target destroyed (or "shes going down) sinking message. I can remove the message itself, but i can't find the timestamp the game places before the acutal message. But if i can't remove the timestamp, there really is no point in removing the message because once you see the timestamp, you know you got him. 2.) I tried upping the light factor to make night surface attacks more feasible. Initial testing was not promising, and i subsequently scratched the idea for now. In the future, theres only two things id really like to do. Get a better visual sensor implentation for the AI, and maybe modify the sub physics to behave more realisticly. Without getting into too many details, personnaly i prefer a negative boyancy approach. This way you can bottom the boat if you want. Time will tell i guess, it all depends on what works. Some variables and tricks from Sh3 do not behave the same in SH4. Anyway I see myself doing one, MAYBE two more revisions after patch 1.4, but i am making no promises on either: - A patch compatabilty version, - then later a revamp AI visual sensors and/or sub phyiscs. Known issues: - Gramaphone not displaying properly when the game is run at really high resolutions. - I used what i think is a 12KM max visible distance scene.dat (from ROW) in this version. So you, the player will see smoke on the horizon, or ships out at that range. I did not adjust the visual sensors for the crew nor the AI, which is still tuned to around 8-9KM. So if you see a ship in the far distance, but your watchcrew doesnt spot tell around 8,000 meters, don't panic. ![]() Hmm, what else, oh yeah, a d/l link would help i guess. (93.5 MB, mod is split in two sections as always, i just compressed them both at the same time is all) http://files.filefront.com/REL+Trigger+Maru+164+FULL7z/;8824414;/fileinfo.html ![]() The US Submarine Service was comprised of less then 1.6% of all US Naval personnel in the Pacific. Yet accounted for 54% of the 10 million tons of military and merchant shipping lost by the Japanese during WW II. |
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#993 | |
Rear Admiral
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Since my bannation has lifted, ive updated the front page. Changelog as cited by donut is as follows:
Quote:
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#994 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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Duci, I saw you post on the Ubi forums that the gramophone somtimes will not display right with your mod when run at high resolutions. I'm having this exact problem with my installation. Is there a way to fix it?
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#995 |
Rear Admiral
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LV pointed a out a fix to me before, but i lost the link to it. (otherwise id have put it in). I think its just a simple positional coordinate fix thats related to CC's pulldown map mod, of which, i used for the speed/time conversion chart.
edit: Think i found it. Shame i couldnt search for it earlier. Oh well. http://www.subsim.com/radioroom/show...63&postcount=9 |
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#996 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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#997 |
Electrician's Mate
![]() Join Date: Jul 2007
Location: Suffolk, Virginia
Posts: 135
Downloads: 0
Uploads: 0
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Hi Luke FF, do not know why it did not work for you but the default textures for the Gramophone are stored in your JSGME backup directory and also the original 1024x768.ini.
What resolution are you running at? I tested at 1920x1200 and at my normal 2560x1600 and it works. Here is a link to the whole thread http://www.subsim.com/radioroom/showthread.php?t=122021 I had made a fix for one with Better Scopes 1.3 and one without Betterscopes. HTH ![]() |
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#998 |
Stowaway
Posts: n/a
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If Gramaphone not displaying in high resolutions then go to here and make changes suggested in the 9th Post Down: http://www.subsim.com/radioroom/showthread.php?t=122021
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#999 |
Swabbie
![]() Join Date: Dec 2006
Posts: 12
Downloads: 173
Uploads: 0
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Since installing this mod...the latest version with the patches, the outside view that travels along with the sub doesn't seem to be working, y'know the view you access from either the comma "," or, full stop "." key.
Any ideas whats causing that....or any answers to reactivating that function? ![]() |
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#1000 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
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@Blockhead
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. |
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#1001 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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#1002 |
Medic
![]() Join Date: Jul 2007
Location: The South Pacific, No, Really.... The South Pacific
Posts: 165
Downloads: 73
Uploads: 0
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Hi, just to confirm, if I want to run the latest TM 1.6.4 with ROW, according to Duci's instructions, I install ROW first then TM 1.6.4, but NOT NSM? Does this sound right, I thought ROW required NSM to be installed....:hmm:
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![]() __________________ "I can imagine no more rewarding a career. And any man who may be asked in this century what he did to make his life worthwhile, I think can respond with a good deal of pride and satisfaction: 'I served in the United States Navy.'" President John F. Kennedy, |
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#1003 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: ~About 60' below
Posts: 1,150
Downloads: 7
Uploads: 0
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Thanks for all your hard, continued work on this Ducimus!!!
Take a Bow Sir ![]() ![]() ![]()
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#1004 | |
Captain
![]() Join Date: May 2006
Location: Niskayuna, NY
Posts: 482
Downloads: 103
Uploads: 0
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Or I'm completely wrong ![]() |
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#1005 | ||
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
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I plan on making a zone's file for the stock game just havn't gotten around to it yet with all the other stuff I am doing for the mod. As soon as I get one done I will post it and I plan on making one for Duci and T.M. to the spec's he want's for his mod. |
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