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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1021 |
Gunner
![]() Join Date: Mar 2005
Posts: 91
Downloads: 88
Uploads: 0
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thanks for the info guys, i installed the row thing after trigger maru and the problem went away anyways, TM and ROW look awesome i couldnt play without them now.
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#1022 |
Rear Admiral
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Ok heres the roadmap for the future of TMaru, after which , i think im going to call it good. This post is soft of a reminder to myself.
In order of priority: 1.) Make patch 1.4 compatible. This will probably be labled TM 1.7 2.) Rework AI visual sensors. I want units on their own visual node based on category. Merchants, warships, planes, sanpans/fishing boats, etc. Every catagory of enemy unit sharing one visual node, i don't like that at all. This will probably be TM 1.7.1 3.) Examine submarine physics, and try and work out a decent model to enhance realism. Either a negative boyance model, (preffered), or a positive boyancy model. I want to increase crash dive time without having increasing the MBT_floodrate to 35,000 for a 42-45 second crash dive time. 35,000 is a ridiculous number, something else isnt working right. If I make any signfiicant progress is being made, ill spend more time on it, and will release it as version 1.7.2. This is a tenative version, it may not happent at all. 4.) Fine tune a torpedo mod to increase dud and malfunction rate. More malfunctions then stock, but slightly less then what would be considered "historical". If 7 out of 10 torepdoes failed on me, i think id go nuts. 5 out of 10 will do ![]() 5.) Fine tune aircraft presence. I think i went overboard when i toned down the number of aircraft. This also will probably will appear as version 1.7.3 6.) Look at campaign files again. By this time Tater may have made more progress in his campaign work, and ill incorporate his latest at this point. This also will probably will appear as version 1.7.3 7.) Look at sinking mechanics again, although this is the last on my priority list , and may not happen. If this happends it will be 1.7.4 So all told im looking at the following: version 1.7 - 1.4 compatible Version 1.7.1 - AI visual revamp Version 1.7.2 ????? (tenative on progress made) - possible tweaks to sub mechanics Version 1.7.3 - aircraft tweaks - campaign file updates - torpedo mod version 1.7.4 ??????(tenative) - possible sinking mechanics addition. So at the least, theres the patch 1.4 compatiblity version, and at least two more versions after that. After that point, if i still have any sanity left, i guess ill acutally be playing this game for a change. ![]() |
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#1023 |
The Old Man
![]() Join Date: Nov 2005
Location: USA, Massachusetts
Posts: 1,477
Downloads: 18
Uploads: 0
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Thanks man!
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#1024 |
Watch Officer
![]() Join Date: Dec 2005
Location: Melbourne, Australia
Posts: 331
Downloads: 75
Uploads: 0
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I've come back to port and have upgraded to the latest TM and installed in the order as listed with ROW and have come across this file missing,
Data/Menu/Gui/RecManual/ConFlagShoreDefenses.DDS Can anybody let me know where I might be able to locate this, it has only come up as missing after I upgraded to TM1.6.4. Ducimus it's good to see you looking at still modding this fantastic mod after the 1.4patch, Your work along with all the Modders here are much appreciated.
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#1025 |
Weps
![]() Join Date: Apr 2007
Location: Nottinghamshire
Posts: 368
Downloads: 68
Uploads: 0
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A little confused here... :hmm:
I want to run ROW, NSM3.3 and TM1.6.4 Which order do I install in because part of ROW says install NSM before ROW but then when I install TM over ROW isn't that going to overwrite the NSM3.3 I want. ![]() Can someone clarify please. PS. It's the classic NSM I want to use if possible. |
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#1026 |
Rear Admiral
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Id install ROW first. Then TM's GFX pak, then TM 1.6.4 Thats how it was intended to run. If you make or add any changes, do it AFTER TM 1.6.4, not before.
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#1027 |
Admiral
![]() Join Date: Aug 2007
Location: Suomi, sauna, puukko, perkele
Posts: 2,346
Downloads: 39
Uploads: 0
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Have a look at here. Leovampire's suggested install order is at the end of the first post.
edit: That installation order seems to be pre-TM 1.6.4, which I believe incorporates some files from ROW, so I don't know if its valid anymore. I used it, and at least the first patrol went as planned. |
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#1028 |
Stowaway
Posts: n/a
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Any change that you can give a "timetable"? It's up and running smoothly at the moment with your october update. I see a number of postings speaking of a 1.4 patch from Ubisoft.
Your thorough istructions for "loading" have helped me a lot. I hope you will continue to give this information. I'm grateful that you will make tm compatible with this update from Ubisoft. Without TM it wouldnot be the same! Aniuk |
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#1029 |
Rear Admiral
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Ok, i finally spend some time looking at the RSRD mod thread. (im typiically too focused to see what others are doing), and to answer a question that keeps recoccuring.
Is TM compatible with Run silent run deep? NO it is not. Unfortunatly your going to have to make a choice. RSRD, or TM. You can't run both. That is, not unless you know how to intergrate the two mods yourself, in which case, have at it ![]() |
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#1030 |
Lieutenant
![]() Join Date: Mar 2005
Location: Seneca, SC, USA
Posts: 251
Downloads: 64
Uploads: 0
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I have been using TM w/ ROW since I got back to SHIV, in fact I think it's what got me enthused (is that even a word?) about the game again. I have to say I would like to broaden my scope a little and branch out. RSRD would mean starting a new career? What are the major components I would lose from TM if I played RSRD w/ ROW?
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#1031 |
Seaman
![]() Join Date: Jan 2004
Location: Texas
Posts: 41
Downloads: 86
Uploads: 0
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Im a long time sub simmer and enthusaist and have had Silent Hunter IV as soon as I could get my hands on it earlier this year (i love Pacific theatre and was a big fan of SHI) I just came back to SHIV after an absence due to engineering work and schooling that takes a huge amount of my time.
I came back this week to find Trigger Maru and Real Fleet Boat mods available and I wanted to praise the packs for the immersion, feel, and features that they add. Its a very nice package. Im currently deploying from Mare Island in the newly constructed USS Skate (Spring '43). Im deploying to the Empire on a covert mission and will be based at Pearl after this initial patrol. Sea trials went well and had an absolute blast... Thanks again. |
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#1032 | |
Rear Admiral
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I can't answer that right now. I havent D/Led the mod and looked at what it changes. The only thing i can say with reasonable certaintly that due to some of the changes i made in taters campaign layers in conjunction with AI tweaks - if you were to introduce a new campaign layer without the tweaks i made to it, theres a good chance it will make the pacific twice as hard as the Atlantic. (imagine a convoy being escorted by multiple akikaze destroyers "aka, bungo pete" ) |
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#1033 | ||
Lieutenant
![]() Join Date: Mar 2005
Location: Seneca, SC, USA
Posts: 251
Downloads: 64
Uploads: 0
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TY, IK
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If you want to go fast, go alone. If you want to go far, go together. ![]() ![]() |
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#1034 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
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RFB / T.M. / and RSRD do not work or play well together if at all.
ANY MOD THAT PLAYS WITH THE CAMPAIGN LAYERS AND MISSIONS will not work with another mod that does the same thing without problems at one time or another either sooner or later they will cause a CTD. You can use graffic's from mod to mod most of the time but most mod's that work with the campaign layers are interdesigned around all the parts of it and get certain info from the other parts of them. For example T.M. might have a mission set up to happen on a certain date and has ships set up to appear at that time in that area. But if you lay a mod over it that changes just tht one thing then the game will either CTD or you will never get to do the mission. When you see a mod that has a folder inside of it that says CAMPAIGNS and you want to run another mod that has that same folder 9 times out of 10 they will not work or play together. If you mix and match RFB / T.M. / and or RSRD you do so at your own risk and do not expect the creaters of those mod's to help you figure out your Crash problems because those guy's always warn you about compatability. Run one of them and finish the game till the end of the war. Then remove that mod and add the next one you want to try then play that one from the start to the end and so on and so forth. |
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#1035 |
Grey Wolf
![]() Join Date: Oct 2005
Location: The Netherlands
Posts: 813
Downloads: 16
Uploads: 0
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When this game came out, the number of patrols were a hot issue.
No more then 5 or 6 were possible without being retirered. Thanks Duci (and the rest of the TM modders) for making this game playable. Just to let you know.. I just finished my 17th patrol from Pearl.. USS Spearfish SS-190 ![]() As a bonus I found the Yamato and a Takao in Yokohama Naval Base. ![]() ![]() ![]() ![]() ![]() |
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