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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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Rear Admiral
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I figured id make a most describing some of the changes in Tmaru 1.4, so im not inundated with "how come" type of questions. The number one aim of Tmaru is to make the game more challenging. The secondary aim of the mod, is in part, to make the game as realistic as possible, without creating too many annoyances in doing so.
Tmaru 1.4 most definatly has changes that make the game more challenging, and i suspect will be well recieved by some, and not liked by others. Herein id like to point out, that it is impossible to be all things to all people. Tmaru, which started out as nothing more then a mod of bug "fixes" or workarounds, has i believe finally arrived at a crossroads. Some of the changes in TMaru 1.4 include - seperation of many graphics and sounds into a seperate pack. This is being done to better facilitate future updates. In short, its much easier to D/L a 14 MB file then a 50 MB file when the mod is updated. Any updates to graphics and sounds will be done seperately. - Tmaru's version of a map contact mod. This work is inspired from the "black contact updates" mod and the "assisted plotting" mod. Its a blend between the two. This modification is really borne out of a desire to have an excuse to up the realism settings, my personal inability to live without map contact updates ( i can turn off the external camera and use manual targeting, but i can't make myself turn off map updates, go figure ![]() Heres how it works: Normally the contact map gives you all sorts of information that you *really* wouldn't have if you were a sub skipper. such as: Quote:
Now that, is acutally ALOT of information. Infact if you stare at it close enough, you can even identify carriers and types of aircraft by their silloute on the map! What Tmaru's map contacts changes do, is remove much of the information that it would be impossible to know, with the rest, pretending that maybe someone on the tracking party would have plotted. So in Tmaru 1.4, you'll have the following information: Assuming AutoTDC Quote:
The map will no longer give you the exact track, nor the position of the bow or the dimensions of the targets sensors. Although these pictures are old and out of date a little, it looks something like this: ![]() Start of the Midway single mission. Periscope down. (except the actual sub icon is a circle, not a square, I changed this to eliminate confusion) ![]() Periscope is up, im looking at the map now. Note lack of "tails" on the contacts. (the circle you see will no longer be present either, screenshot was taken before i figured out how to remove targets sensory information) ![]() Zoomed in on the map to get a closer look at the ships. Position and ship name only! No indication of which way the bow is pointing either. Your going to have to figure that one out yourself captain. (yeah yeah so you place a couple marks on the map and draw a line connecting them) Far away Contact reports will appear on the map as a square with formation type, relative speed, and bearing, sans tail to plot off of, you'll have to plot the general direction yourself. ( Side note, aircraft will appear as triangles like normal, but will have no silloutte when you zoom map all the way in. my stance is, it is impossible for someone to track an aircraft and place it on a map. You'll have to rely on your watch crew to spot the plane if you let it get in that close.) Naturally i increased the realism factor in the gameplay settings to reflect the new playing enviorment. Easy mode in TMaru is now 85% realism. Now is this going to be an optional mod? No it is not, but you can add back everything but the silloutes by deleting two files from the mod, and it functions more like it used to in stock. Those files are: data/menu/gui/ContLline.dds data/menu/gui/DashLine.dds That said, i encourage you to give this a try, and if not, at least be honest with yourself and lower the realism settings in the gameplaysettings.cfg - ya big cheat! ![]() So why isnt this an optional mod? The truth is i don't make mods optional because people might not like the changes im making. (I know i can't please everybody, and i think its foolish to try). I make mods optional incase i think theres a reason to believe that an alternative fix might be needed, or if maybe theres something genuinly wrong that i'm not seeing but others are. Now then, The other change in Tmaru is the campaign scripting. From what i can tell tater probably has the most advanced, realistic, and robust campaign scripting in the forum. Since i really don't have the time or motiation to script out the campaign (its a massive undertaking), i've decided to incorporate Taters work into TMaru, and this will have an impact upon gameplay. How this will effect you, is now merchants and convoys will zig zag on a regular basis. Some formations may zigzag every 14 KM, others 16KM, the trick will be to observe this, anticipate it, and position your yourself accordingly. Not only this, but speeds *can* change when they zig zag, so you'll have to recompute speed. Forewarned is forearmed! Between taters campaign scripting and the map contacts mod, Tmaru has definatly kicked it up a notch. Heres the tenative changelog for Tmaru 1.4, i hope to have everything done soon. Quote:
Last edited by Ducimus; 07-24-07 at 11:39 AM. |
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#2 | |
Stowaway
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Any chance of including Oakgrove's Submarine Instruments ? I know its a graphical mod but i didn't see it in the file list. |
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#3 | |
Rear Admiral
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#4 |
Ace of the Deep
![]() Join Date: Nov 2002
Location: No-good Missouri scum
Posts: 1,223
Downloads: 43
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ETA?
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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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#5 | |
Rear Admiral
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#6 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
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Look at the cat's eyes.
It's really due to attack any moment. Great shot....
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Regards, Bando |
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#7 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
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Wow man, this looks to be a great summer.
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Regards, Bando |
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#8 |
Watch
![]() Join Date: May 2005
Location: east of Stockton, California. U.S.A.
Posts: 21
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I just did a complete reinstall of SHIV and patched to 1.3. I installed your mod as directed and added recomended mods also as directed. I then began a carrier, with a Sargo class boat out of Manila, 12-09-41. got everyone at stations and on course, then went to radar station to turn it on and nothing.. I though ok whats up. So I tried all the boats in both Manila and Peral, again nothing. Am I missing something or is radar not available at begining of the war??
I also would like to say Thank You for all your hard work on this and all your Mods. I have tried other large Mods but yours is the one I use. Along with your recommendations of course. I play with everything checked execpt for manual targeting as I just haven't been able to go that far as yet. I am still learning how to handle the boat and plot intercept courses. Please do continue with your execellent work as this game just isn't fun to play without it as far as I am concerned. Thank you!! ![]()
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Rab09 Proud son of a WWII Chief Torpedoman, forward tubes |
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#9 |
Engineer
![]() Join Date: Nov 2004
Location: Pennsylvania, USA
Posts: 204
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It's not TM 1.4. Radar is NOT available until mid 42 or such.
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"You know, you might get surrounded." "We're paratroopers, Lieutenant. We're supposed to be surrounded." --Band of Brothers |
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#10 |
Ace of the deep .
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or just play on the very hard setting .
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#11 |
Watch
![]() Join Date: May 2005
Location: east of Stockton, California. U.S.A.
Posts: 21
Downloads: 0
Uploads: 0
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![]() ![]() ![]() After reading a couple of threads I found the answer on radar. It's not available till 06 0f '42. Ducimus, again I want to say thank you and keep up the great work, sir!
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Rab09 Proud son of a WWII Chief Torpedoman, forward tubes |
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#12 |
Ace of the Deep
![]() Join Date: Feb 2007
Location: Adelaide, Australia
Posts: 1,047
Downloads: 340
Uploads: 1
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Enjoying TM 1.4 big time. Oh as for radar, sometimes I wished I didn't have it
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