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Old 08-23-07, 04:13 AM   #541
Reaves
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Quote:
Originally Posted by Ducimus
A version of Leo's newest LBO will be in TM 1.6, which i might be wrapping that up in the next day or two.
I was hoping you'd say that. Thanks for the work.
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Old 08-23-07, 04:25 AM   #542
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Quote:
Originally Posted by switch.dota
Quote:
// added latest Living Breathing Ocean mod by LeoVampire, adjusted for 9KM max visual distance.
Ca you include the LBO / no 9km stuff as an optional mod? The 9km looks a bit meh on high end graphics. Or so it seems to me after goinf from minimal detail to full blown graphics galore.

Quote:
// refined Repeat patrol fix, default installation.
Quote:
//updated "repeat Patrol fix" availability dates for Gato/Balao to be compatiable with "new construction"

//created alternate "repeat Patrol Fix" that does not force special missions assigments.
Any connection? You used an alternate fix as default with the old one available still?

EDIT: Nevermind this, you answered while I was writing the post

Quote:
// reduced maximum radius of depth charge explosions from 15 to 14.5
Why this small change? Any subtleties I'm missing or is it simple a tiny nerf?

Quote:
//removed text from menu.txt item
- 4140=Enemy Unit Destroyed
AKA I have to check the map/captain's log to see if I sunk a ship? Remember the captain's log icon in the lower right flashes whenever an item is added to the log. Like a ship sunk.

- Scene.dat is normally 8KM. Im half tempted to put it back to that. ALthoguh id really like to put it at 12KM, but im afraid of extra system strain, and im pretty sure the fog rendering will be FUBAR. Right now im thinking i might leave it at 9KM, particuarlly because i dont want to rebalance anything.


- explained again in above post.


- small depth charge change, Primarly for one reason. To *slighly* reduce chance of DD's blowing their own asses off. Although id be better off tightening up the depth accuracy. Probablem is by doing so, i make the escorts even more accurate - hence more deadly. Which offsets the balance im trying to achieve in my sensors tweakings. So the only other option is to reduce the DC explosion radius. Problem therein is if you bring it in too far, it becomes something of a joke. Sooo.... in the end i took off half a meter. Kinda neat how everything ties together huh? Almost like pulling on a loose string on a sleeve and watching your shirt unwravel.

- Yeah i know, if i could find a way to remove the flashing, id do so. My hope is people focus more on whats going on in the battle, and less on the lower right hand corner. People are going to cheat no matter what i do, so by that logic, why mod the game at all? So, ifhave an idea, I may as well stick to it, and let people do what they may, not my problem or peroggative.
edit: then again, i could always change it into something more comical.

Its late, and im getting cranky, i think im gonna turn in.

Last edited by Ducimus; 08-23-07 at 04:48 AM.
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Old 08-23-07, 04:26 AM   #543
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Quote:
Originally Posted by Ducimus
Re repeat patrol fixes, i have 3 versions now.

1.) The original that rotates mission assigments on a 2 month basis. Forces special ops every other mission, and only 1 possible mission available at any one time. Optional mod.

2.) Version of the orginal, but does not force special ops missions. Optional mod.

3.) Rotates mission assigments on a 3 month bases, with 2 missions available at any given time. Does not force spec ops. Default installation at present.


As an aside, ive also put in the stock configuration of patrol assigments, which is currently an optional mod.

So all told, you have FOUR choices in this regard.


Now as for subs, ive been a bit busy. This is what you have in TM 1.6. And yes ive done away with optional mods in this regard. If you want a specific configuration, start at the suggested dates:









Balao not shown because it looks the same no matter what year of the war it is.



Right now i need to test Wernersobes latest version of his NSM mod. If everythings peachy keen, then ill be incorporating that as well. Hopefully i can wrap this up soon.

I just spent 1.5 hours making those pictures, bumpage for the next page of this thread so their not lost.
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Old 08-23-07, 10:36 AM   #544
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BUMP again!

Ducimus,

Well done man, I just cannot get enough of your work, SH4 is now just a joy to play! Plus, I have now learned how to use MiniTweaker and combine mods and in so doing can add my own "Flavored" stuff into the mix!

With TM1.6 possibly being your last work, I again thank you! Take care man!

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Old 08-23-07, 11:35 AM   #545
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Old 08-23-07, 12:51 PM   #546
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The radar fix and Yagumo DD are posted below.
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Old 08-23-07, 03:27 PM   #547
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Ducimus,
Just thought I would say love 1.5 cant wait for 1.6 keep up the good work.

just wondering with all this great work when do you get to put a fish into a jap?
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Old 08-23-07, 04:02 PM   #548
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when he goes to get a massage with his plastic bin liners and baby oil.. :rotfl:
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Old 08-23-07, 04:58 PM   #549
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Hmm, how can I desable limited fuel batteries etc, I know it makes it less realistic, but I am trying to play in an easy settings mode and the mod still makes it all limited even after I go and change it back to custom everything is still gets overwritten by the mod.
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Old 08-23-07, 08:52 PM   #550
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Quote:
Originally Posted by nubsinker
Hmm, how can I desable limited fuel batteries etc, I know it makes it less realistic, but I am trying to play in an easy settings mode and the mod still makes it all limited even after I go and change it back to custom everything is still gets overwritten by the mod.
After you start the campaign are you using the radio in the "office" to change the settings?
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Old 08-23-07, 09:52 PM   #551
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Default hey Ducimus

Your no repeat mission thing you have now isn't bad! Just an example before T.M. I could go back to a save that is just after I finish a mission and every time I hit the send status report I always got the same mission. Now when I go back to a save game every time I hit the send status report I get a differn't mission point and objective every time. I tested it 4 times and got a differn't one each time.
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Old 08-23-07, 10:03 PM   #552
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Wow. That's interesting, leo. Hmmm.
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Old 08-23-07, 10:07 PM   #553
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Which one are you referring to Leo? The WIP or the one thats already in the optional mods directory?
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Old 08-23-07, 10:19 PM   #554
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Default I am using your T.M. that I down loaded

UM vs 1-4 full I beleve

What ever you did in there works fine so far for me while out on a Patrol anyways.
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Old 08-23-07, 11:08 PM   #555
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In 1.6 i have 3 versions of that mod.
One of which i was going to run with as the default installtion, but i don't have time to adquately test it so stock styled mission files will be default, and ill just let people choose which version of repeat patrol fix they want.

My todo list for tonight:


- Revert flotilla file default installtion to stock.

- merge NSM files in with TM 1.6

- check SeeAddlers mods if im looking at 8KM and 16KM scene.dats, use the 8KM, merge graphic files into GFX pack, scene.dat to datafile portion.

- intergate a speciic plane into US roster, create MIS layer, and insert it into campaign.cfg

- retouch extra "goback to previous view" mods to match default installation on periscope goback that i changed.

-update credits

- copy refit pictures to support folder

- doublecheck FAQ, update as neccessary, update credits.


Package and upload.
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