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Old 04-11-13, 07:59 PM   #1
Armistead
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Quote:
Originally Posted by Traveller View Post
I'm not sure which zone you are referring to.

If you play, you notice if a group enters the "zone" your PC will lag out some and you know something is near, even though you can't see it, nor can the crew pick it up with any sensors. I believe it's the range of your best sonar, as you can go to sonar yourself and find the group.

The S-boat was the only sub before yours that you had to dive for sonar, but the game would still lag out when a group was near on the surface with it, so you dive and you can pick it up on sonar. Obvious, the sub AI works with the equipment it has, doen't pick it up, but you can.

My guess or assumption, that this lag zone reflects the distance of your best sonar and it exist the entire war, but only you can cheat with it.

It's the cheat everyone uses, game lags out, go to sonar. One thing I've hated about the game, you personally have max use of the best sonar the entire war.
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Old 04-12-13, 04:23 AM   #2
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Quote:
Originally Posted by Armistead View Post
If you play, you notice if a group enters the "zone" your PC will lag out some and you know something is near, even though you can't see it, nor can the crew pick it up with any sensors. I believe it's the range of your best sonar, as you can go to sonar yourself and find the group.

The S-boat was the only sub before yours that you had to dive for sonar, but the game would still lag out when a group was near on the surface with it, so you dive and you can pick it up on sonar. Obvious, the sub AI works with the equipment it has, doen't pick it up, but you can.

My guess or assumption, that this lag zone reflects the distance of your best sonar and it exist the entire war, but only you can cheat with it.

It's the cheat everyone uses, game lags out, go to sonar. One thing I've hated about the game, you personally have max use of the best sonar the entire war.
I understand. I know SH3 also did that. I think it just has something to do with the game engine bogging down. Not sure, though.
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Old 04-12-13, 04:36 AM   #3
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By the way everyone, v2.05 is now uploaded.



Here are the new features and fixes:


v2.05



- Removed the captain's log screen. Also removed the ship sunk and aircraft destroyed icons from the map. The 'She's going down!' sound officer message still shows, as it is hard-coded and cannot be completely removed. So you will still automatically know you sank a ship. You just won't know which one unless you visually confirm it!

These changes were done to add a bit more realism and challenge to SH4, by removing the certainty of automatic identification and location when a unit is destroyed. As captain, you will have to now guess the identity/tonnage and location of the sinking. If you shoot off a couple of torpedoes at periscope depth, and then dive, there will be great uncertainty about which ship was sunk. Even though the destroyed unit icons were removed from the map, it is still possible to manually add marks to the map with the pencil tool when a ship is sunk or aircraft shot down. Hopefully this will give you, as captain, a bit more realism and interaction with the game. And upon returning to port, you can check the captain's log on your desk to compare your patrol notes with the actual sinkings.


- Added a custom-made F1M Pete floatplane which is landed and floats on the water. Damage model is included.

http://img546.imageshack.us/img546/3416/111tkl.png


- Added a challenging custom campaign mission where you will be assigned to find a hidden enemy seaplane base, sneak in, and shell the parked seaplanes.


- Reverted back to the original smaller waves. The larger waves were damaging surface ships over time.




This will be the last version update for Traveller Mod for TMO... at least for a while. I'll be taking a break from modding to actually play the game. I hope everyone enjoys v2.05!


Download v2.05 here: http://www.mediafire.com/download.php?tp2rg4xasc4wqy3
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Old 04-12-13, 04:53 AM   #4
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Thanks!
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Old 04-12-13, 08:24 AM   #5
les green01
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thanks
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Old 04-12-13, 11:39 AM   #6
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Well, I lied. I'm working on one more small project- an optional 'hard-core' patch that removes the periscope/binoculars color triangles, removes the periscope selected target ID name, and removes the selected target ID name from the map. The captain (that's you) will be fully responsible for correctly identifying targets. No more automatic ID's with this patch. Time to break out that recognition manual.
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Old 04-12-13, 12:03 PM   #7
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Quote:
Originally Posted by Traveller View Post
I understand. I know SH3 also did that. I think it just has something to do with the game engine bogging down. Not sure, though.
Yep, just bogs down based on the number of contacts that enter the "zone" I could never figure a fix, cept messing the the intent of sonar, which doesn't solve anything.
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Old 04-12-13, 02:08 PM   #8
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This is one fine mod my friend. Keep up the excellent work that you do!!!!!
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Old 04-12-13, 02:38 PM   #9
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Can anybody help me find a site that shows enemy merchant routes in the war?
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Old 04-12-13, 03:05 PM   #10
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Since we can no longer bring our watch crew inside the sub anymore, when we are being attacked by the enemy with depth charges, are those men at a higher risk of being killed due to being outside of the sub?
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Old 04-12-13, 03:44 PM   #11
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This is so cool! I just sank a Hiryu & a Soryu fleet Carriers in the Moluccan Sea. I thought that it would be an easy target because the map only showed 1 escort, however as soon as I torpedoed the 1st Carrier 2more escorts showed up on the map. I'm currently 250 ft down trying to clear the area . These boys are pissed off!
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Old 04-12-13, 05:55 PM   #12
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Quote:
Originally Posted by bandit484 View Post
Since we can no longer bring our watch crew inside the sub anymore, when we are being attacked by the enemy with depth charges, are those men at a higher risk of being killed due to being outside of the sub?
Please see the included readme.txt file. They have much less risk of being killed. It was a trade-off I made, because it was always such a pain moving them back and forth each time. But gun crews are extremely exposed and vulnerable. Be sure to remove them when diving.
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Old 04-12-13, 05:59 PM   #13
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Can anybody help me find a site that shows enemy merchant routes in the war?
Click the radio in the 3-d sub command center. Ducimus included a shipping route map in TMO.
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Old 04-12-13, 06:03 PM   #14
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Quote:
Originally Posted by Traveller View Post
Click the radio in the 3-d sub command center. Ducimus included a shipping route map in TMO.
Yes I know about that tool and it is wonderfull, but I was wondering about any websites. By the way I really like your mod. It has made this simulation a lot more enjoyable and challenging!
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Old 04-12-13, 06:07 PM   #15
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Thanks for the feedback, everyone.

Regarding the upcoming optional hard-core patch, do you want your crew to automatically identify aircraft and land units on the strategic map, or do you want to have to ID them visually yourself each time? Ships will always have to visually identified by you.
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