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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Medic
![]() Join Date: Mar 2005
Location: .be
Posts: 168
Downloads: 47
Uploads: 0
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Blast, I just got caught editing my own text... why did I put this darn banner?
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Saw blub blubb... |
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#2 |
Rear Admiral
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1. When crossing the IDL, you can see torpedo icons after having fired one, but cannot see the projected torpedo track as predicted by the TDC?
2. Air attack frequency is too much, or just right? 3. Are you getting repeating missions like before? (in other words, do i need to place ye ole repeat mission bug fix as default installation for Tmaru?) 4. In regards to the AI detecting your sub when submerged, compared to Tmaru 1.2, the AI in vanilla 1.3 is easier, the same, or harder? 5. In regards to evading escorts when submerged after having been detected, compared to Tmaru 1.2, evading the vanilla 1.3 AI is easier, the same, or harder? |
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#3 | |
Rear Admiral
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Trigger Maru version 1.3 (for SH4 version 1.3, nifty huh?) is now available for download at filefront. All of the functionality outlined in the readme and my website is still valid. The mod, functions just as it always has, only with the radar actually works as intended, so my workaround for that is no longer neccessary.
There have been some additions and changes though: - SJ radar is no longer available at war onset. Ive changed it to 6/42. (stock being 7/42). - Ive included some graphical mods by Captain Cox. These include his updated service cap for officers, and the "sweaty crew" uniforms. The pacific is hot, and well, you prespire. No village people type shennaignans here, just an effort to add a little more ambience and believablity (is that a word?) to the game. Ive also included the imperial version of a bearing tool. If you havent used one before , youve been living under a rock. The nomograph is available as always, but its remarked out by default. Just search the 1024_768_menu.ini file for "nomo" and unremark the block of code you find there. AI adjustments: Ive slighly altered the AI in terms of passive and active underwater detection (live left visual detection alone). If you feel the AI is too difficult, feel free to undo the changes ive made to sim.cfg (see changelog for changes). Aircraft attack/spawn frequency: Ive included my aircraft spawn frequency tweaks from Tmaru 1.2. If you feel stock aircraft numbers are just right, feel free to delete the /data/land directory. The files therein reduce the number of aircraft airbases can have. (IE delete these files and renamble this mod and airbases have alot more planes to launch at you) Optional MODs found in support directory - Stock Fuel Ive included this mod because some people have reported not having enough fuel, despite all conservation efforts. (while others report the amount of fuel is spot on) Maybe these reports are exaggerated, or maybe theres a bug im unable to reproduce. Regradless, ive included this mod. - Repeat patrol fix This is the same repeat patrol fix from Tmaru 1.2 Ive been unable to confirm if the "repeat patrol bug" is fixed or not. Ive seen reports that it hasn't. In any event, ive included this mod incase you run into this yourself. That i beleive, is a wrap, for now. Unless some major buggery is discovered, i have no intention of updating Tmaru for awhile. If you find something wrong, or don't like how something was done, i encourage you to dig in and change it to your own personal tastes. That's what got me into modding, so i encourage others to do the same. If you want to change Tmaru into an ultra realists wet dream where each rivet is exactly spaced, and each weild on a sub a certified 3G wield, or even if you want to turn it into "Richard Craniums Happy Funtime shooting gallery", use/mod this Tmaru as you see fit. My job is finished here, i bid the adieu, Clear skies and calm seas to you, and yours. http://files.filefront.com//;8050048;;/ Quote:
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#4 |
Seaman
![]() Join Date: Dec 2005
Location: Lecco, LC, Italy
Posts: 42
Downloads: 6
Uploads: 0
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Well done, this mod is my favorite one.
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#5 |
Helmsman
![]() Join Date: Nov 2004
Location: Switzerland
Posts: 105
Downloads: 113
Uploads: 0
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Thanks Ducimus. You're great!
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#6 |
Ocean Warrior
![]() Join Date: Mar 2005
Location: Georgia, USA
Posts: 2,674
Downloads: 25
Uploads: 0
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Great mod.
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#7 |
Commodore
![]() Join Date: Jul 2006
Location: Orlando, Fl
Posts: 617
Downloads: 60
Uploads: 0
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Thanks for all your hard and exellent work!
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#8 |
Frogman
![]() Join Date: Mar 2007
Location: belgium
Posts: 297
Downloads: 125
Uploads: 0
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Thank you and respect for you're decision
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#9 |
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
Uploads: 0
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Cheers Ducimus and cool to see you back, if even so briefly
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#10 |
Watch
![]() Join Date: May 2007
Location: england
Posts: 20
Downloads: 0
Uploads: 0
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to Ducimus
![]() ![]() thank you so much. ![]() ![]() ![]() |
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#11 | |
Seaman
![]() Join Date: Jun 2007
Posts: 40
Downloads: 20
Uploads: 0
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Very sorry to see Ducimus go...
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#12 |
Rear Admiral
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@ switch.dota
Ok i know what the problem is then. Missions by default are clumped together by an ID handle, after geographical area. "Honshu" for example, covers all assigments in the honshu area. The game is supposed to randomly pick an assigment from that geographical group (photo, supply, sink, patrol, etc). What i did was split those geographical areas (the ID handles) into two groups. For example "Honshu" became "Honshu" (patrol, sink), and "HonshuOPS" (photo, supply, commando, etc). This is how i was setting Normal missions, followed by special missions. However, when i did this, i neglected Lifeguard missions. THey are still under the old default ID handle. So if the game called on "honshu" , you could randomly get a lifeguard mission when what i had intended was a patrol mission. The easy solution is to change the ID handle for lifeguard missions. @ Frank Smith Once this mod is selttled, yes i am returning myself to obscurity. Ive quit subsim many times, and at some point i have to stick to that decision. My presence here right now isnt by choice, but by neccessity for feedback and communication to publish the mod. I am no saint. Many of the older hands on this forum, i beleive view me as a "richard cranium" (infact ive even been called just that), and im sure others beleive me to be nothing more then a spineless dramaqueen. In order to prove them wrong, i have to stick to my guns. But it goes a little beyond that. (edit) long story short, bad blood and personality conflicts that id like to avoid. @ everyone else Trigger Maru is really the communities mod, not mine. Yeah i put it together, but many of the components are made by people here. The SH4 community is the real "dev team" here. Enjoy your mod, and use it how you see fit. Last edited by Ducimus; 07-20-07 at 01:30 AM. |
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#13 |
Helmsman
![]() Join Date: Mar 2005
Posts: 106
Downloads: 83
Uploads: 0
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Ducimus,
I've no knowledge of whatever bad blood has passed this way before, but I want to shout out a big thank you for your hard work. Happy gaming in the future! |
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#14 |
Ace of the Deep
![]() Join Date: Nov 2002
Location: No-good Missouri scum
Posts: 1,223
Downloads: 43
Uploads: 0
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Well done Duci!
I thought the stock 1.3 visual sighting settings were quite steeply in favor of the AI since they seemed to spot my scope up from miles away even if only for a few seconds. I just halved the Visual sensitivity down to 0.05 and dropped the sonar's thermal layer attenuation down to 3.0 so the layer isn't quite the wall it used to be. My preferences, of course, but I'm golden. Didn't have to tweak or dig up hardly any extra mods. Thanks man! ![]()
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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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#15 | ||
Loader
![]() Join Date: Jul 2007
Posts: 89
Downloads: 154
Uploads: 0
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Just my 2 cents. Cheers, ~F~ |
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