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Old 07-13-07, 03:37 PM   #1
Saintaw
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Blast, I just got caught editing my own text... why did I put this darn banner?
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Old 07-13-07, 04:50 PM   #2
Ducimus
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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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Old 07-14-07, 06:21 AM   #3
Ducimus
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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:
1.2 to 1.3 changelog:

-------------------------
data/menu/cfg/dials.cfg

-remarked out sounds on [Dial45]
(this removes the click noise when rotating the periscope)


------------------------
data/menu/menu_1024_768.ini

- added smaller nav tools
- added nomograph (remarked out by default)
- added mini chrono
- removed binocular crosshair

----------------------------
data/cfg/sim.cfg

- AICannons->MaxFireRange from 6,000 to 8,000
- Lost Contact Time from 15 to 30
- Hydrophone->NoiseFactor from 1 to 0.25
- Hydrophone->ThermalLayerSig from 3 to 2
- Sonar->EnemySurfaceFactor from 200 to 150
- Sonar->ThermalLayerSig from 5 to 4


--------------------------
data/library/AI_sensor.dat
- Type93_1A -> Max elevation from 100 to 106
- Type93_3A -> Max Elevation from 100 to 110
- Type93_5A -> Max Elevation from 100 to 118

----------------------
data/Menu/Menu.txt
- added tooltip info to support new commands added to orders bar.
- changed "snorkel depth" to "Radar depth"
- changed default player name
- changed "quick mission" to "single mission"
- changed torpedo tooltip info.
- changed medal names as part of "real medals" mod.


------------------------
data/library/sensors.dat

Visual->PerciseRange from 5000 to 6500
Visual_surface from 150 to 100


-------------------------
data/UPCData/UPCCampaignData/flotillas.upc

- changed out of harbor starting point for pearl to West of IDL
- nulled boat exit dates


-----------------------------------
//files adjusted for compatibility

data/cfg/Commands.cfg
data/roster/names.cfg
data/submarine/nss_balao/balao.upc
data/submarine/nss_gato/gato.upc
data/zones.cfg


// files removed from mod
-----------------------------------
data/library/Cameras.dat
data/library/USSubParts/Sensors_sub_US.sim
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Old 07-14-07, 07:15 AM   #4
Inside686
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Well done, this mod is my favorite one. Just a bit disappointed you decided to stop your work on it. Anyway thank you!
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Old 07-14-07, 10:22 AM   #5
TopCat
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Thanks Ducimus. You're great! Very sad to hear that you don't want to go on. I really hope you'll change your mind and do some great work on this mod in future!
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Old 07-14-07, 10:29 AM   #6
TDK1044
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Great mod.
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Old 07-14-07, 10:34 AM   #7
Soundman
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Thanks for all your hard and exellent work!
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Old 07-14-07, 10:54 AM   #8
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Thank you and respect for you're decision
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Old 07-14-07, 10:58 AM   #9
CaptainCox
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Cheers Ducimus and cool to see you back, if even so briefly
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Old 07-15-07, 06:52 AM   #10
doc1133
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to Ducimus

you are the king.
thank you so much.
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Old 07-19-07, 05:07 PM   #11
Frank Smith
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Very sorry to see Ducimus go...

Quote:
Originally Posted by Ducimus
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.
This to me was one of the GREATEST MODs going.. I truely made SH4 a pleasure to play... the Orig version (IMHO) suked. Thanks for the SUPER work & I truely have appeciated your MOD much.. Snuffy the Ol'Pirate
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Old 07-19-07, 06:24 PM   #12
Ducimus
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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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Old 07-19-07, 06:49 PM   #13
Paul Roberts
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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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Old 07-19-07, 08:20 PM   #14
NefariousKoel
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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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Old 07-20-07, 01:48 AM   #15
Farinhir
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Quote:
Originally Posted by Ducimus
But it goes a little beyond that. (edit) long story short, bad blood and personality conflicts that id like to avoid.
Meh, I say if other people have a problem, it is their problem. If you can ignore it then they are the ones that suffer from their own obsession and you can just ignore it. I think my favorite band, Tourniquet, said it best in their song, "Drinking From the Poisoned Well".
Quote:
You think you're punishing me by your anger
But it's you serving the jail sentence
Point is that while there maybe a few in the SH3 forums that think of you as a "Richard Cranium", there are many here in the SH4 forums that would like you to stick around. Let those that wish to be childish do so, and ignore them as much as you can. You will have a much more enjoyable existance if you do not let the petty ones bother you. They will be the ones suffering because of their own problems and it could be no skin off your back.

Just my 2 cents.


Cheers,
~F~
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