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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Rear Admiral
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As im sure many know, i released TMaru 1.3 saturday, and im here posting this message, admitting (cause i dont think everyones gonna read the mods thread) that perhaps i was a little premature, and for that i apologize. My only excuse is that im only a single person, so mistakes will be made, or things overlooked. Im really startiing to wonder if i should have just sucked it up and tried to form an offical mod team or at the least a test group. I just didnt want to turn the mod into a major commitment.
Anyway, known issues: 1. Torpedo tube doors openly slowly. I saw what ubi did, but didn't think it neccessary to implent in the file because my settings and ubi's settings accomplished the same thing. I was trying to maximize my time usage, so i didn't spend any time on this particular bit. What i didn't think of was that thered be a difference in code on how fast one way to open the doors would be vs the other way. In short, its an easy fix. 2. Tambor bearing tool misplaced. Ooopy. 3. No traffic around marshal islands. Stock issue. I was going to get around to reworking campaign files eventually. 4. 500 MB save game files. Im still not 100% positive this is a Tmaru issue, or stock issue, but im leaning on its a Tmaru issue from what ive read. My best guess is: A.) Garbage collection. in terms of units spawning, something is spawning like wildlfire and/or something is not being removed from the game after it reachs its final waypoint. This could be occuring in the normal JP MIS files (unchanged in patch 1.3 and subsequently unchange in Tmaru's version of these files ), or the US harbor traffic MIS layer (untouched by Tmaru, but changed in patch 1.3) b.) Some wierd code change is making my Bungo Pete mod act wierd (wild guess), as it creates a JP DE when there otherwise isnt one. If your having 500 MB saves, delete the campaign folder and see if the problem reoccurs. Hopefulll that will fix it in the meantime, whilst i try and pinpoint the issue. So in short, SITREP? SNAFU. However, Tmaru 1.3a will be surfacing ASAP, and hopefully not another BOHICA. |
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#2 |
Engineer
![]() Join Date: May 2005
Location: Pocatello,ID
Posts: 203
Downloads: 92
Uploads: 0
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Ducimus you are only trying to be helpful.I applaud your efforts,and surely no one will say anything negative.I enjoy your mods,and I have 1.3 already downloaded.I'm just waiting until things smooth out with the new patch,to install it.Keep up the good work!
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#3 |
Silent Hunter
![]() Join Date: Apr 2007
Posts: 4,404
Downloads: 29
Uploads: 0
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Ducimus - Things happen - too many people love TM to worry - your hard work is appreciated. One thing I noticed in your writup that really perked me - Item 4A. You labeled it Garbage collection - things spawning and not disappearing apparently as they should. Can you elaborate? The reason I am asking is because I am wondering if you have info that could help solve the "Zombie" ship issue - if there is a way to remove a ship before it hits its final waypoint - that would be fantastic! If not - well hey - I am just a man lookin for answers! Its all good! TIA!
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Good Hunting! Captain Haplo ![]() |
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#4 |
Ocean Warrior
![]() Join Date: Mar 2005
Location: Georgia, USA
Posts: 2,674
Downloads: 25
Uploads: 0
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Hi Ducimus,
Your mods are excellent and your work much appreciated. Thank you. |
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#5 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Ducimus, in case you missed it, jace11 fixed the taihosen maru ctd issue. He subbed in the 1.1 files for the ship, and it works. There is a mod (I JSGMEd it, but he links to the raw files). It's a certain CTD without it, you might want to include it.
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#6 |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
Downloads: 5
Uploads: 0
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It takes a good man to admit his mistakes then strive to correct them or at least admit to them.
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#7 |
Electrician's Mate
![]() Join Date: Dec 2001
Location: Edmonton
Posts: 133
Downloads: 145
Uploads: 0
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Thanks for the great mod Duci....and the great humility
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U-Boot Spezial Cocktail......neidisch? ![]() |
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#8 |
Watch
![]() Join Date: Aug 2004
Posts: 28
Downloads: 1
Uploads: 0
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Ducimus,
I read great things about your mod, downloaded it and looked into the readme. Unfortunately, the readme is a bit cryptic and I have trouble understanding what the consequences are for the changes you made, often I'm not even able to understand if it makes the game "easier" or "harder" with respect to an item you changed. Is there a more elaborate explanantion of what the mod does? Thanks! CHuck |
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#9 |
Navy Dude
![]() Join Date: Mar 2005
Posts: 177
Downloads: 4
Uploads: 0
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Yarrr! Ducimus, no sweat matey, luv yer work,will continue play'n yer mods as long as you keep making them
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#10 |
Helmsman
![]() Join Date: Dec 2006
Posts: 106
Downloads: 32
Uploads: 0
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I appreciate all the efforts you have put forth into this mod.. thanks.
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#11 |
Lieutenant
![]() Join Date: Mar 2006
Location: Deep River, CT
Posts: 255
Downloads: 1
Uploads: 0
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Ducimus,
Trigger maru is an absolutely fantastic Mod and I enjoy it allot!. I greatly appreciate every effort you have put forth, so dont sweat an error here or there. Fix it if/when you can, we can all patiently await whatever repairs are necessary. It happened in the Real War when boats completed yard work and went out for sea trials and had to pull back in to make finat tweaks or repairs. Frank "Torpex" Kulick Subsim staff ![]() |
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#12 |
Canadian Wolf
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Dam good mod, your efforts are appreciated
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#13 |
Torpedoman
![]() Join Date: Mar 2006
Location: MA. US
Posts: 112
Downloads: 41
Uploads: 1
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Ducimus
You are well named, sir. If this current problem is the worst thing that hapens today, we've got it made. Your many fans are in your corner rooting for you. That pulling together is the kind of thing that makes this community. Old Dog |
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#14 |
Rear Admiral
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Ive been posting at work, so sorry if im not answering any questions. I have to keep my personal activity at a minimum.
I think im going to follow this plan of attack for version 1.3A, which hopefully will fix the current issues (this is more like a note to self): 1.) Update commands.cfg , torpedo door open command. 2.) Fix tambor bearing tool misplacement 3.) Revert Gar back to inheirting its data files from Tambor. I dislike doing this, but this modification could be causing more trouble then its worth. 4.) delete US_torpedo.sim file, just to be on the safe side. 5.) doublecheck JP airbase configs, incase i missed something. 6.) delete all campaign JP traffic MIS files and restart from scratch. (only reason i didnt is because from info i had, nothing had changed. Perhaps i my info was wrong.) 7.) Campaign files, JP traffic - Reduce spawn rate of single merchants, and troop convoys. - Remove all instances of "Generic Battleship" from task forces - place bungo pete in JP Harbor traffic layer - replace all crew rating 0 to crew rating 1 - repalce all crew rating 4 with crew rating 3 - place some sort of traffic in/around marshall island. 8.) Patience permitting, - change min depth so hydrohpones only work while submerged. - one, half ass implentation of surfaced AI uboat. (I REALLY doubt ill get to this honestly) |
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#15 |
Watch Officer
![]() Join Date: Dec 2005
Location: Melbourne, Australia
Posts: 331
Downloads: 75
Uploads: 0
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Ducimus I'm playing with your released 1.3 mod from saturday and have saved a number of times, I'm not getting any 500mb saves as people are talking about so it might not be your mod causing this
Although I did turn off the devdebug option in the main cfg file could this be the problem for the large save games? Your mod is fantastic by the way great work
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