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Old 05-22-13, 08:06 PM   #211
Bubblehead1980
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Quote:
Originally Posted by Traveller View Post
Hi. No, it wasn't merged. I removed it because it caused a conflict with changes made in v2.5. But upon your request, I've made a new version compatible with 2.5.

Also, I had removed the optional Harder Enemy AI Escorts patch due to a conflict, but have gone ahead and made a new version compatible with Traveller 2.5 to give you guys some more variety. It's based somewhat on Ducimus' original version, but with some changes to make it compatible.. and not too difficult in some aspects. It's hard and will add a challenge, but shouldn't be impossible.

Here are the download links-

Harder Enemy AI Escorts for Traveller Mod v2.5 TMO: http://www.mediafire.com/download/9i..._AI_Escorts.7z

No Midway Transfer for Traveller Mod v2.5 TMO: http://www.mediafire.com/download/f9...ay_Transfer.7z
Appreciate it!
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Old 05-22-13, 11:21 PM   #212
Traveller
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Hey everyone. I've decided to release at least one more version in the future. Some things still need a bit of improvement, plus I've discovered a few functional features that were strangely left out by developers. Maybe they ran out of time.

So anyway, to keep the file size down, I'm going to release the sharpened sub textures as a separate download. And they will be compatible with any future Traveller Mod version. That should cut down the file download size by about half. But for now, I hope you're all enjoying v2.5.

Last edited by Traveller; 05-22-13 at 11:41 PM.
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Old 05-23-13, 01:23 AM   #213
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Wow Traveller, you've been really busy! I haven't played TMO yet, but I look forward to using this sometime in the future. Nice work!
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Old 05-23-13, 10:19 AM   #214
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Quote:
Originally Posted by Traveller View Post
Hi. Narwhale mod is not compatible. As far as the S-Boat instant detection you are experiencing, I have no idea. I haven't experienced it. And there are no file changes that would cause this. You are probably experiencing a mod conflict problem somewhere. Be aware that Traveller Mod is not compatible with any other mods unless used with a specifically-made compatibility patch, which would be located in the included 'Extras' folder.
Hmm...not sure what else would cause this. I am running TMO and RSRD Realistic Scopes and not much else. I'll try running with just TMO and RSRD plus yours and see if the results are the same.

Kind of a bummer on the Narwhal-class incompatibility as that is really a great addition to the game. I know you're putting in a lot of work to achieve your vision and I really like and appreciate it, but do you think there's any realistic way that might be made compatible in the future?
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Old 05-23-13, 11:15 AM   #215
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Originally Posted by CptLoonee View Post
Hmm...not sure what else would cause this. I am running TMO and RSRD Realistic Scopes and not much else. I'll try running with just TMO and RSRD plus yours and see if the results are the same.

Kind of a bummer on the Narwhal-class incompatibility as that is really a great addition to the game. I know you're putting in a lot of work to achieve your vision and I really like and appreciate it, but do you think there's any realistic way that might be made compatible in the future?
I didn't mean to offend you with the orange text. It's just that a lot of people don't seem to understand that mixing even the simplest mods can easily break things. So I was just trying to make that clear.

I don't even have the Narwhale mod on my computer, so I can't really say how much work it would take to make a compatible version. But I will consider picking it up.
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Old 05-23-13, 11:20 AM   #216
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Originally Posted by TorpX View Post
Wow Traveller, you've been really busy! I haven't played TMO yet, but I look forward to using this sometime in the future. Nice work!
Hi TorpX. If you have the time, please try it out. Also, v2.6 will have a couple of new, never-before-seen SH4 features I discovered.
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Old 05-23-13, 11:37 AM   #217
Redmane
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Default Narwhal

Does the Traveller mod remove the Narwhal class from TMO? TMO includes the Narwhal class, so unless Traveller's mod removes it, you should have it available without needing an additional mod to add it.
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Old 05-23-13, 11:55 AM   #218
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Originally Posted by Redmane View Post
Does the Traveller mod remove the Narwhal class from TMO? TMO includes the Narwhal class, so unless Traveller's mod removes it, you should have it available without needing an additional mod to add it.
No, it doesn't remove it. But he's using the premium Narwhale mod, which is totally different.
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Old 05-25-13, 09:05 AM   #219
Bubblehead1980
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Quote:
Originally Posted by Traveller View Post
Here's what's new so far in the upcoming version of Traveller Mod 2.6:

v2.6

- Added 2 new search patterns to the submarine Navigation menu bar. There
are now a total of 3. Also, all search patterns will now continue looping
indefinately until you cancel them, allowing you to automatically continue
searching an area without having to always plot a new search pattern over
and over. To cancel a search pattern, just shift and click any waypoint
with the navigation map eraser tool.

- Added new optional 'Larger Search Patterns' patch. This optional patch
doubles the waypoint distances of all 3 navigation map search patterns,
allowing you to search a larger area automatically. See included 'Extras' folder.

Added 2 new emergency evasion orders to the submarine Control Room menu
bar. 'Double-Knuckle Evasion Maneuver': Crash dive, then 2 hard turns to
port or starboard. There are now a total of 4 emergency evasion orders.

- Added new 'Turn to Current View Direction' command to the submarine
Watch and Periscope menu bars. This command instructs the Navigator to set
the submarine heading to the current direction your camera view is aimed.
Makes navigation by visual much easier.

- Added 2 new commands to the submarine Watch menu bar: 'Target Nearest
Warship', and 'Target Nearest Merchant'. These commands instruct the Watch
officer to lock the TDB/UZO onto the specified ship type. It also
instructs the deck gun crew which type of ship to target.

- Added 2 new commands to the submarine Periscope menu bar: 'Target
Nearest Warship', and 'Target Nearest Merchant'. These commands instruct the Weapons officer to lock the periscopes onto the specific type of ship
requested.

- Added new ability to use the following functions while the game is
paused: Recognition Manual, Sub Crew Management, and Gramophone.

- 'You have successfully returned to ... port' objective complete pop-up
message will now show before the 'Dock to End Patrol' option appears.
Should cause less confusion and accidental dockings before 'Return to ...
port' objective is completed.

- Decreased number of enemy air patrols upon player detection.

- Decreased wave height and influence. The larger waves were causing poor
performance and a probable memory crash at higher time compression.

- Removed all sharpened and detailed submarine textures. They are now
available as a separate download called 'Traveller Improved Submarine
Textures'. This was done to reduce the file size of Traveller Mod by 1/3.
'Traveller Improved Submarine Textures' mod is compatible with all
versions of Traveller Mod.

- My custom career missions will now occur more often, depending on the
year.

- Added a few new custom campaign rescue missions. For example... in one
mission you will have to rescue the crew of a downed PBY in enemy territory.

V 2.6 should be released soon.
Just Pm'd you seconds ago lol.Look forward to the latest release.Any chance of a mod the restores the vicious TMO escorts? I'm just not finding them challenging(their visual sensors are fine) but they never find me when I am submerged after an attack.Basically, their ability to find you before reveal with an attack is just fine, but after they seem to have no clue.Example in April 44 off Borneo, I detected multiple Takao cruisers with one DD escorting, making 20 knots heading south, they were toward the end of Palawan, just west of Balabac Strait.Anyways, I submerged, fired six torpedoes from 1200 yards, wiped the cruiser out.Then the DD came roaring in pinging in ideal sonar conditions, never found me.This has also happened after attacking convoys, makes things a little anticlimatic. Never thought I would say but I miss the vicious TMO escorts that would depth charge me and hunt me for hours on end.Perhaps these were just flukes as one attack the seas were pretty rough and i know sonar is useless then.
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Old 05-25-13, 09:12 AM   #220
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Quote:
Originally Posted by Bubblehead1980 View Post
Just Pm'd you seconds ago lol.Look forward to the latest release.Any chance of a mod the restores the vicious TMO escorts? I'm just not finding them challenging(their visual sensors are fine) but they never find me when I am submerged after an attack.Basically, their ability to find you before reveal with an attack is just fine, but after they seem to have no clue.Example in April 44 off Borneo, I detected multiple Takao cruisers with one DD escorting, making 20 knots heading south, they were toward the end of Palawan, just west of Balabac Strait.Anyways, I submerged, fired six torpedoes from 1200 yards, wiped the cruiser out.Then the DD came roaring in pinging in ideal sonar conditions, never found me.This has also happened after attacking convoys, makes things a little anticlimatic. Never thought I would say but I miss the vicious TMO escorts that would depth charge me and hunt me for hours on end.Perhaps these were just flukes as one attack the seas were pretty rough and i know sonar is useless then.
Hi. No problem. I forgot to mention it in the above list. v2.6 also includes my own optional version of harder enemy escorts. So no worries. They will find you if wish.
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Old 05-28-13, 12:15 AM   #221
Traveller
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V2.6 Final released. Here's what's new:


v2.6 Final



- Added 2 new search patterns to the submarine Navigation menu bar. There are now a total of 3.


- Added new optional 'Larger Search Patterns' patch. This optional patch doubles the waypoint distances of all 3 navigation map search patterns, allowing you to search a larger area automatically. See included 'Extras' folder.


- Added 2 new emergency evasion orders to the submarine Control Room menu bar. 'Double-Knuckle Evasion Maneuver': Crash dive, then 2 hard turns to port or starboard. There are now a total of 4 emergency evasion orders.


- Added new 'Turn to Current View Direction' command to the submarine Watch and Periscope menu bars. This command instructs the Navigator to set the submarine heading to the current direction your camera view is aimed. Makes navigation by visual much easier.


- Added 2 new commands to the submarine Watch menu bar: 'Target Nearest Warship', and 'Target Nearest Merchant'. These commands instruct the Watch officer to lock the TDB/UZO onto the specified ship type. It also instructs the deck gun crew which type of ship to target.


- Added 2 new commands to the submarine Periscope menu bar: 'Target Nearest Warship', and 'Target Nearest Merchant'. These commands instruct the Weapons officer to lock the periscopes onto the specific type of ship requested.


- Added new command 'Report Nearest Base Radio Broadcast Traffic Received' to the submarine Radar menu bar. This function orders the radio operator to report the nearest airbase radio wave broadcast traffic that is being recieved- both friendly and enemy.


- Added new ability to use the following functions while the game is paused: Recognition Manual, Sub Crew Management, and Gramophone.


- Added my own version of Ducimus' original TMO harder enemy escorts. This optional patch increases sensitivity of enemy escort hydrophone and sonar sensors. It should give you much more of a challenge, without making the game impossible.


- 'You have successfully returned to ... port' objective complete pop-up message will now show before the 'Dock to End Patrol' option appears. Should cause less confusion and accidental dockings before 'Return to ... port' objective is completed.


- Lowered submarine bulkhead durability, plus decreased depth charge blast damage. This will cause surface engagements to be even deadlier. One bomb or two shell hits may destroy sub bulkheads now.


- Decreased number of enemy air patrols upon player detection.


- Decreased wave height and influence. The larger waves were causing poor performance and a probable memory crash at higher time compression.


- Removed all sharpened and detailed submarine textures. They are now available as a separate download called 'Traveller Improved Submarine Textures'. This was done to reduce the file size of Traveller Mod by 1/3. 'Traveller Improved Submarine Textures' mod is compatible with all versions of Traveller Mod.


- My custom career missions will now have a much higher chance of occurring, depending on the year. These include orders to shell Wake and Guam fuel storage tanks, find and destroy enemy floatplanes at a hidden base, and find and rescue the aircrew of a downed PBY patrol aircraft.





V2.6 TMO Final will be the last version release, as I'm done with modding and won't be active here anymore. I will no longer be providing any technical support for my mods, so if you have a question, please see the included readme.txt file first, or post your question in this thread. Someone will probably be able to answer it.

Traveller

Download Traveller Mod v2.6 TMO Final: link temporarily unavailable

Last edited by Traveller; 05-30-13 at 03:11 AM.
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Old 05-28-13, 02:34 AM   #222
Capt. Morgan
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Thanks for this great enhancement of TMO. Now that this is the last release, I can finally re-start my
pacific career.
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Old 05-28-13, 10:53 AM   #223
Bubblehead1980
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Thanks for all your work Traveller!
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Old 05-28-13, 06:24 PM   #224
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Many thanks, Traveller. A great work.

Best regards.

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Old 05-28-13, 06:51 PM   #225
J0313
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Does any one know if Traveller removed the bearing tool on purpose or did I do something wrong?
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