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Old 12-24-07, 12:46 AM   #1
Ducimus
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Join Date: May 2005
Posts: 12,987
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Default [REL] TMaru Beta Patch 1.7.4

This release is, more like a release candidate. This patch, represents what will be my final adjustments to the Trigger maru mod pack. I annotate this as beta, and post it, in hopes that some folks can kick it around and see if theres any glaring mistakes on my part. Should no glaring mistakes be present, i will re release this update to Tmaru as an "Offical" patch for TM version 1.7.2, that will upgrade it to version 1.7.4 At the same time, i will rerelease the full mod pack, under version 1.7.4.

Once this is done, it is final. Im not messing with it anymore. For better or for worse, you wont see anymore updates to Trigger Maru by me. Period. End of story.

This version is alot of small tweaks, but the biggest addition is that of a flotilla in the atlantic, stationed out of the UK. My primary aim was to set up a framework so that others could come in behind me, if they want to. The atlantic flotilla is avaiable, however, in my opinion its nowhere near as robust as it should be. This theater, is more or less a footnote in the pages of history where US Submarines are concerned, US subs didnt spend much time there at all, therego i didnt spend much time on it while modding it in. Theres escorted traffic to sink, a few missions to guide you to them, and a uboat or two leaving their bases, and thats pretty much it.

Changelog for version 1.7.4
Quote:
-- format wordwrap

//sim.cfg->Visual-> Thermal Layer Signal Attenuation from 1.0 to 5.0.

// AI_sensors.dat -> additional visual nodes are now inside this dat, as opposed to being in a seperate dat file.


AI_visual_sensors.dat-> All nodes have been removed from this dat file. This is to avoid having two nodes of the same name being seen by the game, which causes issues. This file is being included so you can just install the patch over the existing TM1.7.2. (alternatly, you can disable TM1.7.2 and delete the AI_visual_sensors.dat from it, and this patch, if your happy with this patch)

// data/air/*.*/*.SNS files -> changed some node assigments.

--------------

// Specific changes to air visual nodes:

AirS_visual
- This node is for single seat aircraft. As such the visual arc is changed from 180 to 150.

- “MinSurface” from -4.35 to -2.2


- initial testing seems to indicate that submerged detection for aircraft using the AirS_Visual i.e. single seater/fighter etc is at or around 1000 meter radius of the player.


AirB_visual
- “MinSurface” from -4.35 to -2.5

- initial testing seems to indicate taht submerged detection for aircraft using the AirB_Visual i.e. 2 seater/bombers etc is at around 1500 meter radius of the player.
-----------

// updated help menu

//sensors.cfg
- Visual and radar sensors now use crew effiency.
- Radar now effected by waves. Wave factor from 0. to 0.5

// Salmon and Sargo can now transfer to pearl harbor at 10/42 and 4/43.


// Submarine.cfg files
- adjusted throttle to stats used by ROW
- adjusted surface depth to number specififed by ROW
- lowered max depth to allow player to exceed depths of 450 feet in Narhal, Gato, and Balao subs via the D key.
*NOTE: Sub will not stop divinig until you tell it to stop via the A key.

// submarine SIM files
- reduced gravity center from 3.15, to 3.0
- corrected salmon and sargo surface endurance (They were swapped with each other)

//added submarine VAL files from ROW

// submarine zon files
- increased maximum depth to a theortical maximum.
NOTE: If your expecting depths of 200+ meters you'll be disapointed.


// German Flag is now historically correct.

// Adjusted start and end dates of Dutch Harbor flotilla to match when traffic is acutally present. Start dates were erronously set at 2/42 and exited at 11/43, when traffic started from 6/42 and ended 5/43. This is now corrected.

//enabled scripting of Submarine squadron 50 in the atlantic

//created mission scripts for atlantic patrols

// add Z class destroyer and Schnellboat objects to german roster.
Installtion:
Enable REL_Trigger_Maru_1.7.2 First.
Enable this patch second. Click yes to override the flie conflicts.

If your installing all sorts of mods on top of this, anything could go wrong. Subsquently any feed back you might have won't be of much help. Infact, if you run this, and run every mod under the sun alongside it, and you have a complaint, i really don't care to hear it. Talk to the hand, cause the rest aint listening. (yes im grumpy, ive been at this all fricking day, and my ass hurts from sitting in this damn chair all day)

D/L Link:
http://www.ducimus.net/sh4/release/R...Patch_1.7.4.7z
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