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Old 01-03-08, 04:41 PM   #16
deacon211
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Thanks alot D!

You hard work is most definitely appreciated.

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Old 01-03-08, 06:34 PM   #17
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Just wanted to say, that at some point in the future, time allowing, ill post indvidual mods that ive created in TM for others to use if they wish. Alternately your free to use the TM modpack however you wish provided its not for any commercial purpose or for monatary gain.
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Old 01-04-08, 08:29 PM   #18
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After reading this:
http://www.usscod.org/diving.html

I wonder if i should kick up the dive time a notch or two before i punt this baby out the door.
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Old 01-04-08, 09:00 PM   #19
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Have you made a decision on the AI yet, from the looks of the poll you may be considering staying as is.


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Old 01-04-08, 09:05 PM   #20
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Quote:
Originally Posted by reallydedpoet
Have you made a decision on the AI yet, from the looks of the poll you may be considering staying as is.


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I am.
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Old 01-04-08, 09:08 PM   #21
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Quote:
Originally Posted by Ducimus
Quote:
Originally Posted by reallydedpoet
Have you made a decision on the AI yet, from the looks of the poll you may be considering staying as is.


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I am.
Probably best, I had asked for more difficult but still foresee getting my butt kicked by
Trigger for awhile yet


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Old 01-04-08, 09:16 PM   #22
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Just FYI One change i made this morning, thats not in the beta patch, is what aircraft are at airbases. In the past all i had done was reduced that planes in quanity from the stock airbase cfg files. Thir morning it hit me that, just betty's and zeros was a little boring, and slightly unrealistic since zeros werent ASW planes. So i increased the variety of planes , and the number of aircraft slightly. To offset the slight increase in number of aircraft, i changed the interval in the airstrike.cfg from 20 to 25.
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Old 01-04-08, 09:34 PM   #23
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Quote:
Originally Posted by Ducimus
Just FYI One change i made this morning, thats not in the beta patch, is what aircraft are at airbases. In the past all i had done was reduced that planes in quanity from the stock airbase cfg files. Thir morning it hit me that, just betty's and zeros was a little boring, and slightly unrealistic since zeros werent ASW planes. So i increased the variety of planes , and the number of aircraft slightly. To offset the slight increase in number of aircraft, i changed the interval in the airstrike.cfg from 20 to 25.
Nice Ducimus, variety will be a good thing with regards to aircraft, the zeros do get a little tiring. Does RSRD do anything with regards to planes :hmm: I used it a few times with Trigger but never really got a good feel for it.


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Old 01-06-08, 03:25 AM   #24
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Ok, so this has been taking me a little longer then i had hoped.

here is the new, and updated change log:

Quote:
-- format wordwrap


1.)SENSOR CHANGES

//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 has been removed as it is no longer neccessary.


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


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

//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.

-----------

2.) SUBMARINE CHANGES

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

// Extendable SD radar antenna by anvart

// Submarine.cfg files
- adjusted throttle to stats used by ROW
- adjusted surface depth to number specified by ROW
- snorkel depth has been changed to allow deep diving past 450 feet. (hotkey is: SHIFT + D)
*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)
- Improved crash dive time for all fleet submarines except narwhal.
Crash diving while on the surface at 8 kts, you should now get to 65 feet in 40 seconds. Dive time chanages based on this info:
http://www.usscod.org/diving.html

//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.


// s-class
-Restored 4"50 cal deck gun as default installation instead of being an erronous upgrade to the 3"50.


// improved arc of fire on forward AA gun for Porpose, Tambor, Gar, Salmon, and Sargo.
(gato and balao were ok, and did not need any adjustment)


--------------------
3.) CAMPAIGN CHANGES


// 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.

//added additional messages to messages.txt

// adjusted japanese minefield size (less wide) and (more) density.

// German Flag is now historically correct.

//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.


------------------
4.) JP AIRPOWER CHANGES

//data/land/*.* (jap airbases)
- increased number and type of search aircraft
- decreased number of zeros in normal airbases (increased in large airbases)

//data/cfg/airstrike.cfg
- "Logic Steps Between Air Sessions" from 20 to 25

//Plane reclassification
- H6K, H8K, Q1W1 changed from "patrol" to "bomber" like the Betty
- "Bomber" unit classification renamed to "ASW patrol"


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

5.) UI CHANGES

// updated help menu

// added raise/lower SD radar antenna button to orders bar

// added "dive planes set for deeep dive" button to orders bar


// intergrated ROW_camera2b
-changed bino view to be unobstructed by periscope shears.
- fixed "camera out of sectors" error on S class when left clicking on radioman (radar crewman)
So whats the hold up? I wasnt getting the variety in aircraft that i wanted. After a few trial and error tests, i beleive ive found my solution.

Long story short, and Simply put,
-Normal airbases will have bettys and zero's.
- Floatplane airbases (currently unused) will spawn the two Floatplanes which you should learn to hate. This floatplane airbase, i will be placing near normal airbases.

Ive noticed that the closer you are to the airbase locations, all you really see are betty's and zero's. But get farther away from the airbase locations, and you see more floatplanes. At least, tahts what its looking like as so far.

So ive got to update the JP airbase MIS file. After that ill retouch the bombs they're equiped with to put more of a bite into their bark. Once ive done that, ...

well....

thats it. Ive been messing with this all day. Since its the final version i intend to publish, i wanted to get as much polish on it as i can time permitting.
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Old 01-06-08, 04:54 AM   #25
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Sounds awesome Duke. Can't wait
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Old 01-06-08, 03:48 PM   #26
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Great improvements, thanks Ducimus.
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Old 01-06-08, 04:11 PM   #27
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Uploading now.

SD radar or no SD Radar, Aircraft are going to be much more deadly.

Quote:
4.) JP AIRPOWER CHANGES

//data/land/*.* (jap airbases)
- increased number and type of search aircraft

//data/cfg/airstrike.cfg
- "Logic Steps Between Air Sessions" from 20 to 25

//Plane reclassification
- H6K, H8K, Q1W1 changed from "patrol" to "bomber" like the Betty
- "Bomber" unit classification renamed to "ASW patrol"

// data/air/*.*
- adusted range of some aircraft
- made patrol aircraft harder to shoot down
- improved guns mounted aircraft (larger clip slize, faster reload, improved elevation on some guns)
- changed bomb loadouts


//data/library/bombs.*
- increased AP on some bombs from 10 or 15 to 20.
- bombs now explode on when contact with the sub, and or a depth of 20 or 45 meters.
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Old 01-06-08, 07:55 PM   #28
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Quote:
Originally Posted by Ducimus
Uploading now.

SD radar or no SD Radar, Aircraft are going to be much more deadly.

Quote:
4.) JP AIRPOWER CHANGES

//data/land/*.* (jap airbases)
- increased number and type of search aircraft

//data/cfg/airstrike.cfg
- "Logic Steps Between Air Sessions" from 20 to 25

//Plane reclassification
- H6K, H8K, Q1W1 changed from "patrol" to "bomber" like the Betty
- "Bomber" unit classification renamed to "ASW patrol"

// data/air/*.*
- adusted range of some aircraft
- made patrol aircraft harder to shoot down
- improved guns mounted aircraft (larger clip slize, faster reload, improved elevation on some guns)
- changed bomb loadouts


//data/library/bombs.*
- increased AP on some bombs from 10 or 15 to 20.
- bombs now explode on when contact with the sub, and or a depth of 20 or 45 meters.
....bring it on..... I am half way through Silent Victory .... its all starting to make sense now...finally ...should of read it months ago! My bad! Anywho's, I understand where you are coming from with TM. Thanks!
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Old 01-06-08, 11:00 PM   #29
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Request download link(s)......
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Old 01-06-08, 11:08 PM   #30
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http://www.subsim.com/radioroom/showthread.php?t=115258
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