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Old 05-15-07, 07:45 PM   #91
Bando
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Hello Ducimus.

Last night i was doing the photoshoot of carriers at Raboul. Had to sink three DD's first. I was satisfied with the progress, took the picture, mission was complete and then i thought.... well let's blow 'm sky high. So at PD i came sneaking into Raboul, poured myself a cup of coffee and than...Boom. There is a underwater anti torp/sub fence. The boom came when i was nibbing my coffee. It was a complete mess. I was screeming (the coffee was real hot) my wife came running in screaming what the heck is going on, the sub was screeming, you know... a mess.

Did you put that fence there, i can't remember a fence from previous visits. Anyway, it was all in all big fun.

Is there something you can do about radarecho's. I mean the wooden boats and rescue boats can be seen 40 miles away (i know this is nowadays not possible) and one cannot differentiate between big and small ships. If this is also hardcoded, well we'll just have to live with it. I'm running around alot to find out i'm chasing junks.

I love what you did to AI, it gets me on my tows most of the time. Sneaking up is not a piece of cake anymore.

Enjoying the mod fully

Thanks Bando
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Old 05-15-07, 08:41 PM   #92
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Ducimus................YOU ARE THE MAN..........WAY TO GO.........
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Old 05-16-07, 12:33 AM   #93
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Quote:
Originally Posted by Ducimus
Quote:
Originally Posted by NefariousKoel
If I may humbly make a request..

Comment out that annoying crosshair in the bino view in the next release?
like this?
http://www.subsim.com/radioroom/showthread.php?t=112404

I dont mind putting it in.
Yep that's better. No gamey crosshair.
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Old 05-16-07, 02:18 AM   #94
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Well done , Ive now been able to remove a multitude of mods and work with this package. Youve realy made the game playable.
All we need now is the manual speed thing sorted.
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Old 05-16-07, 12:59 PM   #95
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Where are you at with regards to harbour defences, I seem to remember you talking about this awhile back:hmm:

RDP
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Old 05-16-07, 01:48 PM   #96
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Quote:
Originally Posted by reallydedpoet
Where are you at with regards to harbour defences, I seem to remember you talking about this awhile back:hmm:

RDP
Next version after this. Some harbors need a look at, others, REALLY don't. Try that photo recon near Yokohama? Good greif.

Heres where am at right now:
Quote:
//changelog 1.1

//camera.dat ( Mav87th )
Bino->CameraParams ClipDistance from 0.1 to 2.5

ConningPeriscope1
Restricted rotation Min Max changed to -90, and 90
Elevation Min Max changed to -90 and 90

//PPF Grain removal by kapitan_zur_see
data/misc/noise.dds

//Changed "trigger maru" credit title to uppercase.


//1024_768.ini file, remarked out nomograph block [G31 I28] (optional mod, unremark to enable)


//changed mission scripting for special missions to allow for more randomization.

// changed first patrol assigment for pearl harbor from marshall islands to Hokiddo.

//enabled 50 cal machine gun. (poor mans AA for S Class i guess)

//gar, gato now come with fore mounted deck gun by default.

//Gato now comes in cutdown tower and grey paint by default.

//balao now comes in grey paint in its first years of availablity.

// all subs except S classes, now come equiped with radar by default.

// changed starting renown from a max of 5,000, to a max of 3,000.

//bungo pete spawn time changed from every 6 days, back to every 4 days.
Im still not done with the bungo pete mission, and i think im just going to settle on a rudamentary one, and label it a WIP. Something, is better then nothing.

Before that im going to work in the mod to get rid of the binocular crosshair. After that im going to give the flotilla patrol assigments another once over to make sure i didnt forget something or have a typo, and call it good for Tmaru 1.1.

After that, im going to sit tight and wait to see what the word is on patch 1.3. The more work i put into it right now, the harder its going to be for me later on after the patch.

edit:

BTW, ive figured out how to enable the twin 40 MM AA gun. But it has a few problems, and i may put this off on a back burner.

Problem number 1: If mounted on the forward AA platform, the game CTD's.

Solution: Change ID handle on it, and the file that calls on the AA guns so it's seperate from the rest of the AA units, and specify its location to only fit on the aft platform.

Problem number 2: Gun does not fully man. Takes 2 crewman, but only one appears when the gun is manned:

Solution: none as of yet.
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Old 05-16-07, 01:53 PM   #97
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Quote:
Originally Posted by Ducimus
After that, im going to sit tight and wait to see what the word is on patch 1.3. The more work i put into it right now, the harder its going to be for me later on after the patch.
Hopefully something is in the works for another patch . It has been too quiet on the Ubi front as of late.

There was a thread here on harbor defences, have not seen it as of late.

Bungo Pete spawning times

RDP
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Old 05-16-07, 01:57 PM   #98
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I think im going to back bungo off to 5 days instead of 4. Sort of spiltting the difference since his current spawn time is 6 days.

Check edit in previous post, about twin 40mm AA.
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Old 05-16-07, 02:02 PM   #99
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Quote:
Originally Posted by Ducimus
BTW, ive figured out how to enable the twin 40 MM AA gun. But it has a few problems, and i may put this off on a back burner.

Problem number 1: If mounted on the forward AA platform, the game CTD's.

Solution: Change ID handle on it, and the file that calls on the AA guns so it's seperate from the rest of the AA units, and specify its location to only fit on the aft platform.

Problem number 2: Gun does not fully man. Takes 2 crewman, but only one appears when the gun is manned:

Solution: none as of yet.
Like much of this game, a work in progress. It will be in Trigger Maru 2.9

RDP
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Old 05-16-07, 02:33 PM   #100
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Well, removing the crosshairs in the binoculars was easy. Just remark out about 9 lines of code, and its done. No extra 3rd party mods required.

Looks like im about done with 1.1, except for that damn single mission. All i need to do, is doublecheck my work, update the master readmefile, and post the bugger.


Maybe tommrrow, or late tonight if the wife lets me have some damn time to myself.
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Old 05-16-07, 08:11 PM   #101
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http://www.subsim.com/radioroom/showthread.php?t=114086&highlight=modding+

Old thread on Harbour Defenses.

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Old 05-17-07, 04:55 AM   #102
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Congratulations on your work. Its great to see poeple sharing their labours. I imagine you spent many hours geting this package together.
Anyway Ive been using your mod for about a week and I would like to ask a few questions regarding the patrol assignments. Ive noticed by sending a status report after a mission is complete will usualy generate a next mission objective. Sometimes , it seems , you wont be assigned a next mission until you have returned to base and docked. I assume this takes into account remaining weapons and fuel? it allso seems once you send of status report witch doesnt generate a next objective sending further reports will not triger another mission , even refiting at an other base will not seem to start another objective.
I am wondering if you refit before sending a status report will this make any difference.
Allso I havnt noticed any contact reports working yet. I do realise you cant seem to report on all contacts. I may have just been unlucky and tried to report on the ones that dont generate a message. Is this function still working?

I hope you understand my questions and could you explain the mechanics of how objectives are generated.
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Old 05-17-07, 11:57 AM   #103
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Quote:
Originally Posted by Ducimus
Well, removing the crosshairs in the binoculars was easy. Just remark out about 9 lines of code, and its done. No extra 3rd party mods required.
Yeah, I had to do go in and do that manually all the time.

Actually, I'm not using your whole mod but a good chunk of it along with that easy fix and a few other tweaks of my own. It's saved me from having a huge JSGME enabled list of separate smaller mods after mixing and matching stuff.
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Old 05-17-07, 02:19 PM   #104
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1.1 up.

D/L :
http://www.ducimus.net/sh4/release/R...Maru_ver1-1.7z

Changlog:

//changelog 1.1


//camera.dat ( Mav87th )
Bino->CameraParams ClipDistance from 0.1 to 2.5

ConningPeriscope1
Restricted rotation Min Max changed to -90, and 90
Elevation Min Max changed to -90 and 90

//PPF Grain removal by kapitan_zur_see
data/misc/noise.dds

//Changed "trigger maru" credit title to uppercase.


//1024_768.ini file, remarked out nomograph block [G31 I28]

remarked out binocular crosshairs.

//added Captain Cox's officer hat.


//changed mission scripting for special missions to allow for more randomization.

//changed first patrol assigment for pearl harbor from marshall islands to Hokiddo.

//enabled 50 cal machine gun. (poor mans AA for S Class i guess)

//gar, gato now come with fore mounted deck gun by default.

//Gato now comes in cutdown tower and grey paint by default.

//balao now comes in grey paint in its first years of availablity.

//all subs (except S classes), now come equiped with radar by default.

// changed starting renown from a max of 5,000, to a max of 3,000.

//added bungo pete single mission

//bungo pete spawn time changed from every 6 days, to every 5 days.

//Bungo pete no longer has radar after 9/43.

//changed sub fuel to more realistic levels

Porpoise 11,640
Salmon 12,000
Sargo 11,250
Tambor 11.750
Gar 12,046
Gato 12,140
Balao 11,800
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Old 05-17-07, 03:05 PM   #105
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Nice job, dude!
 
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