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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#91 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
Uploads: 0
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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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#92 |
Ace of the Deep
![]() Join Date: Oct 2006
Location: Los Angeles, Ca
Posts: 1,142
Downloads: 267
Uploads: 0
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Ducimus................YOU ARE THE MAN..........WAY TO GO.........
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#93 | ||
Ace of the Deep
![]() Join Date: Nov 2002
Location: No-good Missouri scum
Posts: 1,223
Downloads: 43
Uploads: 0
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"When Gary told me he had found Jesus, I thought, Yahoo! We're rich! But it turned out to be something different." - Jack Handey |
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#94 |
Lieutenant
![]() Join Date: Apr 2007
Location: Adelaide Australia
Posts: 266
Downloads: 240
Uploads: 0
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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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#95 |
Canadian Wolf
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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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#96 | ||
Rear Admiral
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Heres where am at right now: Quote:
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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#97 | |
Canadian Wolf
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![]() There was a thread here on harbor defences, have not seen it as of late. Bungo Pete spawning times ![]() RDP |
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#98 |
Rear Admiral
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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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#99 | |
Canadian Wolf
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#100 |
Rear Admiral
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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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#101 |
Canadian Wolf
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http://www.subsim.com/radioroom/showthread.php?t=114086&highlight=modding+
Old thread on Harbour Defenses. RDP |
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#102 |
Lieutenant
![]() Join Date: Apr 2007
Location: Adelaide Australia
Posts: 266
Downloads: 240
Uploads: 0
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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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#103 | |
Ace of the Deep
![]() Join Date: Nov 2002
Location: No-good Missouri scum
Posts: 1,223
Downloads: 43
Uploads: 0
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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. ![]()
__________________
"When Gary told me he had found Jesus, I thought, Yahoo! We're rich! But it turned out to be something different." - Jack Handey |
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#104 |
Rear Admiral
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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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#105 |
Stowaway
Posts: n/a
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Nice job, dude!
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