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Archiv verlassen und diese Seite im Standarddesign anzeigen : TRIGGER MARU 1.4 MODE IS RELEASED... UPDATE TO 1.5 JUST RELEASED!!!



Deepbluewolf
24-07-07, 15:26
<span class="ev_code_YELLOW">the last update to this great mode was just released by DUCIMUS-RAPAX. the links are on page 2 of this thread.</span>



<span class="ev_code_RED">Silent Hunter 4: Trigger Maru version 1.4</span>

Done by Ducimus-Rapax, this great mode that no doubt many of you know as just been released, with extra updates for patch 1.3, and also including the fabulous mode LIVING OCEAN.

FILEFRONT (http://files.filefront.com//;8134769;;/)

RAPIDSHARE (http://rapidshare.com/files/44793899/REL_Trigger_Maru_1-4_FULL.7z.html)


"Download version 1.4 (FULL version)
Filefront
Rapidshare

Note: the file you download will actually contain two mods, Unpack both into your mod directory and enable via JSGME as normal:
- REL_Trigger_Maru_1-4
- REL_Trigger_Maru_GFX_PAK_1

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

REQUIRED MODS
Raising & lowering periscope fix by Anvart
Thread:
http://www.subsim.com/radioroom/showthread.php?t=118978
D/L link:
http://hosted.filefront.com/Anvart

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

RECOMMEND MODS:
Silent service graphics mod by Captain Cox:
Thread w/ download links:
http://www.subsim.com/radioroom/showthread.php?t=110756

Captain Midnights CBS news as it happends mod by Captain Cox:
Thread W/ download links:
http://www.subsim.com/radioroom/showthread.php?t=108756



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

What kind of goofy name is "Trigger Maru?"
http://www.subsim.com/radioroom/showthread.php?t=114394

What is this mod about?
This mod has 2 Primary goal and one secondary goal. In order of priority, those are:

1.) To, within reason, make the game more challenging.

2.) To be as realistic as possible, and yet strive to present that realism, with a dramatic flare, to hopefully create something a bit more engaging. Detailed, yet dramatic.

3.) To make the game more astheticly pleasing to play, by removing small annoyances without straying too far from being "realistic" or historically correct.



On Realism...
In the course of the two primary goals, there WILL be (and already has) been some deviation from historical accuracy. This is not a mod for a "rivet counter", nor is this a mod for someone looking for "quake3 in subs". That said, im trying to stay with historical accuracy as much as possible, but being perfectly historically accurate in every detail is NOT how i would define this mod.

Why did you remove the next/ previous camera?
This modification is the most frequently asked and is testiment that this mod is not intended to make things easy despite some compromises to historical accuracy. I have always felt that the external camera gives the player too much info, and is something of a cheat given that the player can obtain info a real sub captain never could. Yet, its silly to deny oneself the eyecandy. Hence the "compromised realism camera". you can still look about your sub, but can't look at sound/radar contacts taht you otherwise couldnt see. Now, when you get a sonar/radar contact, you really have to wonder what you have there.

Ok, whatever dude, how do i renable the next previous camera?
In this mod, open the file data/cfg/commands.cfg in notepad. Search for "Cmd50" and
remove the semicolon placed in front of the key assigments for "Cmd50" and "Cmd51".

Installation:
JSGME, what else? (see here for details:
http://www.subsim.com/radioroom/show...5&postcount=48 )

Compatiblity & known issues:

- You must be in port (not at sea) before enabling this mod.
- For some uses the 0kb movie files cause crashes at game startup. If your game crash's, remove those files from this mod.
- Unknown if progressive tower upgrades in career game is functioning properly (stock bug).
- Due to extensive file changes, this mod is not compatible with any other large mod package.
- This mod is NOT compatiable with ANY mod that tries to alter the AI behavior.
- it is not known if the fix for forced retirement will effect games in progress.
- Forced retirement fix only address retirement due to sub being removed from service.
- Airplanes have visual detection issues. Stock bug introduced with patch 1.2
- Imperial nomograph isnt as accurate as id like due to Metric to Imperial conversion by the game
- 50 cal machine gun has limited arc of fire. (consider it a novelty item)



ADDITIONAL CREDITS:
Credits:
Captain Cox
- Nav tools
- periscope graphics.
- officers cap and crew uniforms

Chomu
- mini chrono

CCIP
- sub battery fix.
- initial commands.cfg development.

cdrake66
- developed new ordersbar icons specifically for TMaru (then FTT)

Ducimus
- Bungo Pete mod
- German Uboat mod (skin by Fubar)
- Map contacts mod
- misc tweaks

fullmetaledges
- medal changes/corrections mod


Günther Hessler
-Sounds borrowed from his "ultimate sound" mod pack

Hildofr
- nomograph

kapitan_zur_see
- No grainy PPF mod.

LeoVampire
- better sea enviormentals.
- airport/nav map mod.

LukeFF
- realistic crew config
- "Hull Classification Symbols and Numbers Mod"

OakGroove
- Orders Bar gauges
- Orders bar HUD graphics
- TDC/ Torpedo/ bearing indicator interface graphics
- Submarine Interior graphics

Payoff
- crash dive sound vocals
- Ahead 2/3rds sound vocals

Probex
- developed 9KM visibility scene.dat

scoochy
- slower smoke effects mod

Seeadler
- improved sky enviormental effects mod

Tater
- improved campaign mod.
- Taihosan Maru Fix

WilhelmTell
- Submarine diesal engine sounds

zAmboni
- Smaller Nav tools


Permissions: (The drama disclaimer )

You may use any portion of Trigger Maru that is not credited to someone in the above listed credits for your own modwork provided that.

A) the portion used will remain freeware and will not be used for commercial gain.

b.) You cite the portion used as having originated from this mod pack.


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

Overview of major features
( For a more precise list of changes, see the readme
http://www.ducimus.net/sh4/release/TM_readme.txt )



Improved Airpower
Improved does not mean, more planes. The number of planes generated has acutaly been toned down, however the bombs the planes drop are a bit more dangerous, and the planes are not as easy to shoot down. If given the choice, diving is preferable.

Improved player sensors
Watchcrew is no longer so blind, and a workaround for radar plane detection has been introduced. SD radar has been alterd so it longer detect anything, (although you can still equip it), SJ radar now detects both planes and ships and is available at the start of the war. The result is you can turn off the radar whenever you want. Particuarly when entering or leaving port, as radar contact spam is annoying. You must also remember to turn it on when surfacing (R key). In addition, "radar depth" is now possible.


User Interface enhancements

- Imperial Nomograph has been added. Metric version available in support directory.

- Control hotkeys are layed in similar to SH3.

- You can turn off and on the radar from any screen or menu (R key)

- You can call battle stations from any screen or menu ( B key )

- Commands from SH3 renabled for sh4: Navigator->Max range at current speed, Navigator->range to course end, WE-> Identify target, WO->nearest visual contact, WO->weather report, Sonar->follow nearest warship, sonar->normal sweep,

Whats more, not only have these commands been renabled, they're now shown on the orders bar with their own icons! (Old picture, new icons not shown)



- More informative help menu!


- Speed/range chart to plot your intercepts in help menu



Career Game Enhancments

- Campaign start dates expanded.

- Medals awarded are a bit closer to the real word in name and appearance.

- Pearl harbor flotilla users rejoice! The International Dateline bug is no more! Well, sorta Start outside the harbor, and you will now be placed about 140KM west of the IDL and midway. You will not cross the IDL until you decided to return to port. And at that point, the bug doesnt matter anymore. Note: You still have the option to start in harbor, but i wouldnt recommend it.

- Roosevelt's acutal Pearl Harbor address has been added! Start a game in 8 dec 41, and it will be rebroadcast for you on "washington" station.


Submarine Enhancements
- New throttle settings that are a bit more logical. (1/3rd is silent speed, 2/3rd is fuel conservaton crusing speed, etc)

- Wind will no longer effect when you can, or cannot use your deck weapons. (Rain however still does)

- No more empty planesman positions. Didn't you think it odd that only one planesman was at station all the time unless battlestaions was sounded?

- The bathtub is GONE.

- more realistic battery life, and diesal fuel capacity

- Boats now dive quicker then stock

- Realistic crew layout and names/hull numbers.


Graphics and sounds

- added some sounds from various modpacks, some resampled to not be so loud. Special thanks to Günther Hessler for some of the files ive used from his outstanding sound mod. It really helps with emersion!

- visual adjust to enable you to see farther in a realistic manner. Now you really can see that silloutte on the horizon much better.

- Slower smoke. No more 50 kt smoke in a 5kt wind.

- slower clouds and sky textures. No more playing the game, and seeing the clouds speed by like your watching the intro movie.

- Sub marker when submerged no longer appears.

- more percise bearing indicator

Misc erratta
- Ships sink at a slower, slightly more realistic rate.

- deck gun and AA gun upgrades spread out a bit more. (just incase your wondering where your twin AA gun and 4" Deck gun is in 1941, its in 6/42, and 1/43)

- torpedo dud rate *slightly* increased. (dont expect much, the games weird when it decides to have duds. you get no duds, and then a ton of em, its seems totally random)

Bungo Pete lives!
Bungo pete. That ex Japanese submariner turned destroyer captain. He know's his stuff. Reputed to be superhuman, or supernatural, the Bungo straights is known as a submarine graveyard. Unless your crazy good, or just plain crazy, avoid the Bungo Straights if you can. If you must go through, good luck, your going to need it.



-------------------------------------------------------
Changes Trigger Maru 1.4 in relation to TMaru 1.3a

Quote:

// seperated all non essential graphical and sound mods into a seperate pack.

// removed contacts.cfg, file limited contact range to prevent lag enducing clipboard spam. No longer neccessary to do this.

// added "ahead 2/3rds" by Payoff

// added "airport/nav map" mod by LeoVampire

// added "Living breathing ocean" mod settings by LeoVampire to existing 9KM visual distance scene.dat file.

// adjusted goback to previous cam views for more natural movement.

// adusted view rotation of periscope conning tower camera

// backspace now brings TC to X 1 instead of pausing.

// fixed bug in Tmaru where torpedo doors would open and then close again when using the "cycle forward tubes" command.

// added map contacts mod

// changed menu from "Refit" to "reArm/Refuel".

// slighly increase error angle for AI deck guns

// slighly redecued AI's visual aquity at night.

// nomograph enabled by default.

// Lowered max elevation on AI active sonar a couple more degrees.

- Type93_1A -> Max elevation from 106 to 108
- Type93_3A -> Max Elevation from 110 to 112
- Type93_5A -> Max Elevation from 118 to 120

//increased max range on Type93_1A sonar from 1000 to 1200
Future note, sonar type 93_XA ranges are currently 1200 / 1600 / 2200


//Reduce tonnage of merchant shipping, what "felt right" depending on tonnage of individual vessel

// added campaign mod by tater. If you have any questions, concerns or comments about the campaign layers see this thread:

http://www.subsim.com/radioroom/showthread.php?t=116283


File list for taters campaign mod is as follows:

/data/campaigns/campaign/*.*
(exceptions, US_aircover.mis , Jap_Aircover.mis, Messages.txt)
/data/campaigns/campiagn/PatrolObjectives/Photo Palau Islands 01/*.*
/data/campaigns/campiagn/PatrolObjectives/Photo Palau Islands 02/*.*
/data/roster/Japan/sea/CLAgano.cfg
/data/roster/Japan/sea/CVTahiho.cfg
/data/roster/Japan/sea/DDAkizuiki.cfg
/data/roster/Japan/sea/MSN013.cfg
/data/roster/Japan/sea/SCSubchaser.cfg
/data/Sea/NMS_No13/NMS_NO13.cfg
/Data/Sea/NSC_SubChaser/NSC_SubChaser.cfg


**changes made to taters campaign mod
- removed all elite crew ratings
- added bungo pete to jp harbor traffic layer in the bungo suido area.





------------------------------------------------------
Changes Trigger Maru 1.3A in relation to TMaru 1.3

Quote:

//updated commands.cfg, Q opens doors, W cycles forward tubes, Y cycles aft tubes.

//fixed tambor bearing tool misplacment.

//Gar reverted back to inheirtance from tambor

//fixed error with sub's sim files

//sim.cfg
- max fire range reduced from 8000 back to 6000
- hydrophones->noise_factor reduced from 0.25 to 0.4

//Sensors_sub_US.sim
changed MaxSensorHeight on type 3 sensors (hydrophones) from 0, to -4 for S class, and -12 for all other subs

//redid bathtub removal, now includes option to include bathtubs if thats your thing.

//added german uboat, skin by Fubar

//added singleplayer mission for uboat

//added spawns for uboat in campaign game via GERaider.mis file

//added Taihosan Maru Fix by Tater, (orginal concept by Jace11)"

CHANGES ON 1.4
// seperated all non essential graphical and sound mods into a seperate pack.

// adjusted goback to previous cam views for more natural movement.

// adusted view rotation of periscope conning tower camera

// backspace now brings TC to X 1 instead of pausing.

// added contact map mod

// changed menu from "Refit" to "reArm/Refuel".



TODO:
- try to change Depth charge drop frequency. Try to get the "line drops" back.

- Try to increase ROF, and max distance on AI machine guns.

- increase error angle for AI deck guns

- See about sticking a few more K guns on DD's.

- Lower max elevation on AI active sonar a couple more degrees.

- Touch AI Visual light factor to make night surface attacks a bit more feasible.

- Change nomograph to be enabled by default.

- increase sub crash depth by 10 to 15 in the zon file (note to reader, this does not translate directly into feet or meters)


- Reduce tonnage of merchant shipping by 1K to 2K each, depending on tonnage of individual vessel



As an aside ive renabled the periscope camera. Ive changed the camera so that you can look 180 degrees left or right. Its about the only way ive been able to find where you can look around the forward part of the conning tower ever since ubi changed the SHIFT + F2 free cam to the control room only.


http://i205.photobucket.com/albums/bb44/deepseacaptain/tmaru13b_preview_04.jpg Zoomed in on the map to get a closer look at the ships. Position and ship name only! No indication of which way the bow i pointing either. Your going to have to figure that one out yourself captain. (yeah yeah so you place a couple marks on the map and draw a line connecting them, still, this is better then default. :thumbs: )


Overall i think its a really good compromise, it gives you enough information to easily plot, but also limits the information you receive (such as ship type and position of bow). Planes, warships, and merchants all show up with the same icons.



http://i205.photobucket.com/albums/bb44/deepseacaptain/tmaru13b_preview_03.jpg http://i205.photobucket.com/albums/bb44/deepseacaptain/tmaru13b_preview_02.jpg Periscope is up, im looking at the map now. Note lack of "tails" on the contacts. http://i205.photobucket.com/albums/bb44/deepseacaptain/tmaru13b_preview_01.jpg
Start of the Midway single mission. Periscope down.


<span class="ev_code_YELLOW">ENJOY !!!</span>
http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif

Deepbluewolf
24-07-07, 15:26
<span class="ev_code_YELLOW">the last update to this great mode was just released by DUCIMUS-RAPAX. the links are on page 2 of this thread.</span>



<span class="ev_code_RED">Silent Hunter 4: Trigger Maru version 1.4</span>

Done by Ducimus-Rapax, this great mode that no doubt many of you know as just been released, with extra updates for patch 1.3, and also including the fabulous mode LIVING OCEAN.

FILEFRONT (http://files.filefront.com//;8134769;;/)

RAPIDSHARE (http://rapidshare.com/files/44793899/REL_Trigger_Maru_1-4_FULL.7z.html)


"Download version 1.4 (FULL version)
Filefront
Rapidshare

Note: the file you download will actually contain two mods, Unpack both into your mod directory and enable via JSGME as normal:
- REL_Trigger_Maru_1-4
- REL_Trigger_Maru_GFX_PAK_1

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

REQUIRED MODS
Raising & lowering periscope fix by Anvart
Thread:
http://www.subsim.com/radioroom/showthread.php?t=118978
D/L link:
http://hosted.filefront.com/Anvart

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

RECOMMEND MODS:
Silent service graphics mod by Captain Cox:
Thread w/ download links:
http://www.subsim.com/radioroom/showthread.php?t=110756

Captain Midnights CBS news as it happends mod by Captain Cox:
Thread W/ download links:
http://www.subsim.com/radioroom/showthread.php?t=108756



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

What kind of goofy name is "Trigger Maru?"
http://www.subsim.com/radioroom/showthread.php?t=114394

What is this mod about?
This mod has 2 Primary goal and one secondary goal. In order of priority, those are:

1.) To, within reason, make the game more challenging.

2.) To be as realistic as possible, and yet strive to present that realism, with a dramatic flare, to hopefully create something a bit more engaging. Detailed, yet dramatic.

3.) To make the game more astheticly pleasing to play, by removing small annoyances without straying too far from being "realistic" or historically correct.



On Realism...
In the course of the two primary goals, there WILL be (and already has) been some deviation from historical accuracy. This is not a mod for a "rivet counter", nor is this a mod for someone looking for "quake3 in subs". That said, im trying to stay with historical accuracy as much as possible, but being perfectly historically accurate in every detail is NOT how i would define this mod.

Why did you remove the next/ previous camera?
This modification is the most frequently asked and is testiment that this mod is not intended to make things easy despite some compromises to historical accuracy. I have always felt that the external camera gives the player too much info, and is something of a cheat given that the player can obtain info a real sub captain never could. Yet, its silly to deny oneself the eyecandy. Hence the "compromised realism camera". you can still look about your sub, but can't look at sound/radar contacts taht you otherwise couldnt see. Now, when you get a sonar/radar contact, you really have to wonder what you have there.

Ok, whatever dude, how do i renable the next previous camera?
In this mod, open the file data/cfg/commands.cfg in notepad. Search for "Cmd50" and
remove the semicolon placed in front of the key assigments for "Cmd50" and "Cmd51".

Installation:
JSGME, what else? (see here for details:
http://www.subsim.com/radioroom/show...5&postcount=48 )

Compatiblity & known issues:

- You must be in port (not at sea) before enabling this mod.
- For some uses the 0kb movie files cause crashes at game startup. If your game crash's, remove those files from this mod.
- Unknown if progressive tower upgrades in career game is functioning properly (stock bug).
- Due to extensive file changes, this mod is not compatible with any other large mod package.
- This mod is NOT compatiable with ANY mod that tries to alter the AI behavior.
- it is not known if the fix for forced retirement will effect games in progress.
- Forced retirement fix only address retirement due to sub being removed from service.
- Airplanes have visual detection issues. Stock bug introduced with patch 1.2
- Imperial nomograph isnt as accurate as id like due to Metric to Imperial conversion by the game
- 50 cal machine gun has limited arc of fire. (consider it a novelty item)



ADDITIONAL CREDITS:
Credits:
Captain Cox
- Nav tools
- periscope graphics.
- officers cap and crew uniforms

Chomu
- mini chrono

CCIP
- sub battery fix.
- initial commands.cfg development.

cdrake66
- developed new ordersbar icons specifically for TMaru (then FTT)

Ducimus
- Bungo Pete mod
- German Uboat mod (skin by Fubar)
- Map contacts mod
- misc tweaks

fullmetaledges
- medal changes/corrections mod


Günther Hessler
-Sounds borrowed from his "ultimate sound" mod pack

Hildofr
- nomograph

kapitan_zur_see
- No grainy PPF mod.

LeoVampire
- better sea enviormentals.
- airport/nav map mod.

LukeFF
- realistic crew config
- "Hull Classification Symbols and Numbers Mod"

OakGroove
- Orders Bar gauges
- Orders bar HUD graphics
- TDC/ Torpedo/ bearing indicator interface graphics
- Submarine Interior graphics

Payoff
- crash dive sound vocals
- Ahead 2/3rds sound vocals

Probex
- developed 9KM visibility scene.dat

scoochy
- slower smoke effects mod

Seeadler
- improved sky enviormental effects mod

Tater
- improved campaign mod.
- Taihosan Maru Fix

WilhelmTell
- Submarine diesal engine sounds

zAmboni
- Smaller Nav tools


Permissions: (The drama disclaimer )

You may use any portion of Trigger Maru that is not credited to someone in the above listed credits for your own modwork provided that.

A) the portion used will remain freeware and will not be used for commercial gain.

b.) You cite the portion used as having originated from this mod pack.


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

Overview of major features
( For a more precise list of changes, see the readme
http://www.ducimus.net/sh4/release/TM_readme.txt )



Improved Airpower
Improved does not mean, more planes. The number of planes generated has acutaly been toned down, however the bombs the planes drop are a bit more dangerous, and the planes are not as easy to shoot down. If given the choice, diving is preferable.

Improved player sensors
Watchcrew is no longer so blind, and a workaround for radar plane detection has been introduced. SD radar has been alterd so it longer detect anything, (although you can still equip it), SJ radar now detects both planes and ships and is available at the start of the war. The result is you can turn off the radar whenever you want. Particuarly when entering or leaving port, as radar contact spam is annoying. You must also remember to turn it on when surfacing (R key). In addition, "radar depth" is now possible.


User Interface enhancements

- Imperial Nomograph has been added. Metric version available in support directory.

- Control hotkeys are layed in similar to SH3.

- You can turn off and on the radar from any screen or menu (R key)

- You can call battle stations from any screen or menu ( B key )

- Commands from SH3 renabled for sh4: Navigator-&gt;Max range at current speed, Navigator-&gt;range to course end, WE-&gt; Identify target, WO-&gt;nearest visual contact, WO-&gt;weather report, Sonar-&gt;follow nearest warship, sonar-&gt;normal sweep,

Whats more, not only have these commands been renabled, they're now shown on the orders bar with their own icons! (Old picture, new icons not shown)



- More informative help menu!


- Speed/range chart to plot your intercepts in help menu



Career Game Enhancments

- Campaign start dates expanded.

- Medals awarded are a bit closer to the real word in name and appearance.

- Pearl harbor flotilla users rejoice! The International Dateline bug is no more! Well, sorta Start outside the harbor, and you will now be placed about 140KM west of the IDL and midway. You will not cross the IDL until you decided to return to port. And at that point, the bug doesnt matter anymore. Note: You still have the option to start in harbor, but i wouldnt recommend it.

- Roosevelt's acutal Pearl Harbor address has been added! Start a game in 8 dec 41, and it will be rebroadcast for you on "washington" station.


Submarine Enhancements
- New throttle settings that are a bit more logical. (1/3rd is silent speed, 2/3rd is fuel conservaton crusing speed, etc)

- Wind will no longer effect when you can, or cannot use your deck weapons. (Rain however still does)

- No more empty planesman positions. Didn't you think it odd that only one planesman was at station all the time unless battlestaions was sounded?

- The bathtub is GONE.

- more realistic battery life, and diesal fuel capacity

- Boats now dive quicker then stock

- Realistic crew layout and names/hull numbers.


Graphics and sounds

- added some sounds from various modpacks, some resampled to not be so loud. Special thanks to Günther Hessler for some of the files ive used from his outstanding sound mod. It really helps with emersion!

- visual adjust to enable you to see farther in a realistic manner. Now you really can see that silloutte on the horizon much better.

- Slower smoke. No more 50 kt smoke in a 5kt wind.

- slower clouds and sky textures. No more playing the game, and seeing the clouds speed by like your watching the intro movie.

- Sub marker when submerged no longer appears.

- more percise bearing indicator

Misc erratta
- Ships sink at a slower, slightly more realistic rate.

- deck gun and AA gun upgrades spread out a bit more. (just incase your wondering where your twin AA gun and 4" Deck gun is in 1941, its in 6/42, and 1/43)

- torpedo dud rate *slightly* increased. (dont expect much, the games weird when it decides to have duds. you get no duds, and then a ton of em, its seems totally random)

Bungo Pete lives!
Bungo pete. That ex Japanese submariner turned destroyer captain. He know's his stuff. Reputed to be superhuman, or supernatural, the Bungo straights is known as a submarine graveyard. Unless your crazy good, or just plain crazy, avoid the Bungo Straights if you can. If you must go through, good luck, your going to need it.



-------------------------------------------------------
Changes Trigger Maru 1.4 in relation to TMaru 1.3a

Quote:

// seperated all non essential graphical and sound mods into a seperate pack.

// removed contacts.cfg, file limited contact range to prevent lag enducing clipboard spam. No longer neccessary to do this.

// added "ahead 2/3rds" by Payoff

// added "airport/nav map" mod by LeoVampire

// added "Living breathing ocean" mod settings by LeoVampire to existing 9KM visual distance scene.dat file.

// adjusted goback to previous cam views for more natural movement.

// adusted view rotation of periscope conning tower camera

// backspace now brings TC to X 1 instead of pausing.

// fixed bug in Tmaru where torpedo doors would open and then close again when using the "cycle forward tubes" command.

// added map contacts mod

// changed menu from "Refit" to "reArm/Refuel".

// slighly increase error angle for AI deck guns

// slighly redecued AI's visual aquity at night.

// nomograph enabled by default.

// Lowered max elevation on AI active sonar a couple more degrees.

- Type93_1A -&gt; Max elevation from 106 to 108
- Type93_3A -&gt; Max Elevation from 110 to 112
- Type93_5A -&gt; Max Elevation from 118 to 120

//increased max range on Type93_1A sonar from 1000 to 1200
Future note, sonar type 93_XA ranges are currently 1200 / 1600 / 2200


//Reduce tonnage of merchant shipping, what "felt right" depending on tonnage of individual vessel

// added campaign mod by tater. If you have any questions, concerns or comments about the campaign layers see this thread:

http://www.subsim.com/radioroom/showthread.php?t=116283


File list for taters campaign mod is as follows:

/data/campaigns/campaign/*.*
(exceptions, US_aircover.mis , Jap_Aircover.mis, Messages.txt)
/data/campaigns/campiagn/PatrolObjectives/Photo Palau Islands 01/*.*
/data/campaigns/campiagn/PatrolObjectives/Photo Palau Islands 02/*.*
/data/roster/Japan/sea/CLAgano.cfg
/data/roster/Japan/sea/CVTahiho.cfg
/data/roster/Japan/sea/DDAkizuiki.cfg
/data/roster/Japan/sea/MSN013.cfg
/data/roster/Japan/sea/SCSubchaser.cfg
/data/Sea/NMS_No13/NMS_NO13.cfg
/Data/Sea/NSC_SubChaser/NSC_SubChaser.cfg


**changes made to taters campaign mod
- removed all elite crew ratings
- added bungo pete to jp harbor traffic layer in the bungo suido area.





------------------------------------------------------
Changes Trigger Maru 1.3A in relation to TMaru 1.3

Quote:

//updated commands.cfg, Q opens doors, W cycles forward tubes, Y cycles aft tubes.

//fixed tambor bearing tool misplacment.

//Gar reverted back to inheirtance from tambor

//fixed error with sub's sim files

//sim.cfg
- max fire range reduced from 8000 back to 6000
- hydrophones-&gt;noise_factor reduced from 0.25 to 0.4

//Sensors_sub_US.sim
changed MaxSensorHeight on type 3 sensors (hydrophones) from 0, to -4 for S class, and -12 for all other subs

//redid bathtub removal, now includes option to include bathtubs if thats your thing.

//added german uboat, skin by Fubar

//added singleplayer mission for uboat

//added spawns for uboat in campaign game via GERaider.mis file

//added Taihosan Maru Fix by Tater, (orginal concept by Jace11)"

CHANGES ON 1.4
// seperated all non essential graphical and sound mods into a seperate pack.

// adjusted goback to previous cam views for more natural movement.

// adusted view rotation of periscope conning tower camera

// backspace now brings TC to X 1 instead of pausing.

// added contact map mod

// changed menu from "Refit" to "reArm/Refuel".



TODO:
- try to change Depth charge drop frequency. Try to get the "line drops" back.

- Try to increase ROF, and max distance on AI machine guns.

- increase error angle for AI deck guns

- See about sticking a few more K guns on DD's.

- Lower max elevation on AI active sonar a couple more degrees.

- Touch AI Visual light factor to make night surface attacks a bit more feasible.

- Change nomograph to be enabled by default.

- increase sub crash depth by 10 to 15 in the zon file (note to reader, this does not translate directly into feet or meters)


- Reduce tonnage of merchant shipping by 1K to 2K each, depending on tonnage of individual vessel



As an aside ive renabled the periscope camera. Ive changed the camera so that you can look 180 degrees left or right. Its about the only way ive been able to find where you can look around the forward part of the conning tower ever since ubi changed the SHIFT + F2 free cam to the control room only.


http://i205.photobucket.com/albums/bb44/deepseacaptain/tmaru13b_preview_04.jpg Zoomed in on the map to get a closer look at the ships. Position and ship name only! No indication of which way the bow i pointing either. Your going to have to figure that one out yourself captain. (yeah yeah so you place a couple marks on the map and draw a line connecting them, still, this is better then default. :thumbs: )


Overall i think its a really good compromise, it gives you enough information to easily plot, but also limits the information you receive (such as ship type and position of bow). Planes, warships, and merchants all show up with the same icons.



http://i205.photobucket.com/albums/bb44/deepseacaptain/tmaru13b_preview_03.jpg http://i205.photobucket.com/albums/bb44/deepseacaptain/tmaru13b_preview_02.jpg Periscope is up, im looking at the map now. Note lack of "tails" on the contacts. http://i205.photobucket.com/albums/bb44/deepseacaptain/tmaru13b_preview_01.jpg
Start of the Midway single mission. Periscope down.


<span class="ev_code_YELLOW">ENJOY !!!</span>
http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif

Palm1970
24-07-07, 15:49
Habe ich das jetzt richtig verstanden, das der 1.4 viele Mods in einem sind? Da muss ich echt grübeln bei meinen Englischkenntnissen sry!
Und die Dateien die ich mir gedownloadet haben, besitzen die Endung .7z, was sind das für Dateien?
Was soll ich denn nu damit anfangen.
Die Mods die ich bis jetzt kennengelernt habe, musste ich einfach nur in den Mod Ordner entpacken und JSGME macht das schon.
Also wenn mir da einer helfen könnte THX im voraus !!

roteroktober200
24-07-07, 16:09
nur die zipdatei hat diese endung! alles andere wie gehabt! JSGME! http://forums.ubi.com/infopop/emoticons/icon_cool.gif

sanomator
24-07-07, 16:12
@ Palm1970,

es bedeutet das Du für die Dateien den 7-zip file Manger brauchst, den gibt es im Netz so glaube ich auch kostenlos
Die mit dem Manager extrahierten Daten kannst Du dann wie gewohnt nutzen.

roteroktober200
24-07-07, 16:14
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by sanomator:
@ Palm1970,

es bedeutet das Du für die Dateien den 7-zip file Manger brauchst, den gibt es im Netz so glaube ich auch kostenlos </div></BLOCKQUOTE>


http://forums.ubi.com/infopop/emoticons/icon_confused.gif

Palm1970
24-07-07, 16:30
Vielen Dank für die schnellen Antworten.Kannte das Zip Format 7z noch nicht, ist mir noch nicht untergekommen.Hier lernt man eben nicht aus http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif!

roteroktober200
24-07-07, 16:33
enpacken mit winrar! http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif

sanomator
24-07-07, 16:44
Ist schon recht http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif

Palm1970
24-07-07, 16:45
Tja, nach dem installieren des Mod´s ( und entferne aller alten Mods)hatte ich nur ein kleines Problem!
Savegame wird geladen, bitte warten erscheint und dann SH4 hat ein Problem festgestellt und muss beendet werden http://www.ubisoft.de/smileys/26.gif !
1.4 wieder raus,alte wieder rein und alles läuft wieder!

roteroktober200
24-07-07, 16:52
es sind 2 drin also:

REL_Trigger_Maru_GFX_PAK_1

und

REL_Trigger_Maru_1-4

alle beide probiert!!!!

das gute ist ja man kann es wieder rückgängig machen! http://forums.ubi.com/infopop/emoticons/icon_cool.gif

roteroktober200
24-07-07, 17:12
so ich habe das mal auf die schnelle getestet!

du musst die 2 ordner die im hauptordner sind separat in den mod ordner kopieren! dann funktioniert das auch! http://forums.ubi.com/infopop/emoticons/icon_wink.gif

Palm1970
24-07-07, 17:13
Also mit dem GFX Mod geht es,nur habe ich dann nicht mehr meine Zusatzbuttons wie zB den Wetterbericht usw. Also nicht umbedingt ein Vorteil gegenüber den einzelnen Mods die ich bis jetzt schon hatte.
Nun muss ich mir morgen (heute zu müde http://forums.ubi.com/infopop/emoticons/icon_biggrin.gif)allerdings noch einmal ansehen was es mit den Kontaktmeldungen auf der Karte an sich hat.
Falls das natürlich funz und ne gute Sache ist, ist mir der Wetterbericht natürlich nicht so wichtig http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif!

Palm1970
24-07-07, 17:15
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by roteroktober200:
so ich habe das mal auf die schnelle getestet!

du musst die 2 ordner die im hauptordner sind separat in den mod ordner kopieren! dann funktioniert das auch! http://forums.ubi.com/infopop/emoticons/icon_wink.gif </div></BLOCKQUOTE>
Oh, das muss ich dann noch schnell testen *neugierigbin*

Palm1970
24-07-07, 17:31
Tja hatte das selbe Problem noch einmal. Dann habe ich eine schnelle Mission geladen und es funktionierte. Also betrifft es nur die Savegames die man dann nicht mehr laden kann.
Also wenn ihr sagt der Mod ist sooooooo gut, dann fange ich vielleicht das 5 mal von vorne an, ansonsten, bitte nicht schon wieder http://www.ubisoft.de/smileys/5.gif

roteroktober200
24-07-07, 17:33
genau wie bei mir!!! http://forums.ubi.com/infopop/emoticons/icon_cool.gif

roteroktober200
24-07-07, 17:38
also erst in den hafen zurück und dann noch einmal den mod testen...!!! http://forums.ubi.com/infopop/emoticons/icon_smile.gif

Palm1970
24-07-07, 17:47
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by roteroktober200:
also erst in den hafen zurück und dann noch einmal den mod testen...!!! http://forums.ubi.com/infopop/emoticons/icon_smile.gif </div></BLOCKQUOTE>
Genauso werde ich es auch machen.Erstmal wieder nen paar Orden abholen und dann noch einmal probieren http://forums.ubi.com/infopop/emoticons/icon_biggrin.gif!
Ps, nu aber ins Bett, wollte ich schon vor ner halben Stunde hehe!!

Ricky_75
24-07-07, 18:36
Der mod ist mehr als geil - wenn das realistic sinking noch mit eingebaut wird, dann ist er perfekt!

Deepbluewolf
25-07-07, 02:30
glad you guys are enjoying it http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif

Fire112
25-07-07, 03:02
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Palm1970:
Tja, nach dem installieren des Mod´s ( und entferne aller alten Mods)hatte ich nur ein kleines Problem!
Savegame wird geladen, bitte warten erscheint und dann SH4 hat ein Problem festgestellt und muss beendet werden http://www.ubisoft.de/smileys/26.gif !
1.4 wieder raus,alte wieder rein und alles läuft wieder! </div></BLOCKQUOTE>

Wer lesen kann ist klar im Vorteil... http://forums.ubi.com/infopop/emoticons/icon_wink.gif

Compatiblity & known issues:

- You must be in port (not at sea) before enabling this mod.

yourmajesty27
25-07-07, 11:15
Habe Probleme mit dem Mod:

Habe SH4 komplett deinstalliert - auch Eigene Dateien.

SH drauf, danach Sprachpatch, danach 1.3.
Mods per JGSME:
R6L_int_Periscopes_1.3
REL_Trigger_Maru_1-4
REL_Trigger_GFX_PAK_1

Nun habe ich zwar ein paar offensichtliche Features mehr - z.B. andere Kartenwerkzeuge, dafür aber auch ein Mischmasch Deutsch/Englisch. Soweit so gut - was ich NICHT habe, ist anderes Wasser - der Ocean Mod funkt irgendwie nicht!? Wasser sieht aus wie eh und je.

Hätte ich nur einen der beiden Trigger Mods aktivieren dürfen?

ist nichts verändert oder?

Screen (http://www.benjaminswelt.at/ebay/sh4.jpg)

Tante EDITH: Solved! Ohne Neustart nach der SH4 Installation geht der Ocean Mod bei mir nicht! Nach dem Reboot schon!

Was mir aufgefallen ist:

teilweise neue Sounds "crash dive" etc...wunderbar.
Funktionen wie Wetter usw, die zusätzlich gekommen sind funktionieren nicht per Sprachausgabe? up periscope wäre auch fein gewesen etc.

Weiters würde ich gerne wissen, ob ich den Deutsch-Englisch Mischmasch irgendwie wegbekomme?
Hätte es gereicht SH4, 1.3 und Mods - ohne den Sprachpatch? Oder einen anderen Weg?

Mir im Prinzip egal ob das Game D oder E ist, aber so wie es jetzt ist, ist es ein klein wenig mühsam.


Danke
Tom

superhero2k
09-08-07, 10:37
Hallihallo,

habe auch das Problem mit dem Englisch-Deutsch Mischmasch. Habe allerdings nicht den Sprachpatch installiert, daran liegt´s also nicht.

Hat keiner eine Ahnung, wie man das weg bekommt. Ich hätte ja lieber deutsche Texte, aber zur Not gehen auch englische. Hauptsache einheitlich...

Heiko655
09-08-07, 11:40
Hallo,
wegen dem Englisch-Deutsch Mischmasch kenne zwar diesen Mod nicht genau aber wenn der Mod die Datei menu überschreibt ist bei englischen Mods meist so.Also einfach im Mod die Datei menu löschen unter Data/Menu/menu und vorher den Sprachpatch installieren,in der Datei ist der ganze deutsche Text.Wer nur deutsche Sprache haben will müss die Sprachdatein die englische Sprach enthalten auch löschen unter Data/Sound.

superhero2k
09-08-07, 13:18
Hey Heiko,

vielen vielen Dank für den Tipp, hat tatsächlich geklappt.

Werd erstmal weiter schippern :-)

Deepbluewolf
12-08-07, 12:12
this is the Last update from <span class="ev_code_YELLOW">TRIGGER MARU 1.5</span>

In the words of the MODER himself,

"Well, heres the updated mod post:
http://www.subsim.com/radioroom/showthread.php?p=531082

Or if you don't feel like logging into subsim, heres the D/L links
http://files.filefront.com//;8269914;;/
http://rapidshare.com/files/47975991/REL_Trigger_Maru_1-5_FULL.7z.htmll

I suppose i should make a post about it, but i have a feeling i don't really need to.

Any more updates will be bug fixes TO THE MOD only. I'm gonna let this version ride for two weeks before thinking about it."

coment by "holtzbr "


"Mare Island new construction...Alaskan command...Tater's campaign layers...Oakgroove's graphics...Leo's living ocean...Me in my new command trying to find my crush depth off the California coast...So cool I could cry...

I laugh at all those suckers still using Tmaru 1.4. That is soooooo yesterday.

Great job, gang."



For those who missed it, here is the download link:

http://files.filefront.com//;8269914;;/

Here is the full SubSim thread (WITH FAQ):

http://www.subsim.com/radioroom/showthread.php?p=531082


so guys enjoy. http://forums.ubi.com/images/smilies/10.gif

Iliaz
20-08-07, 08:58
Top Mod, bin total happy, seid Release ist bei mir zum ersten mal Spass auf gekommen, aber wie gehe ich auf Radar Tiefe?

Da steht zwar, dass ich ; (Semicolon) drücken soll, aber wenn ich Umschalt und Komma drücke passiert nichts http://forums.ubi.com/infopop/emoticons/icon_frown.gif

Weiß jemand was ich da tippen muss?

Edit: Eine Frage noch: wenn ich auf Radar Tiefe bin (wo ich BTW noch immer nicht weiß wie http://forums.ubi.com/infopop/emoticons/icon_wink.gif), kann ich dann Funkmeldungen senden/empfangen? Ich bin kein Funkspezialist, aber wenn die Radarwellen die Wasseroberfläche durchdringen können, müssten die Funkwellen das doch auch können, oder? http://www.ubisoft.de/smileys/bag.gif

roteroktober200
20-08-07, 11:01
@Iliaz

du gehst sicherlich von der dt. tastatur aus. aber in diesem fall ist es die amerikanische und da ist es das kleine "ö". http://forums.ubi.com/infopop/emoticons/icon_wink.gif

zocker79d
18-12-07, 16:35
habe mit jetzt Trigger_Maru_1.7.2 gezogen und getestet und es geht super nur ist jetzt einiges in english würde es doch gerne wieder deutsch haben kann mir einer helfen ?

roteroktober200
19-12-07, 01:52
@zocker79d

du brauchst doch nur den mod deaktivieren!

http://img262.imageshack.us/img262/925/38520848ae4.jpg (http://imageshack.us)

zocker79d
19-12-07, 02:25
den mod wollte ich schon behalten http://forums.ubi.com/infopop/emoticons/icon_wink.gif habe es auch schon versucht die datei menu wegzulassen wie weiter oben beschrieben aber ist halt immer noch mix aus deutsch-english !, habe keine deutsche sprachdatei drauf will ja nur den text deutsch haben !!
danke schon mal im voraus

milan_joker
01-08-08, 06:22
Hallo Leute, sorry wenn ich diesen ja schon etwas älteren Thread wieder pushe, aber ich habe nach langer Zeit mal wieder SH4 installiert und würde nun gerne den Trigger Maru Mod dazu installieren. Welche Version brauch ich nun? Blick da irgendwie mit den ganzen Modversionen ned so ganz durch. Habe SH4 auf der aktuellen Version 1.4 und kein Addon. Brauch ich TM 1.7.6? oder diesen TM Overhauled? Oder ist das derselbe? Fragen über Fragen... http://forums.ubi.com/infopop/emoticons/icon_frown.gif Wäre klasse, wenn mir da einer kurz helfen könnte. http://forums.ubi.com/infopop/emoticons/icon_smile.gif

Cuxlammy73
03-08-08, 13:35
Moin MOin milan_Joker
Laut SubSim-Forum ist es diese Version.

Es ist die Overhauled-Version:

If your still using SH4 version 1.4 (IE, you havent bought the Uboat addon),
(notice: The version for sh4 ver1.4 is considered finished, and will no longer be updated)
Also on filefront

http://hosted.filefront.com/Ducimus554/2193187

Gruß Cuxlammy

milan_joker
08-08-08, 11:04
Danke für die Antwort. roteroktober war schon so freundlich und hat mich aus meinem Dilemma befreit. Trotzdem auch dir ein Danke von meiner Seite http://forums.ubi.com/infopop/emoticons/icon_smile.gif

NeCron1986
14-08-08, 02:48
Hi Leute,

ich hab mir die Version aus Thread 1 gezogen und per JSGME installiert. Allerdings kommen dann tausend Fenster mit "Menu-ID fehlt 0x3000012" usw usw....

Alle weggeklickt, dann ins Game rein, wollte mit F5 auf die Brücke -&gt; Absturz...

Woran liegt sowas? Und brauch ich zu den genannten noch andere Mods? Den Periskop MOd von Anvart kann ich auf seiner komischen FF-Seite nicht finden.

Benutze SH4 1.4



EDIT: Hab ich ne falsche Version von TM jetzt (die aus dem ersten Thread) oder liegts an meiner Sh4 Version?

roteroktober200
14-08-08, 05:09
Hallo NeCron1986,

ich würde denken, dass du die "Overhauled-Version" benötigst! http://forums.ubi.com/infopop/emoticons/icon_wink.gif Den Downloadlink findest du drei Beiträge über meinem, im Beitrag von "Cuxlammy73"

Gruß Roteroktober

vulture42
13-09-08, 08:21
Moin!
Jetzt habe ich mal 2 Fragen!
Ich nutze noch sh4 1.4 und German(y) Patch und habe auch die entsprechende TM version drauf.
Ich habe festgestellt, im Vergleich zur Stock Version habe ich viiiiel weniger Traffic? Nicht mal Zerstöer sind unterwegs.
Zweite Frage ich habe noch das deutsch englisch durcheinander. Ich hab oben gelesen man muss einen Datei löschen? So ganz komm ich damit noch nicht klar! Hat jemand nochmal eine Anleitung für mich?

Muss ich eigentlich nachdem ich den Mod aktiviert habe einen NEUE Karriere starten? Oder kann ich die alte weiterbenutzen?
So das war jetzt viel aber ich hoffe es kann jemand Licht in mein Dunkel bringen