1. #1
    Avatar von Deepbluewolf Junior Mitglied
    Registriert seit
    Jul 2007
    Beiträge
    42
    <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

    RAPIDSHARE


    "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.


    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.



    Periscope is up, im looking at the map now. Note lack of "tails" on the contacts.
    Start of the Midway single mission. Periscope down.


    <span class="ev_code_YELLOW">ENJOY !!!</span>
    Share this post

  2. #2
    Avatar von Deepbluewolf Junior Mitglied
    Registriert seit
    Jul 2007
    Beiträge
    42
    <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

    RAPIDSHARE


    "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.


    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.



    Periscope is up, im looking at the map now. Note lack of "tails" on the contacts.
    Start of the Midway single mission. Periscope down.


    <span class="ev_code_YELLOW">ENJOY !!!</span>
    Share this post

  3. #3
    Avatar von Palm1970 Kam, sah und tippte
    Registriert seit
    May 2007
    Beiträge
    189
    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 !!
    Share this post

  4. #4
    Avatar von roteroktober200 Foren-Trockenfleisch
    Registriert seit
    Apr 2007
    Beiträge
    8.372
    nur die zipdatei hat diese endung! alles andere wie gehabt! JSGME!
    Share this post

  5. #5
    Avatar von sanomator Forum Veteran
    Registriert seit
    Apr 2007
    Ort
    CPU
    Beiträge
    2.818
    @ 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.
    Share this post

  6. #6
    Avatar von roteroktober200 Foren-Trockenfleisch
    Registriert seit
    Apr 2007
    Beiträge
    8.372
    <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>


    Share this post

  7. #7
    Avatar von Palm1970 Kam, sah und tippte
    Registriert seit
    May 2007
    Beiträge
    189
    Vielen Dank für die schnellen Antworten.Kannte das Zip Format 7z noch nicht, ist mir noch nicht untergekommen.Hier lernt man eben nicht aus !
    Share this post

  8. #8
    Avatar von roteroktober200 Foren-Trockenfleisch
    Registriert seit
    Apr 2007
    Beiträge
    8.372
    enpacken mit winrar!
    Share this post

  9. #9
    Avatar von sanomator Forum Veteran
    Registriert seit
    Apr 2007
    Ort
    CPU
    Beiträge
    2.818
    Ist schon recht
    Share this post

  10. #10
    Avatar von Palm1970 Kam, sah und tippte
    Registriert seit
    May 2007
    Beiträge
    189
    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 !
    1.4 wieder raus,alte wieder rein und alles läuft wieder!
    Share this post

Seite 1 von 4 123 ... Letzte ►►