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Picture of Ducimus_Rapax
Posted
Silent Hunter 4 version 1.5 : Trigger Maru Overhauled 1.9
- Pulling the Trigger on SH4!


Trigger Maru Overhauled 1.9 is available only for SH4 1.5
- All modifications provided as is, without warranty, I make no promises of being bug free.

Installation order:
Assuming you have no mods installed, you should enable TMO in the following order;
quote:
1.) REL_TriggerMaru_Overhaul_1.9


COMPATIBILITY:
quote:
Trigger Maru is not compatible with any large modpack, to include enviromental mods. Exception to this is any version of RSRD made specifically to be compatible the latest version of TMO. All other large mod packs are NOT compatiable. The reason is, many large modpacks deal with the same files, and alot of unexpected results will occur.


What's new:
quote:

1.) folded in hotfix 041709

2.) AA guns
- adjusted shell damage on 20MM and 40MMs
- changed sound
- increased shell storage capacity
- got AA shells working
- changed 40MM shell type from AP and HE to HE and AA
- changed 20MM shell type from AP to HE
- Added 3rd AA gun mount on main deck. Supports 20MM only. (See conning towers.)
- moved 40MM availibity date from 6/43 to 2/43 in order to work around a crew position bug.

3.) Conning towers
- Added 3rd AA mount on Conning 3 and 4 only. (1 and 2 did not have them)
- Added Rear mounted TBT on conning towers 3 and 4 only.
- installed 40MM as default AA gun on all two platform conning towers for tambor, gar, gato, balao, and tench
- changed 3rd CT configuration to mount one 40MM only. 4th CT remains with two 40MM.

4.) Interiors
- added lights to the starboard side electrical panels that were previously lifeless.
- added control room dive angle fix by Vickers03
- all control dials and telegraphs in the control room are now clickable.
- add a pseudo captains cabin and ships Yeoman's office. Clipboard on Yoemans desk is clickable crew management page.
- all boats now have a clickable 600 ft depth gauge in the conning tower. (see control/UI changes)


5.) Control and UI changes
- Dive planes set to deep dive functionality has been removed. To dive below 450 feet, use the clickable depth gauge in the conning tower.

- Balao and tench class boats no longer level off at 160 feet when crash diving. Instead they level off at their saftey depth of 400 feet. Setting dive planes to normal dive (aka the D key), will put the boat in a dive condition and it will not stop until you order it to stop via the A key. This is to allow some of the deep diving jockey's the ability to get around the 600 ft depth gauge if they so choose.

- Radar depth has returned to TMO. use the semicolon key.
- To exit the captains cabin and Yeomans office, use the right mouse button, or the numberpad INS key.
- Changed text mesage of "raising SD radar antenna" to "raising air radar antenna".
- adjusted converstion chart button in navagation tab
- adjusted camera view in misc tab when doublclicked.
- added intro music from the orginal SH4 soundtrack CD. plays when game first loads.
- renamed "pressure hull" back to "bulkhead". Bulkhead seemed more fitting since if a pressurehull was breached, you would be dead.
- adjusted soundman orders bar
- double clicking on sonar/radar tabs now brings to CT camera
- added report nearest visual contact button to flak gun orders bar.
- added night periscope texture by captain america
- made changes to ship mast heights and recognition manuals so that measuring ship range uses the historical method. SCAF will be an optional mod in the future.
- Updated some menu art
- added the ability to place Conning tower emblems on port and starboard sides to all conning towers for all subs, excepting the S class. Flat model by othr
- added the ability to place kill flags on the port side of the conning tower. Flat model by othr
*NOTE for emblem/flag placement, see example in support directory of the mod, not installed by default.


6.) Submarine changes

- The time it takes to crash dive has been increased. All boats should be under in about 58 seconds or less. This is more historically accurate then previous settings.

- Maximum speeds have been adjusted to be more in historical parameters. Top speeds are now thus:
* Porpoise: 18 knots
* Salmon: 17 knots
* Sargo: 20 knots
* Tambor and Gar: 20 knots
* Gato, Balao, Tench: 20.25 knots

Note: a 5 kt wind or greater will slow your boat down.

- Surface endurance has been adjusted to a setting that does not account for fuel ballast tanks, which as i understand it, was a development sometime after the war started.

- All boats now have a berthing compartment, affectiontley (and historically as far as crew slang is concerned) known as "Hogans alley".
- Reduced size of the damage control team
- reduced size of Psuedo Narwhals deck gun teams, so they are managable in the UI now.

- prewar boats porpoise, salmon, and sargo now all crush at the same depth. Pclass and salmon were brought up to match the sargo. I decided to use one "hull rating" for all of these boats since they came from about the same era in sub design.

- all thick skinned boats now crush at the same depth. Balao recieved a small increase to match the tench (again, both were of the same hull design, only difference was in internal layout)

- rebalanced vertical and horizontal center of gravity. Subs should tilt to the rear a little less when flooded, and roll a tad less while on the surface.


7.) Crew Changes
- Officers will now occasionally wear a T shirt and Kahki shorts.
- CPO's now have their own cover. (I hear Humphy bogart wan't his hat back)
- fixed OD's animation while at battle stations.
- fixed report nearest warship contact on sonarman graph file.
- No more staring zombie eyed crew.
- Radar depth vocalizations by Vickers03

8.) Crew Special abilities
- All special abilities have been reworked, rebalanced, or dropped entirely to be more inline to represent the improvements brought about by an experienced crew.

- increased likelyhood of special abilities being aquired.

Descriptions are as follows:

MASTER ENGINEER
Required compartment: ENGINES ROOM, CONTROL ROOM
Description: When it comes to repairs, this barnacle encrusted Chief has rung more salt water from his socks then most sailors have sailed over. He can effect repairs faster, pump water out sooner, and make operational unserviceable equipment.
Effect: Repair and pump speed increased 38%, can repair destroyed items.


TIN CAN CROSSOVER
Required compartment: DECK GUN
Description: This man spent some time on destroyers as a Gunnery officer. His skill in naval gunnery will increase the accuracy of your deck gun.
Effect: Increases accuracy of deck gun by 50%

MASTER TORPEDOMAN
Required compartment: BOW TORPEDO ROOM, STERN TORPEDO ROOM
Description: This Chief knows how to run a torpedo room like a well oiled machine. His expertise makes for faster reloading of torpedos.
Effect: Time it takes to reload torpedos reduced by 40%.

TORPEDO EXPERT
Required compartment: BOW TORPEDO ROOM, STERN TORPEDO ROOM
Description: Defying orders from BuOrd not to touch anything, this Chief is constantly disassembeling and maintaining the torpedos. Torpedo malfunction's occur slightly less frequently as a result.
Effect: Torpedo malfunctions reduced by 25%.

PHARMACIST'S MATE
Required compartment: ANY|
Description: Submarines were not large enough to merit physicians, so they had corpsman instead. Often called quack, voo doo man, pill pusher, or witch doctor by the crew. From lancing butt boils, killing crabs, or the rare appendectomy with kitchen implements, he is able to reduce the resting time and remove all the wounds of the crew.
Effect: Heal speed increased by 50%, fatigue reduced by 50%.

ENGINES EXPERT
Required compartment: ENGINES ROOM
Description: This Chief knows his job well enough to take a few unorthodoxed shotcuts on diving proceedures, decreasing the time it takes to dive the boat.
Effect: Increases dive speed by 65.
Speical note: I have tuned this so that with 3 of them, your fastest dive will be 35 seconds, which was obtainable by experienced crews. This skill is subject to diminishing returns.

MASTER ELECTRICIAN
Required compartment: ENGINES ROOM
Description: This Chief knows how best to maintain the batteries and draw the most amps, reducing battery consumption as a result.
Effect: Reduces battery consumption by 25%.

COMMAND PRESENCE
Required compartment: CONTROL ROOM
Description: This Officer has great courage and charisma. He inspires all around him, and seems destined for great things. While on board, the entire crew will receive a strong boost to experience gained. You as captain will benefit from his work by getting a major bonus to renown.
Effect: 15% bonus in renown.

FUEL BALLAST
Required compartment: CONTROL ROOM
Description: This innovative officer has reworked No. 6 and 7 ballast tanks to carry fuel. As the fuel in the tanks is consumed, they are converted back to normal ballast tanks. The surface endurance of your boat is increased as a result.
Effect: Reduces fuel consumption by 20%.
Special note: Your navigator (aka OOD), will incorrectly report the same maximum range at current speed regardless if you have this ability or not.

AHEAD EMERGENCY
Required compartment: CONTROL ROOM
Description: Your officer orders the denizens of the engineering spaces to ignore saftey protocols and push all four main engines to the absolute maximum power. Increases your maximum surface speed by 1 and 1/2 knots.|Duration: 6 hour|Available: 1 day
Effect: Maximum speed increased by 35%, which comes out to be 1.5 kts.



9.) Upgrade packs
- MS/9 paint scheme upgrade pack that was available later in the war has been removed via post dating it after the war.

- Ms/32 Paint scheme upgrade pack will now come equpied at the apporpiate date. This is to make sure the deck guns get the proper skin applied to them. (i hate having an Ms/32 boat, with black guns)

- fixed typo in Radar counter measures

Special note: If your using custom sub skins, select the "wartime default" paint upgrade.


10.) Campaign
- added truk harbor traffic made by lurker for TMO
- added troop convoy traffic made by lurker for TMO
- updated JP aircraft names
- updated JP airbase aircraft composition and quanity.
- added one small veteran airbase in 1944-12-01, flies Loran exclusively.
- completely redid single merchant layers from scratch.
- reduced spawn rate on TMO's existing convoy layers
- reconfigured convoy compositions, convoys should now be more varied in size, composition, and escort strength.
- Added Truk and wewak locations on map.
- adjusted minefields/subnet layer to accomidate traffic.
- renamed "Kaiboken" to Type C Escort
- created new ship as a corvette, inheirted from Type C escort, named it Type D escort.
- changed unit type on Akikaze from Frigate to Elite destroyer escort
- changed unit type on Q ship to Elite patrol boat.
- created new ship as an elite escort, Patrol boat 102, inheirts from DDCLemson.
- changed Thrower placement on Type C and D escorts, and Akikaze
- Changed equpiment loadouts ond Type C and D escort ships to use Y guns instead of K guns.
- added replacment flag textures by Oakgroove

- Added Two Y guns
* Ygun_alpha, has one range, 25 meters
* Ygun_bravo, has one range, 50 meters.
These are placed on the Akikaze, and type C/D escorts. Placement is staggered in an effort to spread the depth charges out, and create a pattern.


11.) Enviormentals
- Retouched existing enviormentals to look more pacific like.
- added select elements of Real Enviroments.


12.) Player sensors
- reduced SJ radar to more realistic effective ranges then previous settings.

* SJ-a radar is now 20,000 yards
* SJ-1 radar is now 30,000 yards.

Allowable reasearch i've done indicates that historically, the effective range was a bit less then this, but i went on the side of being generious.

- reworked interior radar console to reflect new values.
- Reduced effectivness of watch crew. They should be less eagle eyed then before.


Note: Conning tower Emblems:
See example in support directory, you'll have to make your own.

Questions? First Check FAQ in the following location of the mod:
TriggerMaru_Overhaul_19\Support\FAQ.RTF

Credits:
http://www.subsim.com/radioroo...05895&postcount=1611


Licenses & Permissions:
quote:

(1)Absolutely nothing found within the Trigger Maru modpack may be used for any commercial product of any size, shape or form.

(2)Trigger Maru is open source freeware, made by the SH4 modding community openly and freely. All permissions of individual mods are subject to their author's permissions.

(3)You are free:
a.) to Share – to copy, distribute and transmit this work.
b.) to Remix – to adapt this work.

Under the following conditions:

a.) Credit List - You must mention who made the original work. (which is Ducimus, plus supplying authors cited for specific parts in credit list herein)
b.) Attribution – You must attribute the work in the manner specified, but not in any way that suggests that I, or any mod author cited herein, endorse you, or your use of the work.
c.) Share Alike - If you alter, transform ,or build upon this work, either partially or in whole, you may distribute the resulting work only under the same or similar license to this one. Don't wanna share? Then don't use!
-----------------------------------------------------
This compilation was compiled for the love of the game, and appreciation for the history behind the game. This mod is presented as a community works, for the benefit of all. The compiling author (Ducimus), takes no credit for any of the specific works cited. Any specific design or modification by the compiling author himself, anyone is free to use as they see fit so long as the use is within the conditions of the above stated license and permission.



Download links:

Silenthuntermods.com: (scroll down toward the bottom of the page)
http://www.silenthuntermods.co...ndex.php?topic=339.0

Filefront:
http://www.filefront.com/14948...Maru-Overhaul-19.7z/

This message has been edited. Last edited by: Ducimus_Rapax,



For me, burnout is always one step away.
 
Posts: 2125 | Registered: Mon May 21 2007Reply With QuoteEdit or Delete MessageReport This Post
Picture of mush1960
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Many thanks for the hard work. I have to admit to not using TM yet, I'm still getting to grips with the basic game and honing my skills, but TM is high on my To Do list. Think I might just pull it in and have a peek... Smile



16 war patrols
10 battle stars
 
Posts: 389 | Registered: Mon October 30 2006Reply With QuoteEdit or Delete MessageReport This Post
Picture of Holtz_
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Posts: 404 | Registered: Wed August 15 2007Reply With QuoteEdit or Delete MessageReport This Post
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Thanks Ducimus Thumbs UpGlad to see your still at it, Clap
 
Posts: 19 | Registered: Thu May 24 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Thanks Ducimus Thumbs UpGlad to see your still at it. Clap
 
Posts: 19 | Registered: Thu May 24 2007Reply With QuoteEdit or Delete MessageReport This Post
Picture of dgrayson
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Thanks agaian Ducimus. Off to grab it now. I'll pop it in as soon as this patrol is over. It's 23JUN45 in my present career so this should be the last patrol for this one. Plan on starting the next one with a new boat from Mare Island. I'll play it til 1.4 comes out and you have worked your magic on it.

Illigitimate non carborundum
(Phoney Latin for "Don't let the bas**rds grind you down")
 
Posts: 1890 | Registered: Sun January 21 2007Reply With QuoteEdit or Delete MessageReport This Post
Picture of lane2512
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Posts: 3984 | Registered: Mon March 26 2007Reply With QuoteEdit or Delete MessageReport This Post
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My gratitude Ducimus, I know what i'm doing with my day now Thumbs Up

Now, sick day excuses:-

A. Flu.
B. Doctor's Appointment I forgot about.
C. My favourite SH4 MOD just got updated, sorry.

Winky


 
Posts: 449 | Registered: Fri May 04 2007Reply With QuoteEdit or Delete MessageReport This Post
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Agree

No Ifs, Ands, or Buts about it, Ducimus, YOU ARE THE MAN!!!!!! bowbowbowbowbow

Just for you, buddy.....



In



Better to have a spare in case the first one runs out, I always say.

Chuck
 
Posts: 421 | Registered: Tue April 17 2007Reply With QuoteEdit or Delete MessageReport This Post
Silent Hunter Moderator
Picture of tambor198
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D/Ling now, thanks, Dudimus.


Truly appreciate all your efforts in our behalf. Thumbs Up


_____________________________________


"Head Deep and Keep'em Astern" LtCDR Samuel D Dealey
Custom Missions, SHIV Guide, OV..Gato Class, OV..Balao Class, OV..US Subs,
Imperial Japanese Navy, Sub Insignia Sigs, Eternal Patrol
 
Posts: 5212 | Registered: Mon August 07 2006Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
quote:
Originally posted by dgrayson:
Thanks agaian Ducimus. Off to grab it now. I'll pop it in as soon as this patrol is over. It's 23JUN45 in my present career so this should be the last patrol for this one. Plan on starting the next one with a new boat from Mare Island. I'll play it til 1.4 comes out and you have worked your magic on it.

Illigitimate non carborundum
(Phoney Latin for "Don't let the bas**rds grind you down")


If your going to stuff up Latin do it right!!!

It's "Nill carborundum Illigitumie" Roll Eyes
 
Posts: 145 | Registered: Tue April 10 2007Reply With QuoteEdit or Delete MessageReport This Post
Picture of dgrayson
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quote:
Originally posted by Subsunk1307:
If your going to stuff up Latin do it right!!!

It's "Nill carborundum Illigitumie" Roll Eyes


I stand corrected and thank you sir.

I never really claimed to be a cunning linguist.
 
Posts: 1890 | Registered: Sun January 21 2007Reply With QuoteEdit or Delete MessageReport This Post
Picture of USSIWOJIMA
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Many thanks Thumbs Up


Dave

 
Posts: 257 | Registered: Mon April 30 2007Reply With QuoteEdit or Delete MessageReport This Post
Silent Hunter Moderator
Posted Hide Post
Thanks Ducimus; ....Your efforts are appreciated more than you know!

klcarroll
 
Posts: 3709 | Registered: Tue September 12 2006Reply With QuoteEdit or Delete MessageReport This Post
Picture of dean_acheson
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Thanks Duci.

Really appreciate your work here.
 
Posts: 21 | Registered: Tue November 14 2006Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Hello Ducimus,
I feel very humble indeed when I think of, first, the knowledge required to do what you have done and second, the hours of codeing required. I am 70 years old and have played all of the silent hunter games and enjoyed every one of them. I found, for the first time that I could not play SH4 "out of the box" I had to learn, with help from DGRAYSON, how to download MODS. I have not had a slide-rule in my hands for 45 years, so I think you can realise that I am not into Calculating Giro angles Etc in order to fire a torpedo. Whilst I can imagine that this feat could give one a great deal of satisfaction, I would be sunk before I had the first calculation ready. Is there any way that the auto functions and the periscope "Lock" feature can be used with your mod. It would make an old man very happy.
I worked with Mainframe Computers for 45 years and know what it took to do what you have done, cudoes, well done.
Robert.
 
Posts: 14 | Registered: Tue September 18 2007Reply With QuoteEdit or Delete MessageReport This Post
Picture of Ducimus_Rapax
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Thanks for the kind words. Personnaly i don't think modding the game is all that hard. Its just a matter of understanding the files involved and what they do. I suppose modding SH4, is alot like a hot rodder trying to soup up his coup. You just have to pop the hood and know what your looking at is all. Serious code work, really isnt in the scope of things. You can change variables and such, but how stuff functions is often hardcoded. For instance, while i can adjust the decimal values that establish when the AI does detects you, i cannot change HOW the AI fundamentally does this detection.

quote:
Is there any way that the auto functions and the periscope "Lock" feature can be used with your mod.


So this has me perplexed. Personnaly, i use the AutoTDC most of the time. Not because i don't know how to make manual calculations, but because i get lazy and impatient. Hammer

Near as i can figure, this is dealing with realism settings when you start a career game. Easy, medium, hard, realistic, or custom.

My defnition of easy, is autoTDC, normal and up with manual TDC. Your initial gameplay settings are set on what you selected (easy, normal, hard, etc). At the creation of a career game. However, once in the "office" if you click on the radio, atop the bookshelf on the left hand side you'll find a "custom" option where you can select (or deslect) realsim options. Among them the AutoTDC.



For me, burnout is always one step away.
 
Posts: 2125 | Registered: Mon May 21 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Thank you for the reply Ducimus. Of course, I decided to play "Normal". Would this also be why I no longer see the direction "Tails" on my and other ships??.
In order to install your latest MOD, I would first De-install all the Mods I have, then install the mods in the order you list at the begining of this post, installing your latest last. Am I correct???.
Again, thank you very much,
Robert.
 
Posts: 14 | Registered: Tue September 18 2007Reply With QuoteEdit or Delete MessageReport This Post
Picture of Ducimus_Rapax
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The lack of tails and other misc information is a design change that i did. Its really a simple edit of a couple of graphical files. The overall intent was to reduce the amount of information the map gives you, such as the sensor information on the AI.

In practice, all this modification does, is make the player do an additonal observation by marking the target at two points, and then drawing a line to figure out its base course. Some people like this change, others don't. To get the tails back all you have to do is delete two graphical files from the mod before you install it. (check FAQ in support directory, i think its contline.dds and one other, i wrote it down in faq so i dont have to remember )

Speaking of install, yes, uninstall and remove any prevous versions of Tmaru, thsi includes the GFX pak. Then install in the order i listed above. Row first, TM GFX pak next, then tm 1.6.4. You should only have 3 file conflicts doing this, and its ok to overwrite those.



For me, burnout is always one step away.
 
Posts: 2125 | Registered: Mon May 21 2007Reply With QuoteEdit or Delete MessageReport This Post
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Thank you Ducimus. I will do as you sugest and look forward to playing the game, again.
Robert.
 
Posts: 14 | Registered: Tue September 18 2007Reply With QuoteEdit or Delete MessageReport This Post
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ubi.com    Forums  Hop To Forum Categories  Silent Hunter  Hop To Forums  Silent Hunter 4: Wolves of the Pacific - General Discussion    Mod Release: Trigger Maru Overhauled 1.9 (updated 11/18/09)

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