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Posted
Silent Hunter 4 version 1.5 : Trigger Maru Overhauled 1.5.2
- Pulling the Trigger on SH4!


----------------------------------------------
VERSION: -(Note: for this version, changes in crew configuration may not appear existing career games)
Trigger Maru Overhauled (requires 7zip or WinRar to uncompress)

NOTICE: TMO is now available for sh4 1.4 and SH4 1.5

If your running SH4 version 1.4 (you dont have the uboat add on):
http://hosted.filefront.com/Ducimus554/2193187

If your running SH4 version 1.5 (You have the uboat add on), D/L here:
http://hosted.filefront.com/Ducimus554


Installation order for the SH4 version 1.5 version of TMO:
1.)REL_TriggerMaru_Overhaul_15
2.) RSRD - optional



KNOWN ISSUES:
- Sboat is engineless, If using s boats D/l this patch to fix. (if your not using sboats, you don't need it)
http://files.filefront.com/TMO+SBoat+engine+Patch7z/;10507081;/fileinfo.html


D/L Links HERE at Filefront:
http://hosted.filefront.com/Ducimus554/

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

quote:
( I make no promises of about being bug free. All modifications provided as is, without warranty)


-----------------------------------------
Trigger Maru is what some would call a "supermod". It is an all in one package that touches on many areas of the game. Features include, but are not limited to:


*AI Adjustments
- Mulitple visual nodes to vary visibility for warships, merchants, and aircraft.
- Aircraft can spot submerged submarines.
- Improved sensors for escorts vessels for a more responsive AI
- Depth charges adjusted for more realistic performance over stock.



*Aircraft adjustments
- spawn frequency greatly reduced from stock
- afore mentioned ablitiy to spot submarines
- deadly bombs carried.
- harder to shoot down


*Campaign adjustments
- Taters improved campaign layers for more historical zig zagging traffic.
- Dutch harbor flotilla available
- greatly reduced "spam" contact reports.
- New construction/ sea trail options for Gato and Balao
- Patrol missions area of operations expanded to 200 to 250 KM.
- Sink missions now require only 4,000 tons of any ship type, to include warships.
- Photo missions to tokyo bay moved to more accessable areas.
- added a few new ships to japanese inventory
- Addition of German Type 9 uboat which will appear in the south west pacific in historically correct areas in 1944.

* Submarine adjustments
- Battery endurance greatly improved over the stock game
- Improved dive times
- improved pitch and roll motions
- Radar depth
- overall toughness of submarines adjusted to more realistic levels.
- Fuel levels adjusted to be a little more realistic
- more realistic default crews
- Deck guns reduced to a more realistic effectiveness level
- Narwhal submarine added (this is a psuedo model and does not look like the real Narwhal, but behaves like one theortically would have)
- Submarine Torpedo's more susceptible to failures, being a little more realistic then stock.

*User Interface adjustments
- Command layout similar to Sh3 for familiarity.
- Addition of commands present in Sh3, but not normally active in Sh4, such as weather reports, nearest visual contact, maximum range at current speed, etc etc.
- Nomograph
- speed/ range chart to aid in plotting intercepts.
- Misc graphical improvements to the UI.
- Navigation map with more labels for easier idenfication of geographical areas in the pacific.

*Misc graphical and sound improvements


NOTICE:
quote:
As always the AI in TMaru is adjusted for the more advanced player in mind. If you want a shooting gallery, this mod isn't it.


INSTALLATION:
- You need 7zip or WinRar to extract the files
- Use the latest version of JSGME to enable

COMPATIBILITY:
Trigger Maru is not compatible with any large modpack. Exceptions are ROW, or any version of RSRD made specifically to be compatible with TM1.7 and patch 1.4. All other large mod packs are NOT compatiable. The reason is, many large modpacks (such as RFB and standard RSRD) deal with the same files, and alot of unexpected results will occur.

KNOWN ISSUES:

- Gramaphone not displaying properly when the game is run at really high or wide screen resolutions. If this is an issue for you, theres a stock gramaphone in the support directory.



####################################
---> The FAQ Nobody ever reads<----
####################################
quote:

1). How do i remove the nomograph?

In the data/mneu/1024_768.ini file search for [G31 I60], (or just search for the text "nomo").
Which brings you to this block of code:

[G31 I60]
Name=Nomograph
Type=1030;Static bmp
ItemID=0x3100000f
ParentID=0x31000000
Pos=0,0,200,720
Zone=0 768 200 720 2 1 0x31000000 0.76 -0.02 0x3100000f 0 0 0 0
Color=0xFFFFFFFF
Materials=1
Display=2;Linear
Mat 0=data/menu/gui/layout/nomograph.tga
MatFlags=0x9
TexFmt=0x0

Place a semicolon before each line to disable, or just remove this block of code entirely if your sure you'll never use it.



2.) What about a metric (insert request here)?

It's in the support directory, along with this FAQ.



3.) How do i get the mechanical clicking noise back when moving the periscope or TDC horizontaly?

If you like the clicking nose, then just delete the following file from the mod:
data/menu/cfg/dials.cfg



4.) How do i get back "tails" and sensor information on the navigation map?

Disable TMO, and delete the following two files:
\Data\Menu\gui\ContLine.dds
\Data\Menu\gui\DashLine.dds



5.) How do i get back the ship sillouttes on the contact map?

Go to the /data/sea directory in TMO. There you will find about 98 subdirectories, one for each ship in the game. Located in each one of these subdirectories is a DDS file. This file will be named whatever the ships name is _shp.dds (*_ship.dds). Delete each of these files from all subdiretories. Warning, not all ships are from the stock game, so deleting these particuar ships means they wont show up on the map at all. I recommend you play with the ship sillouttes as is. The idea is to cut down the amount of unrealistic information the stock Navagation map gives you, and to simulate markings that a tracking party member might have put down with a grease pencil.



6.) Im getting repeat missions! I thought this mod has repeat mission fix?

Should no longer be a problem after patch 1.4, hence the fix is no longer included. However, a version of this has been implemented in the form of "Pacific fleet Div 2" and "Asiatic Fleet Div 2". The purpose of these two flotillas is to offer more mission variety, and at least one spec ops mission every other patrol.



7.) I hate the damn bathtub, i dont care if it's historically accurate, how do i get rid of it?

As of the Overhaul edition, i've conceded that i don't like the early war towers either, so you shouldn't see them anymore.

8.) I like X part of the mod, but i dont like Y part of the mod, can you get rid of the Y?

You're free to reverse engineer, disect, vivisect, and otherwise undo all my work at your own liesure, and do with it what you will.

9.) The AI is too easy!!
If you feel the AI is too easy to evade, go to the file data/cfg/sim.cfg. In the [sonar] section, change
"Enemy surface factor=200" to a value of 150 instead of 200. That should slighly increase difficulty in evading the AI.


10.) The AI is too hard!!!

Go to this file again.

/data/cfg/sim.cfg

and change the Hydrophone Thermal Layer Signal Attenuation from 2 to 3. Then change the sonar Thermal Layer Signal Attenuation from 3 to 5. Easy mode and dumber AI should be yours again.



11.) How do i get the next/ previous camera back?

The easiest way is to open the /data/cfg/commands.cfg in TMO. Search for " [Cmd50] " Your looking for these two blocks:


[Cmd50]
Name=Camera_on_next_unit
Ctxt=1
;Key0=0xBE,,">"
Page=0x34000000,3714

[Cmd51]
Name=Camera_on_prev_unit
Ctxt=1
;Key0=0xBC,,"<"
Page=0x34000000,3714

Simply remove the semicolon placed in front of the key assignment, and you have the next/previous cameras back. Note: this will restore hotkeys. It will not restore the buttons on the ordersbar.


12.) Is TMO compatible with WernerSobe's "realistic sinkings physics" mod?

No.


13.) I just transfered out of Holy Loch submarine flotilla in the UK to pearl harbor, but i still have this atlantic patrol assigment, what gives?

The game assigns your next patrol as you dock to end your current patrol. This is why, if you end patrol, transfer to another place, you'll still have a patrol assigment that your previous flotilla usually assigns. The only way to fix this, is to immedatly dock again so the game assigns a new mission from your new flotillas mission queue.


14.) I got a repeated mission in new construction, why?

I've scripted it as best i can so this doesnt happen, but the game doesnt always cooperate. It randomizes your time in port, as such the dates the game picks your next mission can sometimes overlap in scripting. If i could somehow control time in port from being a low number, i could stop this from happening. As it is, on occasion in new construction, you'll get a repeat.



15.) I didnt get transfered from new construction to Pearl Harbor, or transfer is unavailable, why?

Transfer is not automatic. For various reasons, i ended up being unable to get the transfer to work automatically, so you have to do it yourself by "picking up the phone" and calling ahead. If the option is unavailable then you've completed sea trials before i thought was possible. So you'll have to edit the subs availablity date for the pearl harbor flotilla in the flotilla.upc file.
NOTE: If your next assigment isn't to Honshu, then you have a repeat of the 3rd sea trial. Sad to say, do it again. There is no point in forcing a transfer if your next assigment isn't to japanese waters.



16.) Does the Narwhal have a latewar configuration?

Sorry, no it does not. Due to reports of refits not properly placing the secondary deck gun, and i was unable to figure out why. Since having two deck guns is half the fun of the narwhal, i decided it was best to "Freeze" the narwhal in its midwar configuration.


17.) Can i run this super cool enviormental mod with TMO?

An Enviormental mod is now included in TMO, so you should not have to run anything extra. You may prefer one mod over another, i can only recommend that you try TMO by itself before adding mods of your own. A word of caution here with enviormental mods in general: The authors of these mods are doing fantastic work and have made great strides. Unfortuntely these mods are having adverse effects on AI visual sensors (confirmed), and possibly even AI underwater sensors (unconfirmed). These ill effects will also effect your watch crews ability to spot targets, being unable to see things that you can see clearly. The enviormental mod included in TM has been tweaked so this does not happen. So be advised that by running other mods, you run the risk of upsetting how well the AI can visually detect things.

18.) Can i run RSRD with TMO?

At Lurker_Hib3's say so, and when he says its ok.. Just be careful of installation order (install after TM), and always uninstall RSRD before TMO.


19.) Can I run such and such mod with TMO?

You can, thats your discretion, but i would advise not to unless your sure you know what your doing with the games files. All the files and mods contained within TMO were tuned and tweaked to interact as one cohesive entity. A single adjustment in one file, often enough required a small adjustment in 5 other files. Bottom line is, i absolve myself of ANY problems you may have with TMO if your running any other mod on top of it.

20.) I'm getting entirely too many faulty torpedos!!!

Yes, TMO now includes a modification to increase torpedo malfuctions. The stock torpedos were undeniably too reliable. In increasing torpedo malfunctions, it is the intent to make it more then stock, but less then the "hardcore torpedo mod", something which not everyone can handle. That said, modding torpedo failures for any consistant behavior, is incredibly hard to do. Even with stock, the game can have periods where every torpedo you fire is a dud, followed by a period with no duds at all. Except in stock, the "no duds at all" was 95% of the play. Suffice to say, if you run into a period with excessive duds, its not the mod, its the game behaving in decidedly inconsistant behavior, and the torpedo malfunction rate settings in TMO, do not reflect values used in the hardcore torpedo mod; the values used here, are infact, less.


21.) Planes are detecting me at impossible depths! What gives?!

This mod assigns additional visual sensors to unit types. One of these sensors goes to just aircraft. This visual sensor gives aircraft the ability to detect shallow submerged objects. However, there is a small problem. The radius of visual detection can be adjusted, just not the depth. There is a long drawn out explanation for the way things are set the way they are, but suffice to say, yes occasionaly a plane will make a detection at a seemingly impossible depth. Such occurances are by my experience however, rare. Submerged visual detection by aircraft, isnt a 100% thing. Several factors come into play such as, what angle your sub is to the viewing plane (bows on vs broadside), state of the sea, lightinig level, fog level, etc. Every step has been made to ensure that submerged detection is as realistic as the game engine allows, and fair to the player. Visual detection was even made to be effected by thermal layers. So all that can be done, has been done. You may wonder why this was one at all. Simply because the positive aspects of this particular mod far outweigh the occasional scruple. In the end this is a MODIFCATION, a mod is really nothing more then a hack at a finished product. Its not like i have acces to the source code to effect "real" changes.

As a general FYI, the ordinance that the planes in TM carrry, are designed to detonate at 77 feet (20 meters), and 148 feet (45 meters), as well as when they come in direct contact with the players submarine. Something to keep in mind when patrolling areas with frequent air cover.

22.) What happened to my Gramophone?

The gramophone has been altered to include a speed/range chart. Its a very handy tool for intercepting contacts. Unfortunatly theres some monitor/display aspect ratio that does not like this modfiication (wide screen users i beleive). For this reason, a stock gramophone modlet has been included in the support directory.

23.) What's up with refits and the subs textures?
See this thread:

http://www.subsim.com/radioroom/showthread.php?t=134913

Refit schedules are as follows:
-NULL, 1942-06-31, EarlyWar
-1942-07-01, 1943-01-31, MedWar
-1943-02-01, 1944-01-31, LateWar
-1944-02-01, NULL, LateWarMS32

24.) SH4 Crash's to the Desktop when i try to run a uboat campaign game or single mission, what gives?

TMO's focus is on the pacific submarine war and the Silent Service. As such some adjustments that were made to enhance the pacific theater, are counterintuitive to the uboat game. To run the uboat game you'll have to d/l and run a mod ontop of TM that overwrites the incompatible files so that the uboat game doesnt crash.
The fix is called "TMO_EnableUboat_ver3", and is downloadable here: http://hosted.filefront.com/Ducimus554/




Credits:
-----------------------------------------

quote:

Credits:
(This is a cumulative list of authors who have contributed to TMaru over the course of time. Some works cited may have been removed from TMaru over the course of development, but the contribution remains credited none the less)

AntEater
- Aces roster mod with pre JANAC tonnage scres.

Anvart
- Submarine propeller fix
- Conning tower periscope fixes
- extendable SD radar antenna

AOTD|MadMax
- Sboat and Narhwal engine sound fix

castorp345
- Torpedo icon textures.

Captain Cox
- Nav tools
- periscope graphics.
- officers cap and crew uniforms
- smaller seabed rocks
- smaller seaplants (medium version)
- pull down speed chart mod

Chomu
- mini chrono

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

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

Developers@ubisoft
- For creating the game ive waited years to play.
- Providing help or insight and gnerally being available to occasionally help modders.

Dgrayson
- fixed the photo missions

Ducimus
- Bungo Pete mod
- German Uboat mod (skin by Fubar)
- Map contacts mod
- watch crew visual adjustments
- AI and depth charge adjustments
- No hydorphone contact on surface
- Misc adjustments to player submarines.
- Repeat patrol fix
- interior gauge fixes
- massive caffine intake
- forum trolling
- crier of split milk
- Partrich in a pear tree
- etc etc etc, blah blah blah.

Foofighters
- Narwhal class skin texture.

fullmetaledges
- medal changes/corrections mod

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

Jace11
- Taihosan Maru Fix
- Enchanced map labels
- Akitsu Rudder fix
- Killer of Jawa's

Jhereg
- High rez gramaphone fix, located in optional mod directory.

jimimadrid
- Compass Lubber line mod

kapitan_zur_see
- historical 4 bladed propeller fix

Kriller
- Enviormental texture upgrades
- No grainy PPF mod. (new version)
- various row (Kriller2?)
Kriller2
- Scene.dat file, and misc ROW files.

Hildofr
- nomograph

kapitan_zur_see
- No grainy PPF mod. (old version)

lethal
- Observation periscope texture

LeoVampire
- camera modfications X 2
- living breathing ocean mod
- Submarine pitch and roll mechanics
- improved smoke and fire effects
- airport/nav map mod.
- cloud fixes
- submarine and tower reflects
- being the textbook definition of "awesome person"
- awesome friend whos sorely missed.

LukeFF
- realistic crew config
- "Hull Classification Symbols and Numbers Mod"
- IJN Type 13 Radar Fix

lurker_hlb3
- P38J Lighting
- hydrophone RPM det level adjustments
-SV radar
- for being supercool guy.

nautilus42
- Orginal AI Jap Submarine
- Orginal AI Germain 9D2 submarine

Nvdrifter
- Depth charge splash warning.
- another supercool guy

NYGM
- Additional AI visual nodes from an earlier version of the NYGM mod for SH3.
- we had our disagreements, but i can't deny they had some awesome ideas, some of which ive used in TM.

Observer
- Conceptualized the new engine room configuration in fleet boats.

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

Pacific Aces Team
- misc crew sounds.

ParaB
- Airstrike.cfg AI, skill level modifiers

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

Probex
- developed 9KM visibility scene.dat

w_clear
- Enviormental mod 4.0 and 4.3

scoochy
- slower smoke effects mod

Seeadler
- improved sky enviormental effects mod
- Enviormental mod version 1.0

SteveTRM
- Interior sound fixes

skwasjer
- For the most outsanding mod development tool to ever grace the subsim forums.

Somnus
- base Atk periscope texture used.

swdw
- Sub diving mechanics based on his orginal work.

Syxx_Killer
- Fixed Oakgrooves TDC panel

Tater
- improved campaign mod.
- Taihosan Maru Fix
- Type13 Radar fix
- DD Yagomo
- Misc ship eqp corrections
- IJN Type 13 radar fix.
- supercool guy
- Guru of all that is IJN. If he says its true, i beleive him.

u56_Dragon
- Fixed intro screen

WernerSobe
- Natural Sinkings Mechanics 3.1


WilhelmTell
- Submarine diesal engine sounds

zAmboni
- Smaller Nav tools

--------------------------
My additional thanks to everyone who provided feedback during the (albiet breif) beta period.
(I'd list names, but im afraid of missing someone and hence offending them)

----------------------
Permissions:

- Abo****ely nothing found within the Trigger Maru modpack may be used for any commerical product of any size, shape or form.

- For the purposes of creating mods; absolutely no mod, concept, or design found within the Trigger maru Modpack may be used by any modder or group of modders that operates on a proprietary basis (such as GWX) without expressed permission. (Proprietary is being defined as: a party, or proprietor, exercising private ownership, control or use over an item or property, usually to the exclusion of other parties. This also includes development of tools, and technical information that are not being shared with the rest of the modding community due to the excercising of private ownership. )

- 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.

- You otherwise don't need "permission" for anything. The Trigger Maru mod 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 bennfit of all. The compling author (Ducimus), takes no credit for any of the specific works cited. Any specfic design or modification by the compiling author, anyone is free to use as they see fit in any modification they desire, so long as it is not used in any commercial product of any size, shape, or form.

This message has been edited. Last edited by: Ducimus_Rapax,
 
Posts: 1258 | Location: Hyboria | Registered: Mon May 21 2007Reply With QuoteEdit or Delete MessageReport This Post
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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: 387 | Location: Ashford, Middlesex | Registered: Mon October 30 2006Reply With QuoteEdit or Delete MessageReport This Post
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Posts: 339 | 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: 1510 | Location: Tampa Bay at periscope depth. | Registered: Sun January 21 2007Reply With QuoteEdit or Delete MessageReport This Post
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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: 337 | Registered: Fri May 04 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
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: 420 | 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
The Ships Of War (My Website), Custom Missions, SHIV Guide,
OV..Gato Class, OV..Balao Class, OV..US Subs,
Imperial Japanese Navy, Sub Insignia Sigs, Eternal Patrol
 
Posts: 3176 | Location: In Harm's Way...... | 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: 141 | Registered: Tue April 10 2007Reply With QuoteEdit or Delete MessageReport This Post
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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: 1510 | Location: Tampa Bay at periscope depth. | Registered: Sun January 21 2007Reply With QuoteEdit or Delete MessageReport This Post
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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
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Thanks Ducimus; ....Your efforts are appreciated more than you know!

klcarroll
 
Posts: 3170 | Location: In your baffles; .....and opening my outer doors. | Registered: Tue September 12 2006Reply With QuoteEdit or Delete MessageReport This Post
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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
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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
Posted Hide Post
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.
 
Posts: 1258 | Location: Hyboria | Registered: Mon May 21 2007Reply With QuoteEdit or Delete MessageReport This Post
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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
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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