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Silent Hunter 4: Wolves of the Pacific - General Discussion
Mod Release: Trigger Maru Overhauled 1.5.2|
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Some more changes:
- Improved/cleaned up ordersbar. Assigned icons to buttons that were missing them. - Made decoys an upgrade, avialable in 12/44. *note on decoys: Right now its just one Decoy upgrade. Ive created decoy files that are unique to US subs, where as normally it was using the BOLD3 german decay. Eventually my plan is to create more then 1 decoy, but have them do different things. For example, sending up an oilslick. I experimented with that, but all i got was squid like inkspot where the decoy was released instead of oil going to the surface, so that will require more experimentation then i have patience for right now. Ive changed the torpedo icons colors to that by castorp345. *note: currently i do not have the patience to recolor the actual torpedos themselves, so i will be reverting these back to stock coloration. All i think im going to do now, is tidy up some odds and ends in the camera file, write up the documentation for this update and call it good for awhile. |
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Yu really are going to force me to upgrade to 1.5 aren't you?
Well... maybe some day anyway. But I still get the feeling that 1.05 is a bit more buggy than 1.4. Is this true? Thanks for all the work sir. _____________________________ "Everything seems new to those too young to remember the old and too ignorant of history to have heard about it." - Thomas Sowell |
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1.5 more buggy? Personally i haven't encountered anything that makes me regret moving to 1.5.
And truthfullly, 1.5 is now "the" platform that is being modded these days. I was just thinking about this earlier, and for the most part, 1.4 has been totally abandoned by every modder i know of. Ive thought about going back and touching up the 1.4 version of TM, but every thing i start getting around to it, i find something else to improve on the current version of the mod. I have been archieving my changes though, so if i ever do go back and touch on 1.4, i can. That said, if i do, RSRD will all but be incompatible, and Lurker will probably strangle me as a result. edit: -------------------- Im not updating again, tell i get a chance to run a career game from early to late war. anywho.. the usual terse changelog, i don't believe any changes ive made will effect RSRD compatiblity, i mainly focused on the subs themselves.
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It's time... Dave “Dog down the hatches and take her deep boys!” Step by Step mod Installation - BBC Radio MOD - Gramophone Mods (2) - gu.exe Bug - Trigger Maru Overhaul With Training Wheels 1.4 & 1.5 - Photo Recon Fix |
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Ok...ok...
I'm gonna mis my Balao though... my current career is very very good. _____________________________ "Everything seems new to those too young to remember the old and too ignorant of history to have heard about it." - Thomas Sowell |
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If its any consolation, i have no intention of making any changes or updates that would require the start of a new career game for quite some time.
Infact, i have no intention of making anymore changes until ive played the game more myself. From early to late war. Im getting to the point where i can no longer make apparent observations on the game, but have to play it now to find the subtle quirks that aren't immediatly apparent. |
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@ Ducimus_Rapax or anyone else for that matter
I'm using your MOD and RSRD (as in the screen) and I'm really pleased about it. Game is so much better now, but i do have a couple of questions and I was hoping that you could help me with them These are my gameplay settings: As you can see I haven't enabled "NO external view" This would mean that it allows me to use the free camera. Not for military purpose, but i like to see my sub from the outside (specially in the morning and evenings to enjoy the graphics). When I start a new career (December 1941) I can't use the free camera. This brings me to my first question: 1) Is it possible to use the Free camera again? so I can enjoy pics like these again? Screen is made by ElAurens. I just used it for an axample. (@ ElAurens: hope you don't mind) 2) I did read something about returning the map tails. someone answered that he had to disable TMO and adjust some lines in the sh4 directory. Does this mean he has ghis map tails back, but cant play SH4 with TMO (because he disabled it?) maybe a dumb question, but I started to use MODS 2 days ago. 3) Is there some kind of turtorial on how to use the HYDROPHONE?? I don't understand it at all. and my last question is about the radar in December 1941: i cant use it...but that's because they didn't had one in the sub at that time. Well Thanks in advance for taking all the efford in the MODS you have been making. Cheers m8 Last note> I'm from Holland and when I was at school we didn't had much about the Pacific war, we mostly had WWII history lessons about Europe. All that I know about the pacific Theater is self education. EDIT: How can I make screens? was it Alt+F9? D-Day june 6, 1944 For all who gave their lives on the beaches. You'll never be forgotten!! |
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First of all I love this mod. With the latest version 15B The interiors look very foggy. I was wondering if that might have something to do with...
I play with PPF (Post Process Filters) Off, but I dont know what S3D is? Could I impose on you for to enlighten me? |
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Hi D, Great work and I hope you enjoy your well deserved break m8 :O)
One question, I use 1.5 U boats with RSRD and PE3 just want to know do I still need to use "TMO_Enable_UBoats Ver3" with TMO15b release? |
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Are you normally accustomed to using the orders bar? Try the hotkey F12. Err wait a minute, the game does something weird. It has two realism settings. One for career games, and one for singlemissions. The realism settings you want to be sure your adjusting, are in the "office" when in port in your career game.
See the FAQ in the TM's support directory. With TM enabled the documentation will be in the data/support directory. I dont remember the answer off the cuff, so i wrote it down. FAQ is kinda like my cheat sheet for answering certain questions.
What's confusing? The general gist of US sonar in WW2 is this: Originally, during the prewar years, they developed a combination set of equipment that had active and passive sonar in one unit. (think of it as one of those combined DVD/VCR units So in the end, performance wise, you get the best of both. The underwater detection range of the JP sonar, and the surface contact ability of the earlier WCA set (limited by its own range of course) During the war, unlike the germans, the US had TWO sonar men during a battle, because they had two sonar heads that they could direct independently. One sonarman would keep searching around the boat to maintain situational awareness, the other sonarman would focus his attention on the current target to keep its position and tracking information up to date. Obviously this 2nd sonarman isn't present unless its time for combat, so normally it only one sonarman on watch. In the game, the 2nd sonarman is just for show, he doesnt really have any functionalty attached to him unfortunatly. The games coded for just one sonar man.
Information about the pacific war, is very much neglegeted or unknown, even to many here in the US. As WW2 history goes, the battle in Europe has always been the sole focus of movies and televison. It is rather sad that the pacific, which is a theater as just large and important, has largely been forgotton. If your fairly well versed in English (im assuming you are), watch this 44 minute video from the history channel, its VERY VERY interesting: http://video.google.com/videoplay?docid=242797265564618...ype=search&plindex=8
Umm you know i do it out of habit so much i forget the exact keystroke, i think its Alt+F11
A mod tool that for all intents and purposes, you may as well call it SDK. http://sh4.skwas.net/
Hib_lurker3 has his own version of that mod for use with RSRD. Use the version that HE says to use, when running RSRD. As an aside, i beleive he issued a small patch the other day. See his thread for details: http://www.subsim.com/radioroom/showthread.php?t=123467 |
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@ Ducimus_Rapax: Thanks m8 for taking the time to answer my questions.
That 44 minute History Channel footage was great. Thanks again for the link. Well, it's time to dive D-Day june 6, 1944 For all who gave their lives on the beaches. You'll never be forgotten!! |
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@Ducimus.
Not sure if I should download your mod or not, in my game, I play with modified gundeck files (more ammo) and increased torpedo damage (don't like wasting torpedos and just want to have fun) Can I still retain those changes in this mod? (I might have to redo them of course, but in what way in relation to your mod?) |
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I just want to that you modders for all your work,And TM 1.5b is a great one thank you Ducimus,and the rest of you modders for your time and Im sure alot of headaches,
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I belive the answer would be yes. Before you install TMO1.5b, copy the files you changed for your ammo and torpedoes. Then install the mod and then add your modified files back in. You should be all set. |
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Hi, I'm new to the game,I have the uboats xp and I am wondering if this mod also makes things better in it or is that ony thebase game, thanks in advance
This message has been edited. Last edited by: OneDominatus, |
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Finally purchased SH4 off Amazon yesterday. Downloaded TMO for 1.4 today. Gotta be ready when SH4 get here, right?
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## Aircraft changes ##
//changed bomb/DC loadouts for zero, H6K, h8K // changed air drop depth charge model to look like a depth charge and not a bomb. //changed max radius of Air dropped depth charge to be equivlant to its ship borne counterparts. ## sub interior changes## //changed default camera positions in sub interior //reworked a new cameras.dat // fixed conning tower dive angle tilt. // added kalxon alarm switchs in CT // remixed GQ alarm // redefined various gauges in the interiors to psudeo represent sea pressure. // added tooltip info to menu.txt to support interior changes // changed floor coverings in fleet boat interiors to be more historicaly correct. // restored crewman slots for repair crew back to stock settings ## submarine changes ## //corrected some erronous dates for porpose, salmon, and sargo SJ-1 radar // fined tuned crashd dive depth to 165 feet // fine tuned torpedo launch depth to allow for 100 ft depth when launching torpedos. // increased fleetboat crush depth, and crush rate. WARNING: Reaching crush depth means just that, your boat will be crushed. // all fleeboats now have 300 hps instead of varying hps of 275 to 310. // 40MM bofars default color is now MS9. MS32 color available via TMO_Deckguns_M32_paint modlet in support directory. // Mark 23 torpedo min damage threshold 25% more powerful then previously. // reconfigured various equpment configurations. Concept by Observer // made submarines more subsceptible to internal damage. // slightly increased rate at which flooding occurs. // several damage zones within the submarine that were not being utlized, now are being used. // made some minor corrections to what deckgun is loaded by default in late war. ## sensor changes ## //ai_sensors.dat -> AirB_visual->Minsurface from -3.0 back to -2.5 //swapped elevations settings on night and attack periscopes. // removed max visual range handicap on night scope. ## campaign changes ## // added base/flotilla descriptions. (visible when transfering) // lowered patrol rating requirements by 200 renown per rating. // added photo mission fixes by Dgrayson // Sink (deploy) missions now require you to get within 35 KM of the designated area before progressing to the secondary objective of sinking any ship. // "Patrol" missions now require 4 days in the patrol area instead of two. Awarded renown for completion slighly increased. Mission descriptions have been improved to reduce ambiguity on how large your patrol area is. //changed message priority on submarine "chatter" messages. They will no longer drop you out of time compression. ## GUI changes ## // updated help menu // added/replaced gramophone tracks. // fixed chronograph label to be more historicaly correct. // added torpedo warhead info to ui descriptions. ## Misc. ## //reduced hitpoints of crewman. |
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Silent Hunter Moderator![]() |
One quick question, Duece. Will the current versions of ROW and RSRD work with TMO 1.5.2?
_____________________________________ "Head Deep and Keep'em Astern" LtCDR Samuel D Dealey The Ships Of War (My Website), Custom Missions, OV..Gato Class, OV..Balao Class, OV..US Subs, Imperial Japanese Navy, Sub Insignia Sigs, Eternal Patrol |
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My assumption is whatever Lurker posted here since its the most recent:
http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/6781069466 I do coordinate with him before releasing an update to TM so he has a heads up and a head start on the RSRD version for TM. He said he was ready, which is why i released this update. Otherwise, id still be sitting on it. |
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Silent Hunter Moderator![]() |
Thanks for taking the time to answer my question, Duece.
_____________________________________ "Head Deep and Keep'em Astern" LtCDR Samuel D Dealey The Ships Of War (My Website), Custom Missions, OV..Gato Class, OV..Balao Class, OV..US Subs, Imperial Japanese Navy, Sub Insignia Sigs, Eternal Patrol |
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Silent Hunter
Silent Hunter 4: Wolves of the Pacific - General Discussion
Mod Release: Trigger Maru Overhauled 1.5.2