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Old 05-02-22, 07:48 AM   #4
Niume
Sea Lord
 
Join Date: Sep 2015
Location: Lithuania
Posts: 1,633
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Niume has made a Best of SUBSIM nomination.
Nomination Category:
Quote:
Thread of the Year
Nomination basis: One of the best modpack
Forum: SH4 Mods Workshop

Nominated Member: Bubblehead1980
Nominated Post: Trigger Maru Overhauled Update BH
Quote:

USS Drum SS-228 1945

*TriggerMaru_Overhaul_2-5_UpdateBH Revised Final* by Bubblehead1980

This is a major update (a overhaul if you will) of Trigger Maru Overhauled 2.5.

The original version uploaded on 9/28 had an error in the special abilities files for crew, which was preventing campaign from starting properly. I then uploaded an incorrect test/incomplete version (doh!). I have uploaded the correct version entitled " TriggerMaru_Overhaul_2-5_UpdateBH Revised Final". Please make sure this is the version you have.


This update features:

A major rework of the campaign traffic, in fact this is a main feature of this mod, a interesting, immersive, historically accurate, dynamic (much as possible) campaign balanced with "playability". . Campaign is inspired by Run Silent Run Deep mod in there are "historical contacts", ships which spawn and represent actual ship movements of certain convoys, merchants, and especially the major enemy warships and some of the lesser ones. Example. Yamato Class never randomly sails the oceans, movements of Yamato and Musashi were reconstructed with best info available in each years task force layers for the Japanese and are present at battles in which they were.

While there are specific convoys that spawn , there are random generated ones that may/may not spawn to keep a variety in the campaign because sinking same old convoys, knowing where and when they spawn each time, can cause things to get boring eventually. This mix provides a create bit of balance. Random convoys though, are based on realistic convoys and shift routes etc at appropriate times.

Traffic changes over course of war to reflect how things changes in reality...at start you will see few convoys and the ones do see are typical of japanese convoys of the time 3-4 ships, one escort, occasionally two escorts and 4-5 ships, aside from large invasion forces in opening of war, which were reconstructed for as much historical accuracy as possible. Traffic is mostly lone merchants or maybe two traveling together. Some will be armed with deck guns from start, others, most not. Since unescorted and to make them not sitting ducks, lone merchants are typically set to have a higher skilled crew than escorted merchants. Set any lower, they are just too easy of targets and player can rack up ridiculous tonnage in early war. Occasionally in late war, especially in local waters, may see a lone merchant with a escorting ship or aircraft.

1943 began to see more convoys , with more defined shipping routes and by fall 1943 convoys are common. This reflects Japan's attempt at "getting their act together" such as forming the HI Convoys, which ran N/S from Singapore-Imari, and the MATA/TAMA (MANILA-TAKAO, TAKAO-MANILA) convoys as well. Traffic changes as US offensives take off and enemy bases are isolated, left to "wither on the vine".

In mid 1944, will start to encounter large (by Japanese standards) convoys of 10+, sometimes 15-20 ships with multiple escorts. Occasionally escort carriers and air cover. This is what Japanese did in a belated attempt to protect their shipping after massive losses in late 1943 and early 1944. This is where night surface attacks, a key feature of this mod, comes in to play. It is now possible, to attack on the surface without getting killed or severely damaged every time. If want to risk it, can even get inside some of the convoys and attack from within. Late in 1944, as per history, most convoy traffic shifts to coastal waters, to avoid submarine attack on open ocean. Indochina/China coasts are most target rich environments. A lot of shallow waters, a lot night surface attack chances.


After early 1945, traffic slows down a bit to reflect reality, but there are still plenty of targets, just have to hunt
and requires some thought , proper tactics.

Addition of numerous major and "minor" battles from Coral Sea to Okinawa.

Addition of numerous Japanese, Allied ships, and aircraft. (Ship packs in downloads section)

Submerged AI submarines that fire torpedoes.

Overhaul of US submarine damage model.

Overhaul of depth charges and torpedoes.

Darker nights and ability to perform historically accurate/realistic night surface attacks.

Overhauled mines, which are now a threat to surfaced submarines and surface ships and much more.

Something omitted from the README by mistake (but not going through the upload process again lol) is concerning hospital ships.

There are Red Cross (Neutral) hospital ships and Hospital Ships flying Japanese flags. Be careful not to sink these as will lose a lot of renown.

and much more.........

Installation/Requirements:

SH v1.5

Install order in JSGME:

TriggerMaru_Overhaul_2-5_UpdateBH Revised Final
NavMapMakeoverTMOUpdate (Required, included with download)
NavMapmakeoverTMOupdatePatch (Required, included with download)
Allied Ship Pack TMO (Required, see Subsim downloads section under ships)
Ships for TMO (Required, see Subsim downloads section under ships)
EAX Sound Simulation WITHOUT Webster Maneuver_TMO by Vickers03 (HIGHLY, HIGHLY suggested, really improves the sound environment, the overall experience of the sim. The update was made wit this mod and you will not get the same experience without, I assure you. Immersion and sound especially is a huge part of a subsim, especially if play without the external cam ,
TMO2_Different_smoke_and_splash_effects by Vickers03(HIGHLY, HIGHLY, HIGHLY suggested as this corrects a flaw in SH 4, it gives merchants puffy black smoke plumes, which make them easy to visually track even at 10 nautical miles (just as real skippers did) and particularly helpful early war prior to SJ radar. Warships now has the lighter, whisps of smoke (except Clemson DD). The you have the amazing depth charge splashes and water effects as well shell splashes. Add this in with EAX sound, rather amazing. You will no goy back. This mod is included in optional . Make sure it comes after EAX sound sim in activation order.)
IJN_Radar_Fix_2 (Required)
Any other mods included with TMO and TMOupdate.
Others mods of player choice. Of course be wary of conflicts!

Make sure to actually read the README file for details, installation requirements, instructions etc. Follow install order and instructions in README to get proper and intended player experience.





Download is at the link below.

https://www.subsim.com/radioroom/dow...o=file&id=5965 TMO 2.5 UpdateBH (Revised Final)


https://www.subsim.com/radioroom/dow...o=file&id=5964 Ship Pack for TMO (Required)

https://www.subsim.com/radioroom/dow...o=file&id=5963 Allied Ship Pack for TMO (Required)
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