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Old 06-28-09, 06:05 PM   #1246
AVGWarhawk
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Quote:
Originally Posted by Mikeb213 View Post
Ah so the problem is that 1.7TMO doesn't work with SH4 1.4? Only 1.5?
Correct.
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Old 06-30-09, 06:09 AM   #1247
raymond6751
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Default CTD repeatedly on contact

Hi

It is Jan 42 and I am on mission Hawaii to Japan to drop spy off. Heading West, halfway there I get a radar contact, warship. In a couple of minutes I get a CTD, just about when the unit would be visible. This happened repeatedly, whether I was surfaced or dove, regular time or speeded up.

I turned North to avoid and crash didn't happen. I think the problem is the ship being contacted.
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Old 06-30-09, 07:42 AM   #1248
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Quote:
Originally Posted by raymond6751 View Post
Hi

It is Jan 42 and I am on mission Hawaii to Japan to drop spy off. Heading West, halfway there I get a radar contact, warship. In a couple of minutes I get a CTD, just about when the unit would be visible. This happened repeatedly, whether I was surfaced or dove, regular time or speeded up.

I turned North to avoid and crash didn't happen. I think the problem is the ship being contacted.

I asked Ducimus about this. Are you using RSRD by chance or just straight up TMO? Any other mods in the mix?
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Old 06-30-09, 03:47 PM   #1249
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Quote:
Originally Posted by AVGWarhawk View Post
I asked Ducimus about this. Are you using RSRD by chance or just straight up TMO? Any other mods in the mix?
RSRDC doesn't do "spy missions to Japan"

How ever you need to ask for better location info than "halfway there"

What mods do you have installed and in what order

Last edited by lurker_hlb3; 06-30-09 at 05:49 PM.
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Old 07-02-09, 08:02 PM   #1250
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TRIGGER MARU IS IN THE PROCESS OF BEING IMPROVED AND UPGRADED! SOME VERY COOL THINGS ARE BEING CREATED BY DUCIMUS! STAY TUNED!


Partial list of changes:

Quick list of changes:

1.) Interior
- All dials clickable
- vickers dive angle fix
- panel lights
- captains cabin and yoemans office

2.) User Interface
- Crew management's go back to previous screen hotkey remapped to Interor aft camera, which is what im using in the captains cabin. I thought the watch, station and quarter bill in said office on clipboard was a nice touch.

- Snorkel depth is now radar depth. Dive planes set to deep dive to go around 450 ft barrier has been removed. All subs in TMO will now have a clickable 600 ft depth gauge in the conning tower for functional reasons. (Gato interior will to, but i didnt include it in this prototype to reduce file size, use the one in the CR instead)


3.) Crew changes
- officers randomly wear kahki shorts
- CPO now dons the stock humphry bogart hat. Someone bitched to me about CPO's wearing officer covers.. FINE, now maybe that guy will zip it I should put an enlisted hat device on it, but im too lazy.
- created a new graph for the yoeman
- Hogans alley has been added. You'd swear between TMO and RFB having this, that theres some masonic conspiracy thing going on between the two mods.

4.) Guns guns guns
- 3rd 20MM AA mount
- reworked 40MM guns to shoot AA flak rounds
- rebalanced shells on both.
- threw in a new AA flag gun sound i borrowed from some BF2 mod.
* Included modified Bungo pete mission ive been using to test crap on. Set your AA gun crew to fire at will and enjoy the show


I think thats the gist of it. Doesn't sound like much, but it was alot of work doing it for all boats.


40MM for AA flak is very cool
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Old 07-02-09, 09:56 PM   #1251
cgjimeneza
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Default 1.8 on the way!

ohhhh.... how I want it!!!!


Quote:
Originally Posted by AVGWarhawk View Post
TRIGGER MARU IS IN THE PROCESS OF BEING IMPROVED AND UPGRADED! SOME VERY COOL THINGS ARE BEING CREATED BY DUCIMUS! STAY TUNED!


Partial list of changes:

Quick list of changes:

1.) Interior
- All dials clickable
- vickers dive angle fix
- panel lights
- captains cabin and yoemans office

2.) User Interface
- Crew management's go back to previous screen hotkey remapped to Interor aft camera, which is what im using in the captains cabin. I thought the watch, station and quarter bill in said office on clipboard was a nice touch.

- Snorkel depth is now radar depth. Dive planes set to deep dive to go around 450 ft barrier has been removed. All subs in TMO will now have a clickable 600 ft depth gauge in the conning tower for functional reasons. (Gato interior will to, but i didnt include it in this prototype to reduce file size, use the one in the CR instead)


3.) Crew changes
- officers randomly wear kahki shorts
- CPO now dons the stock humphry bogart hat. Someone bitched to me about CPO's wearing officer covers.. FINE, now maybe that guy will zip it I should put an enlisted hat device on it, but im too lazy.
- created a new graph for the yoeman
- Hogans alley has been added. You'd swear between TMO and RFB having this, that theres some masonic conspiracy thing going on between the two mods.

4.) Guns guns guns
- 3rd 20MM AA mount
- reworked 40MM guns to shoot AA flak rounds
- rebalanced shells on both.
- threw in a new AA flag gun sound i borrowed from some BF2 mod.
* Included modified Bungo pete mission ive been using to test crap on. Set your AA gun crew to fire at will and enjoy the show


I think thats the gist of it. Doesn't sound like much, but it was alot of work doing it for all boats.


40MM for AA flak is very cool
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Old 07-02-09, 10:18 PM   #1252
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Yeoman...
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Old 07-03-09, 01:58 AM   #1253
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This sounds very cool indeed

Cant wait until its released

Steve
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Old 07-03-09, 02:59 AM   #1254
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Trigger Maru is my favorite mod. Looking forward to 1.8
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Old 07-03-09, 02:56 PM   #1255
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Well done and thanks for your continued support of this great mod!
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Old 07-03-09, 07:31 PM   #1256
Munchausen
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I uninstalled SH4, hoping to make the AOB Fix work. Now I think I'll just wait until this version of TMO is released.
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Old 07-03-09, 08:53 PM   #1257
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Default me too

Quote:
Originally Posted by Weaverjd View Post
Yeoman...

have him fill my requisition too... I must surely get it.
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Old 07-04-09, 05:07 AM   #1258
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Default where do I line up the shadow target keel?

when setting range do I line up the shadow target's keel with the funnel of the target if it is a merchant? What if it is a carrier? What if it is a warship other than a carieer? I could not find instructions in the readme.
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Old 07-04-09, 01:35 PM   #1259
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Quote:
Originally Posted by AVGWarhawk View Post
TRIGGER MARU IS IN THE PROCESS OF BEING IMPROVED AND UPGRADED! SOME VERY COOL THINGS ARE BEING CREATED BY DUCIMUS! STAY TUNED!


Quick list of changes:
(...)
AVGWarhawk!!!
Help me, You're me last hope!!!
Could you ask Ducimus about possibility of next issue?
Quote:
6. If player's submarine is very highly damaged or destroyed, the submarine will be automatically flooding and diving (and will be not attacked by the escort more).
This is very small (?) fix with help us to use this mod for multiplayer game.
Please, help us - this bug makes our games unbalanced (surfaced and destroyed submarine is still attacked by escort - other players can attack more easy...)
Please...
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Old 07-04-09, 09:13 PM   #1260
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Quote:
Originally Posted by I'm goin' down View Post
when setting range do I line up the shadow target's keel with the funnel of the target if it is a merchant? What if it is a carrier? What if it is a warship other than a carieer? I could not find instructions in the readme.
Look in the recognition manual. There will be a red mark in the manual for the point that you line the waterline up with. Most are at the stack. Some are at the mast. Some others are at the rear deck.




Is there any plan to tweak TMO's ship damage model?
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